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1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL ES 3.0 Module
3  * -------------------------------------------------
4  *
5  * Copyright 2014 The Android Open Source Project
6  *
7  * Licensed under the Apache License, Version 2.0 (the "License");
8  * you may not use this file except in compliance with the License.
9  * You may obtain a copy of the License at
10  *
11  *      http://www.apache.org/licenses/LICENSE-2.0
12  *
13  * Unless required by applicable law or agreed to in writing, software
14  * distributed under the License is distributed on an "AS IS" BASIS,
15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16  * See the License for the specific language governing permissions and
17  * limitations under the License.
18  *
19  *//*!
20  * \file
21  * \brief Long running shader stress tests.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "es3sLongRunningShaderTests.hpp"
25 
26 #include "gluShaderProgram.hpp"
27 #include "gluShaderUtil.hpp"
28 #include "gluDrawUtil.hpp"
29 
30 #include "tcuRenderTarget.hpp"
31 #include "tcuVector.hpp"
32 #include "tcuTestLog.hpp"
33 
34 #include "deRandom.hpp"
35 #include "deStringUtil.hpp"
36 #include "deString.h"
37 
38 #include "glwFunctions.hpp"
39 #include "glwEnums.hpp"
40 
41 namespace deqp
42 {
43 namespace gles3
44 {
45 namespace Stress
46 {
47 
48 using tcu::TestLog;
49 using tcu::Vec2;
50 using std::vector;
51 
52 namespace
53 {
54 
55 enum LoopType
56 {
57 	LOOPTYPE_FOR = 0,
58 	LOOPTYPE_WHILE,
59 	LOOPTYPE_DO_WHILE,
60 
61 	LOOPTYPE_LAST
62 };
63 
64 enum IterCountType
65 {
66 	ITERCOUNTTYPE_STATIC = 0,
67 	ITERCOUNTTYPE_UNIFORM,
68 	ITERCOUNTTYPE_DYNAMIC,
69 
70 	ITERCOUNTTYPE_LAST
71 };
72 
73 class LongRunningShaderCase : public TestCase
74 {
75 public:
76 	struct Params
77 	{
78 		const char*			name;
79 		const char*			description;
80 		glu::ShaderType		shaderType;
81 		LoopType			loopType;
82 		IterCountType		iterCountType;
83 		int					numInvocations;
84 		int					minLoopIterCount;
85 		int					maxLoopIterCount;
86 	};
87 
88 								LongRunningShaderCase		(Context& context, const Params* params);
89 								~LongRunningShaderCase		(void);
90 
91 	void						init						(void);
92 	void						deinit						(void);
93 	IterateResult				iterate						(void);
94 
95 private:
96 								LongRunningShaderCase		(const LongRunningShaderCase&);
97 	LongRunningShaderCase&		operator=					(const LongRunningShaderCase&);
98 
99 	static glu::ProgramSources	genSources					(const Params& params);
100 	static deUint32				getSeed						(const Params& params);
101 
102 	const Params* const			m_params;
103 	const int					m_numCaseIters;
104 
105 	glu::ShaderProgram*			m_program;
106 	int							m_caseIterNdx;
107 };
108 
LongRunningShaderCase(Context & context,const Params * params)109 LongRunningShaderCase::LongRunningShaderCase (Context& context, const Params* params)
110 	: TestCase			(context, params->name, params->description)
111 	, m_params			(params)
112 	, m_numCaseIters	(5)
113 	, m_program			(DE_NULL)
114 	, m_caseIterNdx		(0)
115 {
116 }
117 
~LongRunningShaderCase(void)118 LongRunningShaderCase::~LongRunningShaderCase (void)
119 {
120 	deinit();
121 }
122 
genSources(const Params & params)123 glu::ProgramSources LongRunningShaderCase::genSources (const Params& params)
124 {
125 	const bool			isVertCase		= params.shaderType == glu::SHADERTYPE_VERTEX;
126 	std::ostringstream	vert, frag;
127 
128 	vert << "#version 300 es\n"
129 		 << "in highp vec2 a_position;\n";
