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/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL (ES) 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 Parametrized, long-running stress case.
*
* \todo [2013-06-27 nuutti] Do certain things in a cleaner and less
* confusing way, such as the "redundant buffer
* factor" thing in LongStressCase.
*//*--------------------------------------------------------------------*/
#include "glsLongStressCase.hpp"
#include "tcuTestLog.hpp"
#include "tcuCommandLine.hpp"
#include "tcuTextureUtil.hpp"
#include "tcuVector.hpp"
#include "tcuVectorUtil.hpp"
#include "glsTextureTestUtil.hpp"
#include "gluPixelTransfer.hpp"
#include "gluTextureUtil.hpp"
#include "tcuStringTemplate.hpp"
#include "gluStrUtil.hpp"
#include "gluShaderProgram.hpp"
#include "deRandom.hpp"
#include "deStringUtil.hpp"
#include "deString.h"
#include "deSharedPtr.hpp"
#include "deClock.h"
#include "glw.h"
#include <limits>
#include <vector>
#include <iomanip>
#include <map>
#include <iomanip>
using de::Random;
using de::SharedPtr;
using de::toString;
using tcu::ConstPixelBufferAccess;
using tcu::CubeFace;
using tcu::IVec2;
using tcu::IVec3;
using tcu::IVec4;
using tcu::TestLog;
using tcu::TextureFormat;
using tcu::TextureLevel;
using tcu::Vec2;
using tcu::Vec3;
using tcu::Vec4;
using std::map;
using std::string;
using std::vector;
namespace deqp
{
namespace gls
{
using glu::TextureTestUtil::TextureType;
using glu::TextureTestUtil::TEXTURETYPE_2D;
using glu::TextureTestUtil::TEXTURETYPE_CUBE;
static const float Mi = (float)(1 << 20);
static const uint32_t bufferUsages[] = {GL_STATIC_DRAW, GL_STREAM_DRAW, GL_DYNAMIC_DRAW,
GL_STATIC_READ, GL_STREAM_READ, GL_DYNAMIC_READ,
GL_STATIC_COPY, GL_STREAM_COPY, GL_DYNAMIC_COPY};
static const uint32_t bufferUsagesGLES2[] = {GL_STATIC_DRAW, GL_DYNAMIC_DRAW, GL_STREAM_DRAW};
static const uint32_t bufferTargets[] = {GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER,
GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, GL_PIXEL_PACK_BUFFER,
GL_PIXEL_UNPACK_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BUFFER};
static const uint32_t bufferTargetsGLES2[] = {GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER};
static inline int computePixelStore(const TextureFormat &format)
{
const int pixelSize = format.getPixelSize();
if (deIsPowerOfTwo32(pixelSize))
return de::min(pixelSize, 8);
else
return 1;
}
static inline int getNumIterations(const tcu::TestContext &testCtx, const int defaultNumIterations)
{
const int cmdLineVal = testCtx.getCommandLine().getTestIterationCount();
return cmdLineVal == 0 ? defaultNumIterations : cmdLineVal;
}
static inline float triangleArea(const Vec2 &a, const Vec2 &b, const Vec2 &c)
{
const Vec2 ab = b - a;
const Vec2 ac = c - a;
return 0.5f * tcu::length(ab.x() * ac.y() - ab.y() * ac.x());
}
static inline string mangleShaderNames(const string &source, const string &manglingSuffix)
{
map<string, string> m;
m["NS"] = manglingSuffix;
return tcu::StringTemplate(source.c_str()).specialize(m);
}
template <typename T, int N>
static inline T randomChoose(Random &rnd, const T (&arr)[N])
{
return rnd.choose<T>(DE_ARRAY_BEGIN(arr), DE_ARRAY_END(arr));
}
static inline int nextDivisible(const int x, const int div)
{
DE_ASSERT(x >= 0);
DE_ASSERT(div >= 1);
return x == 0 ? 0 : x - 1 + div - (x - 1) % div;
}
static inline string getTimeStr(const uint64_t seconds)
{
const uint64_t m = seconds / 60;
const uint64_t h = m / 60;
const uint64_t d = h / 24;
std::ostringstream res;
res << d << "d " << h % 24 << "h " << m % 60 << "m " << seconds % 60 << "s";
return res.str();
}
static inline string probabilityStr(const float prob)
{
return prob == 0.0f ? "never" : prob == 1.0f ? "ALWAYS" : de::floatToString(prob * 100.0f, 0) + "%";
}
static inline uint32_t randomBufferTarget(Random &rnd, const bool isGLES3)
{
return isGLES3 ? randomChoose(rnd, bufferTargets) : randomChoose(rnd, bufferTargetsGLES2);
}
static inline uint32_t randomBufferUsage(Random &rnd, const bool isGLES3)
{
return isGLES3 ? randomChoose(rnd, bufferUsages) : randomChoose(rnd, bufferUsagesGLES2);
}
static inline uint32_t cubeFaceToGLFace(tcu::CubeFace face)
{
switch (face)
{
case tcu::CUBEFACE_NEGATIVE_X:
return GL_TEXTURE_CUBE_MAP_NEGATIVE_X;
case tcu::CUBEFACE_POSITIVE_X:
return GL_TEXTURE_CUBE_MAP_POSITIVE_X;
case tcu::CUBEFACE_NEGATIVE_Y:
return GL_TEXTURE_CUBE_MAP_NEGATIVE_Y;
case tcu::CUBEFACE_POSITIVE_Y:
return GL_TEXTURE_CUBE_MAP_POSITIVE_Y;
case tcu::CUBEFACE_NEGATIVE_Z:
return GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
case tcu::CUBEFACE_POSITIVE_Z:
return GL_TEXTURE_CUBE_MAP_POSITIVE_Z;
default:
DE_ASSERT(false);
return GL_NONE;
}
}
#if defined(DE_DEBUG)
static inline bool isMatchingGLInternalFormat(const uint32_t internalFormat, const TextureFormat &texFormat)
{
switch (internalFormat)
{
// Unsized formats.
case GL_RGBA:
return texFormat.order == TextureFormat::RGBA &&
(texFormat.type == TextureFormat::UNORM_INT8 || texFormat.type == TextureFormat::UNORM_SHORT_4444 ||
texFormat.type == TextureFormat::UNORM_SHORT_5551);
case GL_RGB:
return texFormat.order == TextureFormat::RGB &&
(texFormat.type == TextureFormat::UNORM_INT8 || texFormat.type == TextureFormat::UNORM_SHORT_565);
case GL_LUMINANCE_ALPHA:
return texFormat.order == TextureFormat::LA && texFormat.type == TextureFormat::UNORM_INT8;
case GL_LUMINANCE:
return texFormat.order == TextureFormat::L && texFormat.type == TextureFormat::UNORM_INT8;
case GL_ALPHA:
return texFormat.order == TextureFormat::A && texFormat.type == TextureFormat::UNORM_INT8;
// Sized formats.
default:
return glu::mapGLInternalFormat(internalFormat) == texFormat;
}
}
#endif // DE_DEBUG
static inline bool compileShader(const uint32_t shaderGL)
{
glCompileShader(shaderGL);
int success = GL_FALSE;
glGetShaderiv(shaderGL, GL_COMPILE_STATUS, &success);
return success == GL_TRUE;
}
static inline bool linkProgram(const uint32_t programGL)
{
glLinkProgram(programGL);
int success = GL_FALSE;
glGetProgramiv(programGL, GL_LINK_STATUS, &success);
return success == GL_TRUE;
}
static inline string getShaderInfoLog(const uint32_t shaderGL)
{
int infoLogLen = 0;
vector<char> infoLog;
glGetShaderiv(shaderGL, GL_INFO_LOG_LENGTH, &infoLogLen);
infoLog.resize(infoLogLen + 1);
glGetShaderInfoLog(shaderGL, (int)infoLog.size(), DE_NULL, &infoLog[0]);
return &infoLog[0];
}
static inline string getProgramInfoLog(const uint32_t programGL)
{
int infoLogLen = 0;
vector<char> infoLog;
glGetProgramiv(programGL, GL_INFO_LOG_LENGTH, &infoLogLen);
infoLog.resize(infoLogLen + 1);
glGetProgramInfoLog(programGL, (int)infoLog.size(), DE_NULL, &infoLog[0]);
return &infoLog[0];
}
namespace LongStressCaseInternal
{
// A hacky-ish class for drawing text on screen as GL quads.
