qt5base-lts/tests/auto/other/d3dcompiler/tst_d3dcompiler.cpp
Andrew Knight 603eac2dfb d3dcompiler_qt: Place compiler options in the shader file name
The compiler service needs to know what options to pass to the compiler,
and these options can affect the outcome of the shader blob. Runtime
compiled shader output must match this file name in the binary directory.
Pre-compiled shader blobs (e.g. those placed in a resource file) are
permitted to drop options from the file name if the implementor can
ensure the blob is compatible with the target.

Defines are not written out as options, but written into the shader
source, and therefore affect the cache key.

Change-Id: I11e4a43fcf6818ddb29aca5eba3d8647ba4021a1
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>
2014-01-18 04:39:19 +01:00

373 lines
12 KiB
C++

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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) + QStringLiteral("/d3dcompiler"));
path.mkdir(QStringLiteral("binary"));
path.mkdir(QStringLiteral("source"));
return path.absolutePath();
}
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());
foreach (const QString &entry, path.entryList(QStringList(), QDir::Files|QDir::NoDotAndDotDot))
path.remove(entry);
foreach (const QString &entry, path.entryList(QStringList(), QDir::Dirs|QDir::NoDotAndDotDot)) {
QDir dir(path.absoluteFilePath(entry + QStringLiteral("/")));
dir.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") << QFile::encodeName(tempDir.path()) << true << E_ABORT;
QTest::newRow("invalid") << QByteArrayLiteral("ZZ:\\") << false << S_OK;
QTest::newRow("empty") << QByteArrayLiteral("") << 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()
{
qputenv("QT_D3DCOMPILER_DIR", QFile::encodeName(tempDir.path()));
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.exists());
QVERIFY(outputPath.exists(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()
{
qputenv("QT_D3DCOMPILER_DIR", QFile::encodeName(tempDir.path()));
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.exists());
QVERIFY(path.exists(QStringLiteral("source")));
QVERIFY(path.exists(QStringLiteral("binary")));
const QString fileName = QCryptographicHash::hash(data, QCryptographicHash::Sha1).toHex()
+ QStringLiteral("!main!ps_4_0!0");
QFile input(path.absoluteFilePath(QStringLiteral("source/") + fileName));
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/") + fileName));
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