| // |
| // 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 |