blob: f30feba3f188db54d81cc929f3e775144d37f2af [file] [log] [blame]
//
// Copyright 2016 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.
//
// EGLRobustnessTest.cpp: tests for EGL_EXT_create_context_robustness
//
// Tests causing GPU resets are disabled, use the following args to run them:
// --gtest_also_run_disabled_tests --gtest_filter=EGLRobustnessTest\*
#include <gtest/gtest.h>
#include "common/debug.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/OSWindow.h"
using namespace angle;
class EGLRobustnessTest : public ANGLETest<>
{
public:
enum class eglContextOpenglRobustAccess : bool
{
enable = true,
disable = false,
};
void testSetUp() override
{
mOSWindow = OSWindow::New();
mOSWindow->initialize("EGLRobustnessTest", 500, 500);
setWindowVisible(mOSWindow, true);
const auto &platform = GetParam().eglParameters;
std::vector<EGLint> displayAttributes;
displayAttributes.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
displayAttributes.push_back(platform.renderer);
displayAttributes.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE);
displayAttributes.push_back(platform.majorVersion);
displayAttributes.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE);
displayAttributes.push_back(platform.minorVersion);
if (platform.deviceType != EGL_DONT_CARE)
{
displayAttributes.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
displayAttributes.push_back(platform.deviceType);
}
displayAttributes.push_back(EGL_NONE);
mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,
reinterpret_cast<void *>(mOSWindow->getNativeDisplay()),
&displayAttributes[0]);
ASSERT_NE(EGL_NO_DISPLAY, mDisplay);
ASSERT_TRUE(eglInitialize(mDisplay, nullptr, nullptr) == EGL_TRUE);
int nConfigs = 0;
ASSERT_TRUE(eglGetConfigs(mDisplay, nullptr, 0, &nConfigs) == EGL_TRUE);
ASSERT_LE(1, nConfigs);
std::vector<EGLConfig> allConfigs(nConfigs);
int nReturnedConfigs = 0;
ASSERT_TRUE(eglGetConfigs(mDisplay, allConfigs.data(), nConfigs, &nReturnedConfigs) ==
EGL_TRUE);
ASSERT_EQ(nConfigs, nReturnedConfigs);
for (const EGLConfig &config : allConfigs)
{
EGLint surfaceType;
eglGetConfigAttrib(mDisplay, config, EGL_SURFACE_TYPE, &surfaceType);
if ((surfaceType & EGL_WINDOW_BIT) != 0)
{
mConfig = config;
mInitialized = true;
break;
}
}
if (mInitialized)
{
mWindow =
eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
ASSERT_EGL_SUCCESS();
}
}
void testTearDown() override
{
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroySurface(mDisplay, mWindow);
destroyContext();
eglTerminate(mDisplay);
EXPECT_EGL_SUCCESS();
OSWindow::Delete(&mOSWindow);
}
void createContext(EGLint resetStrategy)
{
std::vector<EGLint> contextAttribs = {
EGL_CONTEXT_CLIENT_VERSION,
2,
};
if (IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"))
{
contextAttribs.push_back(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT);
contextAttribs.push_back(resetStrategy);
}
else
{
ASSERT_EQ(EGL_NO_RESET_NOTIFICATION_EXT, resetStrategy);
}
contextAttribs.push_back(EGL_NONE);
mContext = eglCreateContext(mDisplay, mConfig, EGL_NO_CONTEXT, contextAttribs.data());
ASSERT_NE(EGL_NO_CONTEXT, mContext);
eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
ASSERT_EGL_SUCCESS();
const char *extensionString = reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
ASSERT_NE(nullptr, strstr(extensionString, "GL_ANGLE_instanced_arrays"));
}
void createClientVersion3NonRobustContext(EGLint resetStrategy)
{
std::vector<EGLint> contextAttribs = {
EGL_CONTEXT_CLIENT_VERSION, 3, EGL_CONTEXT_MINOR_VERSION_KHR, 0,
EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT, EGL_FALSE,
};
if (IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"))
{
