1 //
2 // Copyright 2020 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // ActiveTextureCacheTest.cpp: Regression tests of ANGLE's ActiveTextureCache inside gl::State.
7
8 #include "test_utils/ANGLETest.h"
9 #include "test_utils/gl_raii.h"
10
11 namespace angle
12 {
13
14 class ActiveTextureCacheTest : public ANGLETest<>
15 {
16 protected:
ActiveTextureCacheTest()17 ActiveTextureCacheTest()
18 {
19 setWindowWidth(128);
20 setWindowHeight(128);
21 setConfigRedBits(8);
22 setConfigGreenBits(8);
23 setConfigBlueBits(8);
24 setConfigAlphaBits(8);
25 }
26
testSetUp()27 void testSetUp() override
28 {
29 constexpr char kVS[] =
30 "precision highp float;\n"
31 "\n"
32 "void main()\n"
33 "{\n"
34 " gl_Position = vec4(0.0, 0.0, 0.0, 0.0);\n"
35 "}\n";
36
37 constexpr char k2DFS[] =
38 "precision highp float;\n"
39 "uniform sampler2D tex2D;\n"
40 "uniform samplerCube texCube;\n"
41 "\n"
42 "void main()\n"
43 "{\n"
44 " gl_FragColor = texture2D(tex2D, vec2(0.0, 0.0)) + textureCube(texCube, vec3(0.0, "
45 "0.0, 0.0));\n"
46 "}\n";
47
48 mProgram = CompileProgram(kVS, k2DFS);
49 ASSERT_NE(0u, mProgram);
50
51 m2DTextureLocation = glGetUniformLocation(mProgram, "tex2D");
52 ASSERT_NE(-1, m2DTextureLocation);
53
54 mCubeTextureLocation = glGetUniformLocation(mProgram, "texCube");
55 ASSERT_NE(-1, mCubeTextureLocation);
56 }
57
testTearDown()58 void testTearDown() override { glDeleteProgram(mProgram); }
59
60 GLuint mProgram = 0;
61 GLint m2DTextureLocation = -1;
62 GLint mCubeTextureLocation = -1;
63 };
64
65 // Regression test for a bug that causes the ActiveTexturesCache to get out of sync with the
66 // currently bound textures when changing program uniforms in such a way that the program becomes
67 // invalid.
TEST_P(ActiveTextureCacheTest,UniformChangeUpdatesActiveTextureCache)68 TEST_P(ActiveTextureCacheTest, UniformChangeUpdatesActiveTextureCache)
69 {
70 glUseProgram(mProgram);
71
72 // Generate two textures and reset the texture binding
73 GLuint tex0 = 0;
74 glGenTextures(1, &tex0);
75 glBindTexture(GL_TEXTURE_2D, tex0);
76 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
77
78 GLuint tex1 = 0;
79 glGenTextures(1, &tex1);
80 glBindTexture(GL_TEXTURE_2D, tex1);
81 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
82 glBindTexture(GL_TEXTURE_2D, 0);
83
84 // Set the active texture to 1 and bind tex0.
85 glActiveTexture(GL_TEXTURE1);
86 glBindTexture(GL_TEXTURE_2D, tex0);
87
88 // Point the program's 2D sampler at texture binding 1. The texture will be added to the
89 // ActiveTexturesCache because it matches the program's sampler type for this texture binding.
90 glUniform1i(m2DTextureLocation, 1);
91
92 // Point the program's cube sampler to texture binding 1 as well. This causes the program's
93 // samplers become invalid and the ActiveTexturesCache is NOT updated.
94 glUniform1i(mCubeTextureLocation, 1);
95
96 // Bind tex1. ActiveTexturesCache is NOT updated (still contains tex0). The current texture
97 // bindings do not match ActiveTexturesCache's state.
98 glBindTexture(GL_TEXTURE_2D, tex1);
99
100 // Delete tex0. The ActiveTexturesCache entry that points to tex0 is not cleared because tex0 is
101 // not currently bound.
102 glDeleteTextures(1, &tex0);
103
104 // Use-after-free occurs during context destruction when the ActiveTexturesCache is cleared.
105 }
106
107 // Use this to select which configurations (e.g. which renderer, which GLES major version) these
108 // tests should be run against.
109 ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ActiveTextureCacheTest);
110
111 } // namespace angle
112