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//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// MulithreadingTest.cpp : Tests of multithreaded rendering
#include "test_utils/ANGLETest.h"
#include "test_utils/MultiThreadSteps.h"
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
#include "util/test_utils.h"
#include <atomic>
#include <mutex>
#include <thread>
namespace angle
{
class MultithreadingTest : public ANGLETest<>
{
public:
static constexpr uint32_t kSize = 512;
protected:
MultithreadingTest()
{
setWindowWidth(kSize);
setWindowHeight(kSize);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
bool hasFenceSyncExtension() const
{
return IsEGLDisplayExtensionEnabled(getEGLWindow()->getDisplay(), "EGL_KHR_fence_sync");
}
bool hasWaitSyncExtension() const
{
return hasFenceSyncExtension() &&
IsEGLDisplayExtensionEnabled(getEGLWindow()->getDisplay(), "EGL_KHR_wait_sync");
}
bool hasGLSyncExtension() const { return IsGLExtensionEnabled("GL_OES_EGL_sync"); }
EGLContext createMultithreadedContext(EGLWindow *window, EGLContext shareCtx)
{
EGLint attribs[] = {EGL_CONTEXT_VIRTUALIZATION_GROUP_ANGLE, mVirtualizationGroup++,
EGL_NONE};
if (!IsEGLDisplayExtensionEnabled(getEGLWindow()->getDisplay(),
"EGL_ANGLE_context_virtualization"))
{
attribs[0] = EGL_NONE;
}
return window->createContext(shareCtx, attribs);
}
void runMultithreadedGLTest(
std::function<void(EGLSurface surface, size_t threadIndex)> testBody,
size_t threadCount)
{
std::mutex mutex;
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
constexpr EGLint kPBufferSize = 256;
std::vector<std::thread> threads(threadCount);
for (size_t threadIdx = 0; threadIdx < threadCount; threadIdx++)
{
threads[threadIdx] = std::thread([&, threadIdx]() {
EGLSurface surface = EGL_NO_SURFACE;
EGLContext ctx = EGL_NO_CONTEXT;
{
std::lock_guard<decltype(mutex)> lock(mutex);
// Initialize the pbuffer and context
EGLint pbufferAttributes[] = {
EGL_WIDTH, kPBufferSize, EGL_HEIGHT, kPBufferSize, EGL_NONE, EGL_NONE,
};
surface = eglCreatePbufferSurface(dpy, config, pbufferAttributes);
EXPECT_EGL_SUCCESS();
ctx = createMultithreadedContext(window, EGL_NO_CONTEXT);
EXPECT_NE(EGL_NO_CONTEXT, ctx);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
}
testBody(surface, threadIdx);
{
std::lock_guard<decltype(mutex)> lock(mutex);
// Clean up
EXPECT_EGL_TRUE(
eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
eglDestroySurface(dpy, surface);
eglDestroyContext(dpy, ctx);
}
});
}
for (std::thread &thread : threads)
{
thread.join();
}
}
std::atomic<EGLint> mVirtualizationGroup;
};
class MultithreadingTestES3 : public MultithreadingTest
{
public:
void textureThreadFunction(bool useDraw);
void mainThreadDraw(bool useDraw);
protected:
MultithreadingTestES3()
: mTexture2D(0), mExitThread(false), mMainThreadSyncObj(NULL), mSecondThreadSyncObj(NULL)
{
setWindowWidth(kSize);
setWindowHeight(kSize);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
GLuint create2DTexture()
{
GLuint texture2D;
glGenTextures(1, &texture2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture2D);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
EXPECT_GL_NO_ERROR();
return texture2D;
}
void testSetUp() override { mTexture2D = create2DTexture(); }
void testTearDown() override
{
if (mTexture2D)
{
glDeleteTextures(1, &mTexture2D);
}
}
enum class FenceTest
{
ClientWait,
ServerWait,
GetStatus,
};
enum class FlushMethod
{
Flush,
Finish,
};
void testFenceWithOpenRenderPass(FenceTest test, FlushMethod flushMethod);
enum class DrawOrder
{
Before,
After,
};
void testFramebufferFetch(DrawOrder drawOrder);
std::mutex mMutex;
GLuint mTexture2D;
std::atomic<bool> mExitThread;
std::atomic<bool> mDrawGreen; // Toggle drawing green or red
std::atomic<GLsync> mMainThreadSyncObj;
std::atomic<GLsync> mSecondThreadSyncObj;
};
// Test that it's possible to make one context current on different threads
TEST_P(MultithreadingTest, MakeCurrentSingleContext)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
std::mutex mutex;
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLContext ctx = window->getContext();
EGLSurface surface = window->getSurface();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
constexpr size_t kThreadCount = 16;
std::array<std::thread, kThreadCount> threads;
for (std::thread &thread : threads)
{
thread = std::thread([&]() {
std::lock_guard<decltype(mutex)> lock(mutex);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
EXPECT_EGL_TRUE(eglSwapBuffers(dpy, surface));
EXPECT_EGL_SUCCESS();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
}
for (std::thread &thread : threads)
{
thread.join();
}
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
}
// Test that multiple threads can clear and readback pixels successfully at the same time
TEST_P(MultithreadingTest, MultiContextClear)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
auto testBody = [](EGLSurface surface, size_t thread) {
constexpr size_t kIterationsPerThread = 32;
for (size_t iteration = 0; iteration < kIterationsPerThread; iteration++)
{
// Base the clear color on the thread and iteration indexes so every clear color is
// unique
const GLColor color(static_cast<GLubyte>(thread % 255),
static_cast<GLubyte>(iteration % 255), 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glClearColor(floatColor[0], floatColor[1], floatColor[2], floatColor[3]);
EXPECT_GL_NO_ERROR();
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
};
runMultithreadedGLTest(
testBody,
getEGLWindow()->isFeatureEnabled(Feature::SlowAsyncCommandQueueForTesting) ? 4 : 72);
}
// Verify that threads can interleave eglDestroyContext and draw calls without
// any crashes.
TEST_P(MultithreadingTest, MultiContextDeleteDraw)
{
// Skip this test on non-D3D11 backends, as it has the potential to time-out
// and this test was originally intended to catch a crash on the D3D11 backend.
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!IsD3D11());
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
std::thread t1 = std::thread([&]() {
// 5000 is chosen here as it reliably reproduces the former crash.
for (int i = 0; i < 5000; i++)
{
EGLContext ctx1 = createMultithreadedContext(window, EGL_NO_CONTEXT);
EGLContext ctx2 = createMultithreadedContext(window, EGL_NO_CONTEXT);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, ctx2));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, ctx1));
EXPECT_EGL_TRUE(eglDestroyContext(dpy, ctx2));
EXPECT_EGL_TRUE(eglDestroyContext(dpy, ctx1));
}
});
std::thread t2 = std::thread([&]() {
EGLint pbufferAttributes[] = {
EGL_WIDTH, 256, EGL_HEIGHT, 256, EGL_NONE, EGL_NONE,
};
EGLSurface surface = eglCreatePbufferSurface(dpy, config, pbufferAttributes);
EXPECT_EGL_SUCCESS();
auto ctx = createMultithreadedContext(window, EGL_NO_CONTEXT);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
constexpr size_t kIterationsPerThread = 512;
constexpr size_t kDrawsPerIteration = 512;
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
auto quadVertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 6, quadVertices.data(), GL_STATIC_DRAW);
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
for (size_t iteration = 0; iteration < kIterationsPerThread; iteration++)
{
const GLColor color(static_cast<GLubyte>(15151 % 255),
static_cast<GLubyte>(iteration % 255), 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glUniform4fv(colorLocation, 1, floatColor.data());
for (size_t draw = 0; draw < kDrawsPerIteration; draw++)
{
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
});
t1.join();
t2.join();
}
// Test that multiple threads can draw and readback pixels successfully at the same time
TEST_P(MultithreadingTest, MultiContextDraw)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(isSwiftshader());
auto testBody = [](EGLSurface surface, size_t thread) {
constexpr size_t kIterationsPerThread = 32;
constexpr size_t kDrawsPerIteration = 500;
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
auto quadVertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 6, quadVertices.data(), GL_STATIC_DRAW);
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
for (size_t iteration = 0; iteration < kIterationsPerThread; iteration++)
{
// Base the clear color on the thread and iteration indexes so every clear color is
// unique
const GLColor color(static_cast<GLubyte>(thread % 255),
static_cast<GLubyte>(iteration % 255), 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glUniform4fv(colorLocation, 1, floatColor.data());
for (size_t draw = 0; draw < kDrawsPerIteration; draw++)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
}
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
};
runMultithreadedGLTest(testBody, 4);
}
// Test that multiple threads can draw and read back pixels correctly.
// Using eglSwapBuffers stresses race conditions around use of QueueSerials.
TEST_P(MultithreadingTest, MultiContextDrawWithSwapBuffers)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
// http://anglebug.com/5099
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
auto testBody = [dpy](EGLSurface surface, size_t thread) {
constexpr size_t kIterationsPerThread = 100;
constexpr size_t kDrawsPerIteration = 10;
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
auto quadVertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 6, quadVertices.data(), GL_STATIC_DRAW);
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
for (size_t iteration = 0; iteration < kIterationsPerThread; iteration++)
{
// Base the clear color on the thread and iteration indexes so every clear color is
// unique
const GLColor color(static_cast<GLubyte>(thread % 255),
static_cast<GLubyte>(iteration % 255), 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glUniform4fv(colorLocation, 1, floatColor.data());
for (size_t draw = 0; draw < kDrawsPerIteration; draw++)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
}
EXPECT_EGL_TRUE(eglSwapBuffers(dpy, surface));
EXPECT_EGL_SUCCESS();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
};
runMultithreadedGLTest(
testBody,
getEGLWindow()->isFeatureEnabled(Feature::SlowAsyncCommandQueueForTesting) ? 4 : 32);
}
// Test that ANGLE handles multiple threads creating and destroying resources (vertex buffer in this
// case). Disable defer_flush_until_endrenderpass so that glFlush will issue work to GPU in order to
// maximize the chance we resources can be destroyed at the wrong time.
