1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2016 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker // EGLRobustnessTest.cpp: tests for EGL_EXT_create_context_robustness
8*8975f5c5SAndroid Build Coastguard Worker //
9*8975f5c5SAndroid Build Coastguard Worker // Tests causing GPU resets are disabled, use the following args to run them:
10*8975f5c5SAndroid Build Coastguard Worker // --gtest_also_run_disabled_tests --gtest_filter=EGLRobustnessTest\*
11*8975f5c5SAndroid Build Coastguard Worker
12*8975f5c5SAndroid Build Coastguard Worker #include <gtest/gtest.h>
13*8975f5c5SAndroid Build Coastguard Worker
14*8975f5c5SAndroid Build Coastguard Worker #include "common/debug.h"
15*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
16*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
17*8975f5c5SAndroid Build Coastguard Worker #include "util/OSWindow.h"
18*8975f5c5SAndroid Build Coastguard Worker
19*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
20*8975f5c5SAndroid Build Coastguard Worker
21*8975f5c5SAndroid Build Coastguard Worker class EGLRobustnessTest : public ANGLETest<>
22*8975f5c5SAndroid Build Coastguard Worker {
23*8975f5c5SAndroid Build Coastguard Worker public:
24*8975f5c5SAndroid Build Coastguard Worker enum class eglContextOpenglRobustAccess : bool
25*8975f5c5SAndroid Build Coastguard Worker {
26*8975f5c5SAndroid Build Coastguard Worker enable = true,
27*8975f5c5SAndroid Build Coastguard Worker disable = false,
28*8975f5c5SAndroid Build Coastguard Worker };
29*8975f5c5SAndroid Build Coastguard Worker
testSetUp()30*8975f5c5SAndroid Build Coastguard Worker void testSetUp() override
31*8975f5c5SAndroid Build Coastguard Worker {
32*8975f5c5SAndroid Build Coastguard Worker mOSWindow = OSWindow::New();
33*8975f5c5SAndroid Build Coastguard Worker mOSWindow->initialize("EGLRobustnessTest", 500, 500);
34*8975f5c5SAndroid Build Coastguard Worker setWindowVisible(mOSWindow, true);
35*8975f5c5SAndroid Build Coastguard Worker
36*8975f5c5SAndroid Build Coastguard Worker const auto &platform = GetParam().eglParameters;
37*8975f5c5SAndroid Build Coastguard Worker
38*8975f5c5SAndroid Build Coastguard Worker std::vector<EGLint> displayAttributes;
39*8975f5c5SAndroid Build Coastguard Worker displayAttributes.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
40*8975f5c5SAndroid Build Coastguard Worker displayAttributes.push_back(platform.renderer);
41*8975f5c5SAndroid Build Coastguard Worker displayAttributes.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE);
42*8975f5c5SAndroid Build Coastguard Worker displayAttributes.push_back(platform.majorVersion);
43*8975f5c5SAndroid Build Coastguard Worker displayAttributes.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE);
44*8975f5c5SAndroid Build Coastguard Worker displayAttributes.push_back(platform.minorVersion);
45*8975f5c5SAndroid Build Coastguard Worker
46*8975f5c5SAndroid Build Coastguard Worker if (platform.deviceType != EGL_DONT_CARE)
47*8975f5c5SAndroid Build Coastguard Worker {
48*8975f5c5SAndroid Build Coastguard Worker displayAttributes.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
49*8975f5c5SAndroid Build Coastguard Worker displayAttributes.push_back(platform.deviceType);
50*8975f5c5SAndroid Build Coastguard Worker }
51*8975f5c5SAndroid Build Coastguard Worker
52*8975f5c5SAndroid Build Coastguard Worker displayAttributes.push_back(EGL_NONE);
53*8975f5c5SAndroid Build Coastguard Worker
54*8975f5c5SAndroid Build Coastguard Worker mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,
55*8975f5c5SAndroid Build Coastguard Worker reinterpret_cast<void *>(mOSWindow->getNativeDisplay()),
56*8975f5c5SAndroid Build Coastguard Worker &displayAttributes[0]);
57*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(EGL_NO_DISPLAY, mDisplay);
58*8975f5c5SAndroid Build Coastguard Worker
59*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(eglInitialize(mDisplay, nullptr, nullptr) == EGL_TRUE);
60*8975f5c5SAndroid Build Coastguard Worker
61*8975f5c5SAndroid Build Coastguard Worker int nConfigs = 0;
62*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(eglGetConfigs(mDisplay, nullptr, 0, &nConfigs) == EGL_TRUE);
63*8975f5c5SAndroid Build Coastguard Worker ASSERT_LE(1, nConfigs);
64*8975f5c5SAndroid Build Coastguard Worker
65*8975f5c5SAndroid Build Coastguard Worker std::vector<EGLConfig> allConfigs(nConfigs);
66*8975f5c5SAndroid Build Coastguard Worker int nReturnedConfigs = 0;
67*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(eglGetConfigs(mDisplay, allConfigs.data(), nConfigs, &nReturnedConfigs) ==
68*8975f5c5SAndroid Build Coastguard Worker EGL_TRUE);
69*8975f5c5SAndroid Build Coastguard Worker ASSERT_EQ(nConfigs, nReturnedConfigs);
70*8975f5c5SAndroid Build Coastguard Worker
71*8975f5c5SAndroid Build Coastguard Worker for (const EGLConfig &config : allConfigs)
72*8975f5c5SAndroid Build Coastguard Worker {
73*8975f5c5SAndroid Build Coastguard Worker EGLint surfaceType;
74*8975f5c5SAndroid Build Coastguard Worker eglGetConfigAttrib(mDisplay, config, EGL_SURFACE_TYPE, &surfaceType);
75*8975f5c5SAndroid Build Coastguard Worker
76*8975f5c5SAndroid Build Coastguard Worker if ((surfaceType & EGL_WINDOW_BIT) != 0)
77*8975f5c5SAndroid Build Coastguard Worker {
78*8975f5c5SAndroid Build Coastguard Worker mConfig = config;
79*8975f5c5SAndroid Build Coastguard Worker mInitialized = true;
80*8975f5c5SAndroid Build Coastguard Worker break;
81*8975f5c5SAndroid Build Coastguard Worker }
82*8975f5c5SAndroid Build Coastguard Worker }
83*8975f5c5SAndroid Build Coastguard Worker
84*8975f5c5SAndroid Build Coastguard Worker if (mInitialized)
85*8975f5c5SAndroid Build Coastguard Worker {
86*8975f5c5SAndroid Build Coastguard Worker mWindow =
87*8975f5c5SAndroid Build Coastguard Worker eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
88*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
89*8975f5c5SAndroid Build Coastguard Worker }
90*8975f5c5SAndroid Build Coastguard Worker }
91*8975f5c5SAndroid Build Coastguard Worker
testTearDown()92*8975f5c5SAndroid Build Coastguard Worker void testTearDown() override
93*8975f5c5SAndroid Build Coastguard Worker {
94*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
95*8975f5c5SAndroid Build Coastguard Worker eglDestroySurface(mDisplay, mWindow);
96*8975f5c5SAndroid Build Coastguard Worker destroyContext();
97*8975f5c5SAndroid Build Coastguard Worker eglTerminate(mDisplay);
98*8975f5c5SAndroid Build Coastguard Worker EXPECT_EGL_SUCCESS();
99*8975f5c5SAndroid Build Coastguard Worker
100*8975f5c5SAndroid Build Coastguard Worker OSWindow::Delete(&mOSWindow);
101*8975f5c5SAndroid Build Coastguard Worker }
102*8975f5c5SAndroid Build Coastguard Worker
createContext(EGLint resetStrategy)103*8975f5c5SAndroid Build Coastguard Worker void createContext(EGLint resetStrategy)
104*8975f5c5SAndroid Build Coastguard Worker {
105*8975f5c5SAndroid Build Coastguard Worker std::vector<EGLint> contextAttribs = {
106*8975f5c5SAndroid Build Coastguard Worker EGL_CONTEXT_CLIENT_VERSION,
107*8975f5c5SAndroid Build Coastguard Worker 2,
108*8975f5c5SAndroid Build Coastguard Worker };
109*8975f5c5SAndroid Build Coastguard Worker
110*8975f5c5SAndroid Build Coastguard Worker if (IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"))
111*8975f5c5SAndroid Build Coastguard Worker {
112*8975f5c5SAndroid Build Coastguard Worker contextAttribs.push_back(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT);
113*8975f5c5SAndroid Build Coastguard Worker contextAttribs.push_back(resetStrategy);
114*8975f5c5SAndroid Build Coastguard Worker }
115*8975f5c5SAndroid Build Coastguard Worker else
116*8975f5c5SAndroid Build Coastguard Worker {
117*8975f5c5SAndroid Build Coastguard Worker ASSERT_EQ(EGL_NO_RESET_NOTIFICATION_EXT, resetStrategy);
118*8975f5c5SAndroid Build Coastguard Worker }
119*8975f5c5SAndroid Build Coastguard Worker contextAttribs.push_back(EGL_NONE);