class DebugInfoRenderer
{
public:
DebugInfoRenderer(const glu::RenderContext &ctx);
~DebugInfoRenderer(void)
{
delete m_prog;
}
void drawInfo(uint64_t secondsElapsed, int texMem, int maxTexMem, int bufMem, int maxBufMem, int iterNdx);
private:
DebugInfoRenderer(const DebugInfoRenderer &);
DebugInfoRenderer &operator=(const DebugInfoRenderer &);
void render(void);
void addTextToBuffer(const string &text, int yOffset);
const glu::RenderContext &m_ctx;
const glu::ShaderProgram *m_prog;
vector<float> m_posBuf;
vector<uint16_t> m_ndxBuf;
};
void DebugInfoRenderer::drawInfo(const uint64_t secondsElapsed, const int texMem, const int maxTexMem, const int bufMem,
const int maxBufMem, const int iterNdx)
{
const uint64_t m = secondsElapsed / 60;
const uint64_t h = m / 60;
const uint64_t d = h / 24;
{
std::ostringstream text;
text << std::setw(2) << std::setfill('0') << d << ":" << std::setw(2) << std::setfill('0') << h % 24 << ":"
<< std::setw(2) << std::setfill('0') << m % 60 << ":" << std::setw(2) << std::setfill('0')
<< secondsElapsed % 60;
addTextToBuffer(text.str(), 0);
text.str("");
text << std::fixed << std::setprecision(2) << (float)texMem / Mi << "/" << (float)maxTexMem / Mi;
addTextToBuffer(text.str(), 1);
text.str("");
text << std::fixed << std::setprecision(2) << (float)bufMem / Mi << "/" << (float)maxBufMem / Mi;
addTextToBuffer(text.str(), 2);
text.str("");
text << std::setw(0) << iterNdx;
addTextToBuffer(text.str(), 3);
}
render();
}
DebugInfoRenderer::DebugInfoRenderer(const glu::RenderContext &ctx) : m_ctx(ctx), m_prog(DE_NULL)
{
DE_ASSERT(!m_prog);
m_prog = new glu::ShaderProgram(ctx, glu::makeVtxFragSources("attribute highp vec2 a_pos;\n"
"void main (void)\n"
"{\n"
" gl_Position = vec4(a_pos, -1.0, 1.0);\n"
"}\n",
"void main(void)\n"
"{\n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n"));
}
void DebugInfoRenderer::addTextToBuffer(const string &text, const int yOffset)
{
static const char characters[] = "0123456789.:/";
const int numCharacters = DE_LENGTH_OF_ARRAY(characters) - 1; // \note -1 for null byte.
const int charWid = 6;
const int charHei = 6;
static const string charsStr(characters);
static const char font[numCharacters * charWid * charHei + 1] = " #### "
" # "
" #### "
"##### "
" # "
"######"
" #####"
"######"
" #### "
" #### "
" "
" ## "
" #"
"# #"
" ## "
"# #"
" #"
" # "
"# "
"# "
" # "
"# #"
"# #"
" "
" ## "
" # "
"# #"
" # "
" # "
" ### "
" # # "
" #### "
"# ### "
" # "
" #### "
" #####"
" "
" "
" # "
"# #"
" # "
" # "
" #"
"######"
" #"
"## #"
" # "
"# #"
" #"
" "
" ## "
" # "
"# #"
" # "
" # "
"# #"
" # "
"# #"
"# #"
" # "
"# #"
" ## "
" ## "
" ## "
" # "
" #### "
" ### "
"######"
" #### "
" # "
" #### "
" #### "
"# "
" #### "
"### "
" ## "
" "
"# ";
for (int ndxInText = 0; ndxInText < (int)text.size(); ndxInText++)
{
const int ndxInCharset = (int)charsStr.find(text[ndxInText]);
DE_ASSERT(ndxInCharset < numCharacters);
const int fontXStart = ndxInCharset * charWid;
for (int y = 0; y < charHei; y++)
{
float ay = -1.0f + (float)(y + 0 + yOffset * (charHei + 2)) * 0.1f / (float)(charHei + 2);
float by = -1.0f + (float)(y + 1 + yOffset * (charHei + 2)) * 0.1f / (float)(charHei + 2);
for (int x = 0; x < charWid; x++)
{
// \note Text is mirrored in x direction since on most(?) mobile devices the image is mirrored(?).
float ax = 1.0f - (float)(x + 0 + ndxInText * (charWid + 2)) * 0.1f / (float)(charWid + 2);
float bx = 1.0f - (float)(x + 1 + ndxInText * (charWid + 2)) * 0.1f / (float)(charWid + 2);
if (font[y * numCharacters * charWid + fontXStart + x] != ' ')
{
const int vtxNdx = (int)m_posBuf.size() / 2;
m_ndxBuf.push_back(uint16_t(vtxNdx + 0));
m_ndxBuf.push_back(uint16_t(vtxNdx + 1));
m_ndxBuf.push_back(uint16_t(vtxNdx + 2));
m_ndxBuf.push_back(uint16_t(vtxNdx + 2));
m_ndxBuf.push_back(uint16_t(vtxNdx + 1));
m_ndxBuf.push_back(uint16_t(vtxNdx + 3));
m_posBuf.push_back(ax);
m_posBuf.push_back(ay);
m_posBuf.push_back(bx);
m_posBuf.push_back(ay);
m_posBuf.push_back(ax);
m_posBuf.push_back(by);
m_posBuf.push_back(bx);
m_posBuf.push_back(by);
}
}
}
}
}
void DebugInfoRenderer::render(void)
{
const int prog = m_prog->getProgram();
const int posloc = glGetAttribLocation(prog, "a_pos");
glUseProgram(prog);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(posloc);
glVertexAttribPointer(posloc, 2, GL_FLOAT, 0, 0, &m_posBuf[0]);
glDrawElements(GL_TRIANGLES, (int)m_ndxBuf.size(), GL_UNSIGNED_SHORT, &m_ndxBuf[0]);
glDisableVertexAttribArray(posloc);
m_posBuf.clear();
m_ndxBuf.clear();
}
/*--------------------------------------------------------------------*//*!
* \brief Texture object helper class
*
* Each Texture owns a GL texture object that is created when the Texture
* is constructed and deleted when it's destructed. The class provides some
* convenience interface functions to e.g. upload texture data to the GL.
*
* In addition, the class tracks the approximate amount of GL memory likely
* used by the corresponding GL texture object; get this with
* getApproxMemUsage(). Also, getApproxMemUsageDiff() returns N-M, where N
* is the value that getApproxMemUsage() would return after a call to
* setData() with arguments corresponding to those given to
* getApproxMemUsageDiff(), and M is the value currently returned by
* getApproxMemUsage(). This can be used to check if we need to free some
* other memory before performing the setData() call, in case we have an
* upper limit on the amount of memory we want to use.
*//*--------------------------------------------------------------------*/
class Texture
{
public:
Texture(TextureType type);
~Texture(void);
// Functions that may change the value returned by getApproxMemUsage().
void setData(const ConstPixelBufferAccess &src, int width, int height, uint32_t internalFormat, bool useMipmap);
// Functions that don't change the value returned by getApproxMemUsage().
void setSubData(const ConstPixelBufferAccess &src, int xOff, int yOff, int width, int height) const;
void toUnit(int unit) const;
void setFilter(uint32_t min, uint32_t mag) const;
void setWrap(uint32_t s, uint32_t t) const;
int getApproxMemUsage(void) const
{
return m_dataSizeApprox;
}
int getApproxMemUsageDiff(int width, int height, uint32_t internalFormat, bool useMipmap) const;
private:
Texture(const Texture &); // Not allowed.