contextAttribs.push_back(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT);
contextAttribs.push_back(resetStrategy);
}
else
{
ASSERT_EQ(EGL_NO_RESET_NOTIFICATION_EXT, resetStrategy);
}
contextAttribs.push_back(EGL_NONE);
mContext = eglCreateContext(mDisplay, mConfig, EGL_NO_CONTEXT, contextAttribs.data());
ASSERT_NE(EGL_NO_CONTEXT, mContext);
eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
ASSERT_EGL_SUCCESS();
const char *extensionString = reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
ASSERT_NE(nullptr, strstr(extensionString, "GL_ANGLE_instanced_arrays"));
}
void createRobustContext(EGLint resetStrategy, EGLContext shareContext)
{
const EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION,
3,
EGL_CONTEXT_MINOR_VERSION_KHR,
0,
EGL_CONTEXT_OPENGL_ROBUST_ACCESS,
EGL_TRUE,
EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT,
resetStrategy,
EGL_NONE};
mContext = eglCreateContext(mDisplay, mConfig, shareContext, contextAttribs);
ASSERT_NE(EGL_NO_CONTEXT, mContext);
eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
ASSERT_EGL_SUCCESS();
}
void destroyContext()
{
if (mContext != EGL_NO_CONTEXT)
{
eglDestroyContext(mDisplay, mContext);
mContext = EGL_NO_CONTEXT;
}
}
void submitLongRunningTask()
{
// Cause a GPU reset by drawing 100,000,000 fullscreen quads
GLuint program = CompileProgram(
"attribute vec4 pos;\n"
"varying vec2 texcoord;\n"
"void main() {gl_Position = pos; texcoord = (pos.xy * 0.5) + 0.5;}\n",
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"varying vec2 texcoord;\n"
"void main() {gl_FragColor = gl_FragColor = texture2D(tex, texcoord);}\n");
ASSERT_NE(0u, program);
glUseProgram(program);
GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
};
const int kNumQuads = 10000;
std::vector<GLushort> indices(6 * kNumQuads);
for (size_t i = 0; i < kNumQuads; i++)
{
indices[i * 6 + 0] = 0;
indices[i * 6 + 1] = 1;
indices[i * 6 + 2] = 2;
indices[i * 6 + 3] = 1;
indices[i * 6 + 4] = 2;
indices[i * 6 + 5] = 3;
}
glBindAttribLocation(program, 0, "pos");
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(0);
GLTexture texture;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLint textureUniformLocation = glGetUniformLocation(program, "tex");
glUniform1i(textureUniformLocation, 0);
glViewport(0, 0, mOSWindow->getWidth(), mOSWindow->getHeight());
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElementsInstancedANGLE(GL_TRIANGLES, kNumQuads * 6, GL_UNSIGNED_SHORT, indices.data(),
10000);
}
const char *getInvalidShaderLocalVariableAccessFS()
{
static constexpr char kFS[] = R"(#version 300 es
layout(location = 0) out highp vec4 fragColor;
uniform highp int u_index;
uniform mediump float u_color;
void main (void)
{
highp vec4 color = vec4(0.0f);
color[u_index] = u_color;
fragColor = color;
})";
return kFS;
}
void testInvalidShaderLocalVariableAccess(GLuint program,
const eglContextOpenglRobustAccess robustAccessAttrib)
{
glUseProgram(program);
EXPECT_GL_NO_ERROR();
GLint indexLocation = glGetUniformLocation(program, "u_index");
ASSERT_NE(-1, indexLocation);
GLint colorLocation = glGetUniformLocation(program, "u_color");
ASSERT_NE(-1, colorLocation);
// delibrately pass in -1 to u_index to test robustness extension protects write out of
// bound
constexpr GLint kInvalidIndex = -1;
glUniform1i(indexLocation, kInvalidIndex);
EXPECT_GL_NO_ERROR();
glUniform1f(colorLocation, 1.0f);
drawQuad(program, essl31_shaders::PositionAttrib(), 0);
EXPECT_GL_NO_ERROR();
// When command buffers are submitted to GPU, if robustness is working properly, the
// fragment shader will not suffer from write out-of-bounds issue, which resulted in context
// reset and context loss.