120*8975f5c5SAndroid Build Coastguard Worker mContext = eglCreateContext(mDisplay, mConfig, EGL_NO_CONTEXT, contextAttribs.data());
121*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(EGL_NO_CONTEXT, mContext);
122*8975f5c5SAndroid Build Coastguard Worker
123*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
124*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
125*8975f5c5SAndroid Build Coastguard Worker
126*8975f5c5SAndroid Build Coastguard Worker const char *extensionString = reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
127*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(nullptr, strstr(extensionString, "GL_ANGLE_instanced_arrays"));
128*8975f5c5SAndroid Build Coastguard Worker }
129*8975f5c5SAndroid Build Coastguard Worker
createClientVersion3NonRobustContext(EGLint resetStrategy)130*8975f5c5SAndroid Build Coastguard Worker void createClientVersion3NonRobustContext(EGLint resetStrategy)
131*8975f5c5SAndroid Build Coastguard Worker {
132*8975f5c5SAndroid Build Coastguard Worker std::vector<EGLint> contextAttribs = {
133*8975f5c5SAndroid Build Coastguard Worker EGL_CONTEXT_CLIENT_VERSION, 3, EGL_CONTEXT_MINOR_VERSION_KHR, 0,
134*8975f5c5SAndroid Build Coastguard Worker EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT, EGL_FALSE,
135*8975f5c5SAndroid Build Coastguard Worker };
136*8975f5c5SAndroid Build Coastguard Worker if (IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"))
137*8975f5c5SAndroid Build Coastguard Worker {
138*8975f5c5SAndroid Build Coastguard Worker contextAttribs.push_back(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT);
139*8975f5c5SAndroid Build Coastguard Worker contextAttribs.push_back(resetStrategy);
140*8975f5c5SAndroid Build Coastguard Worker }
141*8975f5c5SAndroid Build Coastguard Worker else
142*8975f5c5SAndroid Build Coastguard Worker {
143*8975f5c5SAndroid Build Coastguard Worker ASSERT_EQ(EGL_NO_RESET_NOTIFICATION_EXT, resetStrategy);
144*8975f5c5SAndroid Build Coastguard Worker }
145*8975f5c5SAndroid Build Coastguard Worker contextAttribs.push_back(EGL_NONE);
146*8975f5c5SAndroid Build Coastguard Worker mContext = eglCreateContext(mDisplay, mConfig, EGL_NO_CONTEXT, contextAttribs.data());
147*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(EGL_NO_CONTEXT, mContext);
148*8975f5c5SAndroid Build Coastguard Worker
149*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
150*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
151*8975f5c5SAndroid Build Coastguard Worker
152*8975f5c5SAndroid Build Coastguard Worker const char *extensionString = reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
153*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(nullptr, strstr(extensionString, "GL_ANGLE_instanced_arrays"));
154*8975f5c5SAndroid Build Coastguard Worker }
155*8975f5c5SAndroid Build Coastguard Worker
createRobustContext(EGLint resetStrategy,EGLContext shareContext)156*8975f5c5SAndroid Build Coastguard Worker void createRobustContext(EGLint resetStrategy, EGLContext shareContext)
157*8975f5c5SAndroid Build Coastguard Worker {
158*8975f5c5SAndroid Build Coastguard Worker const EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION,
159*8975f5c5SAndroid Build Coastguard Worker 3,
160*8975f5c5SAndroid Build Coastguard Worker EGL_CONTEXT_MINOR_VERSION_KHR,
161*8975f5c5SAndroid Build Coastguard Worker 0,
162*8975f5c5SAndroid Build Coastguard Worker EGL_CONTEXT_OPENGL_ROBUST_ACCESS,
163*8975f5c5SAndroid Build Coastguard Worker EGL_TRUE,
164*8975f5c5SAndroid Build Coastguard Worker EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT,
165*8975f5c5SAndroid Build Coastguard Worker resetStrategy,
166*8975f5c5SAndroid Build Coastguard Worker EGL_NONE};
167*8975f5c5SAndroid Build Coastguard Worker
168*8975f5c5SAndroid Build Coastguard Worker mContext = eglCreateContext(mDisplay, mConfig, shareContext, contextAttribs);
169*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(EGL_NO_CONTEXT, mContext);
170*8975f5c5SAndroid Build Coastguard Worker
171*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
172*8975f5c5SAndroid Build Coastguard Worker ASSERT_EGL_SUCCESS();
173*8975f5c5SAndroid Build Coastguard Worker }
174*8975f5c5SAndroid Build Coastguard Worker
destroyContext()175*8975f5c5SAndroid Build Coastguard Worker void destroyContext()
176*8975f5c5SAndroid Build Coastguard Worker {
177*8975f5c5SAndroid Build Coastguard Worker if (mContext != EGL_NO_CONTEXT)
178*8975f5c5SAndroid Build Coastguard Worker {
179*8975f5c5SAndroid Build Coastguard Worker eglDestroyContext(mDisplay, mContext);
180*8975f5c5SAndroid Build Coastguard Worker mContext = EGL_NO_CONTEXT;
181*8975f5c5SAndroid Build Coastguard Worker }
182*8975f5c5SAndroid Build Coastguard Worker }
183*8975f5c5SAndroid Build Coastguard Worker
submitLongRunningTask()184*8975f5c5SAndroid Build Coastguard Worker void submitLongRunningTask()
185*8975f5c5SAndroid Build Coastguard Worker {
186*8975f5c5SAndroid Build Coastguard Worker // Cause a GPU reset by drawing 100,000,000 fullscreen quads
187*8975f5c5SAndroid Build Coastguard Worker GLuint program = CompileProgram(
188*8975f5c5SAndroid Build Coastguard Worker "attribute vec4 pos;\n"
189*8975f5c5SAndroid Build Coastguard Worker "varying vec2 texcoord;\n"
190*8975f5c5SAndroid Build Coastguard Worker "void main() {gl_Position = pos; texcoord = (pos.xy * 0.5) + 0.5;}\n",
191*8975f5c5SAndroid Build Coastguard Worker "precision mediump float;\n"
192*8975f5c5SAndroid Build Coastguard Worker "uniform sampler2D tex;\n"
193*8975f5c5SAndroid Build Coastguard Worker "varying vec2 texcoord;\n"
194*8975f5c5SAndroid Build Coastguard Worker "void main() {gl_FragColor = gl_FragColor = texture2D(tex, texcoord);}\n");
195*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(0u, program);
196*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
197*8975f5c5SAndroid Build Coastguard Worker
198*8975f5c5SAndroid Build Coastguard Worker GLfloat vertices[] = {
199*8975f5c5SAndroid Build Coastguard Worker -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f,
200*8975f5c5SAndroid Build Coastguard Worker 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
201*8975f5c5SAndroid Build Coastguard Worker };
202*8975f5c5SAndroid Build Coastguard Worker
203*8975f5c5SAndroid Build Coastguard Worker const int kNumQuads = 10000;
204*8975f5c5SAndroid Build Coastguard Worker std::vector<GLushort> indices(6 * kNumQuads);
205*8975f5c5SAndroid Build Coastguard Worker
206*8975f5c5SAndroid Build Coastguard Worker for (size_t i = 0; i < kNumQuads; i++)
207*8975f5c5SAndroid Build Coastguard Worker {
208*8975f5c5SAndroid Build Coastguard Worker indices[i * 6 + 0] = 0;
209*8975f5c5SAndroid Build Coastguard Worker indices[i * 6 + 1] = 1;
210*8975f5c5SAndroid Build Coastguard Worker indices[i * 6 + 2] = 2;
211*8975f5c5SAndroid Build Coastguard Worker indices[i * 6 + 3] = 1;
212*8975f5c5SAndroid Build Coastguard Worker indices[i * 6 + 4] = 2;
213*8975f5c5SAndroid Build Coastguard Worker indices[i * 6 + 5] = 3;
214*8975f5c5SAndroid Build Coastguard Worker }
215*8975f5c5SAndroid Build Coastguard Worker
216*8975f5c5SAndroid Build Coastguard Worker glBindAttribLocation(program, 0, "pos");
217*8975f5c5SAndroid Build Coastguard Worker glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, vertices);
218*8975f5c5SAndroid Build Coastguard Worker glEnableVertexAttribArray(0);
219*8975f5c5SAndroid Build Coastguard Worker
220*8975f5c5SAndroid Build Coastguard Worker GLTexture texture;
221*8975f5c5SAndroid Build Coastguard Worker glActiveTexture(GL_TEXTURE0);
222*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
223*8975f5c5SAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
224*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
225*8975f5c5SAndroid Build Coastguard Worker glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
226*8975f5c5SAndroid Build Coastguard Worker
227*8975f5c5SAndroid Build Coastguard Worker GLint textureUniformLocation = glGetUniformLocation(program, "tex");
