/* * Copyright (C) 2017 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include <cutils/properties.h> #include <dirent.h> #include <errno.h> #include <gtest/gtest.h> #include <stdio.h> #include <stdlib.h> #include <sys/types.h> #include <utils/Log.h> #include <cstdint> #include "FileBlobCache.h" #include "pipeline/skia/ShaderCache.h" using namespace android::uirenderer::skiapipeline; namespace android { namespace uirenderer { namespace skiapipeline { class ShaderCacheTestUtils { public: /** * "setSaveDelay" sets the time in seconds to wait before saving newly inserted cache entries. * If set to 0, then deferred save is disabled. */ static void setSaveDelay(ShaderCache& cache, unsigned int saveDelay) { cache.mDeferredSaveDelay = saveDelay; } /** * "terminate" optionally stores the BlobCache on disk and release all in-memory cache. * Next call to "initShaderDiskCache" will load again the in-memory cache from disk. */ static void terminate(ShaderCache& cache, bool saveContent) { std::lock_guard<std::mutex> lock(cache.mMutex); cache.mSavePending = saveContent; cache.saveToDiskLocked(); cache.mBlobCache = NULL; } /** * */ template <typename T> static bool validateCache(ShaderCache& cache, std::vector<T> hash) { return cache.validateCache(hash.data(), hash.size() * sizeof(T)); } }; } /* namespace skiapipeline */ } /* namespace uirenderer */ } /* namespace android */ namespace { std::string getExternalStorageFolder() { return getenv("EXTERNAL_STORAGE"); } bool folderExist(const std::string& folderName) { DIR* dir = opendir(folderName.c_str()); if (dir) { closedir(dir); return true; } return false; } inline bool checkShader(const sk_sp<SkData>& shader1, const sk_sp<SkData>& shader2) { return nullptr != shader1 && nullptr != shader2 && shader1->size() == shader2->size() && 0 == memcmp(shader1->data(), shader2->data(), shader1->size()); } inline bool checkShader(const sk_sp<SkData>& shader, const char* program) { sk_sp<SkData> shader2 = SkData::MakeWithCString(program); return checkShader(shader, shader2); } template <typename T> bool checkShader(const sk_sp<SkData>& shader, std::vector<T>& program) { sk_sp<SkData> shader2 = SkData::MakeWithCopy(program.data(), program.size() * sizeof(T)); return checkShader(shader, shader2); } void setShader(sk_sp<SkData>& shader, const char* program) { shader = SkData::MakeWithCString(program); } template <typename T> void setShader(sk_sp<SkData>& shader, std::vector<T>& buffer) { shader = SkData::MakeWithCopy(buffer.data(), buffer.size() * sizeof(T)); } template <typename T> void genRandomData(std::vector<T>& buffer) { for (auto& data : buffer) { data = T(std::rand()); } } #define GrProgramDescTest(a) (*SkData::MakeWithCString(#a).get()) TEST(ShaderCacheTest, testWriteAndRead) { if (!folderExist(getExternalStorageFolder())) { // don't run the test if external storage folder is not available return; } std::string cacheFile1 = getExternalStorageFolder() + "/shaderCacheTest1"; std::string cacheFile2 = getExternalStorageFolder() + "/shaderCacheTest2"; // remove any test files from previous test run int deleteFile = remove(cacheFile1.c_str()); ASSERT_TRUE(0 == deleteFile || ENOENT == errno); std::srand(0); // read the cache from a file that does not exist ShaderCache::get().setFilename(cacheFile1.c_str()); ShaderCacheTestUtils::setSaveDelay(ShaderCache::get(), 0); // disable deferred save ShaderCache::get().initShaderDiskCache(); // read a key - should not be found since the cache is empty sk_sp<SkData> outVS; ASSERT_EQ(ShaderCache::get().load(GrProgramDescTest(432)), sk_sp<SkData>()); // write to the in-memory cache without storing on disk and verify we read the same values sk_sp<SkData> inVS; setShader(inVS, "sassas"); ShaderCache::get().store(GrProgramDescTest(100), *inVS.get()); setShader(inVS, "someVS"); ShaderCache::get().store(GrProgramDescTest(432), *inVS.get()); ASSERT_NE((outVS = ShaderCache::get().load(GrProgramDescTest(100))), sk_sp<SkData>()); ASSERT_TRUE(checkShader(outVS, "sassas")); ASSERT_NE((outVS = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp<SkData>()); ASSERT_TRUE(checkShader(outVS, "someVS")); // store content to disk and release in-memory cache ShaderCacheTestUtils::terminate(ShaderCache::get(), true); // change to a file that does not exist and verify load fails ShaderCache::get().setFilename(cacheFile2.c_str()); ShaderCache::get().initShaderDiskCache(); ASSERT_EQ(ShaderCache::get().load(GrProgramDescTest(432)), sk_sp<SkData>()); ShaderCacheTestUtils::terminate(ShaderCache::get(), false); // load again content from disk from an existing file and check the data is read correctly