glFinish();
GLint errorCode = glGetError();
if (robustAccessAttrib == eglContextOpenglRobustAccess::enable)
{
ASSERT(errorCode == GL_NO_ERROR);
}
else
{
ASSERT(errorCode == GL_NO_ERROR || errorCode == GL_CONTEXT_LOST);
}
}
protected:
EGLDisplay mDisplay = EGL_NO_DISPLAY;
EGLSurface mWindow = EGL_NO_SURFACE;
EGLContext mContext = EGL_NO_CONTEXT;
bool mInitialized = false;
private:
EGLConfig mConfig = 0;
OSWindow *mOSWindow = nullptr;
};
class EGLRobustnessTestES3 : public EGLRobustnessTest
{};
class EGLRobustnessTestES31 : public EGLRobustnessTest
{};
// Check glGetGraphicsResetStatusEXT returns GL_NO_ERROR if we did nothing
TEST_P(EGLRobustnessTest, NoErrorByDefault)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ASSERT_TRUE(glGetGraphicsResetStatusEXT() == GL_NO_ERROR);
}
// Checks that the application gets no loss with NO_RESET_NOTIFICATION
TEST_P(EGLRobustnessTest, DISABLED_NoResetNotification)
{
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
ANGLE_SKIP_TEST_IF(!mInitialized);
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
if (!IsWindows())
{
std::cout << "Test disabled on non Windows platforms because drivers can't recover. "
<< "See " << __FILE__ << ":" << __LINE__ << std::endl;
return;
}
std::cout << "Causing a GPU reset, brace for impact." << std::endl;
submitLongRunningTask();
glFinish();
ASSERT_TRUE(glGetGraphicsResetStatusEXT() == GL_NO_ERROR);
}
// Checks that resetting the ANGLE display allows to get rid of the context loss.
// Also checks that the application gets notified of the loss of the display.
// We coalesce both tests to reduce the number of TDRs done on Windows: by default
// having more than 5 TDRs in a minute will cause Windows to disable the GPU until
// the computer is rebooted.
TEST_P(EGLRobustnessTest, DISABLED_ResettingDisplayWorks)
{
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
// Note that on Windows the OpenGL driver fails hard (popup that closes the application)
// on a TDR caused by D3D. Don't run D3D tests at the same time as the OpenGL tests.
ANGLE_SKIP_TEST_IF(IsWindows() && isGLRenderer());
ANGLE_SKIP_TEST_IF(!mInitialized);
createContext(EGL_LOSE_CONTEXT_ON_RESET_EXT);
if (!IsWindows())
{
std::cout << "Test disabled on non Windows platforms because drivers can't recover. "
<< "See " << __FILE__ << ":" << __LINE__ << std::endl;
return;
}
std::cout << "Causing a GPU reset, brace for impact." << std::endl;
submitLongRunningTask();
glFinish();
ASSERT_TRUE(glGetGraphicsResetStatusEXT() != GL_NO_ERROR);
recreateTestFixture();
ASSERT_TRUE(glGetGraphicsResetStatusEXT() == GL_NO_ERROR);
}
// Test to reproduce the crash when running
// dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.writes.uniform_block.fragment
// on Pixel 6
TEST_P(EGLRobustnessTestES3, ContextResetOnInvalidLocalShaderVariableAccess)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createRobustContext(EGL_LOSE_CONTEXT_ON_RESET, EGL_NO_CONTEXT);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
}
// Similar to ContextResetOnInvalidLocalShaderVariableAccess, but the program is created on a
// context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,
ContextResetOnInvalidLocalShaderVariableAccess_ShareGroupBeforeProgramCreation)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_LOSE_CONTEXT_ON_RESET);
EGLContext shareContext = mContext;
createRobustContext(EGL_LOSE_CONTEXT_ON_RESET, shareContext);
eglMakeCurrent(mDisplay, mWindow, mWindow, shareContext);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
eglDestroyContext(mDisplay, shareContext);
}
// Similar to ContextResetOnInvalidLocalShaderVariableAccess, but the program is created on a
// context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,
ContextResetOnInvalidLocalShaderVariableAccess_ShareGroupAfterProgramCreation)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_LOSE_CONTEXT_ON_RESET);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
EGLContext shareContext = mContext;
createRobustContext(EGL_LOSE_CONTEXT_ON_RESET, shareContext);
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
