blob: 7fae6ce2c6e260038334bb83c2f19cf260454443 [file] [log] [blame]
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 3.0 Module
* -------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief Long running shader stress tests.
*//*--------------------------------------------------------------------*/
#include "es3sLongRunningShaderTests.hpp"
#include "gluShaderProgram.hpp"
#include "gluShaderUtil.hpp"
#include "gluDrawUtil.hpp"
#include "tcuRenderTarget.hpp"
#include "tcuVector.hpp"
#include "tcuTestLog.hpp"
#include "deRandom.hpp"
#include "deStringUtil.hpp"
#include "deString.h"
#include "glwFunctions.hpp"
#include "glwEnums.hpp"
namespace deqp
{
namespace gles3
{
namespace Stress
{
using tcu::TestLog;
using tcu::Vec2;
using std::vector;
namespace
{
enum LoopType
{
LOOPTYPE_FOR = 0,
LOOPTYPE_WHILE,
LOOPTYPE_DO_WHILE,
LOOPTYPE_LAST
};
enum IterCountType
{
ITERCOUNTTYPE_STATIC = 0,
ITERCOUNTTYPE_UNIFORM,
ITERCOUNTTYPE_DYNAMIC,
ITERCOUNTTYPE_LAST
};
class LongRunningShaderCase : public TestCase
{
public:
struct Params
{
const char* name;
const char* description;
glu::ShaderType shaderType;
LoopType loopType;
IterCountType iterCountType;
int numInvocations;
int minLoopIterCount;
int maxLoopIterCount;
};
LongRunningShaderCase (Context& context, const Params* params);
~LongRunningShaderCase (void);
void init (void);
void deinit (void);
IterateResult iterate (void);
private:
LongRunningShaderCase (const LongRunningShaderCase&);
LongRunningShaderCase& operator= (const LongRunningShaderCase&);
static glu::ProgramSources genSources (const Params& params);
static deUint32 getSeed (const Params& params);
const Params* const m_params;
const int m_numCaseIters;
glu::ShaderProgram* m_program;
int m_caseIterNdx;
};
LongRunningShaderCase::LongRunningShaderCase (Context& context, const Params* params)
: TestCase (context, params->name, params->description)
, m_params (params)
, m_numCaseIters (5)
, m_program (DE_NULL)
, m_caseIterNdx (0)
{
}
LongRunningShaderCase::~LongRunningShaderCase (void)
{
deinit();
}
glu::ProgramSources LongRunningShaderCase::genSources (const Params& params)
{
const bool isVertCase = params.shaderType == glu::SHADERTYPE_VERTEX;
std::ostringstream vert, frag;
vert << "#version 300 es\n"
<< "in highp vec2 a_position;\n";
frag << "#version 300 es\n";
if (params.iterCountType == ITERCOUNTTYPE_DYNAMIC)
{
vert << "in highp int a_iterCount;\n";
if (!isVertCase)
{
vert << "flat out highp int v_iterCount;\n";
frag << "flat in highp int v_iterCount;\n";
}
}
else if (params.iterCountType == ITERCOUNTTYPE_UNIFORM)
(isVertCase ? vert : frag) << "uniform highp int u_iterCount;\n";
if (isVertCase)
{
vert << "out mediump vec4 v_color;\n";
frag << "in mediump vec4 v_color;\n";
}
frag << "out mediump vec4 o_color;\n";
vert << "\nvoid main (void)\n{\n"
<< " gl_Position = vec4(a_position, 0.0, 1.0);\n"
<< " gl_PointSize = 1.0;\n";
if (!isVertCase && params.iterCountType == ITERCOUNTTYPE_DYNAMIC)
vert << " v_iterCount = a_iterCount;\n";
frag << "\nvoid main (void)\n{\n";
{
const std::string iterCount = params.iterCountType == ITERCOUNTTYPE_DYNAMIC ? (isVertCase ? "a_iterCount" : "v_iterCount") :
params.iterCountType == ITERCOUNTTYPE_UNIFORM ? "u_iterCount" :
params.iterCountType == ITERCOUNTTYPE_STATIC ? de::toString(params.maxLoopIterCount) : "<invalid>";
const char* const body = "color = cos(sin(color*1.25)*0.8);";
std::ostringstream& op = isVertCase ? vert : frag;
op << " mediump vec4 color = " << (isVertCase ? "a_position.xyxy" : "gl_FragCoord") << ";\n";
if (params.loopType == LOOPTYPE_FOR)
{
op << " for (highp int i = 0; i < " << iterCount << " || " << iterCount << " < 0; ++i)\n"
<< " " << body << "\n";
}
else if (params.loopType == LOOPTYPE_WHILE)
