// // 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. // // TimerQueriesTest.cpp // Various tests for EXT_disjoint_timer_query functionality and validation // #include "test_utils/ANGLETest.h" #include "util/EGLWindow.h" #include "util/random_utils.h" #include "util/test_utils.h" using namespace angle; class TimerQueriesTest : public ANGLETest { protected: TimerQueriesTest() : mProgram(0), mProgramCostly(0) { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); } void testSetUp() override { constexpr char kCostlyVS[] = "attribute highp vec4 position; varying highp vec4 testPos; void main(void)\n" "{\n" " testPos = position;\n" " gl_Position = position;\n" "}\n"; constexpr char kCostlyFS[] = "precision highp float; varying highp vec4 testPos; void main(void)\n" "{\n" " vec4 test = testPos;\n" " for (int i = 0; i < 500; i++)\n" " {\n" " test = sqrt(test);\n" " }\n" " gl_FragColor = test;\n" "}\n"; mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); ASSERT_NE(0u, mProgram) << "shader compilation failed."; mProgramCostly = CompileProgram(kCostlyVS, kCostlyFS); ASSERT_NE(0u, mProgramCostly) << "shader compilation failed."; } void testTearDown() override { glDeleteProgram(mProgram); glDeleteProgram(mProgramCostly); } GLuint mProgram; GLuint mProgramCostly; }; // Test that all proc addresses are loadable TEST_P(TimerQueriesTest, ProcAddresses) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query")); ASSERT_NE(nullptr, eglGetProcAddress("glGenQueriesEXT")); ASSERT_NE(nullptr, eglGetProcAddress("glDeleteQueriesEXT")); ASSERT_NE(nullptr, eglGetProcAddress("glIsQueryEXT")); ASSERT_NE(nullptr, eglGetProcAddress("glBeginQueryEXT")); ASSERT_NE(nullptr, eglGetProcAddress("glEndQueryEXT")); ASSERT_NE(nullptr, eglGetProcAddress("glQueryCounterEXT")); ASSERT_NE(nullptr, eglGetProcAddress("glGetQueryivEXT")); ASSERT_NE(nullptr, eglGetProcAddress("glGetQueryObjectivEXT")); ASSERT_NE(nullptr, eglGetProcAddress("glGetQueryObjectuivEXT")); ASSERT_NE(nullptr, eglGetProcAddress("glGetQueryObjecti64vEXT")); ASSERT_NE(nullptr, eglGetProcAddress("glGetQueryObjectui64vEXT")); } // Tests the time elapsed query TEST_P(TimerQueriesTest, TimeElapsed) { // TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs. ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL()); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query")); // http://anglebug.com/5154 ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL()); GLint queryTimeElapsedBits = 0; glGetQueryivEXT(GL_TIME_ELAPSED_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimeElapsedBits); ASSERT_GL_NO_ERROR(); std::cout << "Time elapsed counter bits: " << queryTimeElapsedBits << std::endl; // Skip test if the number of bits is 0 ANGLE_SKIP_TEST_IF(!queryTimeElapsedBits); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); GLuint query1 = 0; GLuint query2 = 0; glGenQueriesEXT(1, &query1); glGenQueriesEXT(1, &query2); // Test time elapsed for a single quad glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query1); drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f); glEndQueryEXT(GL_TIME_ELAPSED_EXT); ASSERT_GL_NO_ERROR(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Test time elapsed for costly quad glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query2); drawQuad(mProgramCostly, "position", 0.8f); glEndQueryEXT(GL_TIME_ELAPSED_EXT); ASSERT_GL_NO_ERROR(); swapBuffers(); int timeout = 200000; GLuint ready = GL_FALSE; while (ready == GL_FALSE && timeout > 0) { angle::Sleep(0); glGetQueryObjectuivEXT(query1, GL_QUERY_RESULT_AVAILABLE_EXT, &ready); timeout--; } ready = GL_FALSE; while (ready == GL_FALSE && timeout > 0) { angle::Sleep(0); glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT, &ready); timeout--; } ASSERT_LT(0, timeout) << "Query result available