Hash :
8403e4c5
Author :
Date :
2022-10-10T20:59:29
EGL: Resource IDs for Surface, Context and EGL Image. This will make these classes play nicely with resource maps. As these objects are used in a lot of places, and simplified C can't handle unordered_map, it's necessary to index the maps by simple packed IDs in capture/replay code. This indirection will also have increased safety as we validate EGL resource ID handle values before accessing the memory directly. Also hides some of the other EGL capture methods behind helper methods to simplify the C code and hide assignments and other complex maps. Bug: angleproject:7758 Change-Id: Ibc7bb56430d3068bd38877c9dfb011979d4ea234 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3957164 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
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//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// VulkanFormatTablesTest:
// Tests to validate our Vulkan support tables match hardware support.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_instantiate.h"
// 'None' is defined as 'struct None {};' in
// third_party/googletest/src/googletest/include/gtest/internal/gtest-type-util.h.
// But 'None' is also defined as a numeric constant 0L in <X11/X.h>.
// So we need to include ANGLETest.h first to avoid this conflict.
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "util/EGLWindow.h"
using namespace angle;
namespace
{
class VulkanFormatTablesTest : public ANGLETest<>
{};
struct ParametersToTest
{
VkImageType imageType;
VkImageCreateFlags createFlags;
};
// This test enumerates all GL formats - for each, it queries the Vulkan support for
// using it as a texture, filterable, and a render target. It checks this against our
// speed-optimized baked tables, and validates they would give the same result.
TEST_P(VulkanFormatTablesTest, TestFormatSupport)
{
ASSERT_TRUE(IsVulkan());
// Hack the angle!
egl::Display *display = static_cast<egl::Display *>(getEGLWindow()->getDisplay());
gl::ContextID contextID = {
static_cast<GLuint>(reinterpret_cast<uintptr_t>(getEGLWindow()->getContext()))};
gl::Context *context = display->getContext(contextID);
auto *contextVk = rx::GetImplAs<rx::ContextVk>(context);
rx::RendererVk *renderer = contextVk->getRenderer();
// We need to test normal 2D images as well as Cube images.
const std::vector<ParametersToTest> parametersToTest = {
{VK_IMAGE_TYPE_2D, 0}, {VK_IMAGE_TYPE_2D, VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT}};
const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
for (GLenum internalFormat : allFormats)
{
const rx::vk::Format &vkFormat = renderer->getFormat(internalFormat);
// Similar loop as when we build caps in vk_caps_utils.cpp, but query using
// vkGetPhysicalDeviceImageFormatProperties instead of vkGetPhysicalDeviceFormatProperties
// and verify we have all the same caps.
if (!vkFormat.valid())
{
// TODO(jmadill): Every angle format should be mapped to a vkFormat.
// This hasn't been defined in our vk_format_map.json yet so the caps won't be filled.
continue;
}
const gl::TextureCaps &textureCaps = renderer->getNativeTextureCaps().get(internalFormat);
for (const ParametersToTest params : parametersToTest)
{
VkFormat actualImageVkFormat = rx::vk::GetVkFormatFromFormatID(
vkFormat.getActualImageFormatID(rx::vk::ImageAccess::SampleOnly));
// Now let's verify that against vulkan.
VkFormatProperties formatProperties;
vkGetPhysicalDeviceFormatProperties(renderer->getPhysicalDevice(), actualImageVkFormat,
&formatProperties);
VkImageFormatProperties imageProperties;
// isTexturable?
bool isTexturable =
vkGetPhysicalDeviceImageFormatProperties(
renderer->getPhysicalDevice(), actualImageVkFormat, params.imageType,
VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_SAMPLED_BIT, params.createFlags,
&imageProperties) == VK_SUCCESS;
EXPECT_EQ(isTexturable, textureCaps.texturable) << actualImageVkFormat;
// TODO(jmadill): Support ES3 textures.
// isFilterable?
bool isFilterable = (formatProperties.optimalTilingFeatures &
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT) ==
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT;
EXPECT_EQ(isFilterable, textureCaps.filterable) << actualImageVkFormat;
// isRenderable?
VkFormat actualRenderableImageVkFormat =
rx::vk::GetVkFormatFromFormatID(vkFormat.getActualRenderableImageFormatID());
const bool isRenderableColor =
(vkGetPhysicalDeviceImageFormatProperties(
renderer->getPhysicalDevice(), actualRenderableImageVkFormat, params.imageType,
VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
params.createFlags, &imageProperties)) == VK_SUCCESS;
const bool isRenderableDepthStencil =
(vkGetPhysicalDeviceImageFormatProperties(
renderer->getPhysicalDevice(), actualRenderableImageVkFormat, params.imageType,
VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
params.createFlags, &imageProperties)) == VK_SUCCESS;
bool isRenderable = isRenderableColor || isRenderableDepthStencil;
EXPECT_EQ(isRenderable, textureCaps.textureAttachment) << actualImageVkFormat;
EXPECT_EQ(isRenderable, textureCaps.renderbuffer) << actualImageVkFormat;
}
}
}
ANGLE_INSTANTIATE_TEST(VulkanFormatTablesTest, ES2_VULKAN());
} // anonymous namespace