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kc3-lang/angle/src/tests/egl_tests/EGLDeviceTest.cpp

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  • Author : Tim Van Patten
    Date : 2021-07-22 19:06:40
    Hash : 8bb3c827
    Message : Fix Multithreaded eglDestroyContext()/eglTerminate() The following EGL calls can lead to a crash in eglMakeCurrent(): Thread A: eglMakeCurrent(context A) Thread B: eglDestroyContext(context A) B: eglTerminate() <<--- this release context A Thread A: eglMakeCurrent(context B) The eglMakeCurrent(context B) call will assert when attempting to unMakeCurrent(), since thread A doesn't know that context A was already destroyed by thread B. To fix this: 1.) A Context will only be released once there are no Threads that currently have a reference to it (no longer have the Context current). - Context::mIsCurrent is being removed, since it was inaccurate and not thread-safe. For example, when eglTerminate() was called, the eglTerminate()'ing-Thread would "steal" the Context that was current on another Thread to destroy it. 2.) A Display will only be fully terminated and its resources released once all Contexts have been destroyed and are no longer current. Otherwise, Display::terminate() will return if any Contexts are still in use by a Thread. EGL 1.5 Specification 3.2 Initialization If contexts or surfaces, created with respect to dpy are current (see section 3.7.3) to any thread, then they are not actually destroyed while they remain current. If other resources created with respect to dpy are in use by any current context or surface, then they are also not destroyed until the corresponding context or surface is no longer current. With this fix, the app com.netmarble.sknightsmmo can start. This also exposed an issue with GlslangFinalize(), since glslang can only be initialized/finalized once per process. Otherwise, the following EGL commands will call GlslangFinalize() without ever being able to GlslangInitialize() again, leading to crashes since GlslangFinalize() cleans up glslang for the entire process. dpy1 = eglGetPlatformDisplay() | eglInitialize(dpy1) | GlslangInitialize() dpy2 = eglGetPlatformDisplay() | eglInitialize(dpy2) | GlslangInitialize() eglTerminate(dpy2) | GlslangFinalize() eglInitialize(dpy1) | isInitialized() == true Since Display::isInitialized() == true, the rest of Display::initialize() is skipped and GlslangInitialize() is not called. Later, the next test that attempts to compile a program will crash due to glslang no longer being initialized. Finally, this exposed the following tests leaking EGLContext handles: - EGLSurfaceTest::initializeContext() - EGLContextSharingTest.DisplayShareGroupContextCreation - EGLCreateContextAttribsTest.IMGContextPriorityExtension - EGLMultiContextTest.TestContextDestroySimple Other tests were failing to reset the context, preventing the Display from being terminated since there were still references to Contexts owned by the display: eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); Bug: angleproject:6208 Bug: angleproject:6304 Bug: angleproject:6322 Test: EGLContextSharingTest.EglTerminateMultiThreaded Test: EGLContextSharingTestNoFixture.EglDestoryContextManyTimesSameContext Test: Load com.netmarble.sknightsmmo Change-Id: I160922af93db6cabe0ed396be77762fa8dfc7656 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3046961 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Tim Van Patten <timvp@google.com>

  • src/tests/egl_tests/EGLDeviceTest.cpp
  • //
    // Copyright 2015 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_ENABLE_D3D9
    #    define ANGLE_ENABLE_D3D9
    #endif
    
    #ifndef ANGLE_ENABLE_D3D11
    #    define ANGLE_ENABLE_D3D11
    #endif
    
    #include <d3d11.h>
    
    #include "test_utils/ANGLETest.h"
    #include "util/EGLWindow.h"
    #include "util/OSWindow.h"
    #include "util/com_utils.h"
    #include "util/gles_loader_autogen.h"
    
    using namespace angle;
    
    class EGLDeviceCreationTest : public ANGLETest
    {
      protected:
        EGLDeviceCreationTest()
            : mD3D11Module(nullptr),
              mD3D11CreateDevice(nullptr),
              mDevice(nullptr),
              mDeviceContext(nullptr),
              mDeviceCreationD3D11ExtAvailable(false),
              mOSWindow(nullptr),
              mDisplay(EGL_NO_DISPLAY),
              mSurface(EGL_NO_SURFACE),
              mContext(EGL_NO_CONTEXT),
              mConfig(0)
        {}
    
