// // Created by Bradley Austin Davis on 2018/01/11 // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "ShaderLoadTest.h" #include #include #include #include #include #include #include #include #include #include #include #include #include QTEST_MAIN(ShaderLoadTest) extern std::atomic gpuBinaryShadersLoaded; extern const QString& getShaderCacheFile(); std::pair>> parseCachedShaderString(const QString& cachedShaderString) { std::pair>> result; { static const QRegularExpression versionRegex("^// VERSION (\\d+)"); auto match = versionRegex.match(cachedShaderString); result.first = match.captured(1).toInt(); } int rangeStart = 0; QString type; static const QRegularExpression regex("//-------- (\\w+)"); auto match = regex.match(cachedShaderString, rangeStart); while (match.hasMatch()) { auto newType = match.captured(1); auto start = match.capturedStart(0); auto end = match.capturedEnd(0); if (rangeStart != 0) { QString subString = cachedShaderString.mid(rangeStart, start - rangeStart); result.second.emplace_back(type, subString); } rangeStart = end; type = newType; match = regex.match(cachedShaderString, rangeStart); } if (rangeStart != 0) { QString subString = cachedShaderString.mid(rangeStart); result.second.emplace_back(type, subString); } return result; } std::string getShaderName(const QString& shader) { static const QRegularExpression nameExp("//\\s+(\\w+\\.(?:vert|frag))"); auto match = nameExp.match(shader); if (!match.hasMatch()) { return (QCryptographicHash::hash(shader.toUtf8(), QCryptographicHash::Md5).toHex() + ".shader").toStdString(); } return match.captured(1).trimmed().toStdString(); } void ShaderLoadTest::randomizeShaderSources() { for (auto& entry : _shaderSources) { entry.second += ("\n//" + QUuid::createUuid().toString()).toStdString(); } } #if USE_LOCAL_SHADERS const QString SHADER_CACHE_FILENAME = "c:/Users/bdavi/AppData/Local/High Fidelity - dev/Interface/shaders/cache.json"; static const QString SHADER_FOLDER = "D:/shaders/"; void ShaderLoadTest::parseCacheDirectory() { for (const auto& shaderFile : QDir(SHADER_FOLDER).entryList(QDir::Files)) { QString shaderSource = FileUtils::readFile(SHADER_FOLDER + "/" + shaderFile); _shaderSources[shaderFile.trimmed().toStdString()] = shaderSource.toStdString(); } auto programsDoc = QJsonDocument::fromJson(FileUtils::readFile(SHADER_FOLDER + "programs.json").toUtf8()); for (const auto& programElement : programsDoc.array()) { auto programObj = programElement.toObject(); QString vertexSource = programObj["vertex"].toString(); QString pixelSource = programObj["pixel"].toString(); _programs.insert({ vertexSource.toStdString(), pixelSource.toStdString() }); } } void ShaderLoadTest::persistCacheDirectory() { for (const auto& shaderFile : QDir(SHADER_FOLDER).entryList(QDir::Files)) { QFile(SHADER_FOLDER + "/" + shaderFile).remove(); } // Write the shader source files for (const auto& entry : _shaderSources) { const QString name = entry.first.c_str(); const QString shader = entry.second.c_str(); QString fullFile = SHADER_FOLDER + name; QVERIFY(!QFileInfo(fullFile).exists()); QFile shaderFile(fullFile); shaderFile.open(QIODevice::WriteOnly); shaderFile.write(shader.toUtf8()); shaderFile.close(); } // Write the list of programs { QVariantList programsList; for (const auto& program : _programs) { QVariantMap programMap; programMap["vertex"] = program.first.c_str(); programMap["pixel"] = program.second.c_str(); programsList.push_back(programMap); } QFile saveFile(SHADER_FOLDER + "programs.json"); saveFile.open(QFile::WriteOnly | QFile::Text | QFile::Truncate); saveFile.write(QJsonDocument::fromVariant(programsList).toJson(QJsonDocument::Indented)); saveFile.close(); } } #else const QString SHADER_CACHE_FILENAME = ":cache.json"; #endif void ShaderLoadTest::parseCacheFile() { QString json = FileUtils::readFile(SHADER_CACHE_FILENAME); auto