Texture &operator=(const Texture &); // Not allowed.
static uint32_t genTexture(void)
{
uint32_t tex = 0;
glGenTextures(1, &tex);
return tex;
}
uint32_t getGLBindTarget(void) const
{
DE_ASSERT(m_type == TEXTURETYPE_2D || m_type == TEXTURETYPE_CUBE);
return m_type == TEXTURETYPE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP;
}
const TextureType m_type;
const uint32_t m_textureGL;
int m_numMipLevels;
uint32_t m_internalFormat;
int m_dataSizeApprox;
};
Texture::Texture(const TextureType type)
: m_type(type)
, m_textureGL(genTexture())
, m_numMipLevels(0)
, m_internalFormat(0)
, m_dataSizeApprox(0)
{
}
Texture::~Texture(void)
{
glDeleteTextures(1, &m_textureGL);
}
int Texture::getApproxMemUsageDiff(const int width, const int height, const uint32_t internalFormat,
const bool useMipmap) const
{
const int numLevels = useMipmap ? deLog2Floor32(de::max(width, height)) + 1 : 1;
const int pixelSize = internalFormat == GL_RGBA ? 4 :
internalFormat == GL_RGB ? 3 :
internalFormat == GL_ALPHA ? 1 :
glu::mapGLInternalFormat(internalFormat).getPixelSize();
int memUsageApproxAfter = 0;
for (int level = 0; level < numLevels; level++)
memUsageApproxAfter +=
de::max(1, width >> level) * de::max(1, height >> level) * pixelSize * (m_type == TEXTURETYPE_CUBE ? 6 : 1);
return memUsageApproxAfter - getApproxMemUsage();
}
void Texture::setData(const ConstPixelBufferAccess &src, const int width, const int height,
const uint32_t internalFormat, const bool useMipmap)
{
DE_ASSERT(m_type != TEXTURETYPE_CUBE || width == height);
DE_ASSERT(!useMipmap || (deIsPowerOfTwo32(width) && deIsPowerOfTwo32(height)));
const TextureFormat &format = src.getFormat();
const glu::TransferFormat transfer = glu::getTransferFormat(format);
m_numMipLevels = useMipmap ? deLog2Floor32(de::max(width, height)) + 1 : 1;
m_internalFormat = internalFormat;
m_dataSizeApprox = width * height * format.getPixelSize() * (m_type == TEXTURETYPE_CUBE ? 6 : 1);
DE_ASSERT(src.getRowPitch() == format.getPixelSize() * src.getWidth());
DE_ASSERT(isMatchingGLInternalFormat(internalFormat, format));
DE_ASSERT(width <= src.getWidth() && height <= src.getHeight());
glPixelStorei(GL_UNPACK_ALIGNMENT, computePixelStore(format));
if (m_type == TEXTURETYPE_2D)
{
m_dataSizeApprox = 0;
glBindTexture(GL_TEXTURE_2D, m_textureGL);
for (int level = 0; level < m_numMipLevels; level++)
{
const int levelWid = de::max(1, width >> level);
const int levelHei = de::max(1, height >> level);
m_dataSizeApprox += levelWid * levelHei * format.getPixelSize();
glTexImage2D(GL_TEXTURE_2D, level, internalFormat, levelWid, levelHei, 0, transfer.format,
transfer.dataType, src.getDataPtr());
}
}
else if (m_type == TEXTURETYPE_CUBE)
{
m_dataSizeApprox = 0;
glBindTexture(GL_TEXTURE_CUBE_MAP, m_textureGL);
for (int level = 0; level < m_numMipLevels; level++)
{
const int levelWid = de::max(1, width >> level);
const int levelHei = de::max(1, height >> level);
m_dataSizeApprox += 6 * levelWid * levelHei * format.getPixelSize();
for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
glTexImage2D(cubeFaceToGLFace((CubeFace)face), level, internalFormat, levelWid, levelHei, 0,
transfer.format, transfer.dataType, src.getDataPtr());
}
}
else
DE_ASSERT(false);
}
void Texture::setSubData(const ConstPixelBufferAccess &src, const int xOff, const int yOff, const int width,
const int height) const
{
const TextureFormat &format = src.getFormat();
const glu::TransferFormat transfer = glu::getTransferFormat(format);
DE_ASSERT(src.getRowPitch() == format.getPixelSize() * src.getWidth());
DE_ASSERT(isMatchingGLInternalFormat(m_internalFormat, format));
DE_ASSERT(width <= src.getWidth() && height <= src.getHeight());
glPixelStorei(GL_UNPACK_ALIGNMENT, computePixelStore(format));
if (m_type == TEXTURETYPE_2D)
{
glBindTexture(GL_TEXTURE_2D, m_textureGL);
for (int level = 0; level < m_numMipLevels; level++)
glTexSubImage2D(GL_TEXTURE_2D, level, xOff >> level, yOff >> level, de::max(1, width >> level),
de::max(1, height >> level), transfer.format, transfer.dataType, src.getDataPtr());
}
else if (m_type == TEXTURETYPE_CUBE)
{
glBindTexture(GL_TEXTURE_CUBE_MAP, m_textureGL);
for (int level = 0; level < m_numMipLevels; level++)
{
for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
glTexSubImage2D(cubeFaceToGLFace((CubeFace)face), level, xOff >> level, yOff >> level,
de::max(1, width >> level), de::max(1, height >> level), transfer.format,
transfer.dataType, src.getDataPtr());
}
}
else
DE_ASSERT(false);
}
void Texture::setFilter(const uint32_t min, const uint32_t mag) const
{
glBindTexture(getGLBindTarget(), m_textureGL);
glTexParameteri(getGLBindTarget(), GL_TEXTURE_MIN_FILTER, min);
glTexParameteri(getGLBindTarget(), GL_TEXTURE_MAG_FILTER, mag);
}
void Texture::setWrap(const uint32_t s, const uint32_t t) const
{
glBindTexture(getGLBindTarget(), m_textureGL);
glTexParameteri(getGLBindTarget(), GL_TEXTURE_WRAP_S, s);
glTexParameteri(getGLBindTarget(), GL_TEXTURE_WRAP_T, t);
}
void Texture::toUnit(const int unit) const
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(getGLBindTarget(), m_textureGL);
}
/*--------------------------------------------------------------------*//*!
* \brief Buffer object helper class
*
* Each Buffer owns a GL buffer object that is created when the Buffer
* is constructed and deleted when it's destructed. The class provides some
* convenience interface functions to e.g. upload buffer data to the GL.
*
* In addition, the class tracks the approximate amount of GL memory,
* similarly to the Texture class (see above). The getApproxMemUsageDiff()
* is also analoguous.
*//*--------------------------------------------------------------------*/
class Buffer
{
public:
Buffer(void);
~Buffer(void);
// Functions that may change the value returned by getApproxMemUsage().
template <typename T>
void setData(const vector<T> &src, const uint32_t target, const uint32_t usage)
{
setData(&src[0], (int)(src.size() * sizeof(T)), target, usage);
}
void setData(const void *src, int size, uint32_t target, uint32_t usage);
// Functions that don't change the value returned by getApproxMemUsage().
template <typename T>
void setSubData(const vector<T> &src, const int offsetElems, const int numElems, const uint32_t target)
{
setSubData(&src[offsetElems], offsetElems * (int)sizeof(T), numElems * (int)sizeof(T), target);
}
void setSubData(const void *src, int offsetBytes, int sizeBytes, uint32_t target) const;
void bind(const uint32_t target) const
{
glBindBuffer(target, m_bufferGL);
}
int getApproxMemUsage(void) const
{
return m_dataSizeApprox;
}
template <typename T>
int getApproxMemUsageDiff(const vector<T> &src) const
{
return getApproxMemUsageDiff((int)(src.size() * sizeof(T)));
}
int getApproxMemUsageDiff(const int sizeBytes) const
{
return sizeBytes - getApproxMemUsage();
}
private:
Buffer(const Buffer &); // Not allowed.
Buffer &operator=(const Buffer &); // Not allowed.
static uint32_t genBuffer(void)
{
uint32_t buf = 0;
glGenBuffers(1, &buf);
return buf;
}
const uint32_t m_bufferGL;
int m_dataSizeApprox;
};
Buffer::Buffer(void) : m_bufferGL(genBuffer()), m_dataSizeApprox(0)
{
}
Buffer::~Buffer(void)
{
glDeleteBuffers(1, &m_bufferGL);
}
void Buffer::setData(const void *const src, const int size, const uint32_t target, const uint32_t usage)
{
bind(target);
glBufferData(target, size, src, usage);
glBindBuffer(target, 0);
m_dataSizeApprox = size;
}
void Buffer::setSubData(const void *const src, const int offsetBytes, const int sizeBytes, const uint32_t target) const
{
bind(target);
glBufferSubData(target, offsetBytes, sizeBytes, src);
glBindBuffer(target, 0);
}
class Program
{
public:
Program(void);
~Program(void);
void setSources(const string &vertSource, const string &fragSource);
void build(TestLog &log);
void use(void) const
{
DE_ASSERT(m_isBuilt);
glUseProgram(m_programGL);
}
void setRandomUniforms(const vector<VarSpec> &uniforms, const string &shaderNameManglingSuffix, Random &rnd) const;
void setAttribute(const Buffer &attrBuf, int attrBufOffset, const VarSpec &attrSpec,
const string &shaderNameManglingSuffix) const;
void setAttributeClientMem(const void *attrData, const VarSpec &attrSpec,
const string &shaderNameManglingSuffix) const;
void disableAttributeArray(const VarSpec &attrSpec, const string &shaderNameManglingSuffix) const;
private:
Program(const Program &); // Not allowed.