130 
131 	frag << "#version 300 es\n";
132 
133 	if (params.iterCountType == ITERCOUNTTYPE_DYNAMIC)
134 	{
135 		vert << "in highp int a_iterCount;\n";
136 		if (!isVertCase)
137 		{
138 			vert << "flat out highp int v_iterCount;\n";
139 			frag << "flat in highp int v_iterCount;\n";
140 		}
141 	}
142 	else if (params.iterCountType == ITERCOUNTTYPE_UNIFORM)
143 		(isVertCase ? vert : frag) << "uniform highp int u_iterCount;\n";
144 
145 	if (isVertCase)
146 	{
147 		vert << "out mediump vec4 v_color;\n";
148 		frag << "in mediump vec4 v_color;\n";
149 	}
150 
151 	frag << "out mediump vec4 o_color;\n";
152 
153 	vert << "\nvoid main (void)\n{\n"
154 		 << "	gl_Position = vec4(a_position, 0.0, 1.0);\n"
155 		 << "	gl_PointSize = 1.0;\n";
156 
157 	if (!isVertCase && params.iterCountType == ITERCOUNTTYPE_DYNAMIC)
158 		vert << "	v_iterCount = a_iterCount;\n";
159 
160 	frag << "\nvoid main (void)\n{\n";
161 
162 	{
163 		const std::string	iterCount	= params.iterCountType == ITERCOUNTTYPE_DYNAMIC ? (isVertCase ? "a_iterCount" : "v_iterCount")	:
164 										  params.iterCountType == ITERCOUNTTYPE_UNIFORM ? "u_iterCount"									:
165 										  params.iterCountType == ITERCOUNTTYPE_STATIC	? de::toString(params.maxLoopIterCount)			: "<invalid>";
166 		const char* const	body		= "color = cos(sin(color*1.25)*0.8);";
167 		std::ostringstream&	op			= isVertCase ? vert : frag;
168 
169 		op << "	mediump vec4 color = " << (isVertCase ? "a_position.xyxy" : "gl_FragCoord") << ";\n";
170 
171 		if (params.loopType == LOOPTYPE_FOR)
172 		{
173 			op << "	for (highp int i = 0; i < " << iterCount << " || " << iterCount << " < 0; ++i)\n"
174 			   << "		" << body << "\n";
175 		}
176 		else if (params.loopType == LOOPTYPE_WHILE)
177 		{
178 			op << "	highp int i = 0;\n"
179 			   << "	while (i < " << iterCount << " || " << iterCount << " < 0) {\n"
180 			   << "		i += 1;\n"
181 			   << "		" << body << "\n"
182 			   << "	}\n";
183 		}
184 		else
185 		{
186 			DE_ASSERT(params.loopType == LOOPTYPE_DO_WHILE);
187 			op << "	highp int i = 0;\n"
188 			   << "	do {\n"
189 			   << "		i += 1;\n"
190 			   << "		" << body << "\n"
191 			   << "	} while (i <= " << iterCount << " || " << iterCount << " < 0);\n";
192 		}
193 	}
194 
195 	if (isVertCase)
196 	{
197 		vert << "	v_color = color;\n";
198 		frag << "	o_color = v_color;\n";
199 	}
200 	else
201 		frag << "	o_color = color;\n";
202 
203 	vert << "}\n";
204 	frag << "}\n";
205 
206 	return glu::ProgramSources() << glu::VertexSource(vert.str()) << glu::FragmentSource(frag.str());
207 }
208 
init(void)209 void LongRunningShaderCase::init (void)
210 {
211 	DE_ASSERT(!m_program);
212 	m_program = new glu::ShaderProgram(m_context.getRenderContext(), genSources(*m_params));
213 
214 	m_testCtx.getLog() << *m_program;
215 
216 	if (!m_program->isOk())
217 	{
218 		deinit();
219 		TCU_FAIL("Failed to compile shader program");
220 	}
221 
222 	m_caseIterNdx = 0;
223 
224 	if (m_params->iterCountType != ITERCOUNTTYPE_STATIC)
225 	{
226 		m_testCtx.getLog() << TestLog::Message << "Loop iteration counts in range: [" << m_params->minLoopIterCount
227 											   << ", " << m_params->maxLoopIterCount << "]"
228 						   << TestLog::EndMessage;
229 	}
230 
231 	m_testCtx.getLog() << TestLog::Message << "Number of vertices and fragments: " << m_params->numInvocations << TestLog::EndMessage;
232 
233 	m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); // Test will pass or timeout, unless driver/device crashes.