228*8975f5c5SAndroid Build Coastguard Worker glUniform1i(textureUniformLocation, 0);
229*8975f5c5SAndroid Build Coastguard Worker
230*8975f5c5SAndroid Build Coastguard Worker glViewport(0, 0, mOSWindow->getWidth(), mOSWindow->getHeight());
231*8975f5c5SAndroid Build Coastguard Worker glClearColor(1.0, 0.0, 0.0, 1.0);
232*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
233*8975f5c5SAndroid Build Coastguard Worker glDrawElementsInstancedANGLE(GL_TRIANGLES, kNumQuads * 6, GL_UNSIGNED_SHORT, indices.data(),
234*8975f5c5SAndroid Build Coastguard Worker 10000);
235*8975f5c5SAndroid Build Coastguard Worker }
236*8975f5c5SAndroid Build Coastguard Worker
getInvalidShaderLocalVariableAccessFS()237*8975f5c5SAndroid Build Coastguard Worker const char *getInvalidShaderLocalVariableAccessFS()
238*8975f5c5SAndroid Build Coastguard Worker {
239*8975f5c5SAndroid Build Coastguard Worker static constexpr char kFS[] = R"(#version 300 es
240*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) out highp vec4 fragColor;
241*8975f5c5SAndroid Build Coastguard Worker uniform highp int u_index;
242*8975f5c5SAndroid Build Coastguard Worker uniform mediump float u_color;
243*8975f5c5SAndroid Build Coastguard Worker
244*8975f5c5SAndroid Build Coastguard Worker void main (void)
245*8975f5c5SAndroid Build Coastguard Worker {
246*8975f5c5SAndroid Build Coastguard Worker highp vec4 color = vec4(0.0f);
247*8975f5c5SAndroid Build Coastguard Worker color[u_index] = u_color;
248*8975f5c5SAndroid Build Coastguard Worker fragColor = color;
249*8975f5c5SAndroid Build Coastguard Worker })";
250*8975f5c5SAndroid Build Coastguard Worker
251*8975f5c5SAndroid Build Coastguard Worker return kFS;
252*8975f5c5SAndroid Build Coastguard Worker }
253*8975f5c5SAndroid Build Coastguard Worker
testInvalidShaderLocalVariableAccess(GLuint program,const eglContextOpenglRobustAccess robustAccessAttrib)254*8975f5c5SAndroid Build Coastguard Worker void testInvalidShaderLocalVariableAccess(GLuint program,
255*8975f5c5SAndroid Build Coastguard Worker const eglContextOpenglRobustAccess robustAccessAttrib)
256*8975f5c5SAndroid Build Coastguard Worker {
257*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
258*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
259*8975f5c5SAndroid Build Coastguard Worker
260*8975f5c5SAndroid Build Coastguard Worker GLint indexLocation = glGetUniformLocation(program, "u_index");
261*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, indexLocation);
262*8975f5c5SAndroid Build Coastguard Worker GLint colorLocation = glGetUniformLocation(program, "u_color");
263*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, colorLocation);
264*8975f5c5SAndroid Build Coastguard Worker
265*8975f5c5SAndroid Build Coastguard Worker // delibrately pass in -1 to u_index to test robustness extension protects write out of
266*8975f5c5SAndroid Build Coastguard Worker // bound
267*8975f5c5SAndroid Build Coastguard Worker constexpr GLint kInvalidIndex = -1;
268*8975f5c5SAndroid Build Coastguard Worker glUniform1i(indexLocation, kInvalidIndex);
269*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
270*8975f5c5SAndroid Build Coastguard Worker
271*8975f5c5SAndroid Build Coastguard Worker glUniform1f(colorLocation, 1.0f);
272*8975f5c5SAndroid Build Coastguard Worker
273*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl31_shaders::PositionAttrib(), 0);
274*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
275*8975f5c5SAndroid Build Coastguard Worker
276*8975f5c5SAndroid Build Coastguard Worker // When command buffers are submitted to GPU, if robustness is working properly, the
277*8975f5c5SAndroid Build Coastguard Worker // fragment shader will not suffer from write out-of-bounds issue, which resulted in context
278*8975f5c5SAndroid Build Coastguard Worker // reset and context loss.
279*8975f5c5SAndroid Build Coastguard Worker glFinish();
280*8975f5c5SAndroid Build Coastguard Worker
281*8975f5c5SAndroid Build Coastguard Worker GLint errorCode = glGetError();
282*8975f5c5SAndroid Build Coastguard Worker
283*8975f5c5SAndroid Build Coastguard Worker if (robustAccessAttrib == eglContextOpenglRobustAccess::enable)
284*8975f5c5SAndroid Build Coastguard Worker {
285*8975f5c5SAndroid Build Coastguard Worker ASSERT(errorCode == GL_NO_ERROR);
286*8975f5c5SAndroid Build Coastguard Worker }
287*8975f5c5SAndroid Build Coastguard Worker else
288*8975f5c5SAndroid Build Coastguard Worker {
289*8975f5c5SAndroid Build Coastguard Worker ASSERT(errorCode == GL_NO_ERROR || errorCode == GL_CONTEXT_LOST);
290*8975f5c5SAndroid Build Coastguard Worker }
291*8975f5c5SAndroid Build Coastguard Worker }
292*8975f5c5SAndroid Build Coastguard Worker
293*8975f5c5SAndroid Build Coastguard Worker protected:
294*8975f5c5SAndroid Build Coastguard Worker EGLDisplay mDisplay = EGL_NO_DISPLAY;
295*8975f5c5SAndroid Build Coastguard Worker EGLSurface mWindow = EGL_NO_SURFACE;
296*8975f5c5SAndroid Build Coastguard Worker EGLContext mContext = EGL_NO_CONTEXT;
297*8975f5c5SAndroid Build Coastguard Worker bool mInitialized = false;
298*8975f5c5SAndroid Build Coastguard Worker
299*8975f5c5SAndroid Build Coastguard Worker private:
300*8975f5c5SAndroid Build Coastguard Worker EGLConfig mConfig = 0;
301*8975f5c5SAndroid Build Coastguard Worker OSWindow *mOSWindow = nullptr;
302*8975f5c5SAndroid Build Coastguard Worker };
303*8975f5c5SAndroid Build Coastguard Worker
304*8975f5c5SAndroid Build Coastguard Worker class EGLRobustnessTestES3 : public EGLRobustnessTest
305*8975f5c5SAndroid Build Coastguard Worker {};
306*8975f5c5SAndroid Build Coastguard Worker
307*8975f5c5SAndroid Build Coastguard Worker class EGLRobustnessTestES31 : public EGLRobustnessTest
308*8975f5c5SAndroid Build Coastguard Worker {};
309*8975f5c5SAndroid Build Coastguard Worker
310*8975f5c5SAndroid Build Coastguard Worker // Check glGetGraphicsResetStatusEXT returns GL_NO_ERROR if we did nothing
TEST_P(EGLRobustnessTest,NoErrorByDefault)311*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTest, NoErrorByDefault)
312*8975f5c5SAndroid Build Coastguard Worker {
313*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
314*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(glGetGraphicsResetStatusEXT() == GL_NO_ERROR);
315*8975f5c5SAndroid Build Coastguard Worker }
316*8975f5c5SAndroid Build Coastguard Worker
317*8975f5c5SAndroid Build Coastguard Worker // Checks that the application gets no loss with NO_RESET_NOTIFICATION
TEST_P(EGLRobustnessTest,DISABLED_NoResetNotification)318*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTest, DISABLED_NoResetNotification)
319*8975f5c5SAndroid Build Coastguard Worker {
320*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
321*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
322*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
323*8975f5c5SAndroid Build Coastguard Worker createContext(EGL_NO_RESET_NOTIFICATION_EXT);
324*8975f5c5SAndroid Build Coastguard Worker
325*8975f5c5SAndroid Build Coastguard Worker if (!IsWindows())
326*8975f5c5SAndroid Build Coastguard Worker {
327*8975f5c5SAndroid Build Coastguard Worker std::cout << "Test disabled on non Windows platforms because drivers can't recover. "
328*8975f5c5SAndroid Build Coastguard Worker << "See " << __FILE__ << ":" << __LINE__ << std::endl;
329*8975f5c5SAndroid Build Coastguard Worker return;
330*8975f5c5SAndroid Build Coastguard Worker }
331*8975f5c5SAndroid Build Coastguard Worker std::cout << "Causing a GPU reset, brace for impact." << std::endl;
332*8975f5c5SAndroid Build Coastguard Worker
333*8975f5c5SAndroid Build Coastguard Worker submitLongRunningTask();
334*8975f5c5SAndroid Build Coastguard Worker glFinish();
335*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(glGetGraphicsResetStatusEXT() == GL_NO_ERROR);
336*8975f5c5SAndroid Build Coastguard Worker }
337*8975f5c5SAndroid Build Coastguard Worker
338*8975f5c5SAndroid Build Coastguard Worker // Checks that resetting the ANGLE display allows to get rid of the context loss.