ShaderCache::get().setFilename(cacheFile1.c_str()); ShaderCache::get().initShaderDiskCache(); sk_sp<SkData> outVS2; ASSERT_NE((outVS2 = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp<SkData>()); ASSERT_TRUE(checkShader(outVS2, "someVS")); // change data, store to disk, read back again and verify data has been changed setShader(inVS, "ewData1"); ShaderCache::get().store(GrProgramDescTest(432), *inVS.get()); ShaderCacheTestUtils::terminate(ShaderCache::get(), true); ShaderCache::get().initShaderDiskCache(); ASSERT_NE((outVS2 = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp<SkData>()); ASSERT_TRUE(checkShader(outVS2, "ewData1")); // write and read big data chunk (50K) size_t dataSize = 50 * 1024; std::vector<uint8_t> dataBuffer(dataSize); genRandomData(dataBuffer); setShader(inVS, dataBuffer); ShaderCache::get().store(GrProgramDescTest(432), *inVS.get()); ShaderCacheTestUtils::terminate(ShaderCache::get(), true); ShaderCache::get().initShaderDiskCache(); ASSERT_NE((outVS2 = ShaderCache::get().load(GrProgramDescTest(432))), sk_sp<SkData>()); ASSERT_TRUE(checkShader(outVS2, dataBuffer)); ShaderCacheTestUtils::terminate(ShaderCache::get(), false); remove(cacheFile1.c_str()); } TEST(ShaderCacheTest, testCacheValidation) { if (!folderExist(getExternalStorageFolder())) { // don't run the test if external storage folder is not available return; } std::string cacheFile1 = getExternalStorageFolder() + "/shaderCacheTest1"; std::string cacheFile2 = getExternalStorageFolder() + "/shaderCacheTest2"; // remove any test files from previous test run int deleteFile = remove(cacheFile1.c_str()); ASSERT_TRUE(0 == deleteFile || ENOENT == errno); std::srand(0); // generate identity and read the cache from a file that does not exist ShaderCache::get().setFilename(cacheFile1.c_str()); ShaderCacheTestUtils::setSaveDelay(ShaderCache::get(), 0); // disable deferred save std::vector<uint8_t> identity(1024); genRandomData(identity); ShaderCache::get().initShaderDiskCache( identity.data(), identity.size() * sizeof(decltype(identity)::value_type)); // generate random content in cache and store to disk constexpr size_t numBlob(10); constexpr size_t keySize(1024); constexpr size_t dataSize(50 * 1024); std::vector<std::pair<sk_sp<SkData>, sk_sp<SkData>>> blobVec(numBlob); for (auto& blob : blobVec) { std::vector<uint8_t> keyBuffer(keySize); std::vector<uint8_t> dataBuffer(dataSize); genRandomData(keyBuffer); genRandomData(dataBuffer); sk_sp<SkData> key, data; setShader(key, keyBuffer); setShader(data, dataBuffer); blob = std::make_pair(key, data); ShaderCache::get().store(*key.get(), *data.get()); } ShaderCacheTestUtils::terminate(ShaderCache::get(), true); // change to a file that does not exist and verify validation fails ShaderCache::get().setFilename(cacheFile2.c_str()); ShaderCache::get().initShaderDiskCache(); ASSERT_FALSE(ShaderCacheTestUtils::validateCache(ShaderCache::get(), identity)); ShaderCacheTestUtils::terminate(ShaderCache::get(), false); // restore the original file and verify validation succeeds ShaderCache::get().setFilename(cacheFile1.c_str()); ShaderCache::get().initShaderDiskCache( identity.data(), identity.size() * sizeof(decltype(identity)::value_type)); ASSERT_TRUE(ShaderCacheTestUtils::validateCache(ShaderCache::get(), identity)); for (const auto& blob : blobVec) { auto outVS = ShaderCache::get().load(*blob.first.get()); ASSERT_TRUE(checkShader(outVS, blob.second)); } // generate error identity and verify load fails ShaderCache::get().initShaderDiskCache(identity.data(), -1); for (const auto& blob : blobVec) { ASSERT_EQ(ShaderCache::get().load(*blob.first.get()), sk_sp<SkData>()); } ShaderCache::get().initShaderDiskCache( nullptr, identity.size() * sizeof(decltype(identity)::value_type)); for (const auto& blob : blobVec) { ASSERT_EQ(ShaderCache::get().load(*blob.first.get()), sk_sp<SkData>()); } // verify the cache validation again after load fails ShaderCache::get().initShaderDiskCache( identity.data(), identity.size() * sizeof(decltype(identity)::value_type)); ASSERT_TRUE(ShaderCacheTestUtils::validateCache(ShaderCache::get(), identity)); for (const auto& blob : blobVec) { auto outVS = ShaderCache::get().load(*blob.first.get()); ASSERT_TRUE(checkShader(outVS, blob.second)); } // generate another identity and verify load fails for (auto& data : identity) { data += std::rand(); } ShaderCache::get().initShaderDiskCache( identity.data(), identity.size() * sizeof(decltype(identity)::value_type)); for (const auto& blob : blobVec) { ASSERT_EQ(ShaderCache::get().load(*blob.first.get()), sk_sp<SkData>()); } ShaderCacheTestUtils::terminate(ShaderCache::get(), false); remove(cacheFile1.c_str()); } } // namespace