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kc3-lang/angle/src/tests/deqp_support/tcuANGLEWin32Platform.cpp

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  • Author : Corentin Wallez
    Date : 2015-05-27 12:50:55
    Hash : 3c85635d
    Message : Add SetLowPriorityProcess to utils and use it in dEQP support This provides a cross-platform way to make sure dEQP runs in a low priority process. BUG=angleproject:892 Change-Id: I0d12f1eacb78be43edcdb6622f945734c0b377ff Reviewed-on: https://chromium-review.googlesource.com/273595 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>

  • src/tests/deqp_support/tcuANGLEWin32Platform.cpp
  • /*-------------------------------------------------------------------------
     * drawElements Quality Program Tester Core
     * ----------------------------------------
     *
     * Copyright 2014 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 "tcuANGLEWin32Platform.h"
    
    #include <EGL/egl.h>
    #include <EGL/eglext.h>
    
    #include "egluGLContextFactory.hpp"
    #include "system_utils.h"
    #include "tcuANGLEWin32NativeDisplayFactory.h"
    #include "tcuNullContextFactory.hpp"
    
    namespace tcu
    {
    
    ANGLEWin32Platform::ANGLEWin32Platform()
    {
        angle::SetLowPriorityProcess();
    
    #if defined(ANGLE_DEQP_GLES2_TESTS) || defined(ANGLE_DEQP_GLES3_TESTS)
        std::vector<eglw::EGLAttrib> d3d11Attribs;
        d3d11Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
        d3d11Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
        d3d11Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
        d3d11Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
        d3d11Attribs.push_back(EGL_NONE);
    
        auto *d3d11Factory = new ANGLEWin32NativeDisplayFactory(
            "angle-d3d11", "ANGLE D3D11 Display", d3d11Attribs, &mEvents);
        m_nativeDisplayFactoryRegistry.registerFactory(d3d11Factory);
    #endif
    
    #if defined(ANGLE_DEQP_GLES2_TESTS)
        std::vector<eglw::EGLAttrib> d3d9Attribs;
        d3d9Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
        d3d9Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE);
        d3d9Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
        d3d9Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
        d3d9Attribs.push_back(EGL_NONE);
    
        auto *d3d9Factory = new ANGLEWin32NativeDisplayFactory(
            "angle-d3d9", "ANGLE D3D9 Display", d3d9Attribs, &mEvents);
        m_nativeDisplayFactoryRegistry.registerFactory(d3d9Factory);
    
        std::vector<eglw::EGLAttrib> d3d1193Attribs;
        d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
        d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
        d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
        d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
        d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE);
        d3d1193Attribs.push_back(9);
        d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE);
        d3d1193Attribs.push_back(3);
        d3d1193Attribs.push_back(EGL_NONE);
    
        auto *d3d1193Factory = new ANGLEWin32NativeDisplayFactory(
            "angle-d3d11-fl93", "ANGLE D3D11 FL9_3 Display", d3d1193Attribs, &mEvents);
        m_nativeDisplayFactoryRegistry.registerFactory(d3d1193Factory);
    
        std::vector<eglw::EGLAttrib> glAttribs;
        glAttribs.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
        glAttribs.push_back(EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE);
        glAttribs.push_back(EGL_NONE);
    
        auto *glFactory = new ANGLEWin32NativeDisplayFactory(
            "angle-gl", "ANGLE OpenGL Display", glAttribs, &mEvents);
        m_nativeDisplayFactoryRegistry.registerFactory(glFactory);
    #endif
    
        m_contextFactoryRegistry.registerFactory(new eglu::GLContextFactory(m_nativeDisplayFactoryRegistry));
    
        // Add Null context type for use in generating case lists
        m_contextFactoryRegistry.registerFactory(new null::NullGLContextFactory());
    }
    
    ANGLEWin32Platform::~ANGLEWin32Platform()
    {
    }
    
    bool ANGLEWin32Platform::processEvents()
    {
        return !mEvents.quitSignaled();
    }
    
    } // tcu
    
    // Create platform
    tcu::Platform *createPlatform()
    {
        return new tcu::ANGLEWin32Platform();
    }