234 }
235 
deinit(void)236 void LongRunningShaderCase::deinit (void)
237 {
238 	delete m_program;
239 	m_program = DE_NULL;
240 }
241 
genPositions(const tcu::RenderTarget & renderTarget,int numPoints,Vec2 * positions)242 void genPositions (const tcu::RenderTarget& renderTarget, int numPoints, Vec2* positions)
243 {
244 	const int	width		= renderTarget.getWidth();
245 	const int	height		= renderTarget.getHeight();
246 
247 	if (width*height < numPoints)
248 		throw tcu::NotSupportedError("Too small viewport to fit all test points");
249 
250 	for (int pointNdx = 0; pointNdx < numPoints; pointNdx++)
251 	{
252 		const int		xi		= pointNdx % width;
253 		const int		yi		= pointNdx / height;
254 		const float		xf		= 2.0f * ((float(xi) + 0.5f) / float(width)) - 1.0f;
255 		const float		yf		= 2.0f * ((float(yi) + 0.5f) / float(height)) - 1.0f;
256 
257 		positions[pointNdx] = Vec2(xf, yf);
258 	}
259 }
260 
getSeed(const Params & params)261 deUint32 LongRunningShaderCase::getSeed (const Params& params)
262 {
263 	const deUint32	seed	= deStringHash(params.name)
264 							^ deInt32Hash(params.shaderType)
265 							^ deInt32Hash(params.loopType)
266 							^ deInt32Hash(params.iterCountType)
267 							^ deInt32Hash(params.minLoopIterCount)
268 							^ deInt32Hash(params.maxLoopIterCount)
269 							^ deInt32Hash(params.numInvocations);
270 	return seed;
271 }
272 
iterate(void)273 LongRunningShaderCase::IterateResult LongRunningShaderCase::iterate (void)
274 {
275 	const glw::Functions&			gl				= m_context.getRenderContext().getFunctions();
276 	de::Random						rnd				(getSeed(*m_params));
277 	vector<Vec2>					positions		(m_params->numInvocations);
278 	vector<int>						iterCounts		(m_params->iterCountType == ITERCOUNTTYPE_DYNAMIC ? m_params->numInvocations : 1);
279 	vector<glu::VertexArrayBinding>	vertexArrays;
280 
281 	vertexArrays.push_back(glu::va::Float("a_position", 2, (int)positions.size(), 0, positions[0].getPtr()));
282 	if (m_params->iterCountType == ITERCOUNTTYPE_DYNAMIC)
283 		vertexArrays.push_back(glu::va::Int32("a_iterCount", 1, (int)iterCounts.size(), 0, &iterCounts[0]));
284 
285 	genPositions(m_context.getRenderTarget(), (int)positions.size(), &positions[0]);
286 
287 	for (vector<int>::iterator i = iterCounts.begin(); i != iterCounts.end(); ++i)
288 		*i = rnd.getInt(m_params->minLoopIterCount, m_params->maxLoopIterCount);
289 
290 	gl.useProgram(m_program->getProgram());
291 
292 	if (m_params->iterCountType == ITERCOUNTTYPE_UNIFORM)
293 		gl.uniform1i(gl.getUniformLocation(m_program->getProgram(), "u_iterCount"), iterCounts[0]);
294 
295 	glu::draw(m_context.getRenderContext(), m_program->getProgram(),
296 			  (int)vertexArrays.size(), &vertexArrays[0],
297 			  glu::pr::Points(m_params->numInvocations));
298 
299 	m_caseIterNdx += 1;
300 	return (m_caseIterNdx < m_numCaseIters) ? CONTINUE : STOP;
301 }
302 
303 } // anonymous
304 
LongRunningShaderTests(Context & context)305 LongRunningShaderTests::LongRunningShaderTests (Context& context)
306 	: TestCaseGroup(context, "long_running_shaders",	"Long-running shader stress tests")
307 {
308 }
309 
~LongRunningShaderTests(void)310 LongRunningShaderTests::~LongRunningShaderTests (void)
311 {
312 }
313 
init(void)314 void LongRunningShaderTests::init (void)
315 {
316 	const int	numInvocations	= 4096;
317 	const int	shortLoopMin	= 5;
318 	const int	shortLoopMax	= 10;
319 	const int	mediumLoopMin	= 10000;
320 	const int	mediumLoopMax	= 50000;
321 	const int	longLoopMin		= 100000;
322 	const int	longLoopMax		= 500000;
323 
324 	static const LongRunningShaderCase::Params s_cases[] =
325 	{
326 		{ "short_for_vertex",					"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_FOR,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	shortLoopMin,	shortLoopMax	},
327 		{ "short_for_fragment",					"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_FOR,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	shortLoopMin,	shortLoopMax	},
328 		{ "short_while_vertex",					"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_WHILE,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	shortLoopMin,	shortLoopMax	},
329 		{ "short_while_fragment",				"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_WHILE,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	shortLoopMin,	shortLoopMax	},
330 		{ "short_do_while_vertex",				"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_DO_WHILE,	ITERCOUNTTYPE_DYNAMIC,	numInvocations,	shortLoopMin,	shortLoopMax	},
331 		{ "short_do_while_fragment",			"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_DO_WHILE,	ITERCOUNTTYPE_DYNAMIC,	numInvocations,	shortLoopMin,	shortLoopMax	},
332 