TEST_P(MultithreadingTest, MultiContextCreateAndDeleteResources)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
auto testBody = [dpy](EGLSurface surface, size_t thread) {
constexpr size_t kIterationsPerThread = 32;
constexpr size_t kDrawsPerIteration = 1;
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
auto quadVertices = GetQuadVertices();
for (size_t iteration = 0; iteration < kIterationsPerThread; iteration++)
{
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 6, quadVertices.data(),
GL_STATIC_DRAW);
GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Base the clear color on the thread and iteration indexes so every clear color is
// unique
const GLColor color(static_cast<GLubyte>(thread % 255),
static_cast<GLubyte>(iteration % 255), 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glUniform4fv(colorLocation, 1, floatColor.data());
for (size_t draw = 0; draw < kDrawsPerIteration; draw++)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
}
EXPECT_EGL_TRUE(eglSwapBuffers(dpy, surface));
EXPECT_EGL_SUCCESS();
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
glFinish();
};
runMultithreadedGLTest(
testBody,
getEGLWindow()->isFeatureEnabled(Feature::SlowAsyncCommandQueueForTesting) ? 4 : 32);
}
TEST_P(MultithreadingTest, MultiCreateContext)
{
// Supported by CGL, GLX, and WGL (https://anglebug.com/4725)
// Not supported on Ozone (https://crbug.com/1103009)
ANGLE_SKIP_TEST_IF(!(IsWindows() || IsLinux() || IsMac()) || IsOzone());
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLContext ctx = window->getContext();
EGLSurface surface = window->getSurface();
// Un-makeCurrent the test window's context
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
constexpr size_t kThreadCount = 16;
std::atomic<uint32_t> barrier(0);
std::vector<std::thread> threads(kThreadCount);
std::vector<EGLContext> contexts(kThreadCount);
for (size_t threadIdx = 0; threadIdx < kThreadCount; threadIdx++)
{
threads[threadIdx] = std::thread([&, threadIdx]() {
contexts[threadIdx] = EGL_NO_CONTEXT;
{
contexts[threadIdx] = createMultithreadedContext(window, EGL_NO_CONTEXT);
EXPECT_NE(EGL_NO_CONTEXT, contexts[threadIdx]);
barrier++;
}
while (barrier < kThreadCount)
{
}
{
EXPECT_TRUE(eglDestroyContext(dpy, contexts[threadIdx]));
}
});
}
for (std::thread &thread : threads)
{
thread.join();
}
// Re-make current the test window's context for teardown.
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
}
// Create multiple shared context and draw with shared vertex buffer simutanously
TEST_P(MultithreadingTest, CreateMultiSharedContextAndDraw)
{
// Supported by CGL, GLX, and WGL (https://anglebug.com/4725)
// Not supported on Ozone (https://crbug.com/1103009)
ANGLE_SKIP_TEST_IF(!(IsWindows() || IsLinux() || IsMac()) || IsOzone());
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
constexpr EGLint kPBufferSize = 256;
// Initialize the pbuffer and context
EGLint pbufferAttributes[] = {
EGL_WIDTH, kPBufferSize, EGL_HEIGHT, kPBufferSize, EGL_NONE, EGL_NONE,
};
EGLSurface sharedSurface = eglCreatePbufferSurface(dpy, config, pbufferAttributes);
EXPECT_EGL_SUCCESS();
EGLContext sharedCtx = createMultithreadedContext(window, EGL_NO_CONTEXT);
EXPECT_NE(EGL_NO_CONTEXT, sharedCtx);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, sharedSurface, sharedSurface, sharedCtx));
EXPECT_EGL_SUCCESS();
// Create a shared vertextBuffer
auto quadVertices = GetQuadVertices();
GLBuffer sharedVertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, sharedVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 6, quadVertices.data(), GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
// Now draw with the buffer and verify
{
ANGLE_GL_PROGRAM(sharedProgram, essl1_shaders::vs::Simple(),
essl1_shaders::fs::UniformColor());
glUseProgram(sharedProgram);
GLint colorLocation = glGetUniformLocation(sharedProgram, essl1_shaders::ColorUniform());
GLint positionLocation =
glGetAttribLocation(sharedProgram, essl1_shaders::PositionAttrib());
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
const GLColor color(0, 0, 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glUniform4fv(colorLocation, 1, floatColor.data());
glDrawArrays(GL_TRIANGLES, 0, 6);
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
// Create shared context in their own threads and draw with the shared vertex buffer at the same
// time.
size_t threadCount = 16;
constexpr size_t kIterationsPerThread = 3;
constexpr size_t kDrawsPerIteration = 50;
std::vector<std::thread> threads(threadCount);
std::atomic<uint32_t> numOfContextsCreated(0);
std::mutex mutex;
for (size_t threadIdx = 0; threadIdx < threadCount; threadIdx++)
{
threads[threadIdx] = std::thread([&, threadIdx]() {
EGLSurface surface = EGL_NO_SURFACE;
EGLContext ctx = EGL_NO_CONTEXT;
{
std::lock_guard<decltype(mutex)> lock(mutex);
// Initialize the pbuffer and context
surface = eglCreatePbufferSurface(dpy, config, pbufferAttributes);
EXPECT_EGL_SUCCESS();
ctx = createMultithreadedContext(window, /*EGL_NO_CONTEXT*/ sharedCtx);
EXPECT_NE(EGL_NO_CONTEXT, ctx);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
numOfContextsCreated++;
}
// Wait for all contexts created.
while (numOfContextsCreated < threadCount)
{
}
// Now draw with shared vertex buffer
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(),
essl1_shaders::fs::UniformColor());
glUseProgram(program);
GLint colorLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
GLint positionLocation =
glGetAttribLocation(program, essl1_shaders::PositionAttrib());
// Use sharedVertexBuffer
glBindBuffer(GL_ARRAY_BUFFER, sharedVertexBuffer);
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
for (size_t iteration = 0; iteration < kIterationsPerThread; iteration++)
{
// Base the clear color on the thread and iteration indexes so every clear color
// is unique
const GLColor color(static_cast<GLubyte>(threadIdx % 255),
static_cast<GLubyte>(iteration % 255), 0, 255);
const angle::Vector4 floatColor = color.toNormalizedVector();
glUniform4fv(colorLocation, 1, floatColor.data());
for (size_t draw = 0; draw < kDrawsPerIteration; draw++)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
}
EXPECT_PIXEL_COLOR_EQ(0, 0, color);
}
}
// tear down shared context
{
std::lock_guard<decltype(mutex)> lock(mutex);
EXPECT_EGL_TRUE(
eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
eglDestroySurface(dpy, surface);
eglDestroyContext(dpy, ctx);
}
});
}
for (std::thread &thread : threads)
{
thread.join();
}
eglDestroySurface(dpy, sharedSurface);
eglDestroyContext(dpy, sharedCtx);
// Re-make current the test window's context for teardown.
EXPECT_EGL_TRUE(
eglMakeCurrent(dpy, window->getSurface(), window->getSurface(), window->getContext()));
EXPECT_EGL_SUCCESS();
}
void MultithreadingTestES3::textureThreadFunction(bool useDraw)
{
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
EGLSurface surface = EGL_NO_SURFACE;
EGLContext ctx = EGL_NO_CONTEXT;
// Initialize the pbuffer and context
EGLint pbufferAttributes[] = {
EGL_WIDTH, kSize, EGL_HEIGHT, kSize, EGL_NONE, EGL_NONE,
};
surface = eglCreatePbufferSurface(dpy, config, pbufferAttributes);
EXPECT_EGL_SUCCESS();
EXPECT_NE(EGL_NO_SURFACE, surface);
ctx = createMultithreadedContext(window, window->getContext());
EXPECT_NE(EGL_NO_CONTEXT, ctx);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
std::vector<GLColor> greenColor(kSize * kSize, GLColor::green);
std::vector<GLColor> redColor(kSize * kSize, GLColor::red);
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture2D, 0);
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
mSecondThreadSyncObj = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
ASSERT_GL_NO_ERROR();
// Force the fence to be created
glFlush();
// Draw something
while (!mExitThread)
{
std::lock_guard<decltype(mMutex)> lock(mMutex);
if (mMainThreadSyncObj != nullptr)
{
glWaitSync(mMainThreadSyncObj, 0, GL_TIMEOUT_IGNORED);
ASSERT_GL_NO_ERROR();
glDeleteSync(mMainThreadSyncObj);
ASSERT_GL_NO_ERROR();
mMainThreadSyncObj = nullptr;
}
else
{
continue;
}
glBindTexture(GL_TEXTURE_2D, mTexture2D);
ASSERT_GL_NO_ERROR();
if (mDrawGreen)
{
if (useDraw)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
drawQuad(greenProgram, essl1_shaders::PositionAttrib(), 0.0f);
}
else
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
greenColor.data());
}
ASSERT_GL_NO_ERROR();
}
else
{
if (useDraw)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.0f);
}
else
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
redColor.data());
}
ASSERT_GL_NO_ERROR();
}
ASSERT_EQ(mSecondThreadSyncObj.load(), nullptr);
mSecondThreadSyncObj = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
ASSERT_GL_NO_ERROR();
// Force the fence to be created
glFlush();
mDrawGreen = !mDrawGreen;
}
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
eglDestroySurface(dpy, surface);
eglDestroyContext(dpy, ctx);
}
// Test fence sync with multiple threads drawing
void MultithreadingTestES3::mainThreadDraw(bool useDraw)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLContext ctx = window->getContext();
EGLSurface surface = window->getSurface();
// Use odd numbers so we bounce between red and green in the final image
constexpr int kNumIterations = 5;
constexpr int kNumDraws = 5;
mDrawGreen = false;
std::thread textureThread(&MultithreadingTestES3::textureThreadFunction, this, true);
ANGLE_GL_PROGRAM(texProgram, essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
for (int iterations = 0; iterations < kNumIterations; ++iterations)
{
for (int draws = 0; draws < kNumDraws;)
{
std::lock_guard<decltype(mMutex)> lock(mMutex);
if (mSecondThreadSyncObj != nullptr)
{
glWaitSync(mSecondThreadSyncObj, 0, GL_TIMEOUT_IGNORED);
ASSERT_GL_NO_ERROR();
glDeleteSync(mSecondThreadSyncObj);
ASSERT_GL_NO_ERROR();
mSecondThreadSyncObj = nullptr;
}
else
{
continue;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, mTexture2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glUseProgram(texProgram);
drawQuad(texProgram, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_EQ(mMainThreadSyncObj.load(), nullptr);
mMainThreadSyncObj = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
ASSERT_GL_NO_ERROR();
// Force the fence to be created
glFlush();
++draws;
}
ASSERT_GL_NO_ERROR();
swapBuffers();
}
mExitThread = true;
textureThread.join();
ASSERT_GL_NO_ERROR();
GLColor color;
if (mDrawGreen)
{
color = GLColor::green;
}
else
{
color = GLColor::red;
}
EXPECT_PIXEL_RECT_EQ(0, 0, kSize, kSize, color);
// Re-make current the test window's context for teardown.