        void testSetUp() override
        {
            ASSERT_TRUE(isD3D11Renderer());
    
            mD3D11Module = LoadLibrary(TEXT("d3d11.dll"));
            if (mD3D11Module == nullptr)
            {
                std::cout << "Unable to LoadLibrary D3D11" << std::endl;
                return;
            }
    
            mD3D11CreateDevice = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>(
                GetProcAddress(mD3D11Module, "D3D11CreateDevice"));
            if (mD3D11CreateDevice == nullptr)
            {
                std::cout << "Could not retrieve D3D11CreateDevice from d3d11.dll" << std::endl;
                return;
            }
    
            const char *extensionString =
                static_cast<const char *>(eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS));
            if (strstr(extensionString, "EGL_ANGLE_device_creation"))
            {
                if (strstr(extensionString, "EGL_ANGLE_device_creation_d3d11"))
                {
                    mDeviceCreationD3D11ExtAvailable = true;
                }
            }
        }
    
        void testTearDown() override
        {
            SafeRelease(mDevice);
            SafeRelease(mDeviceContext);
    
            OSWindow::Delete(&mOSWindow);
    
            if (mSurface != EGL_NO_SURFACE)
            {
                eglDestroySurface(mDisplay, mSurface);
                mSurface = EGL_NO_SURFACE;
            }
    
            if (mContext != EGL_NO_CONTEXT)
            {
                eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
                eglDestroyContext(mDisplay, mContext);
                mContext = EGL_NO_CONTEXT;
            }
    
            if (mDisplay != EGL_NO_DISPLAY)
            {
                eglTerminate(mDisplay);
                mDisplay = EGL_NO_DISPLAY;
            }
        }
    
        void CreateD3D11Device()
        {
            ASSERT_EQ(nullptr, mDevice);  // The device shouldn't be created twice
    
            HRESULT hr =
                mD3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, 0, nullptr, 0,
                                   D3D11_SDK_VERSION, &mDevice, &mFeatureLevel, &mDeviceContext);
    
            ASSERT_TRUE(SUCCEEDED(hr));
            ASSERT_GE(mFeatureLevel, D3D_FEATURE_LEVEL_9_3);
        }
    
        void CreateD3D11FL9_3Device()
        {
            ASSERT_EQ(nullptr, mDevice);
    
            D3D_FEATURE_LEVEL fl93 = D3D_FEATURE_LEVEL_9_3;
    
            HRESULT hr =
                mD3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, 0, &fl93, 1, D3D11_SDK_VERSION,
                                   &mDevice, &mFeatureLevel, &mDeviceContext);
    
            ASSERT_TRUE(SUCCEEDED(hr));
        }
    
        void CreateWindowSurface()
        {
            EGLint majorVersion, minorVersion;
            ASSERT_EGL_TRUE(eglInitialize(mDisplay, &majorVersion, &minorVersion));
    
            eglBindAPI(EGL_OPENGL_ES_API);
            ASSERT_EGL_SUCCESS();
    
            // Choose a config
            const EGLint configAttributes[] = {EGL_NONE};
            EGLint configCount              = 0;
            ASSERT_EGL_TRUE(eglChooseConfig(mDisplay, configAttributes, &mConfig, 1, &configCount));
    
            // Create an OS Window
            mOSWindow = OSWindow::New();
            mOSWindow->initialize("EGLSurfaceTest", 64, 64);
    
            // Create window surface
            mSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
            ASSERT_EGL_SUCCESS();
    
            // Create EGL context
            EGLint contextAttibutes[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
            mContext                  = eglCreateContext(mDisplay, mConfig, nullptr, contextAttibutes);
            ASSERT_EGL_SUCCESS();
    
            // Make the surface current
            eglMakeCurrent(mDisplay, mSurface, mSurface, mContext);
            ASSERT_EGL_SUCCESS();
        }
    
