/*
* 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