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, ctx));
EXPECT_EGL_SUCCESS();
}
// Test that glFenceSync/glWaitSync works correctly with multithreading.
// Main thread: Samples from the shared texture to draw to the default FBO.
// Secondary (Texture) thread: Draws to the shared texture, which the Main thread samples from.
// The overall execution flow is:
// Main Thread:
// 1. Wait for the mSecondThreadSyncObj fence object to be created.
// - This fence object is used by synchronize access to the shared texture by indicating that the
// Secondary thread's draws to the texture have all completed and it's now safe to sample from
// it.
// 2. Once the fence is created, add a glWaitSync(mSecondThreadSyncObj) to the command stream and
// then delete it.
// 3. Draw, sampling from the shared texture.
// 4. Create a new mMainThreadSyncObj.
// - This fence object is used to synchronize access to the shared texture by indicating that the
// Main thread's draws are no longer sampling from the texture, so it's now safe for the
// Secondary thread to draw to it again with a new color.
// Secondary (Texture) Thread:
// 1. Wait for the mMainThreadSyncObj fence object to be created.
// 2. Once the fence is created, add a glWaitSync(mMainThreadSyncObj) to the command stream and then
// delete it.
// 3. Draw/Fill the texture.
// 4. Create a new mSecondThreadSyncObj.
//
// These threads loop for the specified number of iterations, drawing/sampling the shared texture
// with the necessary glFlush()s and occasional eglSwapBuffers() to mimic a real multithreaded GLES
// application.
TEST_P(MultithreadingTestES3, MultithreadFenceDraw)
{
// http://anglebug.com/5418
ANGLE_SKIP_TEST_IF(IsLinux() && IsVulkan() && (IsIntel() || isSwiftshader()));
// Have the secondary thread use glDrawArrays()
mainThreadDraw(true);
}
// Same as MultithreadFenceDraw, but with the secondary thread using glTexImage2D rather than
// glDrawArrays.
TEST_P(MultithreadingTestES3, MultithreadFenceTexImage)
{
// http://anglebug.com/5418
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
// http://anglebug.com/5439
ANGLE_SKIP_TEST_IF(IsLinux() && isSwiftshader());
// Have the secondary thread use glTexImage2D()
mainThreadDraw(false);
}
// Test that waiting on a sync object that hasn't been flushed and without a current context returns
// TIMEOUT_EXPIRED or CONDITION_SATISFIED, but doesn't generate an error or crash.
TEST_P(MultithreadingTest, NoFlushNoContextReturnsTimeout)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!hasFenceSyncExtension() || !hasGLSyncExtension());
std::mutex mutex;
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EGLSyncKHR sync = eglCreateSyncKHR(dpy, EGL_SYNC_FENCE_KHR, nullptr);
EXPECT_NE(sync, EGL_NO_SYNC_KHR);
std::thread thread = std::thread([&]() {
std::lock_guard<decltype(mutex)> lock(mutex);
// Make sure there is no active context on this thread.
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
// Don't wait forever to make sure the test terminates
constexpr GLuint64 kTimeout = 1'000'000'000; // 1 second
int result = eglClientWaitSyncKHR(dpy, sync, 0, kTimeout);
// We typically expect to get back TIMEOUT_EXPIRED since the sync object was never flushed.
// However, the OpenGL ES backend returns CONDITION_SATISFIED, which is also a passing
// result.
ASSERT_TRUE(result == EGL_TIMEOUT_EXPIRED_KHR || result == EGL_CONDITION_SATISFIED_KHR);
});
thread.join();
EXPECT_EGL_TRUE(eglDestroySyncKHR(dpy, sync));
}
// Test that waiting on sync object that hasn't been flushed yet, but is later flushed by another
// thread, correctly returns when the fence is signalled without a timeout.
TEST_P(MultithreadingTest, CreateFenceThreadAClientWaitSyncThreadBDelayedFlush)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!hasFenceSyncExtension() || !hasGLSyncExtension());
EGLSyncKHR sync = EGL_NO_SYNC_KHR;
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0Clear,
Thread1CreateFence,
Thread0ClientWaitSync,
Thread1Flush,
Finish,
Abort,
};
Step currentStep = Step::Start;
auto thread0 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Start));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Do work.
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
// Wait for thread 1 to clear.
threadSynchronization.nextStep(Step::Thread0Clear);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1CreateFence));
// Wait on the sync object, but do *not* flush it, since the other thread will flush.
constexpr GLuint64 kTimeout = 2'000'000'000; // 2 seconds
threadSynchronization.nextStep(Step::Thread0ClientWaitSync);
ASSERT_EQ(EGL_CONDITION_SATISFIED_KHR, eglClientWaitSyncKHR(dpy, sync, 0, kTimeout));
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
};
auto thread1 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
// Wait for thread 0 to clear.
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0Clear));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Do work.
glClearColor(0.0, 1.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
sync = eglCreateSyncKHR(dpy, EGL_SYNC_FENCE_KHR, nullptr);
EXPECT_NE(sync, EGL_NO_SYNC_KHR);
// Wait for the thread 0 to eglClientWaitSyncKHR().
threadSynchronization.nextStep(Step::Thread1CreateFence);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0ClientWaitSync));
// Wait a little to give thread 1 time to wait on the sync object before flushing it.
angle::Sleep(500);
glFlush();
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
threadSynchronization.nextStep(Step::Finish);
};
std::array<LockStepThreadFunc, 2> threadFuncs = {
std::move(thread0),
std::move(thread1),
};
RunLockStepThreads(getEGLWindow(), threadFuncs.size(), threadFuncs.data());
ASSERT_NE(currentStep, Step::Abort);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
void MultithreadingTestES3::testFenceWithOpenRenderPass(FenceTest test, FlushMethod flushMethod)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!hasFenceSyncExtension() || !hasGLSyncExtension());
constexpr uint32_t kWidth = 100;
constexpr uint32_t kHeight = 200;
GLsync sync = 0;
GLuint texture = 0;
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0CreateFence,
Thread1WaitFence,
Thread0Finish,
Finish,
Abort,
};
Step currentStep = Step::Start;
auto thread0 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Start));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Create a shared texture to test synchronization
GLTexture color;
texture = color;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kWidth, kHeight);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
// Draw to shared texture.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Issue a fence. A render pass is currently open, so the fence is not actually submitted
// in the Vulkan backend.
sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
ASSERT_NE(sync, nullptr);
// Wait for thread 1 to wait on it.
threadSynchronization.nextStep(Step::Thread0CreateFence);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1WaitFence));
// Wait a little to give thread 1 time to wait on the sync object before flushing it.
angle::Sleep(500);
switch (flushMethod)
{
case FlushMethod::Flush:
glFlush();
break;
case FlushMethod::Finish:
glFinish();
break;
}
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
threadSynchronization.nextStep(Step::Thread0Finish);
threadSynchronization.waitForStep(Step::Finish);
};
auto thread1 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Wait for thread 0 to create the fence object.
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0CreateFence));
// Test access to the fence object
threadSynchronization.nextStep(Step::Thread1WaitFence);
constexpr GLuint64 kTimeout = 2'000'000'000; // 2 seconds
GLenum result = GL_CONDITION_SATISFIED;
switch (test)
{
case FenceTest::ClientWait:
result = glClientWaitSync(sync, 0, kTimeout);
break;
case FenceTest::ServerWait:
glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
break;
case FenceTest::GetStatus:
{
GLint value;
glGetSynciv(sync, GL_SYNC_STATUS, 1, nullptr, &value);
if (value != GL_SIGNALED)
{
result = glClientWaitSync(sync, 0, kTimeout);
}
break;
}
}
ASSERT_TRUE(result == GL_CONDITION_SATISFIED || result == GL_ALREADY_SIGNALED);
// Verify the shared texture is drawn to.
glBindTexture(GL_TEXTURE_2D, texture);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::red);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0Finish));
threadSynchronization.nextStep(Step::Finish);
};
std::array<LockStepThreadFunc, 2> threadFuncs = {
std::move(thread0),
std::move(thread1),
};
RunLockStepThreads(getEGLWindow(), threadFuncs.size(), threadFuncs.data());
ASSERT_NE(currentStep, Step::Abort);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(MultithreadingTestES3, ThreadBClientWaitBeforeThreadASyncFlush)
{
testFenceWithOpenRenderPass(FenceTest::ClientWait, FlushMethod::Flush);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(MultithreadingTestES3, ThreadBServerWaitBeforeThreadASyncFlush)
{
testFenceWithOpenRenderPass(FenceTest::ServerWait, FlushMethod::Flush);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(MultithreadingTestES3, ThreadBGetStatusBeforeThreadASyncFlush)
{
testFenceWithOpenRenderPass(FenceTest::GetStatus, FlushMethod::Flush);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(MultithreadingTestES3, ThreadBClientWaitBeforeThreadASyncFinish)
{
testFenceWithOpenRenderPass(FenceTest::ClientWait, FlushMethod::Finish);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(MultithreadingTestES3, ThreadBServerWaitBeforeThreadASyncFinish)
{
testFenceWithOpenRenderPass(FenceTest::ServerWait, FlushMethod::Finish);
}
// Test that thread B can wait on thread A's sync before thread A flushes it, and wakes up after
// that.