        // This triggers a D3D device lost on current Windows systems
        // This behavior could potentially change in the future
        void trigger9_3DeviceLost()
        {
            ID3D11Buffer *gsBuffer       = nullptr;
            D3D11_BUFFER_DESC bufferDesc = {0};
            bufferDesc.ByteWidth         = 64;
            bufferDesc.Usage             = D3D11_USAGE_DEFAULT;
            bufferDesc.BindFlags         = D3D11_BIND_CONSTANT_BUFFER;
    
            HRESULT result = mDevice->CreateBuffer(&bufferDesc, nullptr, &gsBuffer);
            ASSERT_TRUE(SUCCEEDED(result));
    
            mDeviceContext->GSSetConstantBuffers(0, 1, &gsBuffer);
            SafeRelease(gsBuffer);
            gsBuffer = nullptr;
    
            result = mDevice->GetDeviceRemovedReason();
            ASSERT_TRUE(FAILED(result));
        }
    
        HMODULE mD3D11Module;
        PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice;
    
        ID3D11Device *mDevice;
        ID3D11DeviceContext *mDeviceContext;
        D3D_FEATURE_LEVEL mFeatureLevel;
    
        bool mDeviceCreationD3D11ExtAvailable;
    
        OSWindow *mOSWindow;
    
        EGLDisplay mDisplay;
        EGLSurface mSurface;
        EGLContext mContext;
        EGLConfig mConfig;
    };
    
    // Test that creating a EGLDeviceEXT from D3D11 device works, and it can be queried to retrieve
    // D3D11 device
    TEST_P(EGLDeviceCreationTest, BasicD3D11Device)
    {
        ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
    
        CreateD3D11Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice);
        ASSERT_EGL_SUCCESS();
    
        EGLAttrib deviceAttrib;
        eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib);
        ASSERT_EGL_SUCCESS();
    
        ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib);
        ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel());
    
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that creating a EGLDeviceEXT from D3D11 device works, and it can be queried to retrieve
    // D3D11 device
    TEST_P(EGLDeviceCreationTest, BasicD3D11DeviceViaFuncPointer)
    {
        ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
    
        CreateD3D11Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice);
        ASSERT_EGL_SUCCESS();
    
        EGLAttrib deviceAttrib;
        eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib);
        ASSERT_EGL_SUCCESS();
    
        ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib);
        ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel());
    
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that creating a EGLDeviceEXT from D3D11 device works, and can be used for rendering
    TEST_P(EGLDeviceCreationTest, RenderingUsingD3D11Device)
    {
        CreateD3D11Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_EGL_SUCCESS();
    
        // Create an EGLDisplay using the EGLDevice
        mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
        ASSERT_NE(EGL_NO_DISPLAY, mDisplay);
    
        // Create a surface using the display
        CreateWindowSurface();
    
        // Perform some very basic rendering
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(32, 32, 255, 0, 255, 255);
    
        // Note that we must call TearDown() before we release the EGL device, since the display
        // depends on the device
        ASSERT_EGL_TRUE(eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT));
        testTearDown();
    
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that ANGLE doesn't try to recreate a D3D11 device if the inputted one is lost
    TEST_P(EGLDeviceCreationTest, D3D11DeviceRecovery)
    {
        // Force Feature Level 9_3 so we can easily trigger a device lost later
        CreateD3D11FL9_3Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_EGL_SUCCESS();
    
        // Create an EGLDisplay using the EGLDevice
        mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
        ASSERT_TRUE(mDisplay != EGL_NO_DISPLAY);
    
        // Create a surface using the display
        CreateWindowSurface();
    
        // Perform some very basic rendering
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(32, 32, 255, 0, 255, 255);
        ASSERT_GL_NO_ERROR();
    
        // ANGLE's SwapChain11::initPassThroughResources doesn't handle device lost before
        // eglSwapBuffers, so we must call eglSwapBuffers before we lose the device.
        ASSERT_EGL_TRUE(eglSwapBuffers(mDisplay, mSurface));
    
        // Trigger a lost device
        trigger9_3DeviceLost();
    
        // Destroy the old EGL Window Surface
        if (mSurface != EGL_NO_SURFACE)
        {
            eglDestroySurface(mDisplay, mSurface);
            mSurface = EGL_NO_SURFACE;
        }
    
