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kc3-lang/angle/src/tests/test_utils/angle_test_configs.h

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  • Author : Austin Kinross
    Date : 2016-02-08 12:29:08
    Hash : 2a63b3f8
    Message : Re-land "Implement EGL_experimental_present_path_angle" - Re-land with clang fix. This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: I56b339897828753a616d7bae837a2f354dba9c63 Reviewed-on: https://chromium-review.googlesource.com/326730 Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/test_utils/angle_test_configs.h
  • //
    // Copyright (c) 2014 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.
    //
    
    #ifndef ANGLE_TEST_CONFIGS_H_
    #define ANGLE_TEST_CONFIGS_H_
    
    // On Linux EGL/egl.h includes X.h which does defines for some very common
    // names that are used by gtest (like None and Bool) and causes a lot of
    // compilation errors. To work around this, even if this file doesn't use it,
    // we include gtest before EGL so that it compiles fine in other files that
    // want to use gtest.
    #include <gtest/gtest.h>
    
    #include <EGL/egl.h>
    #include <EGL/eglext.h>
    
    #include "angle_test_instantiate.h"
    #include "EGLWindow.h"
    
    namespace angle
    {
    
    struct PlatformParameters
    {
        PlatformParameters();
        PlatformParameters(EGLint majorVersion, EGLint minorVersion,
                           const EGLPlatformParameters &eglPlatformParameters);
    
        EGLint getRenderer() const;
    
        EGLint majorVersion;
        EGLint minorVersion;
        EGLPlatformParameters eglParameters;
    };
    
    bool operator<(const PlatformParameters &a, const PlatformParameters &b);
    bool operator==(const PlatformParameters &a, const PlatformParameters &b);
    std::ostream &operator<<(std::ostream& stream, const PlatformParameters &pp);
    
    // EGL platforms
    namespace egl_platform
    {
    
    EGLPlatformParameters DEFAULT();
    EGLPlatformParameters DEFAULT_NULL();
    
    EGLPlatformParameters D3D9();
    EGLPlatformParameters D3D9_NULL();
    EGLPlatformParameters D3D9_REFERENCE();
    
    EGLPlatformParameters D3D11();
    EGLPlatformParameters D3D11(EGLenum presentPath);
    EGLPlatformParameters D3D11_FL11_1();
    EGLPlatformParameters D3D11_FL11_0();
    EGLPlatformParameters D3D11_FL10_1();
    EGLPlatformParameters D3D11_FL10_0();
    EGLPlatformParameters D3D11_FL9_3();
    
    EGLPlatformParameters D3D11_NULL();
    
    EGLPlatformParameters D3D11_WARP();
    EGLPlatformParameters D3D11_FL11_1_WARP();
    EGLPlatformParameters D3D11_FL11_0_WARP();
    EGLPlatformParameters D3D11_FL10_1_WARP();
    EGLPlatformParameters D3D11_FL10_0_WARP();
    EGLPlatformParameters D3D11_FL9_3_WARP();
    
    EGLPlatformParameters D3D11_REFERENCE();
    EGLPlatformParameters D3D11_FL11_1_REFERENCE();
    EGLPlatformParameters D3D11_FL11_0_REFERENCE();
    EGLPlatformParameters D3D11_FL10_1_REFERENCE();
    EGLPlatformParameters D3D11_FL10_0_REFERENCE();
    EGLPlatformParameters D3D11_FL9_3_REFERENCE();
    
    EGLPlatformParameters OPENGL();
    EGLPlatformParameters OPENGL(EGLint major, EGLint minor);
    EGLPlatformParameters OPENGL_NULL();
    
    EGLPlatformParameters OPENGLES();
    EGLPlatformParameters OPENGLES(EGLint major, EGLint minor);
    
    } // namespace egl_platform
    
    // ANGLE tests platforms
    PlatformParameters ES2_D3D9();
    PlatformParameters ES2_D3D9_REFERENCE();
    
    PlatformParameters ES2_D3D11();
    PlatformParameters ES2_D3D11(EGLenum presentPath);
    PlatformParameters ES2_D3D11_FL11_0();
    PlatformParameters ES2_D3D11_FL10_1();
    PlatformParameters ES2_D3D11_FL10_0();
    PlatformParameters ES2_D3D11_FL9_3();
    
    PlatformParameters ES2_D3D11_WARP();
    PlatformParameters ES2_D3D11_FL11_0_WARP();
    PlatformParameters ES2_D3D11_FL10_1_WARP();
    PlatformParameters ES2_D3D11_FL10_0_WARP();
    PlatformParameters ES2_D3D11_FL9_3_WARP();
    
    PlatformParameters ES2_D3D11_REFERENCE();
    PlatformParameters ES2_D3D11_FL11_0_REFERENCE();
    PlatformParameters ES2_D3D11_FL10_1_REFERENCE();
    PlatformParameters ES2_D3D11_FL10_0_REFERENCE();
    PlatformParameters ES2_D3D11_FL9_3_REFERENCE();
    
    PlatformParameters ES3_D3D11();
    PlatformParameters ES3_D3D11_FL11_1();
    PlatformParameters ES3_D3D11_FL11_0();
    PlatformParameters ES3_D3D11_FL10_1();
    PlatformParameters ES3_D3D11_FL10_0();
    
    PlatformParameters ES3_D3D11_WARP();
    PlatformParameters ES3_D3D11_FL11_1_WARP();
    PlatformParameters ES3_D3D11_FL11_0_WARP();
    PlatformParameters ES3_D3D11_FL10_1_WARP();
    PlatformParameters ES3_D3D11_FL10_0_WARP();
    
    PlatformParameters ES3_D3D11_REFERENCE();
    PlatformParameters ES3_D3D11_FL11_1_REFERENCE();
    PlatformParameters ES3_D3D11_FL11_0_REFERENCE();
    PlatformParameters ES3_D3D11_FL10_1_REFERENCE();
    PlatformParameters ES3_D3D11_FL10_0_REFERENCE();
    
    PlatformParameters ES2_OPENGL();
    PlatformParameters ES2_OPENGL(EGLint major, EGLint minor);
    PlatformParameters ES3_OPENGL();
    PlatformParameters ES3_OPENGL(EGLint major, EGLint minor);
    
    PlatformParameters ES2_OPENGLES();
    PlatformParameters ES2_OPENGLES(EGLint major, EGLint minor);
    PlatformParameters ES3_OPENGLES();
    PlatformParameters ES3_OPENGLES(EGLint major, EGLint minor);
    
    } // namespace angle
    
    #endif // ANGLE_TEST_CONFIGS_H_