TEST_P(MultithreadingTestES3, ThreadBGetStatusBeforeThreadASyncFinish)
{
testFenceWithOpenRenderPass(FenceTest::GetStatus, FlushMethod::Finish);
}
// Test the following scenario:
//
// - Thread A opens a render pass, and flushes it. In the Vulkan backend, this may make the flush
// deferred.
// - Thread B opens a render pass and creates a fence. In the Vulkan backend, this also defers the
// flush.
// - Thread C waits on fence
//
// In the Vulkan backend, submission of the fence is implied by thread C's wait, and thread A may
// also be flushed as collateral. If the fence's serial is updated based on thread A's submission,
// synchronization between B and C would be broken.
TEST_P(MultithreadingTestES3, ThreadCWaitBeforeThreadBSyncFinish)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!hasFenceSyncExtension() || !hasGLSyncExtension());
constexpr uint32_t kWidth = 100;
constexpr uint32_t kHeight = 200;
GLsync sync = 0;
GLuint texture = 0;
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0DrawAndFlush,
Thread1CreateFence,
Thread2WaitFence,
Thread2Finished,
Finish,
Abort,
};
Step currentStep = Step::Start;
auto thread0 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Start));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Open a render pass and flush it.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
glFlush();
ASSERT_GL_NO_ERROR();
threadSynchronization.nextStep(Step::Thread0DrawAndFlush);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
};
auto thread1 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Wait for thread 0 to set up
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0DrawAndFlush));
// Create a shared texture to test synchronization
GLTexture color;
texture = color;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kWidth, kHeight);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
// Draw to shared texture.
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Issue a fence. A render pass is currently open, so the fence is not actually submitted
// in the Vulkan backend.
sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
ASSERT_NE(sync, nullptr);
// Wait for thread 1 to wait on it.
threadSynchronization.nextStep(Step::Thread1CreateFence);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread2WaitFence));
// Wait a little to give thread 1 time to wait on the sync object before flushing it.
angle::Sleep(500);
glFlush();
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
threadSynchronization.nextStep(Step::Thread2Finished);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
};
auto thread2 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Wait for thread 0 to create the fence object.
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1CreateFence));
// Test access to the fence object
threadSynchronization.nextStep(Step::Thread2WaitFence);
constexpr GLuint64 kTimeout = 2'000'000'000; // 2 seconds
GLenum result = glClientWaitSync(sync, 0, kTimeout);
ASSERT_TRUE(result == GL_CONDITION_SATISFIED || result == GL_ALREADY_SIGNALED);
// Verify the shared texture is drawn to.
glBindTexture(GL_TEXTURE_2D, texture);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::red);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread2Finished));
threadSynchronization.nextStep(Step::Finish);
};
std::array<LockStepThreadFunc, 3> threadFuncs = {
std::move(thread0),
std::move(thread1),
std::move(thread2),
};
RunLockStepThreads(getEGLWindow(), threadFuncs.size(), threadFuncs.data());
ASSERT_NE(currentStep, Step::Abort);
}
// Test that having commands recorded but not submitted on one thread using a texture, does not
// interfere with similar commands on another thread using the same texture. Regression test for a
// bug in the Vulkan backend where the first thread would batch updates to a descriptor set not
// visible to the other thread, while the other thread picks up the (unupdated) descriptor set from
// a shared cache.
TEST_P(MultithreadingTestES3, UnsynchronizedTextureReads)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!hasFenceSyncExtension() || !hasGLSyncExtension());
GLsync sync = 0;
GLuint texture = 0;
constexpr GLubyte kInitialData[4] = {127, 63, 191, 255};
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0CreateTextureAndDraw,
Thread1DrawAndFlush,
Finish,
Abort,
};
Step currentStep = Step::Start;
auto thread0 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Start));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Create a texture, and record a command that draws into it.
GLTexture color;
texture = color;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, kInitialData);
sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
ASSERT_NE(sync, nullptr);
ANGLE_GL_PROGRAM(drawTexture, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
drawQuad(drawTexture, essl1_shaders::PositionAttrib(), 0.0f);
// Don't flush yet; this leaves the descriptor set updates to the texture pending in the
// Vulkan backend.
threadSynchronization.nextStep(Step::Thread0CreateTextureAndDraw);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1DrawAndFlush));
// Flush after thread 1
EXPECT_PIXEL_COLOR_NEAR(
0, 0, GLColor(kInitialData[0], kInitialData[1], kInitialData[2], kInitialData[3]), 1);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
threadSynchronization.nextStep(Step::Finish);
};
auto thread1 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Wait for thread 0 to set up
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0CreateTextureAndDraw));
// Synchronize with the texture upload (but not the concurrent read)
glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
// Draw with the same texture, in the same way as thread 0. This ensures that the
// descriptor sets used in the Vulkan backend are identical.
glBindTexture(GL_TEXTURE_2D, texture);
ANGLE_GL_PROGRAM(drawTexture, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
drawQuad(drawTexture, essl1_shaders::PositionAttrib(), 0.0f);
// Flush
EXPECT_PIXEL_COLOR_NEAR(
0, 0, GLColor(kInitialData[0], kInitialData[1], kInitialData[2], kInitialData[3]), 1);
threadSynchronization.nextStep(Step::Thread1DrawAndFlush);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
};
std::array<LockStepThreadFunc, 2> threadFuncs = {
std::move(thread0),
std::move(thread1),
};
RunLockStepThreads(getEGLWindow(), threadFuncs.size(), threadFuncs.data());
ASSERT_NE(currentStep, Step::Abort);
}
// Similar to UnsynchronizedTextureReads, but the texture update is done through framebuffer write.
TEST_P(MultithreadingTestES3, UnsynchronizedTextureReads2)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!hasFenceSyncExtension() || !hasGLSyncExtension());
GLsync sync = 0;
GLuint texture = 0;
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0CreateTextureAndDraw,
Thread1DrawAndFlush,
Finish,
Abort,
};
Step currentStep = Step::Start;
auto thread0 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Start));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Create a texture, and record a command that draws into it.
GLTexture color;
texture = color;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glClearColor(1, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
ASSERT_NE(sync, nullptr);
ANGLE_GL_PROGRAM(drawTexture, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
drawQuad(drawTexture, essl1_shaders::PositionAttrib(), 0.0f);
// Don't flush yet; this leaves the descriptor set updates to the texture pending in the
// Vulkan backend.
threadSynchronization.nextStep(Step::Thread0CreateTextureAndDraw);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1DrawAndFlush));
// Flush after thread 1
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
threadSynchronization.nextStep(Step::Finish);
};
auto thread1 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Wait for thread 0 to set up
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0CreateTextureAndDraw));
// Synchronize with the texture update (but not the concurrent read)
glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
// Draw with the same texture, in the same way as thread 0. This ensures that the
// descriptor sets used in the Vulkan backend are identical.
glBindTexture(GL_TEXTURE_2D, texture);
ANGLE_GL_PROGRAM(drawTexture, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
drawQuad(drawTexture, essl1_shaders::PositionAttrib(), 0.0f);
// Flush
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
threadSynchronization.nextStep(Step::Thread1DrawAndFlush);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
};
std::array<LockStepThreadFunc, 2> threadFuncs = {
std::move(thread0),
std::move(thread1),
};
RunLockStepThreads(getEGLWindow(), threadFuncs.size(), threadFuncs.data());
ASSERT_NE(currentStep, Step::Abort);
}
// Similar to UnsynchronizedTextureReads, but the texture is used once. This is because
// UnsynchronizedTextureRead hits a different bug than it intends to test. This test makes sure the
// image is put in the right layout, by using it together with another texture (i.e. a different
// descriptor set).
TEST_P(MultithreadingTestES3, UnsynchronizedTextureReads3)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
constexpr GLubyte kInitialData[4] = {127, 63, 191, 255};
GLuint texture = 0;
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0CreateTextureAndDraw,
Thread1DrawAndFlush,
Finish,
Abort,
};
Step currentStep = Step::Start;
auto thread0 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Start));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Create a texture, and record a command that draws into it.
GLTexture color;
texture = color;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, kInitialData);
glActiveTexture(GL_TEXTURE1);
GLTexture color2;
glBindTexture(GL_TEXTURE_2D, color2);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, kInitialData);
ANGLE_GL_PROGRAM(setupTexture, essl1_shaders::vs::Texture2D(),
R"(precision mediump float;
uniform sampler2D tex2D;
uniform sampler2D tex2D2;
varying vec2 v_texCoord;
void main()
{
gl_FragColor = texture2D(tex2D, v_texCoord) + texture2D(tex2D2, v_texCoord);
})");
drawQuad(setupTexture, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
glFinish();
ANGLE_GL_PROGRAM(drawTexture, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
drawQuad(drawTexture, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Don't flush yet; this leaves the descriptor set updates to the texture pending in the
// Vulkan backend.
threadSynchronization.nextStep(Step::Thread0CreateTextureAndDraw);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1DrawAndFlush));
// Flush after thread 1
EXPECT_PIXEL_COLOR_NEAR(
0, 0, GLColor(kInitialData[0], kInitialData[1], kInitialData[2], kInitialData[3]), 1);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
threadSynchronization.nextStep(Step::Finish);
};
auto thread1 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Wait for thread 0 to set up
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0CreateTextureAndDraw));
// Draw with the same texture, in the same way as thread 0. This ensures that the
// descriptor sets used in the Vulkan backend are identical.