339*8975f5c5SAndroid Build Coastguard Worker // Also checks that the application gets notified of the loss of the display.
340*8975f5c5SAndroid Build Coastguard Worker // We coalesce both tests to reduce the number of TDRs done on Windows: by default
341*8975f5c5SAndroid Build Coastguard Worker // having more than 5 TDRs in a minute will cause Windows to disable the GPU until
342*8975f5c5SAndroid Build Coastguard Worker // the computer is rebooted.
TEST_P(EGLRobustnessTest,DISABLED_ResettingDisplayWorks)343*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTest, DISABLED_ResettingDisplayWorks)
344*8975f5c5SAndroid Build Coastguard Worker {
345*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
346*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
347*8975f5c5SAndroid Build Coastguard Worker
348*8975f5c5SAndroid Build Coastguard Worker // Note that on Windows the OpenGL driver fails hard (popup that closes the application)
349*8975f5c5SAndroid Build Coastguard Worker // on a TDR caused by D3D. Don't run D3D tests at the same time as the OpenGL tests.
350*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsWindows() && isGLRenderer());
351*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
352*8975f5c5SAndroid Build Coastguard Worker
353*8975f5c5SAndroid Build Coastguard Worker createContext(EGL_LOSE_CONTEXT_ON_RESET_EXT);
354*8975f5c5SAndroid Build Coastguard Worker
355*8975f5c5SAndroid Build Coastguard Worker if (!IsWindows())
356*8975f5c5SAndroid Build Coastguard Worker {
357*8975f5c5SAndroid Build Coastguard Worker std::cout << "Test disabled on non Windows platforms because drivers can't recover. "
358*8975f5c5SAndroid Build Coastguard Worker << "See " << __FILE__ << ":" << __LINE__ << std::endl;
359*8975f5c5SAndroid Build Coastguard Worker return;
360*8975f5c5SAndroid Build Coastguard Worker }
361*8975f5c5SAndroid Build Coastguard Worker std::cout << "Causing a GPU reset, brace for impact." << std::endl;
362*8975f5c5SAndroid Build Coastguard Worker
363*8975f5c5SAndroid Build Coastguard Worker submitLongRunningTask();
364*8975f5c5SAndroid Build Coastguard Worker glFinish();
365*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(glGetGraphicsResetStatusEXT() != GL_NO_ERROR);
366*8975f5c5SAndroid Build Coastguard Worker
367*8975f5c5SAndroid Build Coastguard Worker recreateTestFixture();
368*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(glGetGraphicsResetStatusEXT() == GL_NO_ERROR);
369*8975f5c5SAndroid Build Coastguard Worker }
370*8975f5c5SAndroid Build Coastguard Worker
371*8975f5c5SAndroid Build Coastguard Worker // Test to reproduce the crash when running
372*8975f5c5SAndroid Build Coastguard Worker // dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.writes.uniform_block.fragment
373*8975f5c5SAndroid Build Coastguard Worker // on Pixel 6
TEST_P(EGLRobustnessTestES3,ContextResetOnInvalidLocalShaderVariableAccess)374*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES3, ContextResetOnInvalidLocalShaderVariableAccess)
375*8975f5c5SAndroid Build Coastguard Worker {
376*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
377*8975f5c5SAndroid Build Coastguard Worker
378*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
379*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
380*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
381*8975f5c5SAndroid Build Coastguard Worker
382*8975f5c5SAndroid Build Coastguard Worker createRobustContext(EGL_LOSE_CONTEXT_ON_RESET, EGL_NO_CONTEXT);
383*8975f5c5SAndroid Build Coastguard Worker
384*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
385*8975f5c5SAndroid Build Coastguard Worker testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
386*8975f5c5SAndroid Build Coastguard Worker }
387*8975f5c5SAndroid Build Coastguard Worker
388*8975f5c5SAndroid Build Coastguard Worker // Similar to ContextResetOnInvalidLocalShaderVariableAccess, but the program is created on a
389*8975f5c5SAndroid Build Coastguard Worker // context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,ContextResetOnInvalidLocalShaderVariableAccess_ShareGroupBeforeProgramCreation)390*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES3,
391*8975f5c5SAndroid Build Coastguard Worker ContextResetOnInvalidLocalShaderVariableAccess_ShareGroupBeforeProgramCreation)
392*8975f5c5SAndroid Build Coastguard Worker {
393*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
394*8975f5c5SAndroid Build Coastguard Worker
395*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
396*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
397*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
398*8975f5c5SAndroid Build Coastguard Worker
399*8975f5c5SAndroid Build Coastguard Worker createContext(EGL_LOSE_CONTEXT_ON_RESET);
400*8975f5c5SAndroid Build Coastguard Worker EGLContext shareContext = mContext;
401*8975f5c5SAndroid Build Coastguard Worker createRobustContext(EGL_LOSE_CONTEXT_ON_RESET, shareContext);
402*8975f5c5SAndroid Build Coastguard Worker
403*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(mDisplay, mWindow, mWindow, shareContext);
404*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
405*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
406*8975f5c5SAndroid Build Coastguard Worker
407*8975f5c5SAndroid Build Coastguard Worker testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
408*8975f5c5SAndroid Build Coastguard Worker
409*8975f5c5SAndroid Build Coastguard Worker eglDestroyContext(mDisplay, shareContext);
410*8975f5c5SAndroid Build Coastguard Worker }
411*8975f5c5SAndroid Build Coastguard Worker
412*8975f5c5SAndroid Build Coastguard Worker // Similar to ContextResetOnInvalidLocalShaderVariableAccess, but the program is created on a
413*8975f5c5SAndroid Build Coastguard Worker // context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,ContextResetOnInvalidLocalShaderVariableAccess_ShareGroupAfterProgramCreation)414*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES3,
415*8975f5c5SAndroid Build Coastguard Worker ContextResetOnInvalidLocalShaderVariableAccess_ShareGroupAfterProgramCreation)
416*8975f5c5SAndroid Build Coastguard Worker {
417*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
418*8975f5c5SAndroid Build Coastguard Worker
419*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
420*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
421*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
422*8975f5c5SAndroid Build Coastguard Worker
423*8975f5c5SAndroid Build Coastguard Worker createContext(EGL_LOSE_CONTEXT_ON_RESET);
424*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
425*8975f5c5SAndroid Build Coastguard Worker
426*8975f5c5SAndroid Build Coastguard Worker EGLContext shareContext = mContext;
427*8975f5c5SAndroid Build Coastguard Worker
428*8975f5c5SAndroid Build Coastguard Worker createRobustContext(EGL_LOSE_CONTEXT_ON_RESET, shareContext);
429*8975f5c5SAndroid Build Coastguard Worker testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
430*8975f5c5SAndroid Build Coastguard Worker
431*8975f5c5SAndroid Build Coastguard Worker eglDestroyContext(mDisplay, shareContext);
432*8975f5c5SAndroid Build Coastguard Worker }
433*8975f5c5SAndroid Build Coastguard Worker
434*8975f5c5SAndroid Build Coastguard Worker // Test to ensure shader local variable write out of bound won't crash
435*8975f5c5SAndroid Build Coastguard Worker // when the context has robustness enabled, and EGL_NO_RESET_NOTIFICATION_EXT
436*8975f5c5SAndroid Build Coastguard Worker // is set as the value for attribute EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEFY_EXT
TEST_P(EGLRobustnessTestES3,ContextNoResetOnInvalidLocalShaderVariableAccess)437*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES3, ContextNoResetOnInvalidLocalShaderVariableAccess)
438*8975f5c5SAndroid Build Coastguard Worker {
439*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
440*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
441*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
442*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
443*8975f5c5SAndroid Build Coastguard Worker
444*8975f5c5SAndroid Build Coastguard Worker createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, EGL_NO_CONTEXT);
445*8975f5c5SAndroid Build Coastguard Worker
446*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
447*8975f5c5SAndroid Build Coastguard Worker testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
448*8975f5c5SAndroid Build Coastguard Worker }