Program &operator=(const Program &); // Not allowed.
string m_vertSource;
string m_fragSource;
const uint32_t m_vertShaderGL;
const uint32_t m_fragShaderGL;
const uint32_t m_programGL;
bool m_hasSources;
bool m_isBuilt;
};
Program::Program(void)
: m_vertShaderGL(glCreateShader(GL_VERTEX_SHADER))
, m_fragShaderGL(glCreateShader(GL_FRAGMENT_SHADER))
, m_programGL(glCreateProgram())
, m_hasSources(false)
, m_isBuilt(false)
{
glAttachShader(m_programGL, m_vertShaderGL);
glAttachShader(m_programGL, m_fragShaderGL);
}
Program::~Program(void)
{
glDeleteShader(m_vertShaderGL);
glDeleteShader(m_fragShaderGL);
glDeleteProgram(m_programGL);
}
void Program::setSources(const string &vertSource, const string &fragSource)
{
const char *const vertSourceCstr = vertSource.c_str();
const char *const fragSourceCstr = fragSource.c_str();
m_vertSource = vertSource;
m_fragSource = fragSource;
// \note In GLES2 api the source parameter type lacks one const.
glShaderSource(m_vertShaderGL, 1, (const char **)&vertSourceCstr, DE_NULL);
glShaderSource(m_fragShaderGL, 1, (const char **)&fragSourceCstr, DE_NULL);
m_hasSources = true;
}
void Program::build(TestLog &log)
{
DE_ASSERT(m_hasSources);
const bool vertCompileOk = compileShader(m_vertShaderGL);
const bool fragCompileOk = compileShader(m_fragShaderGL);
const bool attemptLink = vertCompileOk && fragCompileOk;
const bool linkOk = attemptLink && linkProgram(m_programGL);
if (!(vertCompileOk && fragCompileOk && linkOk))
{
log << TestLog::ShaderProgram(linkOk, attemptLink ? getProgramInfoLog(m_programGL) : string(""))
<< TestLog::Shader(QP_SHADER_TYPE_VERTEX, m_vertSource, vertCompileOk, getShaderInfoLog(m_vertShaderGL))
<< TestLog::Shader(QP_SHADER_TYPE_FRAGMENT, m_fragSource, fragCompileOk, getShaderInfoLog(m_fragShaderGL))
<< TestLog::EndShaderProgram;
throw tcu::TestError("Program build failed");
}
m_isBuilt = true;
}
void Program::setRandomUniforms(const vector<VarSpec> &uniforms, const string &shaderNameManglingSuffix,
Random &rnd) const
{
use();
for (int unifNdx = 0; unifNdx < (int)uniforms.size(); unifNdx++)
{
const VarSpec &spec = uniforms[unifNdx];
const int typeScalarSize = glu::getDataTypeScalarSize(spec.type);
const int location =
glGetUniformLocation(m_programGL, mangleShaderNames(spec.name, shaderNameManglingSuffix).c_str());
if (location < 0)
continue;
if (glu::isDataTypeFloatOrVec(spec.type))
{
float val[4];
for (int i = 0; i < typeScalarSize; i++)
val[i] = rnd.getFloat(spec.minValue.f[i], spec.maxValue.f[i]);
switch (spec.type)
{
case glu::TYPE_FLOAT:
glUniform1f(location, val[0]);
break;
case glu::TYPE_FLOAT_VEC2:
glUniform2f(location, val[0], val[1]);
break;
case glu::TYPE_FLOAT_VEC3:
glUniform3f(location, val[0], val[1], val[2]);
break;
case glu::TYPE_FLOAT_VEC4:
glUniform4f(location, val[0], val[1], val[2], val[3]);
break;
default:
DE_ASSERT(false);
}
}
else if (glu::isDataTypeMatrix(spec.type))
{
float val[4 * 4];
for (int i = 0; i < typeScalarSize; i++)
val[i] = rnd.getFloat(spec.minValue.f[i], spec.maxValue.f[i]);
switch (spec.type)
{
case glu::TYPE_FLOAT_MAT2:
glUniformMatrix2fv(location, 1, GL_FALSE, &val[0]);
break;
case glu::TYPE_FLOAT_MAT3:
glUniformMatrix3fv(location, 1, GL_FALSE, &val[0]);
break;
case glu::TYPE_FLOAT_MAT4:
glUniformMatrix4fv(location, 1, GL_FALSE, &val[0]);
break;
case glu::TYPE_FLOAT_MAT2X3:
glUniformMatrix2x3fv(location, 1, GL_FALSE, &val[0]);
break;
case glu::TYPE_FLOAT_MAT2X4:
glUniformMatrix2x4fv(location, 1, GL_FALSE, &val[0]);
break;
case glu::TYPE_FLOAT_MAT3X2:
glUniformMatrix3x2fv(location, 1, GL_FALSE, &val[0]);
break;
case glu::TYPE_FLOAT_MAT3X4:
glUniformMatrix3x4fv(location, 1, GL_FALSE, &val[0]);
break;
case glu::TYPE_FLOAT_MAT4X2:
glUniformMatrix4x2fv(location, 1, GL_FALSE, &val[0]);
break;
case glu::TYPE_FLOAT_MAT4X3:
glUniformMatrix4x3fv(location, 1, GL_FALSE, &val[0]);
break;
default:
DE_ASSERT(false);
}
}
else if (glu::isDataTypeIntOrIVec(spec.type))
{
int val[4];
for (int i = 0; i < typeScalarSize; i++)
val[i] = rnd.getInt(spec.minValue.i[i], spec.maxValue.i[i]);
switch (spec.type)
{
case glu::TYPE_INT:
glUniform1i(location, val[0]);
break;
case glu::TYPE_INT_VEC2:
glUniform2i(location, val[0], val[1]);
break;
case glu::TYPE_INT_VEC3:
glUniform3i(location, val[0], val[1], val[2]);
break;
case glu::TYPE_INT_VEC4:
glUniform4i(location, val[0], val[1], val[2], val[3]);
break;
default:
DE_ASSERT(false);
}
}
else if (glu::isDataTypeUintOrUVec(spec.type))
{
uint32_t val[4];
for (int i = 0; i < typeScalarSize; i++)
{
DE_ASSERT(spec.minValue.i[i] >= 0 && spec.maxValue.i[i] >= 0);
val[i] = (uint32_t)rnd.getInt(spec.minValue.i[i], spec.maxValue.i[i]);
}
switch (spec.type)
{
case glu::TYPE_UINT:
glUniform1ui(location, val[0]);
break;
case glu::TYPE_UINT_VEC2:
glUniform2ui(location, val[0], val[1]);
break;
case glu::TYPE_UINT_VEC3:
glUniform3ui(location, val[0], val[1], val[2]);
break;
case glu::TYPE_UINT_VEC4:
glUniform4ui(location, val[0], val[1], val[2], val[3]);
break;
default:
DE_ASSERT(false);
}
}
else
DE_ASSERT(false);
}
}
void Program::setAttribute(const Buffer &attrBuf, const int attrBufOffset, const VarSpec &attrSpec,
const string &shaderNameManglingSuffix) const
{
const int attrLoc =
glGetAttribLocation(m_programGL, mangleShaderNames(attrSpec.name, shaderNameManglingSuffix).c_str());
glEnableVertexAttribArray(attrLoc);
attrBuf.bind(GL_ARRAY_BUFFER);
if (glu::isDataTypeFloatOrVec(attrSpec.type))
glVertexAttribPointer(attrLoc, glu::getDataTypeScalarSize(attrSpec.type), GL_FLOAT, GL_FALSE, 0,
(GLvoid *)(intptr_t)attrBufOffset);
else
DE_ASSERT(false);
}
void Program::setAttributeClientMem(const void *const attrData, const VarSpec &attrSpec,
const string &shaderNameManglingSuffix) const
{
const int attrLoc =
glGetAttribLocation(m_programGL, mangleShaderNames(attrSpec.name, shaderNameManglingSuffix).c_str());
glEnableVertexAttribArray(attrLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (glu::isDataTypeFloatOrVec(attrSpec.type))
glVertexAttribPointer(attrLoc, glu::getDataTypeScalarSize(attrSpec.type), GL_FLOAT, GL_FALSE, 0, attrData);
else
DE_ASSERT(false);
}
void Program::disableAttributeArray(const VarSpec &attrSpec, const string &shaderNameManglingSuffix) const
{
const int attrLoc =
glGetAttribLocation(m_programGL, mangleShaderNames(attrSpec.name, shaderNameManglingSuffix).c_str());
glDisableVertexAttribArray(attrLoc);
}
/*--------------------------------------------------------------------*//*!
