skia2/tools/gpu/GrContextFactory.cpp
Kevin Lubick 49df61f638 Reland "[fuzzer] Remove GL from (now-Vulkan) build"
This is a reland of 805acda3f3

It fixes the #if SK_GL which was causing the Android roll
to fail.

This disables unit tests on Test-Ubuntu18-Clang-Golo-GPU-QuadroP400-x86_64-Release-All-TSAN_Vulkan
which were consistently crashing with OOM.

Original change's description:
> [fuzzer] Remove GL from (now-Vulkan) build
>
> The fuzzer runs against the Vulkan version of Swiftshader.
> There are no libGL.so (etc) on the fuzz runtime, so we
> want to avoid linking against those.
>
> The GL code that is #ifdef'd out is still necessary to
> avoid timeouts on TSAN with our NVIDIA jobs.
> https://skia-review.googlesource.com/c/skia/+/502638
>
> Procedure for testing this locally (and iterating):
>   1. In oss-fuzz checkout, run
>      `python infra/helper.py shell skia`
>      to pull up local interactive version of Docker
>      fuzzer build image.
>   2. Run `compile` in fuzzer shell. Stop after
>      the swiftshader compiles and is copied into /out
>      with Ctrl + C.
>   3. Comment out the swiftshader compilation part [1]
>      (no need to re-do this when modifying Skia code).
>      `apt-get install nano -y`
>      `nano ../build.sh`
>   4. Make change to Skia repo using normal methods.
>   5. Run the following in the Skia repo
>      `git diff origin main > foo.patch`
>      Copy the patch into the Docker shell using Ctrl+C
>      and nano.
>   6. Apply the patch inside the Docker shell
>      `git apply foo.patch`
>      and re-compile (which should skip right to
>      building the fuzzer libs)
>      `compile`
>   7. Repeat 4-7 or make small changes directly in
>      the Docker shell via nano.
>   8. When compilation and link succeeds, run
>      `ldd /out/api_mock_gpu_canvas`
>      to verify GL and friends were not dynamically linked.
>
> [1] https://github.com/google/oss-fuzz/pull/7214/files#diff-76f13875e33875cdd372f1f0933206be599cd87952f1bd1eaa57ca928ee9e3e1R49-R53
>
> Change-Id: Idf569820527c1304b0e5a68fd36295be89dfa2a0
> Bug: oss-fuzz:44132
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/503016
> Reviewed-by: Brian Osman <brianosman@google.com>
> Commit-Queue: Kevin Lubick <kjlubick@google.com>

Bug: oss-fuzz:44132, skia:12900
Change-Id: Ia2eff9403b0035e7f86098f296d7d9b1bbfd4876
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/503716
Reviewed-by: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2022-02-03 18:07:47 +00:00

364 lines
14 KiB
C++

/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/gpu/GrDirectContext.h"
#include "src/gpu/GrDirectContextPriv.h"
#include "tools/gpu/GrContextFactory.h"
#ifdef SK_GL
#include "tools/gpu/gl/GLTestContext.h"
#endif
#if SK_ANGLE
#include "tools/gpu/gl/angle/GLTestContext_angle.h"
#endif
#include "tools/gpu/gl/command_buffer/GLTestContext_command_buffer.h"
#ifdef SK_VULKAN
#include "tools/gpu/vk/VkTestContext.h"
#endif
#ifdef SK_METAL
#include "tools/gpu/mtl/MtlTestContext.h"
#endif
#ifdef SK_DIRECT3D
#include "tools/gpu/d3d/D3DTestContext.h"
#endif
#ifdef SK_DAWN
#include "tools/gpu/dawn/DawnTestContext.h"
#endif
#include "src/gpu/GrCaps.h"
#include "tools/gpu/mock/MockTestContext.h"
#if defined(SK_BUILD_FOR_WIN) && defined(SK_ENABLE_DISCRETE_GPU)
extern "C" {
// NVIDIA documents that the presence and value of this symbol programmatically enable the high
// performance GPU in laptops with switchable graphics.