449*8975f5c5SAndroid Build Coastguard Worker
450*8975f5c5SAndroid Build Coastguard Worker // Similar to ContextNoResetOnInvalidLocalShaderVariableAccess, but the program is created on a
451*8975f5c5SAndroid Build Coastguard Worker // context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,ContextNoResetOnInvalidLocalShaderVariableAccess_ShareGroupBeforeProgramCreation)452*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES3,
453*8975f5c5SAndroid Build Coastguard Worker ContextNoResetOnInvalidLocalShaderVariableAccess_ShareGroupBeforeProgramCreation)
454*8975f5c5SAndroid Build Coastguard Worker {
455*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
456*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
457*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
458*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
459*8975f5c5SAndroid Build Coastguard Worker
460*8975f5c5SAndroid Build Coastguard Worker createContext(EGL_NO_RESET_NOTIFICATION_EXT);
461*8975f5c5SAndroid Build Coastguard Worker EGLContext shareContext = mContext;
462*8975f5c5SAndroid Build Coastguard Worker createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
463*8975f5c5SAndroid Build Coastguard Worker
464*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(mDisplay, mWindow, mWindow, shareContext);
465*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
466*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(mDisplay, mWindow, mWindow, mContext);
467*8975f5c5SAndroid Build Coastguard Worker
468*8975f5c5SAndroid Build Coastguard Worker testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
469*8975f5c5SAndroid Build Coastguard Worker
470*8975f5c5SAndroid Build Coastguard Worker eglDestroyContext(mDisplay, shareContext);
471*8975f5c5SAndroid Build Coastguard Worker }
472*8975f5c5SAndroid Build Coastguard Worker
473*8975f5c5SAndroid Build Coastguard Worker // Similar to ContextNoResetOnInvalidLocalShaderVariableAccess, but the program is created on a
474*8975f5c5SAndroid Build Coastguard Worker // context that's not robust, but used on one that is.
TEST_P(EGLRobustnessTestES3,ContextNoResetOnInvalidLocalShaderVariableAccess_ShareGroupAfterProgramCreation)475*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES3,
476*8975f5c5SAndroid Build Coastguard Worker ContextNoResetOnInvalidLocalShaderVariableAccess_ShareGroupAfterProgramCreation)
477*8975f5c5SAndroid Build Coastguard Worker {
478*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
479*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
480*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
481*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
482*8975f5c5SAndroid Build Coastguard Worker
483*8975f5c5SAndroid Build Coastguard Worker createContext(EGL_NO_RESET_NOTIFICATION_EXT);
484*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
485*8975f5c5SAndroid Build Coastguard Worker
486*8975f5c5SAndroid Build Coastguard Worker EGLContext shareContext = mContext;
487*8975f5c5SAndroid Build Coastguard Worker
488*8975f5c5SAndroid Build Coastguard Worker createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
489*8975f5c5SAndroid Build Coastguard Worker testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::enable);
490*8975f5c5SAndroid Build Coastguard Worker
491*8975f5c5SAndroid Build Coastguard Worker eglDestroyContext(mDisplay, shareContext);
492*8975f5c5SAndroid Build Coastguard Worker }
493*8975f5c5SAndroid Build Coastguard Worker
494*8975f5c5SAndroid Build Coastguard Worker // Replicate test
495*8975f5c5SAndroid Build Coastguard Worker // dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.writes
496*8975f5c5SAndroid Build Coastguard Worker // .local_array.fragment
497*8975f5c5SAndroid Build Coastguard Worker // Test that when writing out-of-bounds in fragment shader:
498*8975f5c5SAndroid Build Coastguard Worker // 1) After draw command, test receives GL_CONTEXT_LOST error or GL_NO_ERROR.
499*8975f5c5SAndroid Build Coastguard Worker // 2) eglMakeCurrent(EGL_NO_CONTEXT) on lost context should return EGL_SUCCESS.
TEST_P(EGLRobustnessTestES3,NonRobustContextOnInvalidLocalShaderVariableAccessShouldNotCrash)500*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES3, NonRobustContextOnInvalidLocalShaderVariableAccessShouldNotCrash)
501*8975f5c5SAndroid Build Coastguard Worker {
502*8975f5c5SAndroid Build Coastguard Worker
503*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
504*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
505*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
506*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
507*8975f5c5SAndroid Build Coastguard Worker
508*8975f5c5SAndroid Build Coastguard Worker createClientVersion3NonRobustContext(EGL_LOSE_CONTEXT_ON_RESET_KHR);
509*8975f5c5SAndroid Build Coastguard Worker
510*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), getInvalidShaderLocalVariableAccessFS());
511*8975f5c5SAndroid Build Coastguard Worker testInvalidShaderLocalVariableAccess(program, eglContextOpenglRobustAccess::disable);
512*8975f5c5SAndroid Build Coastguard Worker
513*8975f5c5SAndroid Build Coastguard Worker eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
514*8975f5c5SAndroid Build Coastguard Worker GLint errorCode = eglGetError();
515*8975f5c5SAndroid Build Coastguard Worker ASSERT(errorCode == EGL_SUCCESS);
516*8975f5c5SAndroid Build Coastguard Worker }
517*8975f5c5SAndroid Build Coastguard Worker
518*8975f5c5SAndroid Build Coastguard Worker // Test that using a program in a non-robust context, then sharing it with a robust context and
519*8975f5c5SAndroid Build Coastguard Worker // using it with the same state (but with an OOB access) works.
TEST_P(EGLRobustnessTestES31,NonRobustContextThenOOBInSharedRobustContext)520*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES31, NonRobustContextThenOOBInSharedRobustContext)
521*8975f5c5SAndroid Build Coastguard Worker {
522*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
523*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
524*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
525*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
526*8975f5c5SAndroid Build Coastguard Worker
527*8975f5c5SAndroid Build Coastguard Worker createContext(EGL_NO_RESET_NOTIFICATION_EXT);
528*8975f5c5SAndroid Build Coastguard Worker
529*8975f5c5SAndroid Build Coastguard Worker GLint maxFragmentShaderStorageBlocks = 0;
530*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &maxFragmentShaderStorageBlocks);
531*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(maxFragmentShaderStorageBlocks == 0);
532*8975f5c5SAndroid Build Coastguard Worker
533*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#version 310 es
534*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) out highp vec4 fragColor;
535*8975f5c5SAndroid Build Coastguard Worker layout(std140, binding = 0) buffer Block
536*8975f5c5SAndroid Build Coastguard Worker {
537*8975f5c5SAndroid Build Coastguard Worker mediump vec4 data[];
538*8975f5c5SAndroid Build Coastguard Worker };
539*8975f5c5SAndroid Build Coastguard Worker uniform mediump uint index;
540*8975f5c5SAndroid Build Coastguard Worker
541*8975f5c5SAndroid Build Coastguard Worker void main (void)
542*8975f5c5SAndroid Build Coastguard Worker {
543*8975f5c5SAndroid Build Coastguard Worker fragColor = data[index];
544*8975f5c5SAndroid Build Coastguard Worker })";
545*8975f5c5SAndroid Build Coastguard Worker
546*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
547*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
548*8975f5c5SAndroid Build Coastguard Worker
549*8975f5c5SAndroid Build Coastguard Worker GLint indexLocation = glGetUniformLocation(program, "index");
550*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, indexLocation);
551*8975f5c5SAndroid Build Coastguard Worker
552*8975f5c5SAndroid Build Coastguard Worker constexpr std::array<float, 4> kBufferData = {1, 0, 0, 1};
553*8975f5c5SAndroid Build Coastguard Worker
554*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
555*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
556*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData.data(), GL_STATIC_DRAW);
557*8975f5c5SAndroid Build Coastguard Worker glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
558*8975f5c5SAndroid Build Coastguard Worker
559*8975f5c5SAndroid Build Coastguard Worker // Use the program once before the robust context is created.
