| // | |
| // Copyright 2015 The ANGLE Project Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| // | |
| // D3D11InputLayoutCacheTest: | |
| // Stress to to reproduce a bug where we weren't fluing the case correctly. | |
| // | |
| #include <sstream> | |
| #include "libANGLE/Context.h" | |
| #include "libANGLE/renderer/d3d/d3d11/Context11.h" | |
| #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" | |
| #include "test_utils/ANGLETest.h" | |
| #include "test_utils/angle_test_instantiate.h" | |
| #include "util/EGLWindow.h" | |
| using namespace angle; | |
| namespace | |
| { | |
| class D3D11InputLayoutCacheTest : public ANGLETest | |
| { | |
| protected: | |
| D3D11InputLayoutCacheTest() | |
| { | |
| setWindowWidth(64); | |
| setWindowHeight(64); | |
| setConfigRedBits(8); | |
| setConfigAlphaBits(8); | |
| } | |
| GLuint makeProgramWithAttribCount(unsigned int attribCount) | |
| { | |
| std::stringstream strstr; | |
| strstr << "attribute vec2 position;" << std::endl; | |
| for (unsigned int attribIndex = 0; attribIndex < attribCount; ++attribIndex) | |
| { | |
| strstr << "attribute float a" << attribIndex << ";" << std::endl; | |
| } | |
| strstr << "varying float v;" << std::endl | |
| << "void main() {" << std::endl | |
| << " v = 0.0;" << std::endl; | |
| for (unsigned int attribIndex = 0; attribIndex < attribCount; ++attribIndex) | |
| { | |
| strstr << " v += a" << attribIndex << ";" << std::endl; | |
| } | |
| strstr << " gl_Position = vec4(position, 0.0, 1.0);" << std::endl << "}" << std::endl; | |
| constexpr char kFS[] = | |
| "varying highp float v;\n" | |
| "void main() {" | |
| " gl_FragColor = vec4(v / 255.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| return CompileProgram(strstr.str().c_str(), kFS); | |
| } | |
| }; | |
| // Stress the cache by setting a small cache size and drawing with a bunch of shaders | |
| // with different input signatures. | |
| TEST_P(D3D11InputLayoutCacheTest, StressTest) | |
| { | |
| // Hack the ANGLE! | |
| gl::Context *context = static_cast<gl::Context *>(getEGLWindow()->getContext()); | |
| rx::Context11 *context11 = rx::GetImplAs<rx::Context11>(context); | |
| rx::Renderer11 *renderer11 = context11->getRenderer(); | |
| rx::InputLayoutCache *inputLayoutCache = renderer11->getStateManager()->getInputLayoutCache(); | |
| // Clamp the cache size to something tiny | |
| inputLayoutCache->setCacheSize(4); | |
| GLint maxAttribs = 0; | |
| context->getIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttribs); | |
| // Reserve one attrib for position | |
| unsigned int maxInputs = static_cast<unsigned int>(maxAttribs) - 2; | |
| std::vector<GLuint> programs; | |
| for (unsigned int attribCount = 0; attribCount <= maxInputs; ++attribCount) | |
| { | |
| GLuint program = makeProgramWithAttribCount(attribCount); | |
| ASSERT_NE(0u, program); | |
| programs.push_back(program); | |
| } | |
| // Iteratively do a simple drop operation, trying every attribute count from 0..MAX_ATTRIBS. | |
| // This should thrash the cache. | |
| for (unsigned int iterationCount = 0; iterationCount < 10; ++iterationCount) | |
| { | |
| ASSERT_GL_NO_ERROR(); | |
| for (unsigned int attribCount = 0; attribCount <= maxInputs; ++attribCount) | |
| { | |
| GLuint program = programs[attribCount]; | |
| glUseProgram(program); | |
| for (unsigned int attribIndex = 0; attribIndex < attribCount; ++attribIndex) | |
| { | |
| std::stringstream attribNameStr; | |
| attribNameStr << "a" << attribIndex; | |
| std::string attribName = attribNameStr.str(); | |
| GLint location = glGetAttribLocation(program, attribName.c_str()); | |
| ASSERT_NE(-1, location); | |
| glVertexAttrib1f(location, 1.0f); | |
| glDisableVertexAttribArray(location); | |
| } | |
| drawQuad(program, "position", 0.5f); | |
| EXPECT_PIXEL_EQ(0, 0, attribCount, 0, 0, 255u); | |
| } | |
| } | |
| for (GLuint program : programs) | |
| { | |
| glDeleteProgram(program); | |
| } | |
| } | |
| ANGLE_INSTANTIATE_TEST(D3D11InputLayoutCacheTest, ES2_D3D11(), ES3_D3D11(), ES31_D3D11()); | |
| } // anonymous namespace |