{
op << " highp int i = 0;\n"
<< " while (i < " << iterCount << " || " << iterCount << " < 0) {\n"
<< " i += 1;\n"
<< " " << body << "\n"
<< " }\n";
}
else
{
DE_ASSERT(params.loopType == LOOPTYPE_DO_WHILE);
op << " highp int i = 0;\n"
<< " do {\n"
<< " i += 1;\n"
<< " " << body << "\n"
<< " } while (i <= " << iterCount << " || " << iterCount << " < 0);\n";
}
}
if (isVertCase)
{
vert << " v_color = color;\n";
frag << " o_color = v_color;\n";
}
else
frag << " o_color = color;\n";
vert << "}\n";
frag << "}\n";
return glu::ProgramSources() << glu::VertexSource(vert.str()) << glu::FragmentSource(frag.str());
}
void LongRunningShaderCase::init (void)
{
DE_ASSERT(!m_program);
m_program = new glu::ShaderProgram(m_context.getRenderContext(), genSources(*m_params));
m_testCtx.getLog() << *m_program;
if (!m_program->isOk())
{
deinit();
TCU_FAIL("Failed to compile shader program");
}
m_caseIterNdx = 0;
if (m_params->iterCountType != ITERCOUNTTYPE_STATIC)
{
m_testCtx.getLog() << TestLog::Message << "Loop iteration counts in range: [" << m_params->minLoopIterCount
<< ", " << m_params->maxLoopIterCount << "]"
<< TestLog::EndMessage;
}
m_testCtx.getLog() << TestLog::Message << "Number of vertices and fragments: " << m_params->numInvocations << TestLog::EndMessage;
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); // Test will pass or timeout, unless driver/device crashes.
}
void LongRunningShaderCase::deinit (void)
{
delete m_program;
m_program = DE_NULL;
}
void genPositions (const tcu::RenderTarget& renderTarget, int numPoints, Vec2* positions)
{
const int width = renderTarget.getWidth();
const int height = renderTarget.getHeight();
if (width*height < numPoints)
throw tcu::NotSupportedError("Too small viewport to fit all test points");
for (int pointNdx = 0; pointNdx < numPoints; pointNdx++)
{
const int xi = pointNdx % width;
const int yi = pointNdx / height;
const float xf = 2.0f * ((float(xi) + 0.5f) / float(width)) - 1.0f;
const float yf = 2.0f * ((float(yi) + 0.5f) / float(height)) - 1.0f;
positions[pointNdx] = Vec2(xf, yf);
}
}
deUint32 LongRunningShaderCase::getSeed (const Params& params)
{
const deUint32 seed = deStringHash(params.name)
^ deInt32Hash(params.shaderType)
^ deInt32Hash(params.loopType)
^ deInt32Hash(params.iterCountType)
^ deInt32Hash(params.minLoopIterCount)
^ deInt32Hash(params.maxLoopIterCount)
^ deInt32Hash(params.numInvocations);
return seed;
}
LongRunningShaderCase::IterateResult LongRunningShaderCase::iterate (void)
{
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
de::Random rnd (getSeed(*m_params));
vector<Vec2> positions (m_params->numInvocations);
vector<int> iterCounts (m_params->iterCountType == ITERCOUNTTYPE_DYNAMIC ? m_params->numInvocations : 1);
vector<glu::VertexArrayBinding> vertexArrays;
vertexArrays.push_back(glu::va::Float("a_position", 2, (int)positions.size(), 0, positions[0].getPtr()));
if (m_params->iterCountType == ITERCOUNTTYPE_DYNAMIC)
vertexArrays.push_back(glu::va::Int32("a_iterCount", 1, (int)iterCounts.size(), 0, &iterCounts[0]));
genPositions(m_context.getRenderTarget(), (int)positions.size(), &positions[0]);
for (vector<int>::iterator i = iterCounts.begin(); i != iterCounts.end(); ++i)
*i = rnd.getInt(m_params->minLoopIterCount, m_params->maxLoopIterCount);
gl.useProgram(m_program->getProgram());
if (m_params->iterCountType == ITERCOUNTTYPE_UNIFORM)
gl.uniform1i(gl.getUniformLocation(m_program->getProgram(), "u_iterCount"), iterCounts[0]);
glu::draw(m_context.getRenderContext(), m_program->getProgram(),
(int)vertexArrays.size(), &vertexArrays[0],
glu::pr::Points(m_params->numInvocations));
m_caseIterNdx += 1;
return (m_caseIterNdx < m_numCaseIters) ? CONTINUE : STOP;
}