glBindTexture(GL_TEXTURE_2D, texture);
ANGLE_GL_PROGRAM(drawTexture, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
drawQuad(drawTexture, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
// Flush
EXPECT_PIXEL_COLOR_NEAR(
0, 0, GLColor(kInitialData[0], kInitialData[1], kInitialData[2], kInitialData[3]), 1);
threadSynchronization.nextStep(Step::Thread1DrawAndFlush);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
};
std::array<LockStepThreadFunc, 2> threadFuncs = {
std::move(thread0),
std::move(thread1),
};
RunLockStepThreads(getEGLWindow(), threadFuncs.size(), threadFuncs.data());
ASSERT_NE(currentStep, Step::Abort);
}
// Test framebuffer fetch program used between share groups.
void MultithreadingTestES3::testFramebufferFetch(DrawOrder drawOrder)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_shader_framebuffer_fetch_non_coherent"));
GLProgram framebufferFetchProgram;
constexpr char kFS[] = R"(#version 300 es
#extension GL_EXT_shader_framebuffer_fetch_non_coherent : require
layout(noncoherent, location = 0) inout highp vec4 o_color;
uniform highp vec4 u_color;
void main (void)
{
o_color += u_color;
})";
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0PreCreateProgram,
Thread1CreateProgram,
Finish,
Abort,
};
Step currentStep = Step::Start;
auto thread0 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Start));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Open a render pass, if requested.
if (drawOrder == DrawOrder::Before)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
}
threadSynchronization.nextStep(Step::Thread0PreCreateProgram);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1CreateProgram));
// Render using the framebuffer fetch program
if (drawOrder == DrawOrder::After)
{
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
drawQuad(program, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
}
glFramebufferFetchBarrierEXT();
glUseProgram(framebufferFetchProgram);
GLint colorLocation = glGetUniformLocation(framebufferFetchProgram, "u_color");
glUniform4f(colorLocation, 1, 0, 0, 0);
drawQuad(framebufferFetchProgram, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
threadSynchronization.nextStep(Step::Finish);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
};
auto thread1 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Wait for thread 0 to set up
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0PreCreateProgram));
// Create the framebuffer fetch program
framebufferFetchProgram.makeRaster(essl3_shaders::vs::Simple(), kFS);
glUseProgram(framebufferFetchProgram);
// Notify the other thread to use it
threadSynchronization.nextStep(Step::Thread1CreateProgram);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glFramebufferFetchBarrierEXT();
glUseProgram(framebufferFetchProgram);
GLint colorLocation = glGetUniformLocation(framebufferFetchProgram, "u_color");
glUniform4f(colorLocation, 0, 0, 1, 0);
drawQuad(framebufferFetchProgram, essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
};
std::array<LockStepThreadFunc, 2> threadFuncs = {
std::move(thread0),
std::move(thread1),
};
RunLockStepThreads(getEGLWindow(), threadFuncs.size(), threadFuncs.data());
ASSERT_NE(currentStep, Step::Abort);
}
// Thread 1 creates the framebuffer fetch program. Thread 0 proceeds to use it.
TEST_P(MultithreadingTestES3, CreateFramebufferFetchBeforeRenderPass)
{
testFramebufferFetch(DrawOrder::After);
}
// Thread 1 creates the framebuffer fetch program while thread 0 is mid render pass. Thread 0
// proceeds to use the framebuffer fetch program in the rest of its render pass.
TEST_P(MultithreadingTestES3, CreateFramebufferFetchMidRenderPass)
{
testFramebufferFetch(DrawOrder::Before);
}
// Test async monolithic pipeline creation in the Vulkan backend vs shared programs. This test
// makes one context/thread create a set of programs, then has another context/thread use them a few
// times, and then the original context destroys them.
TEST_P(MultithreadingTestES3, ProgramUseAndDestroyInTwoContexts)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
GLProgram programs[6];
GLsync sync = 0;
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0CreatePrograms,
Thread1UsePrograms,
Finish,
Abort,
};
Step currentStep = Step::Start;
auto thread0 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Start));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Create the programs
programs[0].makeRaster(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
programs[1].makeRaster(essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
programs[2].makeRaster(essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
programs[3].makeRaster(essl1_shaders::vs::Passthrough(), essl1_shaders::fs::Checkered());
programs[4].makeRaster(essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
programs[5].makeRaster(essl1_shaders::vs::Texture2D(), essl1_shaders::fs::Texture2D());
EXPECT_TRUE(programs[0].valid());
EXPECT_TRUE(programs[1].valid());
EXPECT_TRUE(programs[2].valid());
EXPECT_TRUE(programs[3].valid());
EXPECT_TRUE(programs[4].valid());
EXPECT_TRUE(programs[5].valid());
threadSynchronization.nextStep(Step::Thread0CreatePrograms);
// Wait for the other thread to use the programs
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1UsePrograms));
// Destroy them
glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
programs[0].reset();
programs[1].reset();
programs[2].reset();
programs[3].reset();
programs[4].reset();
programs[5].reset();
threadSynchronization.nextStep(Step::Finish);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
};
auto thread1 = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
// Wait for thread 0 to create the programs
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0CreatePrograms));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Use them a few times.
drawQuad(programs[0], essl1_shaders::PositionAttrib(), 0.0f);
drawQuad(programs[1], essl1_shaders::PositionAttrib(), 0.0f);
drawQuad(programs[2], essl1_shaders::PositionAttrib(), 0.0f);
drawQuad(programs[3], essl1_shaders::PositionAttrib(), 0.0f);
drawQuad(programs[4], essl1_shaders::PositionAttrib(), 0.0f);
drawQuad(programs[0], essl1_shaders::PositionAttrib(), 0.0f);
drawQuad(programs[1], essl1_shaders::PositionAttrib(), 0.0f);
drawQuad(programs[2], essl1_shaders::PositionAttrib(), 0.0f);
drawQuad(programs[0], essl1_shaders::PositionAttrib(), 0.0f);
sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
ASSERT_NE(sync, nullptr);
// Notify the other thread to destroy the programs.
threadSynchronization.nextStep(Step::Thread1UsePrograms);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
// Clean up
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
};
std::array<LockStepThreadFunc, 2> threadFuncs = {
std::move(thread0),
std::move(thread1),
};
RunLockStepThreads(getEGLWindow(), threadFuncs.size(), threadFuncs.data());
ASSERT_NE(currentStep, Step::Abort);
}
// Tests that Context with High Priority will correctly sample Texture rendered by Share Context
// with Low Priority.
TEST_P(MultithreadingTestES3, RenderThenSampleDifferentContextPriority)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
constexpr size_t kIterationCountMax = 10;
const bool reduceLoad = isSwiftshader();
const size_t iterationCount = reduceLoad ? 3 : kIterationCountMax;
const size_t heavyDrawCount = reduceLoad ? 25 : 100;
// Initialize contexts
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
// Large enough texture to catch timing problems.
constexpr GLsizei kTexSize = 1024;
constexpr size_t kThreadCount = 2;
EGLSurface surface[kThreadCount] = {EGL_NO_SURFACE, EGL_NO_SURFACE};
EGLContext ctx[kThreadCount] = {EGL_NO_CONTEXT, EGL_NO_CONTEXT};
EGLint priorities[kThreadCount] = {EGL_CONTEXT_PRIORITY_LOW_IMG, EGL_CONTEXT_PRIORITY_HIGH_IMG};
EGLint pbufferAttributes[kThreadCount][6] = {
{EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE, EGL_NONE},
{EGL_WIDTH, kTexSize, EGL_HEIGHT, kTexSize, EGL_NONE, EGL_NONE}};
EGLint attributes[] = {EGL_CONTEXT_PRIORITY_LEVEL_IMG, EGL_NONE,
EGL_CONTEXT_VIRTUALIZATION_GROUP_ANGLE, EGL_NONE, EGL_NONE};
EGLint *extraAttributes = attributes;
if (!IsEGLDisplayExtensionEnabled(dpy, "EGL_ANGLE_context_virtualization"))
{
attributes[2] = EGL_NONE;
}
if (!IsEGLDisplayExtensionEnabled(dpy, "EGL_IMG_context_priority"))
{
// Run tests with single priority anyway.
extraAttributes += 2;
}
for (size_t t = 0; t < kThreadCount; ++t)
{
surface[t] = eglCreatePbufferSurface(dpy, config, pbufferAttributes[t]);
EXPECT_EGL_SUCCESS();
attributes[1] = priorities[t];
attributes[3] = mVirtualizationGroup++;
ctx[t] = window->createContext(t == 0 ? EGL_NO_CONTEXT : ctx[0], extraAttributes);
EXPECT_NE(EGL_NO_CONTEXT, ctx[t]);
}
// Synchronization tools to ensure the two threads are interleaved as designed by this test.
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0Init,
Thread1Init,
Thread0Draw,
Thread1Draw,
Finish = Thread0Draw + kIterationCountMax * 2,
Abort,
};
Step currentStep = Step::Start;
GLTexture texture;
GLsync thread0DrawSyncObj;
auto calculateTestColor = [](size_t i) {
return GLColor(i % 256, (i + 1) % 256, (i + 2) % 256, 255);
};
auto makeStep = [](Step base, size_t i) {
return static_cast<Step>(static_cast<size_t>(base) + i * 2);
};
// Render to the texture.
std::thread thread0 = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[0], surface[0], ctx[0]));
EXPECT_EGL_SUCCESS();
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glViewport(0, 0, kTexSize, kTexSize);
ANGLE_GL_PROGRAM(colorProgram, essl1_shaders::vs::Simple(),
essl1_shaders::fs::UniformColor());
GLint colorLocation =
glGetUniformLocation(colorProgram, angle::essl1_shaders::ColorUniform());
ASSERT_NE(-1, colorLocation);
glUseProgram(colorProgram);
// Notify second thread that initialization is finished.
threadSynchronization.nextStep(Step::Thread0Init);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1Init));
for (size_t i = 0; i < iterationCount; ++i)
{
// Simulate heavy work...
glUniform4f(colorLocation, 0.0f, 0.0f, 0.0f, 0.0f);
for (size_t j = 0; j < heavyDrawCount; ++j)
{
drawQuad(colorProgram, essl1_shaders::PositionAttrib(), 0.5f);
}
// Draw with test color.
