445 lines
18 KiB
C++
445 lines
18 KiB
C++
/*
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* Copyright (C) 2017 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <GrDirectContext.h>
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#include <Properties.h>
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#include <SkData.h>
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#include <SkRefCnt.h>
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#include <cutils/properties.h>
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#include <dirent.h>
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#include <errno.h>
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#include <gtest/gtest.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <sys/types.h>
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#include <utils/Log.h>
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#include <cstdint>
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#include "FileBlobCache.h"
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#include "pipeline/skia/ShaderCache.h"
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#include "tests/common/TestUtils.h"
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using namespace android::uirenderer::skiapipeline;
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namespace android {
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namespace uirenderer {
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namespace skiapipeline {
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class ShaderCacheTestUtils {
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public:
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/**
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* Hack to reset all member variables of the given cache to their default / initial values.
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*
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* WARNING: this must be kept up to date manually, since ShaderCache's parent disables just
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* reassigning a new instance.
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*/
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static void reinitializeAllFields(ShaderCache& cache) {
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ShaderCache newCache = ShaderCache();
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std::lock_guard<std::mutex> lock(cache.mMutex);
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// By order of declaration
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cache.mInitialized = newCache.mInitialized;
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cache.mBlobCache.reset(nullptr);
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cache.mFilename = newCache.mFilename;
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cache.mIDHash.clear();
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cache.mSavePending = newCache.mSavePending;
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cache.mObservedBlobValueSize = newCache.mObservedBlobValueSize;
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cache.mDeferredSaveDelayMs = newCache.mDeferredSaveDelayMs;
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cache.mTryToStorePipelineCache = newCache.mTryToStorePipelineCache;
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cache.mInStoreVkPipelineInProgress = newCache.mInStoreVkPipelineInProgress;
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cache.mNewPipelineCacheSize = newCache.mNewPipelineCacheSize;
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cache.mOldPipelineCacheSize = newCache.mOldPipelineCacheSize;
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cache.mCacheDirty = newCache.mCacheDirty;
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cache.mNumShadersCachedInRam = newCache.mNumShadersCachedInRam;
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}
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/**
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* "setSaveDelayMs" sets the time in milliseconds to wait before saving newly inserted cache
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* entries. If set to 0, then deferred save is disabled, and "saveToDiskLocked" must be called
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* manually, as seen in the "terminate" testing helper function.
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*/
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static void setSaveDelayMs(ShaderCache& cache, unsigned int saveDelayMs) {
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std::lock_guard<std::mutex> lock(cache.mMutex);
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cache.mDeferredSaveDelayMs = saveDelayMs;
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}
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/**
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* "terminate" optionally stores the BlobCache on disk and release all in-memory cache.
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* Next call to "initShaderDiskCache" will load again the in-memory cache from disk.
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*/
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static void terminate(ShaderCache& cache, bool saveContent) {
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std::lock_guard<std::mutex> lock(cache.mMutex);
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if (saveContent) {
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cache.saveToDiskLocked();
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}
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cache.mBlobCache = NULL;
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}
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/**
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*
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*/
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template <typename T>
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static bool validateCache(ShaderCache& cache, std::vector<T> hash) {
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return cache.validateCache(hash.data(), hash.size() * sizeof(T));
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}
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/**
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* Waits until cache::mSavePending is false, checking every 0.1 ms *while the mutex is free*.
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*
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* Fails if there was no save pending, or if the cache was already being written to disk, or if
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* timeoutMs is exceeded.
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*
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* Note: timeoutMs only guards against mSavePending getting stuck like in b/268205519, and
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* cannot protect against mutex-based deadlock. Reaching timeoutMs implies something is broken,
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* so setting it to a sufficiently large value will not delay execution in the happy state.
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*/
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static void waitForPendingSave(ShaderCache& cache, const int timeoutMs = 50) {
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{
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std::lock_guard<std::mutex> lock(cache.mMutex);
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ASSERT_TRUE(cache.mSavePending);
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}
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bool saving = true;
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float elapsedMilliseconds = 0;
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while (saving) {
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if (elapsedMilliseconds >= timeoutMs) {
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FAIL() << "Timed out after waiting " << timeoutMs << " ms for a pending save";
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}
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// This small (0.1 ms) delay is to avoid working too much while waiting for
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// deferredSaveThread to take the mutex and start the disk write.
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const int delayMicroseconds = 100;
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usleep(delayMicroseconds);
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elapsedMilliseconds += (float)delayMicroseconds / 1000;
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std::lock_guard<std::mutex> lock(cache.mMutex);
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saving = cache.mSavePending;
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}
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}
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};
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} /* namespace skiapipeline */
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} /* namespace uirenderer */
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} /* namespace android */
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namespace {
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std::string getExternalStorageFolder() {
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return getenv("EXTERNAL_STORAGE");
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}
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bool folderExist(const std::string& folderName) {
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DIR* dir = opendir(folderName.c_str());
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if (dir) {
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closedir(dir);
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return true;
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}
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return false;
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}
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/**
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* Attempts to delete the given file, and asserts that either:
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* 1. Deletion was successful, OR
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* 2. The file did not exist.
