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//
// Copyright 2018 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.
//
// VulkanUniformUpdatesTest:
// Tests to validate our Vulkan dynamic uniform updates are working as expected.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_instantiate.h"
// 'None' is defined as 'struct None {};' in
// third_party/googletest/src/googletest/include/gtest/internal/gtest-type-util.h.
// But 'None' is also defined as a numeric constant 0L in <X11/X.h>.
// So we need to include ANGLETest.h first to avoid this conflict.
#include "libANGLE/Context.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class VulkanUniformUpdatesTest : public ANGLETest
{
protected:
rx::ContextVk *hackANGLE() const
{
// Hack the angle!
const gl::Context *context = static_cast<gl::Context *>(getEGLWindow()->getContext());
return rx::GetImplAs<rx::ContextVk>(context);
}
rx::ProgramVk *hackProgram(GLuint handle) const
{
// Hack the angle!
const gl::Context *context = static_cast<gl::Context *>(getEGLWindow()->getContext());
const gl::Program *program = context->getProgramResolveLink(handle);
return rx::vk::GetImpl(program);
}
static constexpr uint32_t kMaxSetsForTesting = 32;
void limitMaxSets()
{
rx::ContextVk *contextVk = hackANGLE();
// Force a small limit on the max sets per pool to more easily trigger a new allocation.
rx::vk::DynamicDescriptorPool *uniformPool =
contextVk->getDynamicDescriptorPool(rx::kUniformsDescriptorSetIndex);
uniformPool->setMaxSetsPerPoolForTesting(kMaxSetsForTesting);
VkDescriptorPoolSize uniformSetSize = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
rx::GetUniformBufferDescriptorCount()};
(void)uniformPool->init(contextVk, &uniformSetSize, 1);
rx::vk::DynamicDescriptorPool *texturePool =
contextVk->getDynamicDescriptorPool(rx::kTextureDescriptorSetIndex);
texturePool->setMaxSetsPerPoolForTesting(kMaxSetsForTesting);
VkDescriptorPoolSize textureSetSize = {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
contextVk->getRenderer()->getMaxActiveTextures()};
(void)texturePool->init(contextVk, &textureSetSize, 1);
}
};
// This test updates a uniform until a new buffer is allocated and then make sure the uniform
// updates still work.
TEST_P(VulkanUniformUpdatesTest, UpdateUntilNewBufferIsAllocated)
{
ASSERT_TRUE(IsVulkan());
limitMaxSets();
constexpr char kPositionUniformVertexShader[] = R"(attribute vec2 position;
uniform vec2 uniPosModifier;
void main()
{
gl_Position = vec4(position + uniPosModifier, 0, 1);
})";
constexpr char kColorUniformFragmentShader[] = R"(precision mediump float;
uniform vec4 uniColor;
void main()
{
gl_FragColor = uniColor;
})";
ANGLE_GL_PROGRAM(program, kPositionUniformVertexShader, kColorUniformFragmentShader);
glUseProgram(program);
rx::ProgramVk *programVk = hackProgram(program);
// Set a really small min size so that uniform updates often allocates a new buffer.
programVk->setDefaultUniformBlocksMinSizeForTesting(128);
GLint posUniformLocation = glGetUniformLocation(program, "uniPosModifier");
ASSERT_NE(posUniformLocation, -1);
GLint colorUniformLocation = glGetUniformLocation(program, "uniColor");
ASSERT_NE(colorUniformLocation, -1);
// Sets both uniforms 10 times, it should certainly trigger new buffers creations by the
// underlying StreamingBuffer.
for (int i = 0; i < 100; i++)
{
glUniform2f(posUniformLocation, -0.5, 0.0);
glUniform4f(colorUniformLocation, 1.0, 0.0, 0.0, 1.0);
drawQuad(program, "position", 0.5f, 1.0f);
swapBuffers();
ASSERT_GL_NO_ERROR();
}
}
void InitTexture(GLColor color, GLTexture *texture)
{
const std::vector<GLColor> colors(4, color);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
// Force uniform updates until the dynamic descriptor pool wraps into a new pool allocation.
TEST_P(VulkanUniformUpdatesTest, DescriptorPoolUpdates)
{
ASSERT_TRUE(IsVulkan());
// Force a small limit on the max sets per pool to more easily trigger a new allocation.
limitMaxSets();
// Initialize texture program.
GLuint program = get2DTexturedQuadProgram();
ASSERT_NE(0u, program);
glUseProgram(program);
GLint texLoc = glGetUniformLocation(program, "tex");
ASSERT_NE(-1, texLoc);
// Initialize basic red texture.
const std::vector<GLColor> redColors(4, GLColor::red);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, redColors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw multiple times, each iteration will create a new descriptor set.
for (uint32_t iteration = 0; iteration < kMaxSetsForTesting * 8; ++iteration)
{
glUniform1i(texLoc, 0);
drawQuad(program, "position", 0.5f, 1.0f, true);
swapBuffers();
ASSERT_GL_NO_ERROR();
}
}
// Uniform updates along with Texture updates.