eglDestroyContext(mDisplay, shareContext);
}
// Test to ensure shader local variable write out of bound won't crash
// when the context has robustness enabled, and EGL_NO_RESET_NOTIFICATION_EXT
// is set as the value for attribute EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEFY_EXT
TEST_P(EGLRobustnessTestES3, ContextNoResetOnInvalidLocalShaderVariableAccess)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, EGL_NO_CONTEXT);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
}
// Similar to ContextNoResetOnInvalidLocalShaderVariableAccess, but the program is created on a
// context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,
ContextNoResetOnInvalidLocalShaderVariableAccess_ShareGroupBeforeProgramCreation)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
EGLContext shareContext = mContext;
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
eglMakeCurrent(mDisplay, mWindow, mWindow, shareContext);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
eglDestroyContext(mDisplay, shareContext);
}
// Similar to ContextNoResetOnInvalidLocalShaderVariableAccess, but the program is created on a
// context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,
ContextNoResetOnInvalidLocalShaderVariableAccess_ShareGroupAfterProgramCreation)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
EGLContext shareContext = mContext;
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
eglDestroyContext(mDisplay, shareContext);
}
// Replicate test
// dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.writes
// .local_array.fragment
// Test that when writing out-of-bounds in fragment shader:
// 1) After draw command, test receives GL_CONTEXT_LOST error or GL_NO_ERROR.
// 2) eglMakeCurrent(EGL_NO_CONTEXT) on lost context should return EGL_SUCCESS.
TEST_P(EGLRobustnessTestES3, NonRobustContextOnInvalidLocalShaderVariableAccessShouldNotCrash)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createClientVersion3NonRobustContext(EGL_LOSE_CONTEXT_ON_RESET_KHR);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::disable);
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
GLint errorCode = eglGetError();
ASSERT(errorCode == EGL_SUCCESS);
}
// Test that using a program in a non-robust context, then sharing it with a robust context and
// using it with the same state (but with an OOB access) works.
TEST_P(EGLRobustnessTestES31, NonRobustContextThenOOBInSharedRobustContext)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
GLint maxFragmentShaderStorageBlocks = 0;
glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &maxFragmentShaderStorageBlocks);
ANGLE_SKIP_TEST_IF(maxFragmentShaderStorageBlocks == 0);
constexpr char kFS[] = R"(#version 310 es
layout(location = 0) out highp vec4 fragColor;
layout(std140, binding = 0) buffer Block
{
mediump vec4 data[];
};
uniform mediump uint index;
void main (void)
{
fragColor = data[index];
})";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glUseProgram(program);
GLint indexLocation = glGetUniformLocation(program, "index");
ASSERT_NE(-1, indexLocation);
constexpr std::array<float, 4> kBufferData = {1, 0, 0, 1};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Use the program once before the robust context is created.
glUniform1ui(indexLocation, 0);
drawQuad(program, essl31_shaders::PositionAttrib(), 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
// Create the share context as robust, and draw identically except accessing OOB.
EGLContext shareContext = mContext;
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
glUniform1ui(indexLocation, 1'000'000'000u);
drawQuad(program, essl31_shaders::PositionAttrib(), 0);
// Expect 0, 0, 0, 0/1 returned from buffer
GLColor actualColor = angle::ReadColor(0, 0);
EXPECT_TRUE(actualColor.A == 0 || actualColor.A == 255);
actualColor.A = 0;
EXPECT_EQ(actualColor, GLColor::transparentBlack);
ASSERT_GL_NO_ERROR();
eglDestroyContext(mDisplay, shareContext);
}
// Similar to NonRobustContextThenOOBInSharedRobustContext, but access is in vertex shader.