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*
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* Tip: wrap calls to this in ASSERT_NO_FATAL_FAILURE(x) if a test should exit early if this fails.
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*/
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void deleteFileAssertSuccess(const std::string& filePath) {
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int deleteResult = remove(filePath.c_str());
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ASSERT_TRUE(0 == deleteResult || ENOENT == errno);
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}
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inline bool checkShader(const sk_sp<SkData>& shader1, const sk_sp<SkData>& shader2) {
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return nullptr != shader1 && nullptr != shader2 && shader1->size() == shader2->size() &&
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0 == memcmp(shader1->data(), shader2->data(), shader1->size());
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}
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inline bool checkShader(const sk_sp<SkData>& shader, const char* program) {
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sk_sp<SkData> shader2 = SkData::MakeWithCString(program);
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return checkShader(shader, shader2);
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}
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inline bool checkShader(const sk_sp<SkData>& shader, const std::string& program) {
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return checkShader(shader, program.c_str());
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}
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template <typename T>
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bool checkShader(const sk_sp<SkData>& shader, std::vector<T>& program) {
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sk_sp<SkData> shader2 = SkData::MakeWithCopy(program.data(), program.size() * sizeof(T));
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return checkShader(shader, shader2);
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}
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void setShader(sk_sp<SkData>& shader, const char* program) {
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shader = SkData::MakeWithCString(program);
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}
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void setShader(sk_sp<SkData>& shader, const std::string& program) {
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setShader(shader, program.c_str());
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}
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template <typename T>
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void setShader(sk_sp<SkData>& shader, std::vector<T>& buffer) {
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shader = SkData::MakeWithCopy(buffer.data(), buffer.size() * sizeof(T));
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}
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template <typename T>
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void genRandomData(std::vector<T>& buffer) {
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for (auto& data : buffer) {
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data = T(std::rand());
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}
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}
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#define GrProgramDescTest(a) (*SkData::MakeWithCString(#a).get())
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TEST(ShaderCacheTest, testWriteAndRead) {
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if (!folderExist(getExternalStorageFolder())) {
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// don't run the test if external storage folder is not available
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return;
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}
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std::string cacheFile1 = getExternalStorageFolder() + "/shaderCacheTest1";
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std::string cacheFile2 = getExternalStorageFolder() + "/shaderCacheTest2";
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// remove any test files from previous test run
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ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile1));
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ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile2));
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std::srand(0);
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// read the cache from a file that does not exist
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ShaderCache::get().setFilename(cacheFile1.c_str());
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ShaderCacheTestUtils::setSaveDelayMs(ShaderCache::get(), 0); // disable deferred save
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ShaderCache::get().initShaderDiskCache();
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// read a key - should not be found since the cache is empty
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sk_sp<SkData> outVS;
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ASSERT_EQ(ShaderCache::get().load(GrProgramDescTest(432)), sk_sp<SkData>());
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// write to the in-memory cache without storing on disk and verify we read the same values
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sk_sp<SkData> inVS;
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setShader(inVS, "sassas");
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ShaderCache::get().store(GrProgramDescTest(100), *inVS.get(), SkString());
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setShader(inVS, "someVS");
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ShaderCache::get().store(GrProgramDescTest(432), *inVS.get(), SkString());
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ASSERT_NE((outVS = ShaderCache::get().load(GrProgramDescTest(100))), sk_sp<SkData>());
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ASSERT_TRUE(checkShader(outVS, "sassas"));
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ASSERT_NE((outVS = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp<SkData>());
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ASSERT_TRUE(checkShader(outVS, "someVS"));
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// store content to disk and release in-memory cache
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ShaderCacheTestUtils::terminate(ShaderCache::get(), true);
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// change to a file that does not exist and verify load fails
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ShaderCache::get().setFilename(cacheFile2.c_str());
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ShaderCache::get().initShaderDiskCache();
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ASSERT_EQ(ShaderCache::get().load(GrProgramDescTest(432)), sk_sp<SkData>());
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ShaderCacheTestUtils::terminate(ShaderCache::get(), false);
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// load again content from disk from an existing file and check the data is read correctly
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ShaderCache::get().setFilename(cacheFile1.c_str());
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ShaderCache::get().initShaderDiskCache();
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sk_sp<SkData> outVS2;
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ASSERT_NE((outVS2 = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp<SkData>());
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ASSERT_TRUE(checkShader(outVS2, "someVS"));
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// change data, store to disk, read back again and verify data has been changed
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setShader(inVS, "ewData1");
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ShaderCache::get().store(GrProgramDescTest(432), *inVS.get(), SkString());
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ShaderCacheTestUtils::terminate(ShaderCache::get(), true);
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ShaderCache::get().initShaderDiskCache();
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ASSERT_NE((outVS2 = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp<SkData>());
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ASSERT_TRUE(checkShader(outVS2, "ewData1"));
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// write and read big data chunk (50K)
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size_t dataSize = 50 * 1024;
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std::vector<uint8_t> dataBuffer(dataSize);
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genRandomData(dataBuffer);
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setShader(inVS, dataBuffer);