// https://docs.nvidia.com/gameworks/content/technologies/desktop/optimus.htm
// From testing, including this symbol, even if it is set to 0, we still get the NVIDIA GPU.
_declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
// AMD has a similar mechanism, although I don't have an AMD laptop, so this is untested.
// https://community.amd.com/thread/169965
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}
#endif
namespace sk_gpu_test {
GrContextFactory::GrContextFactory() { }
GrContextFactory::GrContextFactory(const GrContextOptions& opts)
: fGlobalOptions(opts) {
}
GrContextFactory::~GrContextFactory() {
this->destroyContexts();
}
void GrContextFactory::destroyContexts() {
// We must delete the test contexts in reverse order so that any child context is finished and
// deleted before a parent context. This relies on the fact that when we make a new context we
// append it to the end of fContexts array.
// TODO: Look into keeping a dependency dag for contexts and deletion order
for (int i = fContexts.count() - 1; i >= 0; --i) {
Context& context = fContexts[i];
SkScopeExit restore(nullptr);
if (context.fTestContext) {
restore = context.fTestContext->makeCurrentAndAutoRestore();
}
if (!context.fGrContext->unique()) {
context.fGrContext->releaseResourcesAndAbandonContext();
context.fAbandoned = true;
}
context.fGrContext->unref();
delete context.fTestContext;
}
fContexts.reset();
}
void GrContextFactory::abandonContexts() {
// We must abandon the test contexts in reverse order so that any child context is finished and
// abandoned before a parent context. This relies on the fact that when we make a new context we
// append it to the end of fContexts array.
// TODO: Look into keeping a dependency dag for contexts and deletion order
for (int i = fContexts.count() - 1; i >= 0; --i) {
Context& context = fContexts[i];
if (!context.fAbandoned) {
if (context.fTestContext) {
auto restore = context.fTestContext->makeCurrentAndAutoRestore();
context.fTestContext->testAbandon();
}
GrBackendApi api = context.fGrContext->backend();
bool requiresEarlyAbandon = api == GrBackendApi::kVulkan || api == GrBackendApi::kDawn;
if (requiresEarlyAbandon) {
context.fGrContext->abandonContext();
}
if (context.fTestContext) {
delete(context.fTestContext);
context.fTestContext = nullptr;
}
if (!requiresEarlyAbandon) {
context.fGrContext->abandonContext();
}
context.fAbandoned = true;
}
}
}
void GrContextFactory::releaseResourcesAndAbandonContexts() {
// We must abandon the test contexts in reverse order so that any child context is finished and
// abandoned before a parent context. This relies on the fact that when we make a new context we
// append it to the end of fContexts array.
