qt5base-lts/tests/auto/other/d3dcompiler/tst_d3dcompiler.cpp

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/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
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** $QT_END_LICENSE$
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****************************************************************************/
// This test verifies the behavior of d3dcompiler_qt, which is only built when ANGLE is enabled
#include <QCryptographicHash>
#include <QDir>
#include <QFuture>
#include <QObject>
#include <QStandardPaths>
#include <QTemporaryDir>
#include <QTest>
#include <QThread>
#if defined(Q_OS_WIN)
#include <d3dcommon.h>
#ifndef Q_OS_WINRT
#define loadLibrary(library) LoadLibrary(library)
#else
#define loadLibrary(library) LoadPackagedLibrary(library, NULL)
#endif
#ifdef D3DCOMPILER_DLL
#undef D3DCOMPILER_DLL
#endif
#ifdef QT_NO_DEBUG
#define D3DCOMPILER_DLL L"d3dcompiler_qt"
#else
#define D3DCOMPILER_DLL L"d3dcompiler_qtd"
#endif
#define getCompilerFunc(dll) reinterpret_cast<D3DCompileFunc>(GetProcAddress(dll, "D3DCompile"))
typedef HRESULT (WINAPI *D3DCompileFunc)(const void *data, SIZE_T data_size, const char *filename,
const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint,
const char *target, UINT sflags, UINT eflags, ID3DBlob **shader, ID3DBlob **error_messages);
static const wchar_t *compilerDlls[] = {
L"d3dcompiler_47.dll",
L"d3dcompiler_46.dll",
L"d3dcompiler_45.dll",
L"d3dcompiler_44.dll",
L"d3dcompiler_43.dll",
0
};
static const char hlsl[] =
"uniform SamplerState Sampler : register(s0);\n"
"uniform Texture2D Texture : register(t0);\n"
"float4 main(in float4 gl_Position : SV_POSITION, in float2 coord : TEXCOORD0) : SV_TARGET0\n"
"{\n"
"return Texture.Sample(Sampler, coord);\n"
"}\n";
static inline QByteArray blobToByteArray(ID3DBlob *blob)
{
return blob ? QByteArray::fromRawData(reinterpret_cast<const char *>(blob->GetBufferPointer()), blob->GetBufferSize()) : QByteArray();
}
class CompileRunner : public QThread
{
public:
CompileRunner(D3DCompileFunc d3dCompile, const QByteArray &data, ID3DBlob **shader, ID3DBlob **error)
: m_d3dCompile(d3dCompile), m_data(data), m_shader(shader), m_error(error)
{
}
HRESULT result() const
{
return m_result;
}
private:
void run()
{
m_result = m_d3dCompile(m_data.constData(), m_data.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, m_shader, m_error);
}
HRESULT m_result;
D3DCompileFunc m_d3dCompile;
QByteArray m_data;
ID3DBlob **m_shader;
ID3DBlob **m_error;
};
class tst_d3dcompiler : public QObject
{
Q_OBJECT
private slots:
void initTestCase();
void init();
void cleanup();
void service_data();
void service();
void offlineCompile();
void onlineCompile();
private:
QString blobPath();
HMODULE d3dcompiler_qt;
HMODULE d3dcompiler_win;
D3DCompileFunc d3dCompile;
QTemporaryDir tempDir;
};
QString tst_d3dcompiler::blobPath()
{
QDir path;
if (qEnvironmentVariableIsSet("QT_D3DCOMPILER_DIR"))
path.setPath(qgetenv("QT_D3DCOMPILER_DIR"));
else
path.setPath(QStandardPaths::writableLocation(QStandardPaths::DataLocation));
path.mkdir(QStringLiteral("d3dcompiler"));
return path.absoluteFilePath(QStringLiteral("d3dcompiler/"));
}
void tst_d3dcompiler::initTestCase()
{
QVERIFY(tempDir.isValid());
}
void tst_d3dcompiler::init()
{
qunsetenv("QT_D3DCOMPILER_DIR");
qunsetenv("QT_D3DCOMPILER_TIMEOUT");
}
void tst_d3dcompiler::cleanup()
{
FreeLibrary(d3dcompiler_qt);
FreeLibrary(d3dcompiler_win);
QDir path(blobPath());
path.removeRecursively();
}
void tst_d3dcompiler::service_data()
{
QTest::addColumn<QByteArray>("compilerDir");
QTest::addColumn<bool>("exists");
QTest::addColumn<HRESULT>("result");
// Don't test the default case, as it would clutter the AppData directory
//QTest::newRow("default") << QByteArrayLiteral("") << true << E_ABORT;
QTest::newRow("temporary") << tempDir.path().toUtf8() << true << E_ABORT;
QTest::newRow("invalid") << QByteArrayLiteral("ZZ:\\") << false << S_OK;
}
void tst_d3dcompiler::service()
{
QFETCH(QByteArray, compilerDir);
QFETCH(bool, exists);
QFETCH(HRESULT, result);
qputenv("QT_D3DCOMPILER_DIR", compilerDir);
const QDir path = blobPath();
if (exists) {
// Activate service
QVERIFY(path.exists());
QFile control(path.absoluteFilePath(QStringLiteral("control")));
QVERIFY(control.open(QFile::WriteOnly));
control.close();
QVERIFY(control.exists());
} else {
QVERIFY(!path.exists());
}
// Run compiler (fast fail)
d3dcompiler_qt = loadLibrary(D3DCOMPILER_DLL);
QVERIFY(d3dcompiler_qt);
d3dCompile = getCompilerFunc(d3dcompiler_qt);
QVERIFY(d3dCompile);
qputenv("QT_D3DCOMPILER_TIMEOUT", "1");
const QByteArray data(hlsl);
