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//
// Copyright 2017 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.
//
// LinkAndRelinkFailureTest:
// Link and relink failure tests for rendering pipeline and compute pipeline.
#include <vector>
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class LinkAndRelinkTest : public ANGLETest<>
{
protected:
LinkAndRelinkTest() {}
};
class LinkAndRelinkTestES31 : public ANGLETest<>
{
protected:
LinkAndRelinkTestES31() {}
};
class LinkAndRelinkTestES32 : public ANGLETest<>
{
protected:
LinkAndRelinkTestES32() {}
};
// When a program link or relink fails, if you try to install the unsuccessfully
// linked program (via UseProgram) and start rendering or dispatch compute,
// We can not always report INVALID_OPERATION for rendering/compute pipeline.
// The result depends on the previous state: Whether a valid program is
// installed in current GL state before the link.
// If a program successfully relinks when it is in use, the program might
// change from a rendering program to a compute program in theory,
// or vice versa.
// When program link fails and no valid rendering program is installed in the GL
// state before the link, it should report an error for UseProgram
TEST_P(LinkAndRelinkTest, RenderingProgramFailsWithoutProgramInstalled)
{
glUseProgram(0);
GLuint program = glCreateProgram();
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_FALSE(linkStatus);
glUseProgram(program);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
}
// When program link or relink fails and a valid rendering program is installed
// in the GL state before the link, using the failed program via UseProgram
// should report an error, but starting rendering should succeed.
// However, dispatching compute always fails.
TEST_P(LinkAndRelinkTest, RenderingProgramFailsWithProgramInstalled)
{
// Install a render program in current GL state via UseProgram, then render.
// It should succeed.
constexpr char kVS[] = "void main() {}";
constexpr char kFS[] = "void main() {}";
GLuint program = glCreateProgram();
GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
EXPECT_NE(0u, vs);
EXPECT_NE(0u, fs);
glAttachShader(program, vs);
glDeleteShader(vs);
glAttachShader(program, fs);
glDeleteShader(fs);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_TRUE(linkStatus);
EXPECT_GL_NO_ERROR();
glUseProgram(program);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glDispatchCompute(8, 4, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Link failure, and a valid program has been installed in the GL state.
GLuint programNull = glCreateProgram();
glLinkProgram(programNull);
glGetProgramiv(programNull, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_FALSE(linkStatus);
// Starting rendering should succeed.
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glDispatchCompute(8, 4, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Using the unsuccessfully linked program should report an error.
glUseProgram(programNull);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Using the unsuccessfully linked program, that program should not
// replace the program binary residing in the GL state. It will not make
// the installed program invalid either, like what UseProgram(0) can do.
// So, starting rendering should succeed.
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glDispatchCompute(8, 4, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// We try to relink the installed program, but make it fail.
// No vertex shader, relink fails.
glDetachShader(program, vs);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_FALSE(linkStatus);
EXPECT_GL_NO_ERROR();
// Starting rendering should succeed.
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glDispatchCompute(8, 4, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Using the unsuccessfully relinked program should report an error.
glUseProgram(program);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Using the unsuccessfully relinked program, that program should not
// replace the program binary residing in the GL state. It will not make
// the installed program invalid either, like what UseProgram(0) can do.
// So, starting rendering should succeed.
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glDispatchCompute(8, 4, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Tests uniform default values.
TEST_P(LinkAndRelinkTest, UniformDefaultValues)
{
// TODO(anglebug.com/3969): Understand why rectangle texture CLs made this fail.
ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel());
constexpr char kFS[] = R"(precision mediump float;
uniform vec4 u_uniform;
bool isZero(vec4 value) {
return value == vec4(0,0,0,0);
}
void main()
{
gl_FragColor = isZero(u_uniform) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
glUseProgram(program);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
GLint loc = glGetUniformLocation(program, "u_uniform");
ASSERT_NE(-1, loc);
glUniform4f(loc, 0.1f, 0.2f, 0.3f, 0.4f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glLinkProgram(program);
ASSERT_GL_NO_ERROR();
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// When program link fails and no valid compute program is installed in the GL
// state before the link, it should report an error for UseProgram and
// DispatchCompute.
TEST_P(LinkAndRelinkTestES31, ComputeProgramFailsWithoutProgramInstalled)
{
glUseProgram(0);
GLuint program = glCreateProgram();
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_FALSE(linkStatus);
glUseProgram(program);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDispatchCompute(8, 4, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// When program link or relink fails and a valid compute program is installed in
// the GL state before the link, using the failed program via UseProgram should
// report an error, but dispatching compute should succeed.