// TODO: Look into keeping a dependency dag for contexts and deletion order
for (int i = fContexts.count() - 1; i >= 0; --i) {
Context& context = fContexts[i];
SkScopeExit restore(nullptr);
if (!context.fAbandoned) {
if (context.fTestContext) {
restore = context.fTestContext->makeCurrentAndAutoRestore();
}
context.fGrContext->releaseResourcesAndAbandonContext();
if (context.fTestContext) {
delete context.fTestContext;
context.fTestContext = nullptr;
}
context.fAbandoned = true;
}
}
}
GrDirectContext* GrContextFactory::get(ContextType type, ContextOverrides overrides) {
return this->getContextInfo(type, overrides).directContext();
}
ContextInfo GrContextFactory::getContextInfoInternal(ContextType type, ContextOverrides overrides,
GrDirectContext* shareContext,
uint32_t shareIndex) {
// (shareIndex != 0) -> (shareContext != nullptr)
SkASSERT((shareIndex == 0) || (shareContext != nullptr));
for (int i = 0; i < fContexts.count(); ++i) {
Context& context = fContexts[i];
if (context.fType == type &&
context.fOverrides == overrides &&
context.fShareContext == shareContext &&
context.fShareIndex == shareIndex &&
!context.fAbandoned) {
context.fTestContext->makeCurrent();
return ContextInfo(context.fType, context.fTestContext, context.fGrContext,
context.fOptions);
}
}
// If we're trying to create a context in a share group, find the primary context
Context* primaryContext = nullptr;
if (shareContext) {
for (int i = 0; i < fContexts.count(); ++i) {
if (!fContexts[i].fAbandoned && fContexts[i].fGrContext == shareContext) {
primaryContext = &fContexts[i];
break;
}
}
SkASSERT(primaryContext && primaryContext->fType == type);
}
std::unique_ptr<TestContext> testCtx;
GrBackendApi backend = ContextTypeBackend(type);
switch (backend) {
#ifdef SK_GL
case GrBackendApi::kOpenGL: {
GLTestContext* glShareContext = primaryContext
? static_cast<GLTestContext*>(primaryContext->fTestContext) : nullptr;
GLTestContext* glCtx;
switch (type) {
case kGL_ContextType:
glCtx = CreatePlatformGLTestContext(kGL_GrGLStandard, glShareContext);
break;
case kGLES_ContextType:
glCtx = CreatePlatformGLTestContext(kGLES_GrGLStandard, glShareContext);
break;
#if SK_ANGLE
case kANGLE_D3D9_ES2_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kD3D9, ANGLEContextVersion::kES2,
glShareContext).release();
// Chrome will only run on D3D9 with NVIDIA for 2012 and earlier drivers.
// (<= 269.73). We get shader link failures when testing on recent drivers
// using this backend.
if (glCtx) {
GrGLDriverInfo info = GrGLGetDriverInfo(glCtx->gl());
if (info.fANGLEVendor == GrGLVendor::kNVIDIA) {
delete glCtx;
return ContextInfo();
}
}
break;
case kANGLE_D3D11_ES2_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kD3D11, ANGLEContextVersion::kES2,
glShareContext).release();
break;
case kANGLE_D3D11_ES3_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kD3D11, ANGLEContextVersion::kES3,
glShareContext).release();
break;
case kANGLE_GL_ES2_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kOpenGL, ANGLEContextVersion::kES2,
glShareContext).release();
break;
case kANGLE_GL_ES3_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kOpenGL, ANGLEContextVersion::kES3,
glShareContext).release();
break;
#endif
#ifndef SK_NO_COMMAND_BUFFER
case kCommandBuffer_ES2_ContextType:
glCtx = CommandBufferGLTestContext::Create(2, glShareContext);
break;
case kCommandBuffer_ES3_ContextType:
glCtx = CommandBufferGLTestContext::Create(3, glShareContext);
break;
#endif
default:
return ContextInfo();
}
if (!glCtx) {
return ContextInfo();
}
if (glCtx->gl()->fStandard == kGLES_GrGLStandard &&
(overrides & ContextOverrides::kFakeGLESVersionAs2)) {
glCtx->overrideVersion("OpenGL ES 2.0", "OpenGL ES GLSL ES 1.00");
}
testCtx.reset(glCtx);
break;
}
#endif // SK_GL
#ifdef SK_VULKAN
case GrBackendApi::kVulkan: {
VkTestContext* vkSharedContext = primaryContext
? static_cast<VkTestContext*>(primaryContext->fTestContext) : nullptr;
SkASSERT(kVulkan_ContextType == type);
testCtx.reset(CreatePlatformVkTestContext(vkSharedContext));
if (!testCtx) {
return ContextInfo();
}
#ifdef SK_GL
// We previously had an issue where the VkDevice destruction would occasionally hang
// on systems with NVIDIA GPUs and having an existing GL context fixed it. Now (Feb
// 2022) we still need the GL context to keep Vulkan/TSAN bots from running incredibly
// slow. Perhaps this prevents repeated driver loading/unloading? Note that keeping
// a persistent VkTestContext around instead was tried and did not work.