        // Try to create a new window surface. In certain configurations this will recreate the D3D11
        // device. We want to test that it doesn't recreate the D3D11 device when EGLDeviceEXT is
        // used. The window surface creation should fail if a new D3D11 device isn't created.
        mSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
        ASSERT_EQ(EGL_NO_SURFACE, mSurface);
        ASSERT_EGL_ERROR(EGL_BAD_ALLOC);
    
        // Get the D3D11 device out of the EGLDisplay again. It should be the same one as above.
        EGLAttrib device       = 0;
        EGLAttrib newEglDevice = 0;
        ASSERT_EGL_TRUE(eglQueryDisplayAttribEXT(mDisplay, EGL_DEVICE_EXT, &newEglDevice));
        ASSERT_EGL_TRUE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(newEglDevice),
                                                EGL_D3D11_DEVICE_ANGLE, &device));
        ID3D11Device *newDevice = reinterpret_cast<ID3D11Device *>(device);
    
        ASSERT_EQ(reinterpret_cast<EGLDeviceEXT>(newEglDevice), eglDevice);
        ASSERT_EQ(newDevice, mDevice);
    
        // Note that we must call TearDown() before we release the EGL device, since the display
        // depends on the device
        testTearDown();
    
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that calling eglGetPlatformDisplayEXT with the same device returns the same display
    TEST_P(EGLDeviceCreationTest, GetPlatformDisplayTwice)
    {
        CreateD3D11Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_EGL_SUCCESS();
    
        // Create an EGLDisplay using the EGLDevice
        EGLDisplay display1 = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
        ASSERT_NE(EGL_NO_DISPLAY, display1);
    
        EGLDisplay display2 = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
        ASSERT_NE(EGL_NO_DISPLAY, display2);
    
        ASSERT_EQ(display1, display2);
    
        eglTerminate(display1);
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that creating a EGLDeviceEXT from an invalid D3D11 device fails
    TEST_P(EGLDeviceCreationTest, InvalidD3D11Device)
    {
        ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
    
        CreateD3D11Device();
    
        // Use mDeviceContext instead of mDevice
        EGLDeviceEXT eglDevice = eglCreateDeviceANGLE(
            EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDeviceContext), nullptr);
        EXPECT_EQ(EGL_NO_DEVICE_EXT, eglDevice);
        EXPECT_EGL_ERROR(EGL_BAD_ATTRIBUTE);
    }
    
    // Test that EGLDeviceEXT holds a ref to the D3D11 device
    TEST_P(EGLDeviceCreationTest, D3D11DeviceReferenceCounting)
    {
        ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
    
        CreateD3D11Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice);
        ASSERT_EGL_SUCCESS();
    
        // Now release our D3D11 device/context
        SafeRelease(mDevice);
        SafeRelease(mDeviceContext);
    
        EGLAttrib deviceAttrib;
        eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib);
        ASSERT_EGL_SUCCESS();
    
        ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib);
        ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel());
    
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that creating a EGLDeviceEXT from a D3D9 device fails
    TEST_P(EGLDeviceCreationTest, AnyD3D9Device)
    {
        ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
    
        std::string fakeD3DDevice = "This is a string, not a D3D device";
    
        EGLDeviceEXT eglDevice = eglCreateDeviceANGLE(
            EGL_D3D9_DEVICE_ANGLE, reinterpret_cast<void *>(&fakeD3DDevice), nullptr);
        EXPECT_EQ(EGL_NO_DEVICE_EXT, eglDevice);
        EXPECT_EGL_ERROR(EGL_BAD_ATTRIBUTE);
    }
    
    class EGLDeviceQueryTest : public ANGLETest
    {
      protected:
        EGLDeviceQueryTest() {}
    
        void testSetUp() override
        {
            const char *extensionString =
                static_cast<const char *>(eglQueryString(getEGLWindow()->getDisplay(), EGL_EXTENSIONS));
    
            if (!eglQueryDeviceStringEXT)
            {
                FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDeviceStringEXT was not "
                          "found";
            }
    
            if (!eglQueryDisplayAttribEXT)
            {
                FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDisplayAttribEXT was "
                          "not found";
            }
    
            if (!eglQueryDeviceAttribEXT)
            {
                FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDeviceAttribEXT was not "
                          "found";
            }
    