root = QJsonDocument::fromJson(json.toUtf8()).object(); _programs.clear(); _programs.reserve(root.size()); const auto keys = root.keys(); Program program; for (auto shaderKey : keys) { auto cacheEntry = root[shaderKey].toObject(); auto source = cacheEntry["source"].toString(); auto shaders = parseCachedShaderString(source); for (const auto& entry : shaders.second) { const auto& type = entry.first; const auto& source = entry.second; const auto name = getShaderName(source); if (name.empty()) { continue; } if (0 == _shaderSources.count(name)) { _shaderSources[name] = source.toStdString(); } if (type == "vertex") { program.first = name; } else if (type == "pixel") { program.second = name; } } // FIXME support geometry / tesselation shaders eventually if (program.first.empty() || program.second.empty()) { qFatal("Bad Shader Setup"); } _programs.insert(program); } } bool ShaderLoadTest::buildProgram(const Program& programFiles) { const auto& vertexName = programFiles.first; const auto& vertexSource = _shaderSources[vertexName]; auto vertexShader = gpu::Shader::createVertex({ vertexSource }); const auto& pixelName = programFiles.second; const auto& pixelSource = _shaderSources[pixelName]; auto pixelShader = gpu::Shader::createPixel({ pixelSource }); auto program = gpu::Shader::createProgram(vertexShader, pixelShader); return gpu::gl::GLBackend::makeProgram(*program, {}, {}); } void ShaderLoadTest::initTestCase() { installTestMessageHandler(); DependencyManager::set(); { const auto& shaderCacheFile = getShaderCacheFile(); if (QFileInfo(shaderCacheFile).exists()) { QFile(shaderCacheFile).remove(); } } // For local debugging #if USE_LOCAL_SHADERS parseCacheFile(); persistCacheDirectory(); parseCacheDirectory(); #else parseCacheFile(); #endif // We use this to defeat shader caching both by the GPU backend // and the OpenGL driver randomizeShaderSources(); QVERIFY(!_programs.empty()); for (const auto& program : _programs) { QVERIFY(_shaderSources.count(program.first) == 1); QVERIFY(_shaderSources.count(program.second) == 1); } getDefaultOpenGLSurfaceFormat(); _canvas.create(); if (!_canvas.makeCurrent()) { qFatal("Unable to make test GL context current"); } gl::initModuleGl(); gpu::Context::init(); _canvas.makeCurrent(); } void ShaderLoadTest::cleanupTestCase() { DependencyManager::destroy(); } void ShaderLoadTest::testShaderLoad() { _gpuContext = std::make_shared(); QVERIFY(gpuBinaryShadersLoaded == 0); auto backend = std::static_pointer_cast(_gpuContext->getBackend()); std::unordered_set shaderNames; for (const auto& entry : _shaderSources) { shaderNames.insert(entry.first); } QElapsedTimer timer; // Initial load of all the shaders // No caching { timer.start(); for (const auto& program : _programs) { QVERIFY(buildProgram(program)); } qDebug() << "Uncached shader load took" << timer.elapsed() << "ms"; QVERIFY(gpuBinaryShadersLoaded == 0); } _gpuContext->recycle(); glFinish(); // Reload the shaders within the same GPU context lifetime. // Shaders will use the cached binaries in memory { timer.start(); for (const auto& program : _programs) { QVERIFY(buildProgram(program)); } qDebug() << "Cached shader load took" << timer.elapsed() << "ms"; QVERIFY(gpuBinaryShadersLoaded == _programs.size() * gpu::gl::GLShader::NumVersions); } // Simulate reloading the shader cache from disk by destroying and recreating the gpu context // Shaders will use the cached binaries from disk { gpuBinaryShadersLoaded = 0; _gpuContext->recycle(); _gpuContext->shutdown(); _gpuContext.reset(); _gpuContext = std::make_shared(); _canvas.makeCurrent(); timer.start(); for (const auto& program : _programs) { QVERIFY(buildProgram(program)); } qDebug() << "Cached shader load took" << timer.elapsed() << "ms"; QVERIFY(gpuBinaryShadersLoaded == _programs.size() * gpu::gl::GLShader::NumVersions); } }