if (!fSentinelGLContext) {
fSentinelGLContext.reset(CreatePlatformGLTestContext(kGL_GrGLStandard));
if (!fSentinelGLContext) {
fSentinelGLContext.reset(CreatePlatformGLTestContext(kGLES_GrGLStandard));
}
}
#endif
break;
}
#endif
#ifdef SK_METAL
case GrBackendApi::kMetal: {
MtlTestContext* mtlSharedContext = primaryContext
? static_cast<MtlTestContext*>(primaryContext->fTestContext) : nullptr;
SkASSERT(kMetal_ContextType == type);
testCtx.reset(CreatePlatformMtlTestContext(mtlSharedContext));
if (!testCtx) {
return ContextInfo();
}
break;
}
#endif
#ifdef SK_DIRECT3D
case GrBackendApi::kDirect3D: {
D3DTestContext* d3dSharedContext = primaryContext
? static_cast<D3DTestContext*>(primaryContext->fTestContext) : nullptr;
SkASSERT(kDirect3D_ContextType == type);
testCtx.reset(CreatePlatformD3DTestContext(d3dSharedContext));
if (!testCtx) {
return ContextInfo();
}
break;
}
#endif
#ifdef SK_DAWN
case GrBackendApi::kDawn: {
DawnTestContext* dawnSharedContext = primaryContext
? static_cast<DawnTestContext*>(primaryContext->fTestContext) : nullptr;
testCtx.reset(CreatePlatformDawnTestContext(dawnSharedContext));
if (!testCtx) {
return ContextInfo();
}
break;
}
#endif
case GrBackendApi::kMock: {
TestContext* sharedContext = primaryContext ? primaryContext->fTestContext : nullptr;
SkASSERT(kMock_ContextType == type);
testCtx.reset(CreateMockTestContext(sharedContext));
if (!testCtx) {
return ContextInfo();
}
break;
}
default:
return ContextInfo();
}
SkASSERT(testCtx && testCtx->backend() == backend);
GrContextOptions grOptions = fGlobalOptions;
if (ContextOverrides::kAvoidStencilBuffers & overrides) {
grOptions.fAvoidStencilBuffers = true;
}
if (ContextOverrides::kReducedShaders & overrides) {
grOptions.fReducedShaderVariations = true;
}
sk_sp<GrDirectContext> grCtx;
{
auto restore = testCtx->makeCurrentAndAutoRestore();
grCtx = testCtx->makeContext(grOptions);
}
if (!grCtx) {
return ContextInfo();
}
if (shareContext) {
SkASSERT(grCtx->directContextID() != shareContext->directContextID());
}
// We must always add new contexts by pushing to the back so that when we delete them we delete
// them in reverse order in which they were made.
Context& context = fContexts.push_back();
context.fBackend = backend;
context.fTestContext = testCtx.release();
context.fGrContext = SkRef(grCtx.get());
context.fType = type;
context.fOverrides = overrides;
context.fAbandoned = false;
context.fShareContext = shareContext;
context.fShareIndex = shareIndex;
context.fOptions = grOptions;
context.fTestContext->makeCurrent();
return ContextInfo(context.fType, context.fTestContext, context.fGrContext, context.fOptions);
}
ContextInfo GrContextFactory::getContextInfo(ContextType type, ContextOverrides overrides) {
return this->getContextInfoInternal(type, overrides, nullptr, 0);
}
ContextInfo GrContextFactory::getSharedContextInfo(GrDirectContext* shareContext,
uint32_t shareIndex) {
SkASSERT(shareContext);
for (int i = 0; i < fContexts.count(); ++i) {
if (!fContexts[i].fAbandoned && fContexts[i].fGrContext == shareContext) {
return this->getContextInfoInternal(fContexts[i].fType, fContexts[i].fOverrides,
shareContext, shareIndex);
}
}
return ContextInfo();
}
} // namespace sk_gpu_test