* \brief Container class for managing GL objects
*
* GLObjectManager can be used for objects of class Program, Buffer or
* Texture. In the manager, each such object is associated with a name that
* is used to access it.
*
* In addition to the making, getting and removing functions, the manager
* supports marking objects as "garbage", meaning they're not yet
* destroyed, but can be later destroyed with removeRandomGarbage(). The
* idea is that if we want to stress test with high memory usage, we can
* continuously move objects to garbage after using them, and when a memory
* limit is reached, we can call removeGarbageUntilUnder(limit, rnd). This
* way we can approximately keep our memory usage at just under the wanted
* limit.
*
* The manager also supports querying the approximate amount of GL memory
* used by its objects.
*
* \note The memory usage related functions are not currently supported
* for Program objects.
*//*--------------------------------------------------------------------*/
template <typename T>
class GLObjectManager
{
public:
void make(const string &name)
{
DE_ASSERT(!has(name));
m_objects[name] = SharedPtr<T>(new T);
}
void make(const string &name, gls::TextureType texType)
{
DE_ASSERT(!has(name));
m_objects[name] = SharedPtr<T>(new T(texType));
}
bool has(const string &name) const
{
return m_objects.find(name) != m_objects.end();
}
const T &get(const string &name) const;
T &get(const string &name)
{
return const_cast<T &>(((const GLObjectManager<T> *)this)->get(name));
}
void remove(const string &name)
{
const int removed = (int)m_objects.erase(name);
DE_ASSERT(removed);
DE_UNREF(removed);
}
int computeApproxMemUsage(void) const;
void markAsGarbage(const string &name);
int removeRandomGarbage(Random &rnd);
void removeGarbageUntilUnder(int limit, Random &rnd);
private:
static const char *objTypeName(void);
map<string, SharedPtr<T>> m_objects;
vector<SharedPtr<T>> m_garbageObjects;
};
template <>
const char *GLObjectManager<Buffer>::objTypeName(void)
{
return "buffer";
}
template <>
const char *GLObjectManager<Texture>::objTypeName(void)
{
return "texture";
}
template <>
const char *GLObjectManager<Program>::objTypeName(void)
{
return "program";
}
template <typename T>
const T &GLObjectManager<T>::get(const string &name) const
{
const typename map<string, SharedPtr<T>>::const_iterator it = m_objects.find(name);
DE_ASSERT(it != m_objects.end());
return *it->second;
}
template <typename T>
int GLObjectManager<T>::computeApproxMemUsage(void) const
{
int result = 0;
for (typename map<string, SharedPtr<T>>::const_iterator it = m_objects.begin(); it != m_objects.end(); ++it)
result += it->second->getApproxMemUsage();
for (typename vector<SharedPtr<T>>::const_iterator it = m_garbageObjects.begin(); it != m_garbageObjects.end();
++it)
result += (*it)->getApproxMemUsage();
return result;
}
template <typename T>
void GLObjectManager<T>::markAsGarbage(const string &name)
{
const typename map<string, SharedPtr<T>>::iterator it = m_objects.find(name);
DE_ASSERT(it != m_objects.end());
m_garbageObjects.push_back(it->second);
m_objects.erase(it);
}
template <typename T>
int GLObjectManager<T>::removeRandomGarbage(Random &rnd)
{
if (m_garbageObjects.empty())
return -1;
const int removeNdx = rnd.getInt(0, (int)m_garbageObjects.size() - 1);
const int memoryFreed = m_garbageObjects[removeNdx]->getApproxMemUsage();
m_garbageObjects.erase(m_garbageObjects.begin() + removeNdx);
return memoryFreed;
}
template <typename T>
void GLObjectManager<T>::removeGarbageUntilUnder(const int limit, Random &rnd)
{
int memUsage = computeApproxMemUsage();
while (memUsage > limit)
{
const int memReleased = removeRandomGarbage(rnd);
if (memReleased < 0)
throw tcu::InternalError(string("") + "Given " + objTypeName() +
" memory usage limit exceeded, and no unneeded " + objTypeName() +
" resources available to release");
memUsage -= memReleased;
DE_ASSERT(memUsage == computeApproxMemUsage());
}
}
} // namespace LongStressCaseInternal
using namespace LongStressCaseInternal;
static int generateRandomAttribData(vector<uint8_t> &attrDataBuf, int &dataSizeBytesDst, const VarSpec &attrSpec,
const int numVertices, Random &rnd)
{
const bool isFloat = glu::isDataTypeFloatOrVec(attrSpec.type);
const int numComponents = glu::getDataTypeScalarSize(attrSpec.type);
const int componentSize = (int)(isFloat ? sizeof(GLfloat) : sizeof(GLint));
const int offsetInBuf = nextDivisible((int)attrDataBuf.size(), componentSize); // Round up for alignment.
DE_STATIC_ASSERT(sizeof(GLint) == sizeof(int));
DE_STATIC_ASSERT(sizeof(GLfloat) == sizeof(float));
dataSizeBytesDst = numComponents * componentSize * numVertices;
attrDataBuf.resize(offsetInBuf + dataSizeBytesDst);
if (isFloat)
{
float *const data = (float *)&attrDataBuf[offsetInBuf];
for (int vtxNdx = 0; vtxNdx < numVertices; vtxNdx++)
for (int compNdx = 0; compNdx < numComponents; compNdx++)
data[vtxNdx * numComponents + compNdx] =
rnd.getFloat(attrSpec.minValue.f[compNdx], attrSpec.maxValue.f[compNdx]);
}
else
{
DE_ASSERT(glu::isDataTypeIntOrIVec(attrSpec.type));
int *const data = (int *)&attrDataBuf[offsetInBuf];
for (int vtxNdx = 0; vtxNdx < numVertices; vtxNdx++)
for (int compNdx = 0; compNdx < numComponents; compNdx++)
data[vtxNdx * numComponents + compNdx] =
rnd.getInt(attrSpec.minValue.i[compNdx], attrSpec.maxValue.i[compNdx]);
}
return offsetInBuf;
}
static int generateRandomPositionAttribData(vector<uint8_t> &attrDataBuf, int &dataSizeBytesDst,
const VarSpec &attrSpec, const int numVertices, Random &rnd)
{
DE_ASSERT(glu::isDataTypeFloatOrVec(attrSpec.type));
const int numComponents = glu::getDataTypeScalarSize(attrSpec.type);
DE_ASSERT(numComponents >= 2);
const int offsetInBuf = generateRandomAttribData(attrDataBuf, dataSizeBytesDst, attrSpec, numVertices, rnd);
if (numComponents > 2)
{
float *const data = (float *)&attrDataBuf[offsetInBuf];
for (int vtxNdx = 0; vtxNdx < numVertices; vtxNdx++)
data[vtxNdx * numComponents + 2] = -1.0f;
for (int triNdx = 0; triNdx < numVertices - 2; triNdx++)
{
float *const vtxAComps = &data[(triNdx + 0) * numComponents];
float *const vtxBComps = &data[(triNdx + 1) * numComponents];
float *const vtxCComps = &data[(triNdx + 2) * numComponents];
const float triArea = triangleArea(Vec2(vtxAComps[0], vtxAComps[1]), Vec2(vtxBComps[0], vtxBComps[1]),
Vec2(vtxCComps[0], vtxCComps[1]));
const float t = triArea / (triArea + 1.0f);
const float z = (1.0f - t) * attrSpec.minValue.f[2] + t * attrSpec.maxValue.f[2];
vtxAComps[2] = de::max(vtxAComps[2], z);
vtxBComps[2] = de::max(vtxBComps[2], z);
vtxCComps[2] = de::max(vtxCComps[2], z);
}
}
return offsetInBuf;
}
static void generateAttribs(vector<uint8_t> &attrDataBuf, vector<int> &attrDataOffsets, vector<int> &attrDataSizes,
const vector<VarSpec> &attrSpecs, const string &posAttrName, const int numVertices,
Random &rnd)
{
attrDataBuf.clear();
attrDataOffsets.clear();
attrDataSizes.resize(attrSpecs.size());
for (int i = 0; i < (int)attrSpecs.size(); i++)
{
if (attrSpecs[i].name == posAttrName)
attrDataOffsets.push_back(
generateRandomPositionAttribData(attrDataBuf, attrDataSizes[i], attrSpecs[i], numVertices, rnd));
else
attrDataOffsets.push_back(
generateRandomAttribData(attrDataBuf, attrDataSizes[i], attrSpecs[i], numVertices, rnd));
}
}
LongStressCase::LongStressCase(tcu::TestContext &testCtx, const glu::RenderContext &renderCtx, const char *const name,
const char *const desc, const int maxTexMemoryUsageBytes,
const int maxBufMemoryUsageBytes, const int numDrawCallsPerIteration,
const int numTrianglesPerDrawCall, const vector<ProgramContext> &programContexts,
const FeatureProbabilities &probabilities, const uint32_t indexBufferUsage,
const uint32_t attrBufferUsage, const int redundantBufferFactor,
const bool showDebugInfo)
: tcu::TestCase(testCtx, name, desc)
, m_renderCtx(renderCtx)
, m_maxTexMemoryUsageBytes(maxTexMemoryUsageBytes)
, m_maxBufMemoryUsageBytes(maxBufMemoryUsageBytes)
, m_numDrawCallsPerIteration(numDrawCallsPerIteration)
, m_numTrianglesPerDrawCall(numTrianglesPerDrawCall)
, m_numVerticesPerDrawCall(numTrianglesPerDrawCall + 2) // \note Triangle strips are used.