TEST_P(VulkanUniformUpdatesTest, DescriptorPoolUniformAndTextureUpdates)
{
ASSERT_TRUE(IsVulkan());
limitMaxSets();
// Initialize texture program.
constexpr char kVS[] = R"(attribute vec2 position;
varying mediump vec2 texCoord;
void main()
{
gl_Position = vec4(position, 0, 1);
texCoord = position * 0.5 + vec2(0.5);
})";
constexpr char kFS[] = R"(varying mediump vec2 texCoord;
uniform sampler2D tex;
uniform mediump vec4 colorMask;
void main()
{
gl_FragColor = texture2D(tex, texCoord) * colorMask;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
// Get uniform locations.
GLint texLoc = glGetUniformLocation(program, "tex");
ASSERT_NE(-1, texLoc);
GLint colorMaskLoc = glGetUniformLocation(program, "colorMask");
ASSERT_NE(-1, colorMaskLoc);
// Initialize white texture.
GLTexture whiteTexture;
InitTexture(GLColor::white, &whiteTexture);
ASSERT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, whiteTexture);
// Initialize magenta texture.
GLTexture magentaTexture;
InitTexture(GLColor::magenta, &magentaTexture);
ASSERT_GL_NO_ERROR();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, magentaTexture);
// Draw multiple times, each iteration will create a new descriptor set.
for (uint32_t iteration = 0; iteration < kMaxSetsForTesting * 2; ++iteration)
{
// Draw with white.
glUniform1i(texLoc, 0);
glUniform4f(colorMaskLoc, 1.0f, 1.0f, 1.0f, 1.0f);
drawQuad(program, "position", 0.5f, 1.0f, true);
// Draw with white masking out red.
glUniform4f(colorMaskLoc, 0.0f, 1.0f, 1.0f, 1.0f);
drawQuad(program, "position", 0.5f, 1.0f, true);
// Draw with magenta.
glUniform1i(texLoc, 1);
glUniform4f(colorMaskLoc, 1.0f, 1.0f, 1.0f, 1.0f);
drawQuad(program, "position", 0.5f, 1.0f, true);
// Draw with magenta masking out red.
glUniform4f(colorMaskLoc, 0.0f, 1.0f, 1.0f, 1.0f);
drawQuad(program, "position", 0.5f, 1.0f, true);
swapBuffers();
ASSERT_GL_NO_ERROR();
}
}
// Uniform updates along with Texture updates.
TEST_P(VulkanUniformUpdatesTest, DescriptorPoolUniformAndTextureUpdatesTwoShaders)
{
ASSERT_TRUE(IsVulkan());
// Force a small limit on the max sets per pool to more easily trigger a new allocation.
limitMaxSets();
// Initialize program.
constexpr char kVS[] = R"(attribute vec2 position;
varying mediump vec2 texCoord;
void main()
{
gl_Position = vec4(position, 0, 1);
texCoord = position * 0.5 + vec2(0.5);
})";
constexpr char kFS[] = R"(varying mediump vec2 texCoord;
uniform mediump vec4 colorMask;
void main()
{
gl_FragColor = colorMask;
})";
ANGLE_GL_PROGRAM(program1, kVS, kFS);
ANGLE_GL_PROGRAM(program2, kVS, kFS);
glUseProgram(program1);
rx::ProgramVk *program1Vk = hackProgram(program1);
rx::ProgramVk *program2Vk = hackProgram(program2);
// Set a really small min size so that uniform updates often allocates a new buffer.
program1Vk->setDefaultUniformBlocksMinSizeForTesting(128);
program2Vk->setDefaultUniformBlocksMinSizeForTesting(128);
// Get uniform locations.
GLint colorMaskLoc1 = glGetUniformLocation(program1, "colorMask");
ASSERT_NE(-1, colorMaskLoc1);
GLint colorMaskLoc2 = glGetUniformLocation(program2, "colorMask");
ASSERT_NE(-1, colorMaskLoc2);
// Draw with white using program1.
glUniform4f(colorMaskLoc1, 1.0f, 1.0f, 1.0f, 1.0f);
drawQuad(program1, "position", 0.5f, 1.0f, true);
swapBuffers();
ASSERT_GL_NO_ERROR();
// Now switch to use program2
glUseProgram(program2);
// Draw multiple times w/ program2, each iteration will create a new descriptor set.
// This will cause the first descriptor pool to be cleaned up
for (uint32_t iteration = 0; iteration < kMaxSetsForTesting * 2; ++iteration)
{
// Draw with white.
glUniform4f(colorMaskLoc2, 1.0f, 1.0f, 1.0f, 1.0f);
drawQuad(program2, "position", 0.5f, 1.0f, true);
// Draw with white masking out red.
glUniform4f(colorMaskLoc2, 0.0f, 1.0f, 1.0f, 1.0f);
drawQuad(program2, "position", 0.5f, 1.0f, true);
// Draw with magenta.
glUniform4f(colorMaskLoc2, 1.0f, 1.0f, 1.0f, 1.0f);
drawQuad(program2, "position", 0.5f, 1.0f, true);
// Draw with magenta masking out red.
glUniform4f(colorMaskLoc2, 0.0f, 1.0f, 1.0f, 1.0f);
drawQuad(program2, "position", 0.5f, 1.0f, true);
swapBuffers();
ASSERT_GL_NO_ERROR();
}
// Finally, attempt to draw again with program1, with original uniform values.
glUseProgram(program1);
drawQuad(program1, "position", 0.5f, 1.0f, true);
swapBuffers();
ASSERT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST(VulkanUniformUpdatesTest, ES2_VULKAN());
} // anonymous namespace