ID3DBlob *shader = 0, *errorMessage = 0;
HRESULT hr = d3dCompile(data.constData(), data.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, &shader, &errorMessage);
QVERIFY2(hr == result, blobToByteArray(errorMessage));
// Check that passthrough works
if (hr == S_OK) {
for (int i = 0; compilerDlls[i]; ++i) {
d3dcompiler_win = loadLibrary(compilerDlls[i]);
if (d3dcompiler_win)
break;
}
QVERIFY(d3dcompiler_win);
d3dCompile = getCompilerFunc(d3dcompiler_win);
QVERIFY(d3dCompile);
// Compile a shader to compare with
ID3DBlob *reference = 0;
HRESULT hr = d3dCompile(data.constData(), data.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, &reference, &errorMessage);
QVERIFY2(SUCCEEDED(hr), blobToByteArray(errorMessage));
QByteArray shaderData(reinterpret_cast<const char *>(shader->GetBufferPointer()), shader->GetBufferSize());
QByteArray referenceData(reinterpret_cast<const char *>(reference->GetBufferPointer()), reference->GetBufferSize());
reference->Release();
QCOMPARE(shaderData, referenceData);
} else {
QVERIFY(FAILED(hr));
}
if (shader)
shader->Release();
}
void tst_d3dcompiler::offlineCompile()
{
for (int i = 0; compilerDlls[i]; ++i) {
d3dcompiler_win = loadLibrary(compilerDlls[i]);
if (d3dcompiler_win)
break;
}
QVERIFY(d3dcompiler_win);
d3dCompile = getCompilerFunc(d3dcompiler_win);
QVERIFY(d3dCompile);
// Compile a shader to place in binary directory
const QByteArray data(hlsl);
ID3DBlob *shader = 0, *errorMessage = 0;
HRESULT hr = d3dCompile(data.constData(), data.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, &shader, &errorMessage);
QVERIFY2(SUCCEEDED(hr), blobToByteArray(errorMessage));
QVERIFY(shader);
QDir outputPath(blobPath());
QVERIFY(outputPath.mkpath(QStringLiteral("binary")));
outputPath.cd(QStringLiteral("binary"));
QFile output(outputPath.absoluteFilePath(QCryptographicHash::hash(data, QCryptographicHash::Sha1).toHex()));
QVERIFY(output.open(QFile::WriteOnly));
output.write(reinterpret_cast<const char *>(shader->GetBufferPointer()), shader->GetBufferSize());
shader->Release();
// Run compiler
d3dcompiler_qt = loadLibrary(D3DCOMPILER_DLL);
QVERIFY(d3dcompiler_qt);
d3dCompile = getCompilerFunc(d3dcompiler_qt);
QVERIFY(d3dCompile);
hr = d3dCompile(data.constData(), data.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, &shader, &errorMessage);
// Returns S_FALSE if a cached shader was found
QVERIFY2(hr == S_FALSE, blobToByteArray(errorMessage));
}
void tst_d3dcompiler::onlineCompile()
{
QByteArray data(hlsl);
const QDir path = blobPath();
// Activate service
QVERIFY(path.exists());
QFile control(path.absoluteFilePath(QStringLiteral("control")));
QVERIFY(control.open(QFile::WriteOnly));
control.close();
QVERIFY(control.exists());
d3dcompiler_qt = loadLibrary(D3DCOMPILER_DLL);
QVERIFY(d3dcompiler_qt);
D3DCompileFunc concurrentCompile = getCompilerFunc(d3dcompiler_qt);
QVERIFY(d3dCompile);
// Run async
ID3DBlob *shader = 0, *errorMessage = 0;
CompileRunner runner(concurrentCompile, data, &shader, &errorMessage);
runner.start();
// Wait for source to appear
QVERIFY(path.mkpath(QStringLiteral("source")));
QVERIFY(path.mkpath(QStringLiteral("binary")));
const QByteArray hash = QCryptographicHash::hash(data, QCryptographicHash::Sha1).toHex();
QFile input(path.absoluteFilePath(QStringLiteral("source/") + hash));
QTRY_VERIFY_WITH_TIMEOUT(input.exists(), 3000);
QTRY_VERIFY_WITH_TIMEOUT(input.isOpen() || input.open(QFile::ReadOnly), 1000);
// Compile passed source
const QByteArray inputData = input.readAll();
for (int i = 0; compilerDlls[i]; ++i) {
d3dcompiler_win = loadLibrary(compilerDlls[i]);
if (d3dcompiler_win)
break;
}
QVERIFY(d3dcompiler_win);
d3dCompile = getCompilerFunc(d3dcompiler_win);
QVERIFY(d3dCompile);
ID3DBlob *reference = 0, *errorMessage2 = 0;
HRESULT hr = d3dCompile(inputData.constData(), inputData.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, &reference, &errorMessage2);
QVERIFY2(SUCCEEDED(hr), blobToByteArray(errorMessage2));
const QByteArray referenceData(reinterpret_cast<const char *>(reference->GetBufferPointer()), reference->GetBufferSize());
reference->Release();
// Write to output directory
QFile output(path.absoluteFilePath(QStringLiteral("binary/") + hash));
QVERIFY(output.open(QFile::WriteOnly));
output.write(referenceData);
output.close();
// All done
QVERIFY(runner.wait(3000));
hr = runner.result();
QVERIFY2(hr == S_FALSE, blobToByteArray(errorMessage2));
const QByteArray resultData(reinterpret_cast<const char *>(shader->GetBufferPointer()), shader->GetBufferSize());
shader->Release();
QVERIFY(referenceData == resultData);
}
QTEST_MAIN(tst_d3dcompiler)
#include "tst_d3dcompiler.moc"
#endif // Q_OS_WIN