timed out" << std::endl; GLuint64 result1 = 0; GLuint64 result2 = 0; glGetQueryObjectui64vEXT(query1, GL_QUERY_RESULT_EXT, &result1); glGetQueryObjectui64vEXT(query2, GL_QUERY_RESULT_EXT, &result2); ASSERT_GL_NO_ERROR(); glDeleteQueriesEXT(1, &query1); glDeleteQueriesEXT(1, &query2); ASSERT_GL_NO_ERROR(); std::cout << "Elapsed time: " << result1 << " cheap quad" << std::endl; std::cout << "Elapsed time: " << result2 << " costly quad" << std::endl; // The time elapsed should be nonzero EXPECT_LT(0ul, result1); EXPECT_LT(0ul, result2); // The time elapsed should be less than a second. Not an actual // requirement, but longer than a second to draw something basic hints at // an issue with the queries themselves. EXPECT_LT(result1, 1000000000ul); EXPECT_LT(result2, 1000000000ul); // TODO(geofflang): Re-enable this check when it is non-flaky // The costly quad should take longer than the cheap quad // EXPECT_LT(result1, result2); } // Tests time elapsed for a non draw call (texture upload) TEST_P(TimerQueriesTest, TimeElapsedTextureTest) { // OSX drivers don't seem to properly time non-draw calls so we skip the test on Mac ANGLE_SKIP_TEST_IF(IsOSX()); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query")); GLint queryTimeElapsedBits = 0; glGetQueryivEXT(GL_TIME_ELAPSED_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimeElapsedBits); ASSERT_GL_NO_ERROR(); std::cout << "Time elapsed counter bits: " << queryTimeElapsedBits << std::endl; // Skip test if the number of bits is 0 ANGLE_SKIP_TEST_IF(!queryTimeElapsedBits); std::vector texData{GLColor::black, GLColor::white, GLColor::white, GLColor::black}; // Query and texture initialization GLuint texture; GLuint query = 0; glGenQueriesEXT(1, &query); glGenTextures(1, &texture); // Upload a texture inside the query glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, texData.data()); glGenerateMipmap(GL_TEXTURE_2D); glFinish(); glEndQueryEXT(GL_TIME_ELAPSED_EXT); ASSERT_GL_NO_ERROR(); int timeout = 200000; GLuint ready = GL_FALSE; while (ready == GL_FALSE && timeout > 0) { angle::Sleep(0); glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &ready); timeout--; } ASSERT_LT(0, timeout) << "Query result available timed out" << std::endl; GLuint64 result = 0; glGetQueryObjectui64vEXT(query, GL_QUERY_RESULT_EXT, &result); ASSERT_GL_NO_ERROR(); glDeleteTextures(1, &texture); glDeleteQueriesEXT(1, &query); std::cout << "Elapsed time: " << result << std::endl; EXPECT_LT(0ul, result); // an issue with the queries themselves. EXPECT_LT(result, 1000000000ul); } // Tests validation of query functions with respect to elapsed time query TEST_P(TimerQueriesTest, TimeElapsedValidationTest) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query")); GLint queryTimeElapsedBits = 0; glGetQueryivEXT(GL_TIME_ELAPSED_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimeElapsedBits); ASSERT_GL_NO_ERROR(); std::cout << "Time elapsed counter bits: " << queryTimeElapsedBits << std::endl; // Skip test if the number of bits is 0 ANGLE_SKIP_TEST_IF(!queryTimeElapsedBits); GLuint query = 0; glGenQueriesEXT(-1, &query); EXPECT_GL_ERROR(GL_INVALID_VALUE); glGenQueriesEXT(1, &query); EXPECT_GL_NO_ERROR(); glBeginQueryEXT(GL_TIMESTAMP_EXT, query); EXPECT_GL_ERROR(GL_INVALID_ENUM); glBeginQueryEXT(GL_TIME_ELAPSED_EXT, 0); EXPECT_GL_ERROR(GL_INVALID_OPERATION); glEndQueryEXT(GL_TIME_ELAPSED_EXT); EXPECT_GL_ERROR(GL_INVALID_OPERATION); glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query); EXPECT_GL_NO_ERROR(); glBeginQueryEXT(GL_TIME_ELAPSED_EXT, query); EXPECT_GL_ERROR(GL_INVALID_OPERATION); glEndQueryEXT(GL_TIME_ELAPSED_EXT); EXPECT_GL_NO_ERROR(); glEndQueryEXT(GL_TIME_ELAPSED_EXT); EXPECT_GL_ERROR(GL_INVALID_OPERATION); } // Tests timer queries operating under multiple EGL contexts with mid-query switching TEST_P(TimerQueriesTest, TimeElapsedMulticontextTest) { // TODO(jmadill): Figure out why this test is flaky on AMD/OpenGL. // http://anglebug.com/1541 ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL()); // TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs. ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL()); ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query")); // Test skipped because the Vulkan backend doesn't account for (and remove) time spent in other // contexts. ANGLE_SKIP_TEST_IF(IsVulkan()); GLint queryTimeElapsedBits = 0; glGetQueryivEXT(GL_TIME_ELAPSED_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimeElapsedBits); ASSERT_GL_NO_ERROR(); std::cout << "Time elapsed counter bits: " << queryTimeElapsedBits << std::endl; // Skip test if the number of bits is 0 ANGLE_SKIP_TEST_IF(!queryTimeElapsedBits); // Without a glClear, the first draw call on GL takes a huge amount of time when run after the // D3D test on certain NVIDIA drivers glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); EGLint contextAttributes[] = { EGL_CONTEXT_MAJOR_VERSION_KHR, GetParam().majorVersion, EGL_CONTEXT_MINOR_VERSION_KHR, GetParam().minorVersion, EGL_NONE, }; EGLWindow *window = getEGLWindow(); EGLDisplay display = window->getDisplay(); EGLConfig config = window->getConfig(); EGLSurface surface = window->getSurface(); struct ContextInfo { EGLContext context; GLuint program; GLuint query; EGLDisplay display; ContextInfo() : context(EGL_NO_CONTEXT), program(0), query(0), display(EGL_NO_DISPLAY) {} ~ContextInfo() { if (context != EGL_NO_CONTEXT && display != EGL_NO_DISPLAY) { eglDestroyContext(display, context); } } }; ContextInfo contexts[2]; constexpr char kCostlyVS[] = "attribute highp vec4 position; varying highp vec4 testPos; void main(void)\n" "{\n" " testPos = position;\n" " gl_Position = position;\n" "}\n"; constexpr char kCostlyFS[] = "precision highp float; varying highp vec4 testPos; void main(void)\n" "{\n" " vec4 test = testPos;\n" " for (int i = 0; i < 500; i++)\n" " {\n" " test = sqrt(test);\n" " }\n" " gl_FragColor = test;\n" "}\n"; // Setup the first context with a cheap shader contexts[0].context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes); contexts[0].display = display; ASSERT_NE(contexts[0].context, EGL_NO_CONTEXT); eglMakeCurrent(display, surface, surface, contexts[0].context); contexts[0].program = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); glGenQueriesEXT(1, &contexts[0].query); ASSERT_GL_NO_ERROR(); // Setup the second context with an expensive shader contexts[1].context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes); contexts[1].display = display; ASSERT_NE(contexts[1].context, EGL_NO_CONTEXT); eglMakeCurrent(display, surface, surface, contexts[1].context); contexts[1].program = CompileProgram(kCostlyVS, kCostlyFS); glGenQueriesEXT(1, &contexts[1].query); ASSERT_GL_NO_ERROR(); // Start the query and draw a quad on the first context without ending the query eglMakeCurrent(display, surface, surface, contexts[0].context); glBeginQueryEXT(GL_TIME_ELAPSED_EXT, contexts[0].query); drawQuad(contexts[0].program, essl1_shaders::PositionAttrib(), 0.8f); ASSERT_GL_NO_ERROR(); // Switch contexts, draw the expensive quad and end its query eglMakeCurrent(display, surface, surface, contexts[1].context); glBeginQueryEXT(GL_TIME_ELAPSED_EXT, contexts[1].query); drawQuad(contexts[1].program, "position", 0.8f); glEndQueryEXT(GL_TIME_ELAPSED_EXT); ASSERT_GL_NO_ERROR(); // Go back to the first context, end its query, and get the result eglMakeCurrent(display, surface, surface, contexts[0].context); glEndQueryEXT(GL_TIME_ELAPSED_EXT); GLuint64 result1 = 0; GLuint64 result2 = 