, m_programContexts(programContexts)
, m_probabilities(probabilities)
, m_indexBufferUsage(indexBufferUsage)
, m_attrBufferUsage(attrBufferUsage)
, m_redundantBufferFactor(redundantBufferFactor)
, m_showDebugInfo(showDebugInfo)
, m_numIterations(getNumIterations(testCtx, 5))
, m_isGLES3(contextSupports(renderCtx.getType(), glu::ApiType::es(3, 0)))
, m_currentIteration(0)
, m_startTimeSeconds((uint64_t)-1)
, m_lastLogTime((uint64_t)-1)
, m_lastLogIteration(0)
, m_currentLogEntryNdx(0)
, m_rnd(deStringHash(getName()) ^ testCtx.getCommandLine().getBaseSeed())
, m_programs(DE_NULL)
, m_buffers(DE_NULL)
, m_textures(DE_NULL)
, m_debugInfoRenderer(DE_NULL)
{
DE_ASSERT(m_numVerticesPerDrawCall <=
(int)std::numeric_limits<uint16_t>::max() + 1); // \note Vertices are referred to with 16-bit indices.
DE_ASSERT(m_redundantBufferFactor > 0);
}
LongStressCase::~LongStressCase(void)
{
LongStressCase::deinit();
}
void LongStressCase::init(void)
{
// Generate unused texture data for each texture spec in m_programContexts.
DE_ASSERT(!m_programContexts.empty());
DE_ASSERT(m_programResources.empty());
m_programResources.resize(m_programContexts.size());
for (int progCtxNdx = 0; progCtxNdx < (int)m_programContexts.size(); progCtxNdx++)
{
const ProgramContext &progCtx = m_programContexts[progCtxNdx];
ProgramResources &progRes = m_programResources[progCtxNdx];
for (int texSpecNdx = 0; texSpecNdx < (int)progCtx.textureSpecs.size(); texSpecNdx++)
{
const TextureSpec &spec = progCtx.textureSpecs[texSpecNdx];
const TextureFormat format = glu::mapGLTransferFormat(spec.format, spec.dataType);
// If texture data with the same format has already been generated, re-use that (don't care much about contents).
SharedPtr<TextureLevel> unusedTex;
for (int prevProgCtxNdx = 0; prevProgCtxNdx < (int)m_programResources.size(); prevProgCtxNdx++)
{
const vector<SharedPtr<TextureLevel>> &prevProgCtxTextures =
m_programResources[prevProgCtxNdx].unusedTextures;
for (int texNdx = 0; texNdx < (int)prevProgCtxTextures.size(); texNdx++)
{
if (prevProgCtxTextures[texNdx]->getFormat() == format)
{
unusedTex = prevProgCtxTextures[texNdx];
break;
}
}
}
if (!unusedTex)
unusedTex = SharedPtr<TextureLevel>(new TextureLevel(format));
if (unusedTex->getWidth() < spec.width || unusedTex->getHeight() < spec.height)
{
unusedTex->setSize(spec.width, spec.height);
tcu::fillWithComponentGradients(unusedTex->getAccess(), spec.minValue, spec.maxValue);
}
progRes.unusedTextures.push_back(unusedTex);
}
}
m_vertexIndices.clear();
for (int i = 0; i < m_numVerticesPerDrawCall; i++)
m_vertexIndices.push_back((uint16_t)i);
m_rnd.shuffle(m_vertexIndices.begin(), m_vertexIndices.end());
DE_ASSERT(!m_programs && !m_buffers && !m_textures);
m_programs = new GLObjectManager<Program>;
m_buffers = new GLObjectManager<Buffer>;
m_textures = new GLObjectManager<Texture>;
m_currentIteration = 0;
{
TestLog &log = m_testCtx.getLog();
log << TestLog::Message
<< "Number of iterations: " << (m_numIterations > 0 ? toString(m_numIterations) : "infinite")
<< TestLog::EndMessage << TestLog::Message
<< "Number of draw calls per iteration: " << m_numDrawCallsPerIteration << TestLog::EndMessage
<< TestLog::Message << "Number of triangles per draw call: " << m_numTrianglesPerDrawCall
<< TestLog::EndMessage << TestLog::Message << "Using triangle strips" << TestLog::EndMessage
<< TestLog::Message
<< "Approximate texture memory usage limit: " << de::floatToString((float)m_maxTexMemoryUsageBytes / Mi, 2)
<< " MiB" << TestLog::EndMessage << TestLog::Message
<< "Approximate buffer memory usage limit: " << de::floatToString((float)m_maxBufMemoryUsageBytes / Mi, 2)
<< " MiB" << TestLog::EndMessage << TestLog::Message
<< "Default vertex attribute data buffer usage parameter: " << glu::getUsageName(m_attrBufferUsage)
<< TestLog::EndMessage << TestLog::Message
<< "Default vertex index data buffer usage parameter: " << glu::getUsageName(m_indexBufferUsage)
<< TestLog::EndMessage
<< TestLog::Section("ProbabilityParams", "Per-iteration probability parameters") << TestLog::Message
<< "Program re-build: " << probabilityStr(m_probabilities.rebuildProgram) << TestLog::EndMessage
<< TestLog::Message << "Texture re-upload: " << probabilityStr(m_probabilities.reuploadTexture)
<< TestLog::EndMessage << TestLog::Message
<< "Buffer re-upload: " << probabilityStr(m_probabilities.reuploadBuffer) << TestLog::EndMessage
<< TestLog::Message << "Use glTexImage* instead of glTexSubImage* when uploading texture: "
<< probabilityStr(m_probabilities.reuploadWithTexImage) << TestLog::EndMessage << TestLog::Message
<< "Use glBufferData* instead of glBufferSubData* when uploading buffer: "
<< probabilityStr(m_probabilities.reuploadWithBufferData) << TestLog::EndMessage << TestLog::Message
<< "Delete texture after using it, even if could re-use it: "
<< probabilityStr(m_probabilities.deleteTexture) << TestLog::EndMessage << TestLog::Message
<< "Delete buffer after using it, even if could re-use it: " << probabilityStr(m_probabilities.deleteBuffer)
<< TestLog::EndMessage << TestLog::Message
<< "Don't re-use texture, and only delete if memory limit is hit: "
<< probabilityStr(m_probabilities.wastefulTextureMemoryUsage) << TestLog::EndMessage << TestLog::Message
<< "Don't re-use buffer, and only delete if memory limit is hit: "
<< probabilityStr(m_probabilities.wastefulBufferMemoryUsage) << TestLog::EndMessage << TestLog::Message
<< "Use client memory (instead of GL buffers) for vertex attribute data: "
<< probabilityStr(m_probabilities.clientMemoryAttributeData) << TestLog::EndMessage << TestLog::Message
<< "Use client memory (instead of GL buffers) for vertex index data: "
<< probabilityStr(m_probabilities.clientMemoryIndexData) << TestLog::EndMessage << TestLog::Message
<< "Use random target parameter when uploading buffer data: "
<< probabilityStr(m_probabilities.randomBufferUploadTarget) << TestLog::EndMessage << TestLog::Message
<< "Use random usage parameter when uploading buffer data: "
<< probabilityStr(m_probabilities.randomBufferUsage) << TestLog::EndMessage << TestLog::Message
<< "Use glDrawArrays instead of glDrawElements: " << probabilityStr(m_probabilities.useDrawArrays)
<< TestLog::EndMessage << TestLog::Message
<< "Use separate buffers for each attribute, instead of one array for all: "
<< probabilityStr(m_probabilities.separateAttributeBuffers) << TestLog::EndMessage << TestLog::EndSection
<< TestLog::Message << "Using " << m_programContexts.size() << " program(s)" << TestLog::EndMessage;
bool anyProgramsFailed = false;
for (int progCtxNdx = 0; progCtxNdx < (int)m_programContexts.size(); progCtxNdx++)
{
const ProgramContext &progCtx = m_programContexts[progCtxNdx];
glu::ShaderProgram prog(m_renderCtx,