560*8975f5c5SAndroid Build Coastguard Worker glUniform1ui(indexLocation, 0);
561*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl31_shaders::PositionAttrib(), 0);
562*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
563*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
564*8975f5c5SAndroid Build Coastguard Worker
565*8975f5c5SAndroid Build Coastguard Worker // Create the share context as robust, and draw identically except accessing OOB.
566*8975f5c5SAndroid Build Coastguard Worker EGLContext shareContext = mContext;
567*8975f5c5SAndroid Build Coastguard Worker
568*8975f5c5SAndroid Build Coastguard Worker createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
569*8975f5c5SAndroid Build Coastguard Worker
570*8975f5c5SAndroid Build Coastguard Worker glClearColor(0, 1, 0, 1);
571*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
572*8975f5c5SAndroid Build Coastguard Worker
573*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
574*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
575*8975f5c5SAndroid Build Coastguard Worker glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
576*8975f5c5SAndroid Build Coastguard Worker glUniform1ui(indexLocation, 1'000'000'000u);
577*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, essl31_shaders::PositionAttrib(), 0);
578*8975f5c5SAndroid Build Coastguard Worker // Expect 0, 0, 0, 0/1 returned from buffer
579*8975f5c5SAndroid Build Coastguard Worker GLColor actualColor = angle::ReadColor(0, 0);
580*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(actualColor.A == 0 || actualColor.A == 255);
581*8975f5c5SAndroid Build Coastguard Worker actualColor.A = 0;
582*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(actualColor, GLColor::transparentBlack);
583*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
584*8975f5c5SAndroid Build Coastguard Worker
585*8975f5c5SAndroid Build Coastguard Worker eglDestroyContext(mDisplay, shareContext);
586*8975f5c5SAndroid Build Coastguard Worker }
587*8975f5c5SAndroid Build Coastguard Worker
588*8975f5c5SAndroid Build Coastguard Worker // Similar to NonRobustContextThenOOBInSharedRobustContext, but access is in vertex shader.
TEST_P(EGLRobustnessTestES31,NonRobustContextThenOOBInSharedRobustContext_VertexShader)589*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES31, NonRobustContextThenOOBInSharedRobustContext_VertexShader)
590*8975f5c5SAndroid Build Coastguard Worker {
591*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
592*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
593*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
594*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
595*8975f5c5SAndroid Build Coastguard Worker
596*8975f5c5SAndroid Build Coastguard Worker createContext(EGL_NO_RESET_NOTIFICATION_EXT);
597*8975f5c5SAndroid Build Coastguard Worker
598*8975f5c5SAndroid Build Coastguard Worker GLint maxVertexShaderStorageBlocks = 0;
599*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &maxVertexShaderStorageBlocks);
600*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(maxVertexShaderStorageBlocks == 0);
601*8975f5c5SAndroid Build Coastguard Worker
602*8975f5c5SAndroid Build Coastguard Worker constexpr char kVS[] = R"(#version 310 es
603*8975f5c5SAndroid Build Coastguard Worker layout(std140, binding = 0) buffer Block
604*8975f5c5SAndroid Build Coastguard Worker {
605*8975f5c5SAndroid Build Coastguard Worker mediump vec4 data[];
606*8975f5c5SAndroid Build Coastguard Worker };
607*8975f5c5SAndroid Build Coastguard Worker uniform mediump uint index;
608*8975f5c5SAndroid Build Coastguard Worker in vec4 position;
609*8975f5c5SAndroid Build Coastguard Worker out mediump vec4 color;
610*8975f5c5SAndroid Build Coastguard Worker
611*8975f5c5SAndroid Build Coastguard Worker void main (void)
612*8975f5c5SAndroid Build Coastguard Worker {
613*8975f5c5SAndroid Build Coastguard Worker color = data[index];
614*8975f5c5SAndroid Build Coastguard Worker gl_Position = position;
615*8975f5c5SAndroid Build Coastguard Worker })";
616*8975f5c5SAndroid Build Coastguard Worker
617*8975f5c5SAndroid Build Coastguard Worker constexpr char kFS[] = R"(#version 310 es
618*8975f5c5SAndroid Build Coastguard Worker layout(location = 0) out highp vec4 fragColor;
619*8975f5c5SAndroid Build Coastguard Worker in mediump vec4 color;
620*8975f5c5SAndroid Build Coastguard Worker
621*8975f5c5SAndroid Build Coastguard Worker void main (void)
622*8975f5c5SAndroid Build Coastguard Worker {
623*8975f5c5SAndroid Build Coastguard Worker fragColor = color;
624*8975f5c5SAndroid Build Coastguard Worker })";
625*8975f5c5SAndroid Build Coastguard Worker
626*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_PROGRAM(program, kVS, kFS);
627*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
628*8975f5c5SAndroid Build Coastguard Worker
629*8975f5c5SAndroid Build Coastguard Worker GLint indexLocation = glGetUniformLocation(program, "index");
630*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, indexLocation);
631*8975f5c5SAndroid Build Coastguard Worker
632*8975f5c5SAndroid Build Coastguard Worker constexpr std::array<float, 4> kBufferData = {1, 0, 0, 1};
633*8975f5c5SAndroid Build Coastguard Worker
634*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
635*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
636*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData.data(), GL_STATIC_DRAW);
637*8975f5c5SAndroid Build Coastguard Worker glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
638*8975f5c5SAndroid Build Coastguard Worker
639*8975f5c5SAndroid Build Coastguard Worker // Use the program once before the robust context is created.
640*8975f5c5SAndroid Build Coastguard Worker glUniform1ui(indexLocation, 0);
641*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "position", 0);
642*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
643*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
644*8975f5c5SAndroid Build Coastguard Worker
645*8975f5c5SAndroid Build Coastguard Worker // Create the share context as robust, and draw identically except accessing OOB.
646*8975f5c5SAndroid Build Coastguard Worker EGLContext shareContext = mContext;
647*8975f5c5SAndroid Build Coastguard Worker
648*8975f5c5SAndroid Build Coastguard Worker createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
649*8975f5c5SAndroid Build Coastguard Worker
650*8975f5c5SAndroid Build Coastguard Worker glClearColor(0, 1, 0, 1);
651*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
652*8975f5c5SAndroid Build Coastguard Worker
653*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
654*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
655*8975f5c5SAndroid Build Coastguard Worker glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
656*8975f5c5SAndroid Build Coastguard Worker glUniform1ui(indexLocation, 1'000'000'000u);
657*8975f5c5SAndroid Build Coastguard Worker drawQuad(program, "position", 0);
658*8975f5c5SAndroid Build Coastguard Worker // Expect 0, 0, 0, 0/1 returned from buffer
659*8975f5c5SAndroid Build Coastguard Worker GLColor actualColor = angle::ReadColor(0, 0);
660*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(actualColor.A == 0 || actualColor.A == 255);
661*8975f5c5SAndroid Build Coastguard Worker actualColor.A = 0;
662*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(actualColor, GLColor::transparentBlack);
663*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
664*8975f5c5SAndroid Build Coastguard Worker
665*8975f5c5SAndroid Build Coastguard Worker eglDestroyContext(mDisplay, shareContext);
666*8975f5c5SAndroid Build Coastguard Worker }
667*8975f5c5SAndroid Build Coastguard Worker
668*8975f5c5SAndroid Build Coastguard Worker // Similar to NonRobustContextThenOOBInSharedRobustContext, but access is in compute shader.