TEST_P(EGLRobustnessTestES31, NonRobustContextThenOOBInSharedRobustContext_VertexShader)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
GLint maxVertexShaderStorageBlocks = 0;
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &maxVertexShaderStorageBlocks);
ANGLE_SKIP_TEST_IF(maxVertexShaderStorageBlocks == 0);
constexpr char kVS[] = R"(#version 310 es
layout(std140, binding = 0) buffer Block
{
mediump vec4 data[];
};
uniform mediump uint index;
in vec4 position;
out mediump vec4 color;
void main (void)
{
color = data[index];
gl_Position = position;
})";
constexpr char kFS[] = R"(#version 310 es
layout(location = 0) out highp vec4 fragColor;
in mediump vec4 color;
void main (void)
{
fragColor = color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint indexLocation = glGetUniformLocation(program, "index");
ASSERT_NE(-1, indexLocation);
constexpr std::array<float, 4> kBufferData = {1, 0, 0, 1};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Use the program once before the robust context is created.
glUniform1ui(indexLocation, 0);
drawQuad(program, "position", 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
// Create the share context as robust, and draw identically except accessing OOB.
EGLContext shareContext = mContext;
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
glUniform1ui(indexLocation, 1'000'000'000u);
drawQuad(program, "position", 0);
// Expect 0, 0, 0, 0/1 returned from buffer
GLColor actualColor = angle::ReadColor(0, 0);
EXPECT_TRUE(actualColor.A == 0 || actualColor.A == 255);
actualColor.A = 0;
EXPECT_EQ(actualColor, GLColor::transparentBlack);
ASSERT_GL_NO_ERROR();
eglDestroyContext(mDisplay, shareContext);
}
// Similar to NonRobustContextThenOOBInSharedRobustContext, but access is in compute shader.
TEST_P(EGLRobustnessTestES31, NonRobustContextThenOOBInSharedRobustContext_ComputeShader)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(std140, binding = 0) buffer BlockIn
{
mediump vec4 dataIn[];
};
layout(std140, binding = 1) buffer BlockOut
{
mediump vec4 dataOut;
};
uniform mediump uint index;
void main (void)
{
dataOut = dataIn[index];
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
glUseProgram(program);
GLint indexLocation = glGetUniformLocation(program, "index");
ASSERT_NE(-1, indexLocation);
constexpr std::array<float, 4> kBufferData = {1, 0, 0, 1};
constexpr std::array<float, 4> kInvalidBufferData = {0, 0, 1, 1};
GLBuffer bufferIn;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferIn);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, bufferIn);
GLBuffer bufferOut;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferOut);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kInvalidBufferData), kInvalidBufferData.data(),
GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, bufferOut);
// Use the program once before the robust context is created.
glUniform1ui(indexLocation, 0);
glDispatchCompute(1, 1, 1);
ASSERT_GL_NO_ERROR();
std::array<float, 4> readbackData = {};
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
void *mappedBuffer =
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(readbackData), GL_MAP_READ_BIT);
memcpy(readbackData.data(), mappedBuffer, sizeof(readbackData));
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
EXPECT_EQ(readbackData, kBufferData);
// Create the share context as robust, and draw identically except accessing OOB.
EGLContext shareContext = mContext;
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
glUseProgram(program);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferIn);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, bufferIn);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferOut);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, bufferOut);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kInvalidBufferData), kInvalidBufferData.data(),
GL_STATIC_DRAW);
glUniform1ui(indexLocation, 1'000'000'000u);
glDispatchCompute(1, 1, 1);
// Expect 0, 0, 0, 0/1 returned from bufferIn
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
mappedBuffer =
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(readbackData), GL_MAP_READ_BIT);
memcpy(readbackData.data(), mappedBuffer, sizeof(readbackData));
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
ASSERT_GL_NO_ERROR();
EXPECT_EQ(readbackData[0], 0);
EXPECT_EQ(readbackData[1], 0);
EXPECT_EQ(readbackData[2], 0);
EXPECT_TRUE(readbackData[3] == 0 || readbackData[3] == 1);
eglDestroyContext(mDisplay, shareContext);
}
// Test that indirect indices on unsized storage buffer arrays work. Regression test for the
// ClampIndirectIndices AST transformation.