glu::makeVtxFragSources(mangleShaderNames(progCtx.vertexSource, ""),
mangleShaderNames(progCtx.fragmentSource, "")));
log << TestLog::Section("ShaderProgram" + toString(progCtxNdx), "Shader program " + toString(progCtxNdx))
<< prog << TestLog::EndSection;
if (!prog.isOk())
anyProgramsFailed = true;
}
if (anyProgramsFailed)
throw tcu::TestError("One or more shader programs failed to compile");
}
DE_ASSERT(!m_debugInfoRenderer);
if (m_showDebugInfo)
m_debugInfoRenderer = new DebugInfoRenderer(m_renderCtx);
}
void LongStressCase::deinit(void)
{
m_programResources.clear();
delete m_programs;
m_programs = DE_NULL;
delete m_buffers;
m_buffers = DE_NULL;
delete m_textures;
m_textures = DE_NULL;
delete m_debugInfoRenderer;
m_debugInfoRenderer = DE_NULL;
}
LongStressCase::IterateResult LongStressCase::iterate(void)
{
TestLog &log = m_testCtx.getLog();
const int renderWidth = m_renderCtx.getRenderTarget().getWidth();
const int renderHeight = m_renderCtx.getRenderTarget().getHeight();
const bool useClientMemoryIndexData = m_rnd.getFloat() < m_probabilities.clientMemoryIndexData;
const bool useDrawArrays = m_rnd.getFloat() < m_probabilities.useDrawArrays;
const bool separateAttributeBuffers = m_rnd.getFloat() < m_probabilities.separateAttributeBuffers;
const int progContextNdx = m_rnd.getInt(0, (int)m_programContexts.size() - 1);
const ProgramContext &programContext = m_programContexts[progContextNdx];
ProgramResources &programResources = m_programResources[progContextNdx];
const string programName = "prog" + toString(progContextNdx);
const string textureNamePrefix = "tex" + toString(progContextNdx) + "_";
const string unitedAttrBufferNamePrefix = "attrBuf" + toString(progContextNdx) + "_";
const string indexBufferName = "indexBuf" + toString(progContextNdx);
const string separateAttrBufNamePrefix = "attrBuf" + toString(progContextNdx) + "_";
if (m_currentIteration == 0)
m_lastLogTime = m_startTimeSeconds = deGetTime();
// Make or re-compile programs.
{
const bool hadProgram = m_programs->has(programName);
if (!hadProgram)
m_programs->make(programName);
Program &prog = m_programs->get(programName);
if (!hadProgram || m_rnd.getFloat() < m_probabilities.rebuildProgram)
{
programResources.shaderNameManglingSuffix =
toString((uint16_t)deUint64Hash((uint64_t)m_currentIteration ^ deGetTime()));
prog.setSources(
mangleShaderNames(programContext.vertexSource, programResources.shaderNameManglingSuffix),
mangleShaderNames(programContext.fragmentSource, programResources.shaderNameManglingSuffix));
prog.build(log);
}
prog.use();
}
Program &program = m_programs->get(programName);
// Make or re-upload textures.
for (int texNdx = 0; texNdx < (int)programContext.textureSpecs.size(); texNdx++)
{
const string texName = textureNamePrefix + toString(texNdx);
const bool hadTexture = m_textures->has(texName);
const TextureSpec &spec = programContext.textureSpecs[texNdx];
if (!hadTexture)
m_textures->make(texName, spec.textureType);
if (!hadTexture || m_rnd.getFloat() < m_probabilities.reuploadTexture)
{
Texture &texture = m_textures->get(texName);
m_textures->removeGarbageUntilUnder(
m_maxTexMemoryUsageBytes -
texture.getApproxMemUsageDiff(spec.width, spec.height, spec.internalFormat, spec.useMipmap),
m_rnd);
if (!hadTexture || m_rnd.getFloat() < m_probabilities.reuploadWithTexImage)
texture.setData(programResources.unusedTextures[texNdx]->getAccess(), spec.width, spec.height,
spec.internalFormat, spec.useMipmap);
else
texture.setSubData(programResources.unusedTextures[texNdx]->getAccess(), 0, 0, spec.width, spec.height);
texture.toUnit(0);
texture.setWrap(spec.sWrap, spec.tWrap);
texture.setFilter(spec.minFilter, spec.magFilter);
}
}
// Bind textures to units, in random order (because when multiple texture specs have same unit, we want to pick one randomly).
{
vector<int> texSpecIndices(programContext.textureSpecs.size());
for (int i = 0; i < (int)texSpecIndices.size(); i++)
texSpecIndices[i] = i;
m_rnd.shuffle(texSpecIndices.begin(), texSpecIndices.end());
for (int i = 0; i < (int)texSpecIndices.size(); i++)
m_textures->get(textureNamePrefix + toString(texSpecIndices[i]))
.toUnit(programContext.textureSpecs[i].textureUnit);
}
// Make or re-upload index buffer.
if (!useDrawArrays)
{
m_rnd.shuffle(m_vertexIndices.begin(), m_vertexIndices.end());
if (!useClientMemoryIndexData)
{
const bool hadIndexBuffer = m_buffers->has(indexBufferName);
if (!hadIndexBuffer)
m_buffers->make(indexBufferName);
Buffer &indexBuf = m_buffers->get(indexBufferName);
if (!hadIndexBuffer || m_rnd.getFloat() < m_probabilities.reuploadBuffer)
{
m_buffers->removeGarbageUntilUnder(
m_maxBufMemoryUsageBytes - indexBuf.getApproxMemUsageDiff(m_vertexIndices), m_rnd);
const uint32_t target = m_rnd.getFloat() < m_probabilities.randomBufferUploadTarget ?
randomBufferTarget(m_rnd, m_isGLES3) :
GL_ELEMENT_ARRAY_BUFFER;
if (!hadIndexBuffer || m_rnd.getFloat() < m_probabilities.reuploadWithBufferData)
indexBuf.setData(m_vertexIndices, target,
m_rnd.getFloat() < m_probabilities.randomBufferUsage ?
randomBufferUsage(m_rnd, m_isGLES3) :
m_indexBufferUsage);
else
indexBuf.setSubData(m_vertexIndices, 0, m_numVerticesPerDrawCall, target);
}
}
}
// Set vertex attributes. If not using client-memory data, make or re-upload attribute buffers.
generateAttribs(programResources.attrDataBuf, programResources.attrDataOffsets, programResources.attrDataSizes,
programContext.attributes, programContext.positionAttrName, m_numVerticesPerDrawCall, m_rnd);
if (!(m_rnd.getFloat() < m_probabilities.clientMemoryAttributeData))
{
if (separateAttributeBuffers)
{
for (int attrNdx = 0; attrNdx < (int)programContext.attributes.size(); attrNdx++)
{
const int usedRedundantBufferNdx = m_rnd.getInt(0, m_redundantBufferFactor - 1);
for (int redundantBufferNdx = 0; redundantBufferNdx < m_redundantBufferFactor; redundantBufferNdx++)
{
const string curAttrBufName =
separateAttrBufNamePrefix + toString(attrNdx) + "_" + toString(redundantBufferNdx);
const bool hadCurAttrBuffer = m_buffers->has(curAttrBufName);
if (!hadCurAttrBuffer)
m_buffers->make(curAttrBufName);
Buffer &curAttrBuf = m_buffers->get(curAttrBufName);
if (!hadCurAttrBuffer || m_rnd.getFloat() < m_probabilities.reuploadBuffer)
{
m_buffers->removeGarbageUntilUnder(
m_maxBufMemoryUsageBytes -
curAttrBuf.getApproxMemUsageDiff(programResources.attrDataSizes[attrNdx]),
m_rnd);
const uint32_t target = m_rnd.getFloat() < m_probabilities.randomBufferUploadTarget ?
randomBufferTarget(m_rnd, m_isGLES3) :
GL_ARRAY_BUFFER;
if (!hadCurAttrBuffer || m_rnd.getFloat() < m_probabilities.reuploadWithBufferData)
curAttrBuf.setData(&programResources.attrDataBuf[programResources.attrDataOffsets[attrNdx]],
programResources.attrDataSizes[attrNdx], target,
m_rnd.getFloat() < m_probabilities.randomBufferUsage ?