Vector4 color = calculateTestColor(i).toNormalizedVector();
glUniform4f(colorLocation, color.x(), color.y(), color.z(), color.w());
drawQuad(colorProgram, essl1_shaders::PositionAttrib(), 0.5f);
thread0DrawSyncObj = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
ASSERT_GL_NO_ERROR();
// Notify second thread that draw is finished.
threadSynchronization.nextStep(makeStep(Step::Thread0Draw, i));
ASSERT_TRUE(threadSynchronization.waitForStep(
(i == iterationCount - 1) ? Step::Finish : makeStep(Step::Thread1Draw, i)));
}
EXPECT_GL_NO_ERROR();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
// Sample texture
std::thread thread1 = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[1], surface[1], ctx[1]));
EXPECT_EGL_SUCCESS();
glViewport(0, 0, kTexSize, kTexSize);
ANGLE_GL_PROGRAM(textureProgram, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
glUseProgram(textureProgram);
// Wait for first thread to finish initializing.
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0Init));
glBindTexture(GL_TEXTURE_2D, texture);
// Wait for first thread to draw using the shared texture.
threadSynchronization.nextStep(Step::Thread1Init);
for (size_t i = 0; i < iterationCount; ++i)
{
ASSERT_TRUE(threadSynchronization.waitForStep(makeStep(Step::Thread0Draw, i)));
ASSERT_TRUE(thread0DrawSyncObj != nullptr);
glWaitSync(thread0DrawSyncObj, 0, GL_TIMEOUT_IGNORED);
ASSERT_GL_NO_ERROR();
// Should draw test color.
drawQuad(textureProgram, essl1_shaders::PositionAttrib(), 0.5f);
// Check test color in four corners.
GLColor color = calculateTestColor(i);
EXPECT_PIXEL_EQ(0, 0, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(0, kTexSize - 1, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(kTexSize - 1, 0, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(kTexSize - 1, kTexSize - 1, color.R, color.G, color.B, color.A);
glDeleteSync(thread0DrawSyncObj);
ASSERT_GL_NO_ERROR();
thread0DrawSyncObj = nullptr;
threadSynchronization.nextStep(
(i == iterationCount - 1) ? Step::Finish : makeStep(Step::Thread1Draw, i));
}
EXPECT_GL_NO_ERROR();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
thread0.join();
thread1.join();
ASSERT_NE(currentStep, Step::Abort);
// Clean up
for (size_t t = 0; t < kThreadCount; ++t)
{
eglDestroySurface(dpy, surface[t]);
eglDestroyContext(dpy, ctx[t]);
}
}
// Tests that newly created Context with High Priority will correctly sample Texture already
// rendered by Share Context with Low Priority.
TEST_P(MultithreadingTestES3, RenderThenSampleInNewContextWithDifferentPriority)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
const bool reduceLoad = isSwiftshader();
const size_t heavyDrawCount = reduceLoad ? 75 : 1000;
// Initialize contexts
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
// Large enough texture to catch timing problems.
constexpr GLsizei kTexSize = 1024;
constexpr size_t kThreadCount = 2;
EGLSurface surface[kThreadCount] = {EGL_NO_SURFACE, EGL_NO_SURFACE};
EGLContext ctx[kThreadCount] = {EGL_NO_CONTEXT, EGL_NO_CONTEXT};
EGLint priorities[kThreadCount] = {EGL_CONTEXT_PRIORITY_LOW_IMG, EGL_CONTEXT_PRIORITY_HIGH_IMG};
EGLint pbufferAttributes[kThreadCount][6] = {
{EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE, EGL_NONE},
{EGL_WIDTH, kTexSize, EGL_HEIGHT, kTexSize, EGL_NONE, EGL_NONE}};
EGLint attributes[] = {EGL_CONTEXT_PRIORITY_LEVEL_IMG, EGL_NONE,
EGL_CONTEXT_VIRTUALIZATION_GROUP_ANGLE, EGL_NONE, EGL_NONE};
EGLint *extraAttributes = attributes;
if (!IsEGLDisplayExtensionEnabled(dpy, "EGL_ANGLE_context_virtualization"))
{
attributes[2] = EGL_NONE;
}
if (!IsEGLDisplayExtensionEnabled(dpy, "EGL_IMG_context_priority"))
{
// Run tests with single priority anyway.
extraAttributes += 2;
}
for (size_t t = 0; t < kThreadCount; ++t)
{
surface[t] = eglCreatePbufferSurface(dpy, config, pbufferAttributes[t]);
EXPECT_EGL_SUCCESS();
attributes[1] = priorities[t];
attributes[3] = mVirtualizationGroup++;
// Second context will be created in a thread 1
if (t == 0)
{
ctx[t] = window->createContext(t == 0 ? EGL_NO_CONTEXT : ctx[0], extraAttributes);
EXPECT_NE(EGL_NO_CONTEXT, ctx[t]);
}
}
// Synchronization tools to ensure the two threads are interleaved as designed by this test.
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0Draw,
Thread1Draw,
Finish,
Abort,
};
Step currentStep = Step::Start;
// Create shared resources before threads to minimize timing delays.
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[0], surface[0], ctx[0]));
EXPECT_EGL_SUCCESS();
ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
ANGLE_GL_PROGRAM(textureProgram, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glViewport(0, 0, kTexSize, kTexSize);
EXPECT_GL_NO_ERROR();
EXPECT_EGL_TRUE(window->makeCurrent());
EXPECT_EGL_SUCCESS();
GLsync thread0DrawSyncObj;
// Render to the texture.
std::thread thread0 = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[0], surface[0], ctx[0]));
EXPECT_EGL_SUCCESS();
// Enable additive blend
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
GLuint query;
glGenQueries(1, &query);
glBeginQuery(GL_TIME_ELAPSED_EXT, query);
ASSERT_GL_NO_ERROR();
// Simulate heavy work...
glUseProgram(redProgram);
for (size_t j = 0; j < heavyDrawCount; ++j)
{
// Draw with Red color.
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.5f);
}
// Draw with Green color.
glUseProgram(greenProgram);
drawQuad(greenProgram, essl1_shaders::PositionAttrib(), 0.5f);
// This should force "flushToPrimary()"
glEndQuery(GL_TIME_ELAPSED_EXT);
glDeleteQueries(1, &query);
ASSERT_GL_NO_ERROR();
// Continue draw with Blue color after flush...
glUseProgram(blueProgram);
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
thread0DrawSyncObj = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
ASSERT_GL_NO_ERROR();
// Notify second thread that draw is finished.
threadSynchronization.nextStep(Step::Thread0Draw);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
EXPECT_GL_NO_ERROR();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
// Sample texture
std::thread thread1 = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
// Wait for first thread to finish draw.
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0Draw));
// Create High priority Context when Low priority Context already rendered to the texture.
ctx[1] = window->createContext(ctx[0], extraAttributes);
EXPECT_NE(EGL_NO_CONTEXT, ctx[1]);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[1], surface[1], ctx[1]));
EXPECT_EGL_SUCCESS();
glViewport(0, 0, kTexSize, kTexSize);
ASSERT_TRUE(thread0DrawSyncObj != nullptr);
glWaitSync(thread0DrawSyncObj, 0, GL_TIMEOUT_IGNORED);
ASSERT_GL_NO_ERROR();
// Should draw test color.
glUseProgram(textureProgram);
glBindTexture(GL_TEXTURE_2D, texture);
drawQuad(textureProgram, essl1_shaders::PositionAttrib(), 0.5f);
// Check test color in four corners.
GLColor color = GLColor::white;
EXPECT_PIXEL_EQ(0, 0, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(0, kTexSize - 1, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(kTexSize - 1, 0, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(kTexSize - 1, kTexSize - 1, color.R, color.G, color.B, color.A);
glDeleteSync(thread0DrawSyncObj);
ASSERT_GL_NO_ERROR();
thread0DrawSyncObj = nullptr;
threadSynchronization.nextStep(Step::Finish);
EXPECT_GL_NO_ERROR();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
thread0.join();
thread1.join();
ASSERT_NE(currentStep, Step::Abort);
// Clean up
for (size_t t = 0; t < kThreadCount; ++t)
{
eglDestroySurface(dpy, surface[t]);
eglDestroyContext(dpy, ctx[t]);
}
}
// Tests that Context with High Priority will correctly sample EGLImage target Texture rendered by
// other Context with Low Priority into EGLImage source texture.
TEST_P(MultithreadingTestES3, RenderThenSampleDifferentContextPriorityUsingEGLImage)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!hasWaitSyncExtension() || !hasGLSyncExtension());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_EGL_image"));
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
const bool reduceLoad = isSwiftshader();
const size_t heavyDrawCount = reduceLoad ? 75 : 1000;
// Initialize contexts
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
ANGLE_SKIP_TEST_IF(!IsEGLDisplayExtensionEnabled(dpy, "EGL_KHR_image_base"));
ANGLE_SKIP_TEST_IF(!IsEGLDisplayExtensionEnabled(dpy, "EGL_KHR_gl_texture_2D_image"));
// Large enough texture to catch timing problems.
constexpr GLsizei kTexSize = 1024;
constexpr size_t kThreadCount = 2;
EGLSurface surface[kThreadCount] = {EGL_NO_SURFACE, EGL_NO_SURFACE};
EGLContext ctx[kThreadCount] = {EGL_NO_CONTEXT, EGL_NO_CONTEXT};
EGLint priorities[kThreadCount] = {EGL_CONTEXT_PRIORITY_LOW_IMG, EGL_CONTEXT_PRIORITY_HIGH_IMG};
EGLint pbufferAttributes[kThreadCount][6] = {
{EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE, EGL_NONE},
{EGL_WIDTH, kTexSize, EGL_HEIGHT, kTexSize, EGL_NONE, EGL_NONE}};
EGLint attributes[] = {EGL_CONTEXT_PRIORITY_LEVEL_IMG, EGL_NONE,
EGL_CONTEXT_VIRTUALIZATION_GROUP_ANGLE, EGL_NONE, EGL_NONE};
EGLint *extraAttributes = attributes;
if (!IsEGLDisplayExtensionEnabled(dpy, "EGL_ANGLE_context_virtualization"))
{
attributes[2] = EGL_NONE;
}
if (!IsEGLDisplayExtensionEnabled(dpy, "EGL_IMG_context_priority"))
{
// Run tests with single priority anyway.
extraAttributes += 2;
}
for (size_t t = 0; t < kThreadCount; ++t)
{
surface[t] = eglCreatePbufferSurface(dpy, config, pbufferAttributes[t]);
EXPECT_EGL_SUCCESS();
attributes[1] = priorities[t];
attributes[3] = mVirtualizationGroup++;
// Contexts not shared
ctx[t] = window->createContext(EGL_NO_CONTEXT, extraAttributes);
EXPECT_NE(EGL_NO_CONTEXT, ctx[t]);
}
// Synchronization tools to ensure the two threads are interleaved as designed by this test.