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ShaderCache::get().store(GrProgramDescTest(432), *inVS.get(), SkString());
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ShaderCacheTestUtils::terminate(ShaderCache::get(), true);
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ShaderCache::get().initShaderDiskCache();
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ASSERT_NE((outVS2 = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp<SkData>());
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ASSERT_TRUE(checkShader(outVS2, dataBuffer));
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ShaderCacheTestUtils::terminate(ShaderCache::get(), false);
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ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile1));
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ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile2));
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}
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TEST(ShaderCacheTest, testCacheValidation) {
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if (!folderExist(getExternalStorageFolder())) {
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// don't run the test if external storage folder is not available
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return;
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}
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std::string cacheFile1 = getExternalStorageFolder() + "/shaderCacheTest1";
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std::string cacheFile2 = getExternalStorageFolder() + "/shaderCacheTest2";
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// remove any test files from previous test run
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ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile1));
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ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile2));
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std::srand(0);
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// generate identity and read the cache from a file that does not exist
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ShaderCache::get().setFilename(cacheFile1.c_str());
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ShaderCacheTestUtils::setSaveDelayMs(ShaderCache::get(), 0); // disable deferred save
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std::vector<uint8_t> identity(1024);
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genRandomData(identity);
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ShaderCache::get().initShaderDiskCache(
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identity.data(), identity.size() * sizeof(decltype(identity)::value_type));
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// generate random content in cache and store to disk
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constexpr size_t numBlob(10);
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constexpr size_t keySize(1024);
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constexpr size_t dataSize(50 * 1024);
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std::vector<std::pair<sk_sp<SkData>, sk_sp<SkData>>> blobVec(numBlob);
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for (auto& blob : blobVec) {
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std::vector<uint8_t> keyBuffer(keySize);
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std::vector<uint8_t> dataBuffer(dataSize);
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genRandomData(keyBuffer);
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genRandomData(dataBuffer);
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sk_sp<SkData> key, data;
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setShader(key, keyBuffer);
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setShader(data, dataBuffer);
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blob = std::make_pair(key, data);
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ShaderCache::get().store(*key.get(), *data.get(), SkString());
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}
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ShaderCacheTestUtils::terminate(ShaderCache::get(), true);
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// change to a file that does not exist and verify validation fails
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ShaderCache::get().setFilename(cacheFile2.c_str());
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ShaderCache::get().initShaderDiskCache();
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ASSERT_FALSE(ShaderCacheTestUtils::validateCache(ShaderCache::get(), identity));
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ShaderCacheTestUtils::terminate(ShaderCache::get(), false);
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// restore the original file and verify validation succeeds
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ShaderCache::get().setFilename(cacheFile1.c_str());
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ShaderCache::get().initShaderDiskCache(
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identity.data(), identity.size() * sizeof(decltype(identity)::value_type));
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ASSERT_TRUE(ShaderCacheTestUtils::validateCache(ShaderCache::get(), identity));
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for (const auto& blob : blobVec) {
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auto outVS = ShaderCache::get().load(*blob.first.get());
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ASSERT_TRUE(checkShader(outVS, blob.second));
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}
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// generate error identity and verify load fails
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ShaderCache::get().initShaderDiskCache(identity.data(), -1);
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for (const auto& blob : blobVec) {
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ASSERT_EQ(ShaderCache::get().load(*blob.first.get()), sk_sp<SkData>());
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}
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ShaderCache::get().initShaderDiskCache(
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nullptr, identity.size() * sizeof(decltype(identity)::value_type));
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for (const auto& blob : blobVec) {
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ASSERT_EQ(ShaderCache::get().load(*blob.first.get()), sk_sp<SkData>());
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}
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// verify the cache validation again after load fails
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ShaderCache::get().initShaderDiskCache(
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identity.data(), identity.size() * sizeof(decltype(identity)::value_type));
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ASSERT_TRUE(ShaderCacheTestUtils::validateCache(ShaderCache::get(), identity));
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for (const auto& blob : blobVec) {
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auto outVS = ShaderCache::get().load(*blob.first.get());
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ASSERT_TRUE(checkShader(outVS, blob.second));
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}
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// generate another identity and verify load fails
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for (auto& data : identity) {
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data += std::rand();
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}
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ShaderCache::get().initShaderDiskCache(
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identity.data(), identity.size() * sizeof(decltype(identity)::value_type));
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for (const auto& blob : blobVec) {
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ASSERT_EQ(ShaderCache::get().load(*blob.first.get()), sk_sp<SkData>());
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}
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ShaderCacheTestUtils::terminate(ShaderCache::get(), false);
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ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile1));
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ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile2));
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}
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using namespace android::uirenderer;
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RENDERTHREAD_SKIA_PIPELINE_TEST(ShaderCacheTest, testOnVkFrameFlushed) {
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if (Properties::getRenderPipelineType() != RenderPipelineType::SkiaVulkan) {
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// RENDERTHREAD_SKIA_PIPELINE_TEST declares both SkiaVK and SkiaGL variants.