TEST_P(EGLRobustnessTestES31, IndirectIndexOnUnsizedStorageBufferArray)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, EGL_NO_CONTEXT);
const char kCS[] = R"(#version 310 es
layout(binding = 0, std430) buffer B {
uint data[];
} b;
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
void main() {
b.data[gl_GlobalInvocationID.x] = gl_GlobalInvocationID.x;
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
EXPECT_GL_NO_ERROR();
constexpr uint32_t kBufferSize = 2;
constexpr uint32_t kBufferData[kBufferSize] = {10, 20};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Run the compute shader with a large workload. Only the first two invocations should write to
// the buffer, the rest should be dropped out due to robust access.
glUseProgram(program);
glDispatchCompute(8192, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
uint32_t bufferDataOut[kBufferSize] = {};
const uint32_t *ptr = reinterpret_cast<uint32_t *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferData), GL_MAP_READ_BIT));
memcpy(bufferDataOut, ptr, sizeof(kBufferData));
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
for (uint32_t index = 0; index < kBufferSize; ++index)
{
EXPECT_EQ(bufferDataOut[index], index) << " index " << index;
}
}
// Similar to IndirectIndexOnUnsizedStorageBufferArray, but without a block instance name.
TEST_P(EGLRobustnessTestES31, IndirectIndexOnUnsizedStorageBufferArray_NoBlockInstanceName)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
ANGLE_SKIP_TEST_IF(
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
!IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, EGL_NO_CONTEXT);
const char kCS[] = R"(#version 310 es
layout(binding = 0, std430) buffer B {
uint data[];
};
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
void main() {
data[gl_GlobalInvocationID.x] = gl_GlobalInvocationID.x;
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
EXPECT_GL_NO_ERROR();
constexpr uint32_t kBufferSize = 2;
constexpr uint32_t kBufferData[kBufferSize] = {10, 20};
GLBuffer buffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
// Run the compute shader with a large workload. Only the first two invocations should write to
// the buffer, the rest should be dropped out due to robust access.
glUseProgram(program);
glDispatchCompute(8192, 1, 1);
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
uint32_t bufferDataOut[kBufferSize] = {};
const uint32_t *ptr = reinterpret_cast<uint32_t *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferData), GL_MAP_READ_BIT));
memcpy(bufferDataOut, ptr, sizeof(kBufferData));
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
for (uint32_t index = 0; index < kBufferSize; ++index)
{
EXPECT_EQ(bufferDataOut[index], index) << " index " << index;
}
}
// Test context destruction after recovering from a long running task.
TEST_P(EGLRobustnessTest, DISABLED_LongRunningTaskVulkanShutdown)
{
ANGLE_SKIP_TEST_IF(!mInitialized);
createContext(EGL_NO_RESET_NOTIFICATION_EXT);
submitLongRunningTask();
destroyContext();
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLRobustnessTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLRobustnessTestES3);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLRobustnessTestES31);
ANGLE_INSTANTIATE_TEST(EGLRobustnessTest,
WithNoFixture(ES2_VULKAN()),
WithNoFixture(ES2_D3D9()),
WithNoFixture(ES2_D3D11()),
WithNoFixture(ES2_OPENGL()),
WithNoFixture(ES2_OPENGLES()),
WithNoFixture(ES2_VULKAN_SWIFTSHADER()));
ANGLE_INSTANTIATE_TEST(EGLRobustnessTestES3,
WithNoFixture(ES3_VULKAN()),
WithNoFixture(ES3_D3D11()),
WithNoFixture(ES3_OPENGL()),
WithNoFixture(ES3_OPENGLES()),
WithNoFixture(ES3_VULKAN_SWIFTSHADER()));
ANGLE_INSTANTIATE_TEST(EGLRobustnessTestES31,
WithNoFixture(ES31_VULKAN()),
WithNoFixture(ES31_VULKAN_SWIFTSHADER()));