} // anonymous
LongRunningShaderTests::LongRunningShaderTests (Context& context)
: TestCaseGroup(context, "long_running_shaders", "Long-running shader stress tests")
{
}
LongRunningShaderTests::~LongRunningShaderTests (void)
{
}
void LongRunningShaderTests::init (void)
{
const int numInvocations = 4096;
const int shortLoopMin = 5;
const int shortLoopMax = 10;
const int mediumLoopMin = 10000;
const int mediumLoopMax = 50000;
const int longLoopMin = 100000;
const int longLoopMax = 500000;
static const LongRunningShaderCase::Params s_cases[] =
{
{ "short_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
{ "short_for_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
{ "short_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
{ "short_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
{ "short_do_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
{ "short_do_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
{ "medium_static_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_STATIC, numInvocations, mediumLoopMin, mediumLoopMax },
{ "medium_static_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_WHILE, ITERCOUNTTYPE_STATIC, numInvocations, mediumLoopMin, mediumLoopMax },
{ "medium_uniform_do_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_UNIFORM, numInvocations, mediumLoopMin, mediumLoopMax },
{ "medium_uniform_for_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_FOR, ITERCOUNTTYPE_UNIFORM, numInvocations, mediumLoopMin, mediumLoopMax },
{ "medium_dynamic_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
{ "medium_dynamic_for_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
{ "medium_dynamic_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
{ "medium_dynamic_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
{ "medium_dynamic_do_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
{ "medium_dynamic_do_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
{ "long_static_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_WHILE, ITERCOUNTTYPE_STATIC, numInvocations, longLoopMin, longLoopMax },
{ "long_static_do_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_STATIC, numInvocations, longLoopMin, longLoopMax },
{ "long_uniform_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_UNIFORM, numInvocations, longLoopMin, longLoopMax },
{ "long_uniform_do_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_UNIFORM, numInvocations, longLoopMin, longLoopMax },
{ "long_dynamic_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, longLoopMin, longLoopMax },
{ "long_dynamic_for_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, longLoopMin, longLoopMax },
{ "long_dynamic_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, longLoopMin, longLoopMax },
{ "long_dynamic_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, longLoopMin, longLoopMax },
{ "long_dynamic_do_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, longLoopMin, longLoopMax },
{ "long_dynamic_do_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, longLoopMin, longLoopMax },
{ "infinite_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, -1, -1 },
{ "infinite_for_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, -1, -1 },
{ "infinite_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, -1, -1 },
{ "infinite_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, -1, -1 },
{ "infinite_do_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, -1, -1 },
{ "infinite_do_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, -1, -1 },
};
for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(s_cases); ndx++)
addChild(new LongRunningShaderCase(m_context, &s_cases[ndx]));
}
} // Stress
} // gles3
} // deqp