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GTEST_SKIP() << "This test is only applicable to RenderPipelineType::SkiaVulkan";
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}
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if (!folderExist(getExternalStorageFolder())) {
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// Don't run the test if external storage folder is not available
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return;
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}
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std::string cacheFile = getExternalStorageFolder() + "/shaderCacheTest";
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GrDirectContext* grContext = renderThread.getGrContext();
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// Remove any test files from previous test run
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ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile));
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// The first iteration of this loop is to save an initial VkPipelineCache data blob to disk,
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// which sets up the second iteration for a common scenario of comparing a "new" VkPipelineCache
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// blob passed to "store" against the same blob that's already in the persistent cache from a
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// previous launch. "reinitializeAllFields" is critical to emulate each iteration being as close
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// to the state of a freshly launched app as possible, as the initial values of member variables
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// like mInStoreVkPipelineInProgress and mOldPipelineCacheSize are critical to catch issues
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// such as b/268205519
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for (int flushIteration = 1; flushIteration <= 2; flushIteration++) {
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SCOPED_TRACE("Frame flush iteration " + std::to_string(flushIteration));
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// Reset *all* in-memory data and reload the cache from disk.
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ShaderCacheTestUtils::reinitializeAllFields(ShaderCache::get());
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ShaderCacheTestUtils::setSaveDelayMs(ShaderCache::get(), 10); // Delay must be > 0 to save.
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ShaderCache::get().setFilename(cacheFile.c_str());
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ShaderCache::get().initShaderDiskCache();
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// 1st iteration: store pipeline data to be read back on a subsequent "boot" of the "app".
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// 2nd iteration: ensure that an initial frame flush (without storing any shaders) given the
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// same pipeline data that's already on disk doesn't break the cache.
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ShaderCache::get().onVkFrameFlushed(grContext);
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ASSERT_NO_FATAL_FAILURE(ShaderCacheTestUtils::waitForPendingSave(ShaderCache::get()));
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}
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constexpr char shader1[] = "sassas";
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constexpr char shader2[] = "someVS";
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constexpr int numIterations = 3;
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// Also do n iterations of separate "store some shaders then flush the frame" pairs to just
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// double-check the cache also doesn't get stuck from that use case.
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for (int saveIteration = 1; saveIteration <= numIterations; saveIteration++) {
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SCOPED_TRACE("Shader save iteration " + std::to_string(saveIteration));
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// Write twice to the in-memory cache, which should start a deferred save with both queued.
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sk_sp<SkData> inVS;
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setShader(inVS, shader1 + std::to_string(saveIteration));
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ShaderCache::get().store(GrProgramDescTest(100), *inVS.get(), SkString());
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setShader(inVS, shader2 + std::to_string(saveIteration));
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ShaderCache::get().store(GrProgramDescTest(432), *inVS.get(), SkString());
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// Simulate flush to also save latest pipeline info.
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ShaderCache::get().onVkFrameFlushed(grContext);
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ASSERT_NO_FATAL_FAILURE(ShaderCacheTestUtils::waitForPendingSave(ShaderCache::get()));
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}
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// Reload from disk to ensure saving succeeded.
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ShaderCacheTestUtils::terminate(ShaderCache::get(), false);
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ShaderCache::get().initShaderDiskCache();
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// Read twice, ensure equal to last store.
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sk_sp<SkData> outVS;
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ASSERT_NE((outVS = ShaderCache::get().load(GrProgramDescTest(100))), sk_sp<SkData>());
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ASSERT_TRUE(checkShader(outVS, shader1 + std::to_string(numIterations)));
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ASSERT_NE((outVS = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp<SkData>());
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ASSERT_TRUE(checkShader(outVS, shader2 + std::to_string(numIterations)));
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// Clean up.
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ShaderCacheTestUtils::terminate(ShaderCache::get(), false);
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ASSERT_NO_FATAL_FAILURE(deleteFileAssertSuccess(cacheFile));
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}
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} // namespace
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