qt5base-lts/tests/auto/other/d3dcompiler/tst_d3dcompiler.cpp
Andrew Knight be2efef7a4 Introducing d3dcompiler_qt
d3dcompiler_qt is a DLL for use with ANGLE which replaces d3dcompiler_XX
at runtime to proxy shader compilation calls. This is useful for:
 - Loading the newest D3D compiler DLL found, instead of loading the
   version specified when Qt was compiled
 - Reporting better debug information when the compiler cannot be loaded
 - Caching shader blobs for later use
 - Returning cached shader blobs
 - Deferring compilation to another mechanism, such as a D3D compilation
   service running on a host debugging machine *

The above use cases are especially important for Windows Store apps, as
they are not allowed to ship the d3dcompiler. On Windows Phone, where
there is no runtime compiler, this is essential for handling QtQuick apps
which require runtime shader compilation.

* This requires a separate service which monitors a directory for shader
source files, compiles these files into D3D bytecode, and places
the bytecode in the qtd3dcompiler cache directory. This directory is
monitored by qtd3dcompiler, which is then able to then load the blob.

Change-Id: I9889c8d66d2ddbe5a7a1dc44bfe5d8ad229b0e43
Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
2013-12-09 10:27:28 +01:00

359 lines
12 KiB
C++

/****************************************************************************
**
** 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.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
// 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