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread1Init,
Thread0Draw,
Thread1Draw,
Finish,
Abort,
};
Step currentStep = Step::Start;
EGLImage image = EGL_NO_IMAGE_KHR;
EGLSyncKHR sync = EGL_NO_SYNC_KHR;
// Render to the EGLImage source texture.
std::thread thread0 = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[0], surface[0], ctx[0]));
EXPECT_EGL_SUCCESS();
// Create source texture.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glViewport(0, 0, kTexSize, kTexSize);
ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
ANGLE_GL_PROGRAM(greenProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
// Wait for second thread to finish initializing.
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread1Init));
// Enable additive blend
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
GLuint query;
glGenQueries(1, &query);
glBeginQuery(GL_TIME_ELAPSED_EXT, query);
ASSERT_GL_NO_ERROR();
// Simulate heavy work...
glUseProgram(redProgram);
for (size_t j = 0; j < heavyDrawCount; ++j)
{
// Draw with Red color.
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.5f);
}
// Draw with Green color.
glUseProgram(greenProgram);
drawQuad(greenProgram, essl1_shaders::PositionAttrib(), 0.5f);
// This should force "flushToPrimary()"
glEndQuery(GL_TIME_ELAPSED_EXT);
glDeleteQueries(1, &query);
ASSERT_GL_NO_ERROR();
// Continue draw with Blue color after flush...
glUseProgram(blueProgram);
drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
sync = eglCreateSyncKHR(dpy, EGL_SYNC_FENCE_KHR, nullptr);
EXPECT_NE(sync, EGL_NO_SYNC_KHR);
// Create EGLImage.
image = eglCreateImageKHR(
dpy, ctx[0], EGL_GL_TEXTURE_2D_KHR,
reinterpret_cast<EGLClientBuffer>(static_cast<uintptr_t>(texture.get())), nullptr);
ASSERT_EGL_SUCCESS();
// Notify second thread that draw is finished.
threadSynchronization.nextStep(Step::Thread0Draw);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
EXPECT_GL_NO_ERROR();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
// Sample texture
std::thread thread1 = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[1], surface[1], ctx[1]));
EXPECT_EGL_SUCCESS();
glViewport(0, 0, kTexSize, kTexSize);
ANGLE_GL_PROGRAM(textureProgram, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
glUseProgram(textureProgram);
// Create target texture.
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Wait for first thread to draw into the source texture.
threadSynchronization.nextStep(Step::Thread1Init);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0Draw));
// Wait for draw to complete
ASSERT_TRUE(eglWaitSyncKHR(dpy, sync, 0));
// Specify target texture from EGLImage.
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
ASSERT_GL_NO_ERROR();
// Should draw test color.
drawQuad(textureProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Check test color in four corners.
GLColor color = GLColor::white;
EXPECT_PIXEL_EQ(0, 0, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(0, kTexSize - 1, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(kTexSize - 1, 0, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(kTexSize - 1, kTexSize - 1, color.R, color.G, color.B, color.A);
EXPECT_EGL_TRUE(eglDestroyImageKHR(dpy, image));
image = EGL_NO_IMAGE_KHR;
EXPECT_EGL_TRUE(eglDestroySyncKHR(dpy, sync));
sync = EGL_NO_SYNC_KHR;
threadSynchronization.nextStep(Step::Finish);
EXPECT_GL_NO_ERROR();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
thread0.join();
thread1.join();
ASSERT_NE(currentStep, Step::Abort);
// Clean up
for (size_t t = 0; t < kThreadCount; ++t)
{
eglDestroySurface(dpy, surface[t]);
eglDestroyContext(dpy, ctx[t]);
}
}
// Tests mixing commands of Contexts with different Priorities in a single Command Buffers (Vulkan).
TEST_P(MultithreadingTestES3, ContextPriorityMixing)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query"));
constexpr size_t kIterationCountMax = 10;
const bool reduceLoad = isSwiftshader();
const size_t iterationCount = reduceLoad ? 3 : kIterationCountMax;
const size_t heavyDrawCount = reduceLoad ? 25 : 100;
// Initialize contexts
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
EGLConfig config = window->getConfig();
// Large enough texture to catch timing problems.
constexpr GLsizei kTexSize = 1024;
constexpr size_t kThreadCount = 2;
EGLSurface surface[kThreadCount] = {EGL_NO_SURFACE, EGL_NO_SURFACE};
EGLContext ctx[kThreadCount] = {EGL_NO_CONTEXT, EGL_NO_CONTEXT};
EGLint priorities[kThreadCount] = {EGL_CONTEXT_PRIORITY_LOW_IMG, EGL_CONTEXT_PRIORITY_HIGH_IMG};
EGLint pbufferAttributes[kThreadCount][6] = {
{EGL_WIDTH, 1, EGL_HEIGHT, 1, EGL_NONE, EGL_NONE},
{EGL_WIDTH, kTexSize, EGL_HEIGHT, kTexSize, EGL_NONE, EGL_NONE}};
EGLint attributes[] = {EGL_CONTEXT_PRIORITY_LEVEL_IMG, EGL_NONE,
EGL_CONTEXT_VIRTUALIZATION_GROUP_ANGLE, EGL_NONE, EGL_NONE};
EGLint *extraAttributes = attributes;
if (!IsEGLDisplayExtensionEnabled(dpy, "EGL_ANGLE_context_virtualization"))
{
attributes[2] = EGL_NONE;
}
if (!IsEGLDisplayExtensionEnabled(dpy, "EGL_IMG_context_priority"))
{
// Run tests with single priority anyway.
extraAttributes += 2;
}
for (size_t t = 0; t < kThreadCount; ++t)
{
surface[t] = eglCreatePbufferSurface(dpy, config, pbufferAttributes[t]);
EXPECT_EGL_SUCCESS();
attributes[1] = priorities[t];
attributes[3] = mVirtualizationGroup++;
// Contexts not shared
ctx[t] = window->createContext(EGL_NO_CONTEXT, extraAttributes);
EXPECT_NE(EGL_NO_CONTEXT, ctx[t]);
}
// Synchronization tools to ensure the two threads are interleaved as designed by this test.
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread1DrawColor,
Thread0Iterate,
Finish = Thread1DrawColor + kIterationCountMax * 2,
Abort,
};
Step currentStep = Step::Start;
auto makeStep = [](Step base, size_t i) {
return static_cast<Step>(static_cast<size_t>(base) + i * 2);
};
// Triggers commands submission.
std::thread thread0 = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[0], surface[0], ctx[0]));
EXPECT_EGL_SUCCESS();
ANGLE_GL_PROGRAM(redProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
for (size_t i = 0; i < iterationCount; ++i)
{
ASSERT_TRUE(threadSynchronization.waitForStep(makeStep(Step::Thread1DrawColor, i)));
glUseProgram(redProgram);
drawQuad(redProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// This should perform commands submission.
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
threadSynchronization.nextStep(makeStep(Step::Thread0Iterate, i));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[0], surface[0], ctx[0]));
EXPECT_EGL_SUCCESS();
}
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
EXPECT_GL_NO_ERROR();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
// Render and then sample texture.
std::thread thread1 = std::thread([&]() {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface[1], surface[1], ctx[1]));
EXPECT_EGL_SUCCESS();
glDisable(GL_DEPTH_TEST);
glViewport(0, 0, kTexSize, kTexSize);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
ANGLE_GL_PROGRAM(colorProgram, essl1_shaders::vs::Simple(),
essl1_shaders::fs::UniformColor());
GLint colorLocation =
glGetUniformLocation(colorProgram, angle::essl1_shaders::ColorUniform());
ASSERT_NE(-1, colorLocation);
ANGLE_GL_PROGRAM(textureProgram, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
for (size_t i = 0; i < iterationCount; ++i)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glUseProgram(colorProgram);
GLuint query;
glGenQueries(1, &query);
glBeginQuery(GL_TIME_ELAPSED_EXT, query);
ASSERT_GL_NO_ERROR();
// Simulate heavy work...
glUniform4f(colorLocation, 0.0f, 0.0f, 0.0f, 0.0f);
for (size_t j = 0; j < heavyDrawCount; ++j)
{
drawQuad(colorProgram, essl1_shaders::PositionAttrib(), 0.5f);
}
// Draw with test color.
GLColor color(i % 256, (i + 1) % 256, (i + 2) % 256, 255);
Vector4 colorF = color.toNormalizedVector();
glUniform4f(colorLocation, colorF.x(), colorF.y(), colorF.z(), colorF.w());
drawQuad(colorProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// This should force "flushToPrimary()"
glEndQuery(GL_TIME_ELAPSED_EXT);
glDeleteQueries(1, &query);
ASSERT_GL_NO_ERROR();
threadSynchronization.nextStep(makeStep(Step::Thread1DrawColor, i));
ASSERT_TRUE(threadSynchronization.waitForStep(makeStep(Step::Thread0Iterate, i)));
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(textureProgram);
// Should draw test color.
drawQuad(textureProgram, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
// Check test color in four corners.