            EGLAttrib angleDevice = 0;
            EXPECT_EGL_TRUE(
                eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
            extensionString = static_cast<const char *>(
                eglQueryDeviceStringEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice), EGL_EXTENSIONS));
            if (strstr(extensionString, "EGL_ANGLE_device_d3d") == nullptr)
            {
                FAIL() << "ANGLE extension EGL_ANGLE_device_d3d was not found";
            }
        }
    };
    
    // This test attempts to obtain a D3D11 device and a D3D9 device using the eglQueryDeviceAttribEXT
    // function.
    // If the test is configured to use D3D11 then it should succeed to obtain a D3D11 device.
    // If the test is confitured to use D3D9, then it should succeed to obtain a D3D9 device.
    TEST_P(EGLDeviceQueryTest, QueryDevice)
    {
        EGLAttrib device      = 0;
        EGLAttrib angleDevice = 0;
        if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
        {
            EXPECT_EGL_TRUE(
                eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
            EXPECT_EGL_TRUE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
                                                    EGL_D3D11_DEVICE_ANGLE, &device));
            ID3D11Device *d3d11Device = reinterpret_cast<ID3D11Device *>(device);
            IDXGIDevice *dxgiDevice   = DynamicCastComObject<IDXGIDevice>(d3d11Device);
            EXPECT_TRUE(dxgiDevice != nullptr);
            SafeRelease(dxgiDevice);
        }
    
        if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE)
        {
            EXPECT_EGL_TRUE(
                eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
            EXPECT_EGL_TRUE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
                                                    EGL_D3D9_DEVICE_ANGLE, &device));
            IDirect3DDevice9 *d3d9Device = reinterpret_cast<IDirect3DDevice9 *>(device);
            IDirect3D9 *d3d9             = nullptr;
            EXPECT_EQ(S_OK, d3d9Device->GetDirect3D(&d3d9));
            EXPECT_TRUE(d3d9 != nullptr);
            SafeRelease(d3d9);
        }
    }
    
    // This test attempts to obtain a D3D11 device from a D3D9 configured system and a D3D9 device from
    // a D3D11 configured system using the eglQueryDeviceAttribEXT function.
    // If the test is configured to use D3D11 then it should fail to obtain a D3D11 device.
    // If the test is confitured to use D3D9, then it should fail to obtain a D3D9 device.
    TEST_P(EGLDeviceQueryTest, QueryDeviceBadAttribute)
    {
        EGLAttrib device      = 0;
        EGLAttrib angleDevice = 0;
        if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
        {
            EXPECT_EGL_TRUE(
                eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
            EXPECT_EGL_FALSE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
                                                     EGL_D3D9_DEVICE_ANGLE, &device));
        }
    
        if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE)
        {
            EXPECT_EGL_TRUE(
                eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
            EXPECT_EGL_FALSE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
                                                     EGL_D3D11_DEVICE_ANGLE, &device));
        }
    }
    
    // Ensure that:
    //    - calling getPlatformDisplayEXT using ANGLE_Platform with some parameters
    //    - extracting the EGLDeviceEXT from the EGLDisplay
    //    - calling getPlatformDisplayEXT with this EGLDeviceEXT
    // results in the same EGLDisplay being returned from getPlatformDisplayEXT both times
    TEST_P(EGLDeviceQueryTest, GetPlatformDisplayDeviceReuse)
    {
        EGLAttrib eglDevice = 0;
        EXPECT_EGL_TRUE(
            eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &eglDevice));
    
        EGLDisplay display2 = eglGetPlatformDisplayEXT(
            EGL_PLATFORM_DEVICE_EXT, reinterpret_cast<EGLDeviceEXT>(eglDevice), nullptr);
        EXPECT_EQ(getEGLWindow()->getDisplay(), display2);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(EGLDeviceCreationTest, WithNoFixture(ES2_D3D11()));
    ANGLE_INSTANTIATE_TEST(EGLDeviceQueryTest, ES2_D3D9(), ES2_D3D11());