TEST_P(LinkAndRelinkTestES31, ComputeProgramFailsWithProgramInstalled)
{
// Install a compute program in the GL state via UseProgram, then dispatch
// compute. It should succeed.
constexpr char kCS[] =
R"(#version 310 es
layout(local_size_x=1) in;
void main()
{
})";
GLuint program = glCreateProgram();
GLuint cs = CompileShader(GL_COMPUTE_SHADER, kCS);
EXPECT_NE(0u, cs);
glAttachShader(program, cs);
glDeleteShader(cs);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_TRUE(linkStatus);
EXPECT_GL_NO_ERROR();
glUseProgram(program);
EXPECT_GL_NO_ERROR();
glDispatchCompute(8, 4, 2);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
// Link failure, and a valid program has been installed in the GL state.
GLuint programNull = glCreateProgram();
glLinkProgram(programNull);
glGetProgramiv(programNull, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_FALSE(linkStatus);
// Dispatching compute should succeed.
glDispatchCompute(8, 4, 2);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
// Using the unsuccessfully linked program should report an error.
glUseProgram(programNull);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Using the unsuccessfully linked program, that program should not
// replace the program binary residing in the GL state. It will not make
// the installed program invalid either, like what UseProgram(0) can do.
// So, dispatching compute should succeed.
glDispatchCompute(8, 4, 2);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
// We try to relink the installed program, but make it fail.
// No compute shader, relink fails.
glDetachShader(program, cs);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_FALSE(linkStatus);
EXPECT_GL_NO_ERROR();
// Dispatching compute should succeed.
glDispatchCompute(8, 4, 2);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
// Using the unsuccessfully relinked program should report an error.
glUseProgram(program);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// Using the unsuccessfully relinked program, that program should not
// replace the program binary residing in the GL state. It will not make
// the installed program invalid either, like what UseProgram(0) can do.
// So, dispatching compute should succeed.
glDispatchCompute(8, 4, 2);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
}
// If you compile and link a compute program successfully and use the program,
// then dispatching compute and rendering can succeed (with undefined behavior).
// If you relink the compute program to a rendering program when it is in use,
// then dispatching compute will fail, but starting rendering can succeed.
TEST_P(LinkAndRelinkTestES31, RelinkProgramSucceedsFromComputeToRendering)
{
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1) in;
void main()
{
})";
GLuint program = glCreateProgram();
GLuint cs = CompileShader(GL_COMPUTE_SHADER, kCS);
EXPECT_NE(0u, cs);
glAttachShader(program, cs);
glDeleteShader(cs);
glLinkProgram(program);
glDetachShader(program, cs);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_TRUE(linkStatus);
EXPECT_GL_NO_ERROR();
glUseProgram(program);
EXPECT_GL_NO_ERROR();
glDispatchCompute(8, 4, 2);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
constexpr char kVS[] = "void main() {}";
constexpr char kFS[] = "void main() {}";
GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
EXPECT_NE(0u, vs);
EXPECT_NE(0u, fs);
glAttachShader(program, vs);
glDeleteShader(vs);
glAttachShader(program, fs);
glDeleteShader(fs);
glLinkProgram(program);
glDetachShader(program, vs);
glDetachShader(program, fs);
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_TRUE(linkStatus);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glDispatchCompute(8, 4, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// If you compile and link a rendering program successfully and use the program,
// then starting rendering can succeed, while dispatching compute will fail.
// If you relink the rendering program to a compute program when it is in use,
// then starting rendering will fail, but dispatching compute can succeed.
TEST_P(LinkAndRelinkTestES31, RelinkProgramSucceedsFromRenderingToCompute)
{
// http://anglebug.com/5072
ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux() && IsOpenGL());
constexpr char kVS[] = "void main() {}";
constexpr char kFS[] = "void main() {}";
GLuint program = glCreateProgram();
GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
EXPECT_NE(0u, vs);
EXPECT_NE(0u, fs);
glAttachShader(program, vs);
glDeleteShader(vs);
glAttachShader(program, fs);
glDeleteShader(fs);
glLinkProgram(program);
glDetachShader(program, vs);
glDetachShader(program, fs);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_TRUE(linkStatus);
EXPECT_GL_NO_ERROR();
glUseProgram(program);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
glDispatchCompute(8, 4, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1) in;
void main()
{
})";
GLuint cs = CompileShader(GL_COMPUTE_SHADER, kCS);
EXPECT_NE(0u, cs);
glAttachShader(program, cs);
glDeleteShader(cs);
glLinkProgram(program);
glDetachShader(program, cs);
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_TRUE(linkStatus);
EXPECT_GL_NO_ERROR();
glDispatchCompute(8, 4, 2);
EXPECT_GL_NO_ERROR();
glDrawArrays(GL_POINTS, 0, 1);
EXPECT_GL_NO_ERROR();
}
// Parallel link should continue unscathed even if the attached shaders to the program are modified.
