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