TEST_P(EGLRobustnessTestES31,NonRobustContextThenOOBInSharedRobustContext_ComputeShader)669*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES31, NonRobustContextThenOOBInSharedRobustContext_ComputeShader)
670*8975f5c5SAndroid Build Coastguard Worker {
671*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
672*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
673*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
674*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
675*8975f5c5SAndroid Build Coastguard Worker
676*8975f5c5SAndroid Build Coastguard Worker createContext(EGL_NO_RESET_NOTIFICATION_EXT);
677*8975f5c5SAndroid Build Coastguard Worker
678*8975f5c5SAndroid Build Coastguard Worker constexpr char kCS[] = R"(#version 310 es
679*8975f5c5SAndroid Build Coastguard Worker layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
680*8975f5c5SAndroid Build Coastguard Worker
681*8975f5c5SAndroid Build Coastguard Worker layout(std140, binding = 0) buffer BlockIn
682*8975f5c5SAndroid Build Coastguard Worker {
683*8975f5c5SAndroid Build Coastguard Worker mediump vec4 dataIn[];
684*8975f5c5SAndroid Build Coastguard Worker };
685*8975f5c5SAndroid Build Coastguard Worker layout(std140, binding = 1) buffer BlockOut
686*8975f5c5SAndroid Build Coastguard Worker {
687*8975f5c5SAndroid Build Coastguard Worker mediump vec4 dataOut;
688*8975f5c5SAndroid Build Coastguard Worker };
689*8975f5c5SAndroid Build Coastguard Worker uniform mediump uint index;
690*8975f5c5SAndroid Build Coastguard Worker
691*8975f5c5SAndroid Build Coastguard Worker void main (void)
692*8975f5c5SAndroid Build Coastguard Worker {
693*8975f5c5SAndroid Build Coastguard Worker dataOut = dataIn[index];
694*8975f5c5SAndroid Build Coastguard Worker })";
695*8975f5c5SAndroid Build Coastguard Worker
696*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
697*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
698*8975f5c5SAndroid Build Coastguard Worker
699*8975f5c5SAndroid Build Coastguard Worker GLint indexLocation = glGetUniformLocation(program, "index");
700*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(-1, indexLocation);
701*8975f5c5SAndroid Build Coastguard Worker
702*8975f5c5SAndroid Build Coastguard Worker constexpr std::array<float, 4> kBufferData = {1, 0, 0, 1};
703*8975f5c5SAndroid Build Coastguard Worker constexpr std::array<float, 4> kInvalidBufferData = {0, 0, 1, 1};
704*8975f5c5SAndroid Build Coastguard Worker
705*8975f5c5SAndroid Build Coastguard Worker GLBuffer bufferIn;
706*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferIn);
707*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData.data(), GL_STATIC_DRAW);
708*8975f5c5SAndroid Build Coastguard Worker glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, bufferIn);
709*8975f5c5SAndroid Build Coastguard Worker
710*8975f5c5SAndroid Build Coastguard Worker GLBuffer bufferOut;
711*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferOut);
712*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kInvalidBufferData), kInvalidBufferData.data(),
713*8975f5c5SAndroid Build Coastguard Worker GL_STATIC_DRAW);
714*8975f5c5SAndroid Build Coastguard Worker glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, bufferOut);
715*8975f5c5SAndroid Build Coastguard Worker
716*8975f5c5SAndroid Build Coastguard Worker // Use the program once before the robust context is created.
717*8975f5c5SAndroid Build Coastguard Worker glUniform1ui(indexLocation, 0);
718*8975f5c5SAndroid Build Coastguard Worker glDispatchCompute(1, 1, 1);
719*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
720*8975f5c5SAndroid Build Coastguard Worker
721*8975f5c5SAndroid Build Coastguard Worker std::array<float, 4> readbackData = {};
722*8975f5c5SAndroid Build Coastguard Worker
723*8975f5c5SAndroid Build Coastguard Worker glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
724*8975f5c5SAndroid Build Coastguard Worker void *mappedBuffer =
725*8975f5c5SAndroid Build Coastguard Worker glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(readbackData), GL_MAP_READ_BIT);
726*8975f5c5SAndroid Build Coastguard Worker memcpy(readbackData.data(), mappedBuffer, sizeof(readbackData));
727*8975f5c5SAndroid Build Coastguard Worker glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
728*8975f5c5SAndroid Build Coastguard Worker
729*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(readbackData, kBufferData);
730*8975f5c5SAndroid Build Coastguard Worker
731*8975f5c5SAndroid Build Coastguard Worker // Create the share context as robust, and draw identically except accessing OOB.
732*8975f5c5SAndroid Build Coastguard Worker EGLContext shareContext = mContext;
733*8975f5c5SAndroid Build Coastguard Worker
734*8975f5c5SAndroid Build Coastguard Worker createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, shareContext);
735*8975f5c5SAndroid Build Coastguard Worker
736*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
737*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferIn);
738*8975f5c5SAndroid Build Coastguard Worker glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, bufferIn);
739*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferOut);
740*8975f5c5SAndroid Build Coastguard Worker glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, bufferOut);
741*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kInvalidBufferData), kInvalidBufferData.data(),
742*8975f5c5SAndroid Build Coastguard Worker GL_STATIC_DRAW);
743*8975f5c5SAndroid Build Coastguard Worker
744*8975f5c5SAndroid Build Coastguard Worker glUniform1ui(indexLocation, 1'000'000'000u);
745*8975f5c5SAndroid Build Coastguard Worker glDispatchCompute(1, 1, 1);
746*8975f5c5SAndroid Build Coastguard Worker
747*8975f5c5SAndroid Build Coastguard Worker // Expect 0, 0, 0, 0/1 returned from bufferIn
748*8975f5c5SAndroid Build Coastguard Worker glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
749*8975f5c5SAndroid Build Coastguard Worker mappedBuffer =
750*8975f5c5SAndroid Build Coastguard Worker glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(readbackData), GL_MAP_READ_BIT);
751*8975f5c5SAndroid Build Coastguard Worker memcpy(readbackData.data(), mappedBuffer, sizeof(readbackData));
752*8975f5c5SAndroid Build Coastguard Worker glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
753*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
754*8975f5c5SAndroid Build Coastguard Worker
755*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(readbackData[0], 0);
756*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(readbackData[1], 0);
757*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(readbackData[2], 0);
758*8975f5c5SAndroid Build Coastguard Worker EXPECT_TRUE(readbackData[3] == 0 || readbackData[3] == 1);
759*8975f5c5SAndroid Build Coastguard Worker
760*8975f5c5SAndroid Build Coastguard Worker eglDestroyContext(mDisplay, shareContext);
761*8975f5c5SAndroid Build Coastguard Worker }
762*8975f5c5SAndroid Build Coastguard Worker
763*8975f5c5SAndroid Build Coastguard Worker // Test that indirect indices on unsized storage buffer arrays work. Regression test for the
764*8975f5c5SAndroid Build Coastguard Worker // ClampIndirectIndices AST transformation.
TEST_P(EGLRobustnessTestES31,IndirectIndexOnUnsizedStorageBufferArray)765*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES31, IndirectIndexOnUnsizedStorageBufferArray)
766*8975f5c5SAndroid Build Coastguard Worker {
767*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
768*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
769*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
770*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
771*8975f5c5SAndroid Build Coastguard Worker
772*8975f5c5SAndroid Build Coastguard Worker createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, EGL_NO_CONTEXT);
773*8975f5c5SAndroid Build Coastguard Worker
774*8975f5c5SAndroid Build Coastguard Worker const char kCS[] = R"(#version 310 es
775*8975f5c5SAndroid Build Coastguard Worker
776*8975f5c5SAndroid Build Coastguard Worker layout(binding = 0, std430) buffer B {
777*8975f5c5SAndroid Build Coastguard Worker uint data[];
778*8975f5c5SAndroid Build Coastguard Worker } b;
779*8975f5c5SAndroid Build Coastguard Worker
780*8975f5c5SAndroid Build Coastguard Worker layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
781*8975f5c5SAndroid Build Coastguard Worker void main() {
782*8975f5c5SAndroid Build Coastguard Worker b.data[gl_GlobalInvocationID.x] = gl_GlobalInvocationID.x;
783*8975f5c5SAndroid Build Coastguard Worker })";
784*8975f5c5SAndroid Build Coastguard Worker
785*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
786*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
787*8975f5c5SAndroid Build Coastguard Worker
788*8975f5c5SAndroid Build Coastguard Worker constexpr uint32_t kBufferSize = 2;
789*8975f5c5SAndroid Build Coastguard Worker constexpr uint32_t kBufferData[kBufferSize] = {10, 20};
790*8975f5c5SAndroid Build Coastguard Worker
791*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
792*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
793*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData, GL_STATIC_DRAW);
794*8975f5c5SAndroid Build Coastguard Worker glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
795*8975f5c5SAndroid Build Coastguard Worker
796*8975f5c5SAndroid Build Coastguard Worker // Run the compute shader with a large workload. Only the first two invocations should write to
797*8975f5c5SAndroid Build Coastguard Worker // the buffer, the rest should be dropped out due to robust access.