0; glGetQueryObjectui64vEXT(contexts[0].query, GL_QUERY_RESULT_EXT, &result1); glDeleteQueriesEXT(1, &contexts[0].query); glDeleteProgram(contexts[0].program); ASSERT_GL_NO_ERROR(); // Get the 2nd context's results eglMakeCurrent(display, surface, surface, contexts[1].context); glGetQueryObjectui64vEXT(contexts[1].query, GL_QUERY_RESULT_EXT, &result2); glDeleteQueriesEXT(1, &contexts[1].query); glDeleteProgram(contexts[1].program); ASSERT_GL_NO_ERROR(); // Switch back to main context eglMakeCurrent(display, surface, surface, window->getContext()); // Compare the results. The cheap quad should be smaller than the expensive one if // virtualization is working correctly std::cout << "Elapsed time: " << result1 << " cheap quad" << std::endl; std::cout << "Elapsed time: " << result2 << " costly quad" << std::endl; EXPECT_LT(0ul, result1); EXPECT_LT(0ul, result2); EXPECT_LT(result1, 1000000000ul); EXPECT_LT(result2, 1000000000ul); // This check can never really be non-flaky. http://anglebug.com/5178 // EXPECT_LT(result1, result2); } // Tests GPU timestamp functionality TEST_P(TimerQueriesTest, Timestamp) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query")); GLint queryTimestampBits = 0; glGetQueryivEXT(GL_TIMESTAMP_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimestampBits); ASSERT_GL_NO_ERROR(); std::cout << "Timestamp counter bits: " << queryTimestampBits << std::endl; // Macs for some reason return 0 bits so skip the test for now if either are 0 ANGLE_SKIP_TEST_IF(!queryTimestampBits); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); GLuint query1 = 0; GLuint query2 = 0; glGenQueriesEXT(1, &query1); glGenQueriesEXT(1, &query2); glQueryCounterEXT(query1, GL_TIMESTAMP_EXT); drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f); glQueryCounterEXT(query2, GL_TIMESTAMP_EXT); ASSERT_GL_NO_ERROR(); swapBuffers(); int timeout = 200000; GLuint ready = GL_FALSE; while (ready == GL_FALSE && timeout > 0) { angle::Sleep(0); glGetQueryObjectuivEXT(query1, GL_QUERY_RESULT_AVAILABLE_EXT, &ready); timeout--; } ready = GL_FALSE; while (ready == GL_FALSE && timeout > 0) { angle::Sleep(0); glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT, &ready); timeout--; } ASSERT_LT(0, timeout) << "Query result available timed out" << std::endl; GLuint64 result1 = 0; GLuint64 result2 = 0; glGetQueryObjectui64vEXT(query1, GL_QUERY_RESULT_EXT, &result1); glGetQueryObjectui64vEXT(query2, GL_QUERY_RESULT_EXT, &result2); ASSERT_GL_NO_ERROR(); glDeleteQueriesEXT(1, &query1); glDeleteQueriesEXT(1, &query2); std::cout << "Timestamps: " << result1 << " " << result2 << std::endl; EXPECT_LT(0ul, result1); EXPECT_LT(0ul, result2); EXPECT_LT(result1, result2); } class TimerQueriesTestES3 : public TimerQueriesTest {}; // Tests getting timestamps via glGetInteger64v TEST_P(TimerQueriesTestES3, TimestampGetInteger64) { ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_disjoint_timer_query")); // http://anglebug.com/4092 ANGLE_SKIP_TEST_IF(IsAndroid()); GLint queryTimestampBits = 0; glGetQueryivEXT(GL_TIMESTAMP_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimestampBits); ASSERT_GL_NO_ERROR(); std::cout << "Timestamp counter bits: " << queryTimestampBits << std::endl; ANGLE_SKIP_TEST_IF(!queryTimestampBits); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); GLint64 result1 = 0; GLint64 result2 = 0; glGetInteger64v(GL_TIMESTAMP_EXT, &result1); drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f); glGetInteger64v(GL_TIMESTAMP_EXT, &result2); ASSERT_GL_NO_ERROR(); std::cout << "Timestamps (getInteger64v): " << result1 << " " << result2 << std::endl; EXPECT_LT(0l, result1); EXPECT_LT(0l, result2); EXPECT_LT(result1, result2); } ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(TimerQueriesTest); GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(TimerQueriesTestES3); ANGLE_INSTANTIATE_TEST_ES3(TimerQueriesTestES3);