randomBufferUsage(m_rnd, m_isGLES3) :
m_attrBufferUsage);
else
curAttrBuf.setSubData(
&programResources.attrDataBuf[programResources.attrDataOffsets[attrNdx]], 0,
programResources.attrDataSizes[attrNdx], target);
}
if (redundantBufferNdx == usedRedundantBufferNdx)
program.setAttribute(curAttrBuf, 0, programContext.attributes[attrNdx],
programResources.shaderNameManglingSuffix);
}
}
}
else
{
const int usedRedundantBufferNdx = m_rnd.getInt(0, m_redundantBufferFactor - 1);
for (int redundantBufferNdx = 0; redundantBufferNdx < m_redundantBufferFactor; redundantBufferNdx++)
{
const string attrBufName = unitedAttrBufferNamePrefix + toString(redundantBufferNdx);
const bool hadAttrBuffer = m_buffers->has(attrBufName);
if (!hadAttrBuffer)
m_buffers->make(attrBufName);
Buffer &attrBuf = m_buffers->get(attrBufName);
if (!hadAttrBuffer || m_rnd.getFloat() < m_probabilities.reuploadBuffer)
{
m_buffers->removeGarbageUntilUnder(
m_maxBufMemoryUsageBytes - attrBuf.getApproxMemUsageDiff(programResources.attrDataBuf), m_rnd);
const uint32_t target = m_rnd.getFloat() < m_probabilities.randomBufferUploadTarget ?
randomBufferTarget(m_rnd, m_isGLES3) :
GL_ARRAY_BUFFER;
if (!hadAttrBuffer || m_rnd.getFloat() < m_probabilities.reuploadWithBufferData)
attrBuf.setData(programResources.attrDataBuf, target,
m_rnd.getFloat() < m_probabilities.randomBufferUsage ?
randomBufferUsage(m_rnd, m_isGLES3) :
m_attrBufferUsage);
else
attrBuf.setSubData(programResources.attrDataBuf, 0, (int)programResources.attrDataBuf.size(),
target);
}
if (redundantBufferNdx == usedRedundantBufferNdx)
{
for (int i = 0; i < (int)programContext.attributes.size(); i++)
program.setAttribute(attrBuf, programResources.attrDataOffsets[i], programContext.attributes[i],
programResources.shaderNameManglingSuffix);
}
}
}
}
else
{
for (int i = 0; i < (int)programContext.attributes.size(); i++)
program.setAttributeClientMem(&programResources.attrDataBuf[programResources.attrDataOffsets[i]],
programContext.attributes[i], programResources.shaderNameManglingSuffix);
}
// Draw.
glViewport(0, 0, renderWidth, renderHeight);
glClearDepthf(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
for (int i = 0; i < m_numDrawCallsPerIteration; i++)
{
program.use();
program.setRandomUniforms(programContext.uniforms, programResources.shaderNameManglingSuffix, m_rnd);
if (useDrawArrays)
glDrawArrays(GL_TRIANGLE_STRIP, 0, m_numVerticesPerDrawCall);
else
{
if (useClientMemoryIndexData)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDrawElements(GL_TRIANGLE_STRIP, m_numVerticesPerDrawCall, GL_UNSIGNED_SHORT, &m_vertexIndices[0]);
}
else
{
m_buffers->get(indexBufferName).bind(GL_ELEMENT_ARRAY_BUFFER);
glDrawElements(GL_TRIANGLE_STRIP, m_numVerticesPerDrawCall, GL_UNSIGNED_SHORT, DE_NULL);
}
}
}
for (int i = 0; i < (int)programContext.attributes.size(); i++)
program.disableAttributeArray(programContext.attributes[i], programResources.shaderNameManglingSuffix);
if (m_showDebugInfo)
m_debugInfoRenderer->drawInfo(deGetTime() - m_startTimeSeconds, m_textures->computeApproxMemUsage(),
m_maxTexMemoryUsageBytes, m_buffers->computeApproxMemUsage(),
m_maxBufMemoryUsageBytes, m_currentIteration);
if (m_currentIteration > 0)
{
// Log if a certain amount of time has passed since last log entry (or if this is the last iteration).
const uint64_t loggingIntervalSeconds = 10;
const uint64_t time = deGetTime();
const uint64_t timeDiff = time - m_lastLogTime;
const int iterDiff = m_currentIteration - m_lastLogIteration;
if (timeDiff >= loggingIntervalSeconds || m_currentIteration == m_numIterations - 1)
{
log << TestLog::Section("LogEntry" + toString(m_currentLogEntryNdx),
"Log entry " + toString(m_currentLogEntryNdx))
<< TestLog::Message << "Time elapsed: " << getTimeStr(time - m_startTimeSeconds) << TestLog::EndMessage
<< TestLog::Message << "Frame number: " << m_currentIteration << TestLog::EndMessage << TestLog::Message
<< "Time since last log entry: " << timeDiff << "s" << TestLog::EndMessage << TestLog::Message
<< "Frames since last log entry: " << iterDiff << TestLog::EndMessage << TestLog::Message
<< "Average frame time since last log entry: "
<< de::floatToString((float)timeDiff / (float)iterDiff, 2) << "s" << TestLog::EndMessage
<< TestLog::Message << "Approximate texture memory usage: "
<< de::floatToString((float)m_textures->computeApproxMemUsage() / Mi, 2) << " MiB / "
<< de::floatToString((float)m_maxTexMemoryUsageBytes / Mi, 2) << " MiB" << TestLog::EndMessage
<< TestLog::Message << "Approximate buffer memory usage: "
<< de::floatToString((float)m_buffers->computeApproxMemUsage() / Mi, 2) << " MiB / "
<< de::floatToString((float)m_maxBufMemoryUsageBytes / Mi, 2) << " MiB" << TestLog::EndMessage
<< TestLog::EndSection;
m_lastLogTime = time;
m_lastLogIteration = m_currentIteration;
m_currentLogEntryNdx++;
}
}
// Possibly remove or set-as-garbage some objects, depending on given probabilities.
for (int texNdx = 0; texNdx < (int)programContext.textureSpecs.size(); texNdx++)
{
const string texName = textureNamePrefix + toString(texNdx);
if (m_rnd.getFloat() < m_probabilities.deleteTexture)
m_textures->remove(texName);
else if (m_rnd.getFloat() < m_probabilities.wastefulTextureMemoryUsage)
m_textures->markAsGarbage(texName);
}
if (m_buffers->has(indexBufferName))
{
if (m_rnd.getFloat() < m_probabilities.deleteBuffer)
m_buffers->remove(indexBufferName);
else if (m_rnd.getFloat() < m_probabilities.wastefulBufferMemoryUsage)
m_buffers->markAsGarbage(indexBufferName);
}
if (separateAttributeBuffers)
{
for (int attrNdx = 0; attrNdx < (int)programContext.attributes.size(); attrNdx++)
{
const string curAttrBufNamePrefix = separateAttrBufNamePrefix + toString(attrNdx) + "_";
if (m_buffers->has(curAttrBufNamePrefix + "0"))
{
if (m_rnd.getFloat() < m_probabilities.deleteBuffer)
{
for (int i = 0; i < m_redundantBufferFactor; i++)
m_buffers->remove(curAttrBufNamePrefix + toString(i));
}
else if (m_rnd.getFloat() < m_probabilities.wastefulBufferMemoryUsage)
{
for (int i = 0; i < m_redundantBufferFactor; i++)
m_buffers->markAsGarbage(curAttrBufNamePrefix + toString(i));
}
}
}
}
else
{
if (m_buffers->has(unitedAttrBufferNamePrefix + "0"))
{
if (m_rnd.getFloat() < m_probabilities.deleteBuffer)
{
for (int i = 0; i < m_redundantBufferFactor; i++)
m_buffers->remove(unitedAttrBufferNamePrefix + toString(i));
}
else if (m_rnd.getFloat() < m_probabilities.wastefulBufferMemoryUsage)
{
for (int i = 0; i < m_redundantBufferFactor; i++)
m_buffers->markAsGarbage(unitedAttrBufferNamePrefix + toString(i));
}
}
}
GLU_CHECK_MSG("End of LongStressCase::iterate()");
m_currentIteration++;
if (m_currentIteration == m_numIterations)
{
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Passed");
return STOP;
}
else
return CONTINUE;
}
} // namespace gls
} // namespace deqp