798*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
799*8975f5c5SAndroid Build Coastguard Worker glDispatchCompute(8192, 1, 1);
800*8975f5c5SAndroid Build Coastguard Worker
801*8975f5c5SAndroid Build Coastguard Worker glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
802*8975f5c5SAndroid Build Coastguard Worker uint32_t bufferDataOut[kBufferSize] = {};
803*8975f5c5SAndroid Build Coastguard Worker const uint32_t *ptr = reinterpret_cast<uint32_t *>(
804*8975f5c5SAndroid Build Coastguard Worker glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferData), GL_MAP_READ_BIT));
805*8975f5c5SAndroid Build Coastguard Worker memcpy(bufferDataOut, ptr, sizeof(kBufferData));
806*8975f5c5SAndroid Build Coastguard Worker glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
807*8975f5c5SAndroid Build Coastguard Worker
808*8975f5c5SAndroid Build Coastguard Worker for (uint32_t index = 0; index < kBufferSize; ++index)
809*8975f5c5SAndroid Build Coastguard Worker {
810*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(bufferDataOut[index], index) << " index " << index;
811*8975f5c5SAndroid Build Coastguard Worker }
812*8975f5c5SAndroid Build Coastguard Worker }
813*8975f5c5SAndroid Build Coastguard Worker
814*8975f5c5SAndroid Build Coastguard Worker // Similar to IndirectIndexOnUnsizedStorageBufferArray, but without a block instance name.
TEST_P(EGLRobustnessTestES31,IndirectIndexOnUnsizedStorageBufferArray_NoBlockInstanceName)815*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTestES31, IndirectIndexOnUnsizedStorageBufferArray_NoBlockInstanceName)
816*8975f5c5SAndroid Build Coastguard Worker {
817*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
818*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(
819*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_KHR_create_context") ||
820*8975f5c5SAndroid Build Coastguard Worker !IsEGLDisplayExtensionEnabled(mDisplay, "EGL_EXT_create_context_robustness"));
821*8975f5c5SAndroid Build Coastguard Worker
822*8975f5c5SAndroid Build Coastguard Worker createRobustContext(EGL_NO_RESET_NOTIFICATION_EXT, EGL_NO_CONTEXT);
823*8975f5c5SAndroid Build Coastguard Worker
824*8975f5c5SAndroid Build Coastguard Worker const char kCS[] = R"(#version 310 es
825*8975f5c5SAndroid Build Coastguard Worker
826*8975f5c5SAndroid Build Coastguard Worker layout(binding = 0, std430) buffer B {
827*8975f5c5SAndroid Build Coastguard Worker uint data[];
828*8975f5c5SAndroid Build Coastguard Worker };
829*8975f5c5SAndroid Build Coastguard Worker
830*8975f5c5SAndroid Build Coastguard Worker layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
831*8975f5c5SAndroid Build Coastguard Worker void main() {
832*8975f5c5SAndroid Build Coastguard Worker data[gl_GlobalInvocationID.x] = gl_GlobalInvocationID.x;
833*8975f5c5SAndroid Build Coastguard Worker })";
834*8975f5c5SAndroid Build Coastguard Worker
835*8975f5c5SAndroid Build Coastguard Worker ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
836*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
837*8975f5c5SAndroid Build Coastguard Worker
838*8975f5c5SAndroid Build Coastguard Worker constexpr uint32_t kBufferSize = 2;
839*8975f5c5SAndroid Build Coastguard Worker constexpr uint32_t kBufferData[kBufferSize] = {10, 20};
840*8975f5c5SAndroid Build Coastguard Worker
841*8975f5c5SAndroid Build Coastguard Worker GLBuffer buffer;
842*8975f5c5SAndroid Build Coastguard Worker glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
843*8975f5c5SAndroid Build Coastguard Worker glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kBufferData), kBufferData, GL_STATIC_DRAW);
844*8975f5c5SAndroid Build Coastguard Worker glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffer);
845*8975f5c5SAndroid Build Coastguard Worker
846*8975f5c5SAndroid Build Coastguard Worker // Run the compute shader with a large workload. Only the first two invocations should write to
847*8975f5c5SAndroid Build Coastguard Worker // the buffer, the rest should be dropped out due to robust access.
848*8975f5c5SAndroid Build Coastguard Worker glUseProgram(program);
849*8975f5c5SAndroid Build Coastguard Worker glDispatchCompute(8192, 1, 1);
850*8975f5c5SAndroid Build Coastguard Worker
851*8975f5c5SAndroid Build Coastguard Worker glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
852*8975f5c5SAndroid Build Coastguard Worker uint32_t bufferDataOut[kBufferSize] = {};
853*8975f5c5SAndroid Build Coastguard Worker const uint32_t *ptr = reinterpret_cast<uint32_t *>(
854*8975f5c5SAndroid Build Coastguard Worker glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(kBufferData), GL_MAP_READ_BIT));
855*8975f5c5SAndroid Build Coastguard Worker memcpy(bufferDataOut, ptr, sizeof(kBufferData));
856*8975f5c5SAndroid Build Coastguard Worker glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
857*8975f5c5SAndroid Build Coastguard Worker
858*8975f5c5SAndroid Build Coastguard Worker for (uint32_t index = 0; index < kBufferSize; ++index)
859*8975f5c5SAndroid Build Coastguard Worker {
860*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(bufferDataOut[index], index) << " index " << index;
861*8975f5c5SAndroid Build Coastguard Worker }
862*8975f5c5SAndroid Build Coastguard Worker }
863*8975f5c5SAndroid Build Coastguard Worker
864*8975f5c5SAndroid Build Coastguard Worker // Test context destruction after recovering from a long running task.
TEST_P(EGLRobustnessTest,DISABLED_LongRunningTaskVulkanShutdown)865*8975f5c5SAndroid Build Coastguard Worker TEST_P(EGLRobustnessTest, DISABLED_LongRunningTaskVulkanShutdown)
866*8975f5c5SAndroid Build Coastguard Worker {
867*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!mInitialized);
868*8975f5c5SAndroid Build Coastguard Worker
869*8975f5c5SAndroid Build Coastguard Worker createContext(EGL_NO_RESET_NOTIFICATION_EXT);
870*8975f5c5SAndroid Build Coastguard Worker submitLongRunningTask();
871*8975f5c5SAndroid Build Coastguard Worker destroyContext();
872*8975f5c5SAndroid Build Coastguard Worker }
873*8975f5c5SAndroid Build Coastguard Worker
874*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLRobustnessTest);
875*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLRobustnessTestES3);
876*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(EGLRobustnessTestES31);
877*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(EGLRobustnessTest,
878*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES2_VULKAN()),
879*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES2_D3D9()),
880*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES2_D3D11()),
881*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES2_OPENGL()),
882*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES2_OPENGLES()),
883*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES2_VULKAN_SWIFTSHADER()));
884*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(EGLRobustnessTestES3,
885*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES3_VULKAN()),
886*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES3_D3D11()),
887*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES3_OPENGL()),
888*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES3_OPENGLES()),
889*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES3_VULKAN_SWIFTSHADER()));
890*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(EGLRobustnessTestES31,
891*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES31_VULKAN()),
892*8975f5c5SAndroid Build Coastguard Worker WithNoFixture(ES31_VULKAN_SWIFTSHADER()));
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