TEST_P(LinkAndRelinkTestES31, ReattachShadersWhileParallelLinking)
{
constexpr char kVS[] = R"(#version 300 es
void main()
{
vec2 position = vec2(-1, -1);
if (gl_VertexID == 1)
position = vec2(3, -1);
else if (gl_VertexID == 2)
position = vec2(-1, 3);
gl_Position = vec4(position, 0, 1);
})";
constexpr char kFSGreen[] = R"(#version 300 es
out mediump vec4 color;
void main()
{
color = vec4(0, 1, 0, 1);
})";
constexpr char kFSRed[] = R"(#version 300 es
out mediump vec4 color;
void main()
{
color = vec4(1, 0, 0, 1);
})";
GLuint program = glCreateProgram();
GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
GLuint green = CompileShader(GL_FRAGMENT_SHADER, kFSGreen);
GLuint red = CompileShader(GL_FRAGMENT_SHADER, kFSRed);
EXPECT_NE(0u, vs);
EXPECT_NE(0u, green);
EXPECT_NE(0u, red);
glAttachShader(program, vs);
glAttachShader(program, green);
glLinkProgram(program);
ASSERT_GL_NO_ERROR();
// Immediately reattach another shader
glDetachShader(program, green);
glAttachShader(program, red);
ASSERT_GL_NO_ERROR();
// Make sure the linked program draws with green
glUseProgram(program);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
glDeleteShader(vs);
glDeleteShader(green);
glDeleteShader(red);
ASSERT_GL_NO_ERROR();
}
// Parallel link should continue unscathed even if new shaders are attached to the program.
TEST_P(LinkAndRelinkTestES31, AttachNewShadersWhileParallelLinking)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_geometry_shader"));
constexpr char kVS[] = R"(#version 310 es
#extension GL_EXT_geometry_shader : require
void main()
{
vec2 position = vec2(-1, -1);
if (gl_VertexID == 1)
position = vec2(3, -1);
else if (gl_VertexID == 2)
position = vec2(-1, 3);
gl_Position = vec4(position, 0, 1);
})";
constexpr char kFS[] = R"(#version 310 es
#extension GL_EXT_geometry_shader : require
out mediump vec4 color;
void main()
{
color = vec4(0, 1, 0, 1);
})";
constexpr char kGS[] = R"(#version 310 es
#extension GL_EXT_geometry_shader : require
layout (invocations = 3, triangles) in;
layout (triangle_strip, max_vertices = 3) out;
void main()
{
})";
GLuint program = glCreateProgram();
GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
GLuint gs = CompileShader(GL_GEOMETRY_SHADER, kGS);
EXPECT_NE(0u, vs);
EXPECT_NE(0u, fs);
EXPECT_NE(0u, gs);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
ASSERT_GL_NO_ERROR();
// Immediately attach another shader
glAttachShader(program, gs);
ASSERT_GL_NO_ERROR();
// Make sure the linked program draws with green
glUseProgram(program);
ASSERT_GL_NO_ERROR();
glDrawArrays(GL_TRIANGLES, 0, 3);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
glDeleteShader(vs);
glDeleteShader(fs);
glDeleteShader(gs);
ASSERT_GL_NO_ERROR();
}
// Make sure the shader can be compiled in between attach and link
TEST_P(LinkAndRelinkTest, AttachShaderThenCompile)
{
GLuint program = glCreateProgram();
GLShader vs(GL_VERTEX_SHADER);
GLShader fs(GL_FRAGMENT_SHADER);
// Attach the shaders to the program first. This makes sure the program doesn't prematurely
// attempt to look into the shader's compilation result.
glAttachShader(program, vs);
glAttachShader(program, fs);
// Compile the shaders after that.
const char *kVS = essl1_shaders::vs::Simple();
const char *kFS = essl1_shaders::fs::Green();
glShaderSource(vs, 1, &kVS, nullptr);
glShaderSource(fs, 1, &kFS, nullptr);
EXPECT_GL_NO_ERROR();
glCompileShader(vs);
glCompileShader(fs);
// Then link
glLinkProgram(program);
ASSERT_GL_NO_ERROR();
// Make sure it works
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
glDeleteProgram(program);
ASSERT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(LinkAndRelinkTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(LinkAndRelinkTestES31);
ANGLE_INSTANTIATE_TEST_ES31(LinkAndRelinkTestES31);
} // namespace