EXPECT_PIXEL_EQ(0, 0, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(0, kTexSize - 1, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(kTexSize - 1, 0, color.R, color.G, color.B, color.A);
EXPECT_PIXEL_EQ(kTexSize - 1, kTexSize - 1, color.R, color.G, color.B, color.A);
}
threadSynchronization.nextStep(Step::Finish);
EXPECT_GL_NO_ERROR();
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
EXPECT_EGL_SUCCESS();
});
thread0.join();
thread1.join();
ASSERT_NE(currentStep, Step::Abort);
// Clean up
for (size_t t = 0; t < kThreadCount; ++t)
{
eglDestroySurface(dpy, surface[t]);
eglDestroyContext(dpy, ctx[t]);
}
}
// Test that it is possible to upload textures in one thread and use them in another with
// synchronization.
TEST_P(MultithreadingTestES3, MultithreadedTextureUploadAndDraw)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
constexpr size_t kTexSize = 4;
GLTexture texture1;
GLTexture texture2;
std::vector<GLColor> textureColors1(kTexSize * kTexSize, GLColor::red);
std::vector<GLColor> textureColors2(kTexSize * kTexSize, GLColor::green);
// Sync primitives
GLsync sync = nullptr;
std::mutex mutex;
std::condition_variable condVar;
enum class Step
{
Start,
Thread0UploadFinish,
Finish,
Abort,
};
Step currentStep = Step::Start;
// Threads to upload and draw with textures.
auto thread0Upload = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Start));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Two mipmap textures are defined here. They are used for drawing in the other thread.
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
textureColors1.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kTexSize / 2, kTexSize / 2, 0, GL_RGBA,
GL_UNSIGNED_BYTE, textureColors1.data());
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, kTexSize / 4, kTexSize / 4, 0, GL_RGBA,
GL_UNSIGNED_BYTE, textureColors1.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
textureColors2.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kTexSize / 2, kTexSize / 2, 0, GL_RGBA,
GL_UNSIGNED_BYTE, textureColors2.data());
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, kTexSize / 4, kTexSize / 4, 0, GL_RGBA,
GL_UNSIGNED_BYTE, textureColors2.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Create a sync object to be used for the draw thread.
sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
ASSERT_NE(sync, nullptr);
threadSynchronization.nextStep(Step::Thread0UploadFinish);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Finish));
};
auto thread1Draw = [&](EGLDisplay dpy, EGLSurface surface, EGLContext context) {
ThreadSynchronization<Step> threadSynchronization(&currentStep, &mutex, &condVar);
ASSERT_TRUE(threadSynchronization.waitForStep(Step::Thread0UploadFinish));
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, surface, surface, context));
// Wait for the sync object to be signaled.
glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
ASSERT_GL_NO_ERROR();
// Draw using the textures from the texture upload thread.
ANGLE_GL_PROGRAM(textureProgram, essl1_shaders::vs::Texture2D(),
essl1_shaders::fs::Texture2D());
glUseProgram(textureProgram);
glBindTexture(GL_TEXTURE_2D, texture1);
drawQuad(textureProgram, essl1_shaders::PositionAttrib(), 0.5f);
glFlush();
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kTexSize, kTexSize, GLColor::red);
glBindTexture(GL_TEXTURE_2D, texture2);
drawQuad(textureProgram, essl1_shaders::PositionAttrib(), 0.5f);
glFlush();
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, kTexSize, kTexSize, GLColor::green);
threadSynchronization.nextStep(Step::Finish);
};
std::array<LockStepThreadFunc, 2> threadFuncs = {
std::move(thread0Upload),
std::move(thread1Draw),
};
RunLockStepThreads(getEGLWindow(), threadFuncs.size(), threadFuncs.data());
ASSERT_NE(currentStep, Step::Abort);
}
// Test that it is possible to create a new context after uploading mutable mipmap textures in the
// previous context, and use them in the new context.
TEST_P(MultithreadingTestES3, CreateNewContextAfterTextureUploadOnNewThread)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
constexpr size_t kTexSize = 4;
GLTexture texture1;
GLTexture texture2;
std::vector<GLColor> textureColors1(kTexSize * kTexSize, GLColor::red);
std::vector<GLColor> textureColors2(kTexSize * kTexSize, GLColor::green);
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
std::thread thread = std::thread([&]() {
// Create a context and upload the textures.
EGLContext ctx1 = createMultithreadedContext(window, EGL_NO_CONTEXT);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, ctx1));
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
textureColors1.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kTexSize / 2, kTexSize / 2, 0, GL_RGBA,
GL_UNSIGNED_BYTE, textureColors1.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
textureColors2.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kTexSize / 2, kTexSize / 2, 0, GL_RGBA,
GL_UNSIGNED_BYTE, textureColors2.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Create a new context and use the uploaded textures.
EGLContext ctx2 = createMultithreadedContext(window, ctx1);
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, ctx2));
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, kTexSize, kTexSize, GLColor::red);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, kTexSize, kTexSize, GLColor::green);
// Destroy the contexts.
EXPECT_EGL_TRUE(eglDestroyContext(dpy, ctx2));
EXPECT_EGL_TRUE(eglDestroyContext(dpy, ctx1));
});
thread.join();
}
// Test that it is possible to create a new context after uploading mutable mipmap textures in the
// main thread, and use them in the new context.
TEST_P(MultithreadingTestES3, CreateNewContextAfterTextureUploadOnMainThread)
{
ANGLE_SKIP_TEST_IF(!platformSupportsMultithreading());
EGLWindow *window = getEGLWindow();
EGLDisplay dpy = window->getDisplay();
// Upload the textures.
constexpr size_t kTexSize = 4;
GLTexture texture1;
GLTexture texture2;
std::vector<GLColor> textureColors1(kTexSize * kTexSize, GLColor::red);
std::vector<GLColor> textureColors2(kTexSize * kTexSize, GLColor::green);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
textureColors1.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kTexSize / 2, kTexSize / 2, 0, GL_RGBA,
GL_UNSIGNED_BYTE, textureColors1.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, texture2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTexSize, kTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
textureColors2.data());
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, kTexSize / 2, kTexSize / 2, 0, GL_RGBA,
GL_UNSIGNED_BYTE, textureColors2.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
std::thread thread = std::thread([&]() {
// Create a context.
EGLContext ctx1 = createMultithreadedContext(window, window->getContext());
EXPECT_EGL_TRUE(eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, ctx1));
// Wait for the sync object to be signaled.
glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
ASSERT_GL_NO_ERROR();
// Use the uploaded textures in the main thread.
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, kTexSize, kTexSize, GLColor::red);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
EXPECT_PIXEL_RECT_EQ(0, 0, kTexSize, kTexSize, GLColor::green);
// Destroy the context.
EXPECT_EGL_TRUE(eglDestroyContext(dpy, ctx1));
});
thread.join();
}
ANGLE_INSTANTIATE_TEST(
MultithreadingTest,
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES(),
ES3_VULKAN(),
ES3_VULKAN_SWIFTSHADER().enable(Feature::AsyncCommandQueue),
ES3_VULKAN_SWIFTSHADER()
.enable(Feature::AsyncCommandQueue)
.enable(Feature::SlowAsyncCommandQueueForTesting),
ES3_VULKAN_SWIFTSHADER().disable(Feature::PreferMonolithicPipelinesOverLibraries),
ES3_VULKAN_SWIFTSHADER().enable(Feature::PreferMonolithicPipelinesOverLibraries),
ES3_VULKAN_SWIFTSHADER()
.enable(Feature::PreferMonolithicPipelinesOverLibraries)
.enable(Feature::SlowDownMonolithicPipelineCreationForTesting),
ES3_VULKAN_SWIFTSHADER()
.enable(Feature::PreferMonolithicPipelinesOverLibraries)
.disable(Feature::MergeProgramPipelineCachesToGlobalCache),
ES3_VULKAN_SWIFTSHADER().enable(Feature::PermanentlySwitchToFramebufferFetchMode),
ES3_VULKAN_SWIFTSHADER()
.enable(Feature::PermanentlySwitchToFramebufferFetchMode)
.enable(Feature::PreferMonolithicPipelinesOverLibraries),
ES3_VULKAN_SWIFTSHADER()
.enable(Feature::PermanentlySwitchToFramebufferFetchMode)
.enable(Feature::PreferMonolithicPipelinesOverLibraries)
.enable(Feature::SlowDownMonolithicPipelineCreationForTesting),
ES2_D3D11(),
ES3_D3D11());
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(MultithreadingTestES3);
ANGLE_INSTANTIATE_TEST(
MultithreadingTestES3,
ES3_OPENGL(),
ES3_OPENGLES(),
ES3_VULKAN(),
ES3_VULKAN_SWIFTSHADER().enable(Feature::AsyncCommandQueue),
ES3_VULKAN_SWIFTSHADER()
.enable(Feature::AsyncCommandQueue)
.enable(Feature::SlowAsyncCommandQueueForTesting),
ES3_VULKAN_SWIFTSHADER().disable(Feature::PreferMonolithicPipelinesOverLibraries),
ES3_VULKAN_SWIFTSHADER().enable(Feature::PreferMonolithicPipelinesOverLibraries),
ES3_VULKAN_SWIFTSHADER()
.enable(Feature::PreferMonolithicPipelinesOverLibraries)
.enable(Feature::SlowDownMonolithicPipelineCreationForTesting),
ES3_VULKAN_SWIFTSHADER()
.enable(Feature::PreferMonolithicPipelinesOverLibraries)
.disable(Feature::MergeProgramPipelineCachesToGlobalCache),
ES3_VULKAN_SWIFTSHADER().enable(Feature::PermanentlySwitchToFramebufferFetchMode),
ES3_VULKAN_SWIFTSHADER()
.enable(Feature::PermanentlySwitchToFramebufferFetchMode)
.enable(Feature::PreferMonolithicPipelinesOverLibraries),
ES3_VULKAN_SWIFTSHADER()
.enable(Feature::PermanentlySwitchToFramebufferFetchMode)
.enable(Feature::PreferMonolithicPipelinesOverLibraries)
.enable(Feature::SlowDownMonolithicPipelineCreationForTesting),
ES3_D3D11());
} // namespace angle