333 		{ "medium_static_for_vertex",			"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_FOR,		ITERCOUNTTYPE_STATIC,	numInvocations,	mediumLoopMin,	mediumLoopMax	},
334 		{ "medium_static_while_fragment",		"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_WHILE,		ITERCOUNTTYPE_STATIC,	numInvocations,	mediumLoopMin,	mediumLoopMax	},
335 		{ "medium_uniform_do_while_vertex",		"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_DO_WHILE,	ITERCOUNTTYPE_UNIFORM,	numInvocations,	mediumLoopMin,	mediumLoopMax	},
336 		{ "medium_uniform_for_fragment",		"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_FOR,		ITERCOUNTTYPE_UNIFORM,	numInvocations,	mediumLoopMin,	mediumLoopMax	},
337 
338 		{ "medium_dynamic_for_vertex",			"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_FOR,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	mediumLoopMin,	mediumLoopMax	},
339 		{ "medium_dynamic_for_fragment",		"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_FOR,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	mediumLoopMin,	mediumLoopMax	},
340 		{ "medium_dynamic_while_vertex",		"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_WHILE,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	mediumLoopMin,	mediumLoopMax	},
341 		{ "medium_dynamic_while_fragment",		"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_WHILE,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	mediumLoopMin,	mediumLoopMax	},
342 		{ "medium_dynamic_do_while_vertex",		"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_DO_WHILE,	ITERCOUNTTYPE_DYNAMIC,	numInvocations,	mediumLoopMin,	mediumLoopMax	},
343 		{ "medium_dynamic_do_while_fragment",	"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_DO_WHILE,	ITERCOUNTTYPE_DYNAMIC,	numInvocations,	mediumLoopMin,	mediumLoopMax	},
344 
345 		{ "long_static_while_vertex",			"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_WHILE,		ITERCOUNTTYPE_STATIC,	numInvocations,	longLoopMin,	longLoopMax		},
346 		{ "long_static_do_while_fragment",		"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_DO_WHILE,	ITERCOUNTTYPE_STATIC,	numInvocations,	longLoopMin,	longLoopMax		},
347 		{ "long_uniform_for_vertex",			"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_FOR,		ITERCOUNTTYPE_UNIFORM,	numInvocations,	longLoopMin,	longLoopMax		},
348 		{ "long_uniform_do_while_fragment",		"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_DO_WHILE,	ITERCOUNTTYPE_UNIFORM,	numInvocations,	longLoopMin,	longLoopMax		},
349 
350 		{ "long_dynamic_for_vertex",			"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_FOR,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	longLoopMin,	longLoopMax		},
351 		{ "long_dynamic_for_fragment",			"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_FOR,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	longLoopMin,	longLoopMax		},
352 		{ "long_dynamic_while_vertex",			"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_WHILE,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	longLoopMin,	longLoopMax		},
353 		{ "long_dynamic_while_fragment",		"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_WHILE,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	longLoopMin,	longLoopMax		},
354 		{ "long_dynamic_do_while_vertex",		"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_DO_WHILE,	ITERCOUNTTYPE_DYNAMIC,	numInvocations,	longLoopMin,	longLoopMax		},
355 		{ "long_dynamic_do_while_fragment",		"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_DO_WHILE,	ITERCOUNTTYPE_DYNAMIC,	numInvocations,	longLoopMin,	longLoopMax		},
356 
357 		{ "infinite_for_vertex",				"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_FOR,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	-1,				-1				},
358 		{ "infinite_for_fragment",				"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_FOR,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	-1,				-1				},
359 		{ "infinite_while_vertex",				"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_WHILE,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	-1,				-1				},
360 		{ "infinite_while_fragment",			"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_WHILE,		ITERCOUNTTYPE_DYNAMIC,	numInvocations,	-1,				-1				},
361 		{ "infinite_do_while_vertex",			"",	glu::SHADERTYPE_VERTEX,		LOOPTYPE_DO_WHILE,	ITERCOUNTTYPE_DYNAMIC,	numInvocations,	-1,				-1				},
362 		{ "infinite_do_while_fragment",			"",	glu::SHADERTYPE_FRAGMENT,	LOOPTYPE_DO_WHILE,	ITERCOUNTTYPE_DYNAMIC,	numInvocations,	-1,				-1				},
363 	};
364 
365 	for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(s_cases); ndx++)
366 		addChild(new LongRunningShaderCase(m_context, &s_cases[ndx]));
367 }
368 
369 } // Stress
370 } // gles3
371 } // deqp
372