Edit

kc3-lang/angle/src/tests/gl_tests/RendererTest.cpp

Branch :

  • Show log

    Commit

  • Author : Geoff Lang
    Date : 2016-01-20 10:58:17
    Hash : e0cc2a4a
    Message : Enable all angle_end2end_tests targeting OpenGL and OpenGL ES backends. Added failure supressions and filed bugs for failing tests. BUG=angleproject:1145 BUG=angleproject:1289 BUG=angleproject:1291 BUG=angleproject:1292 BUG=angleproject:1293 BUG=angleproject:1296 Change-Id: Ida78ba855500fe8a6ce6154d43ee01520330e3b1 Reviewed-on: https://chromium-review.googlesource.com/322695 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/RendererTest.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.
    //
    // RendererTest:
    //   These tests are designed to ensure that the various configurations of the test fixtures work as expected.
    //   If one of these tests fails, then it is likely that some of the other tests are being configured incorrectly.
    //   For example, they might be using the D3D11 renderer when the test is meant to be using the D3D9 renderer.
    
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    namespace
    {
    
    class RendererTest : public ANGLETest
    {
      protected:
        RendererTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
        }
    };
    
    TEST_P(RendererTest, RequestedRendererCreated)
    {
        std::string rendererString = std::string(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
        std::transform(rendererString.begin(), rendererString.end(), rendererString.begin(), ::tolower);
    
        std::string versionString = std::string(reinterpret_cast<const char*>(glGetString(GL_VERSION)));
        std::transform(versionString.begin(), versionString.end(), versionString.begin(), ::tolower);
    
        const EGLPlatformParameters &platform = GetParam().eglParameters;
    
        // Ensure that the renderer string contains D3D11, if we requested a D3D11 renderer.
        if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
        {
            ASSERT_NE(rendererString.find(std::string("direct3d11")), std::string::npos);
        }
    
        // Ensure that the renderer string contains D3D9, if we requested a D3D9 renderer.
        if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE)
        {
            ASSERT_NE(rendererString.find(std::string("direct3d9")), std::string::npos);
        }
    
        // Ensure that the major and minor versions trigger expected behavior in D3D11
        if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
        {
            // Ensure that the renderer uses WARP, if we requested it.
            if (platform.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE)
            {
                auto basicRenderPos = rendererString.find(std::string("microsoft basic render"));
                auto softwareAdapterPos = rendererString.find(std::string("software adapter"));
                ASSERT_TRUE(basicRenderPos != std::string::npos || softwareAdapterPos != std::string::npos);
            }
    
            std::vector<std::string> acceptableShaderModels;
    
            // When no specific major/minor version is requested, then ANGLE should return the highest possible feature level by default.
            // The current hardware driver might not support Feature Level 11_0, but WARP always does.
            // Therefore if WARP is specified but no major/minor version is specified, then we test to check that ANGLE returns FL11_0.
            if (platform.majorVersion >= 11 || platform.majorVersion == EGL_DONT_CARE)
            {
                // Feature Level 10_0 corresponds to shader model 5_0
                acceptableShaderModels.push_back("ps_5_0");
            }
    
            if (platform.majorVersion >= 10 || platform.majorVersion == EGL_DONT_CARE)
            {
                if (platform.minorVersion >= 1 || platform.minorVersion == EGL_DONT_CARE)
                {
                    // Feature Level 10_1 corresponds to shader model 4_1
                    acceptableShaderModels.push_back("ps_4_1");
                }
    
                if (platform.minorVersion >= 0 || platform.minorVersion == EGL_DONT_CARE)
                {
                    // Feature Level 10_0 corresponds to shader model 4_0
                    acceptableShaderModels.push_back("ps_4_0");
                }
            }
    
            if (platform.majorVersion == 9 && platform.minorVersion == 3)
            {
                acceptableShaderModels.push_back("ps_4_0_level_9_3");
            }
    
            bool found = false;
            for (size_t i = 0; i < acceptableShaderModels.size(); i++)
            {
                if (rendererString.find(acceptableShaderModels[i]) != std::string::npos)
                {
                    found = true;
                }
            }
    
            ASSERT_TRUE(found);
        }
    
        EGLint glesMajorVersion = GetParam().majorVersion;
    
        // Ensure that the renderer string contains GL ES 3.0, if we requested a GL ES 3.0
        if (glesMajorVersion == 3)
        {
            ASSERT_NE(versionString.find(std::string("es 3.0")), std::string::npos);
        }
    
        // Ensure that the version string contains GL ES 2.0, if we requested GL ES 2.0
        if (glesMajorVersion == 2)
        {
            ASSERT_NE(versionString.find(std::string("es 2.0")), std::string::npos);
        }
    }
    
    // Perform a simple operation (clear and read pixels) to verify the device is working
    TEST_P(RendererTest, SimpleOperation)
    {
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    }
    
    // Select configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    
    ANGLE_INSTANTIATE_TEST(RendererTest,
                           // ES2 on top of D3D9
                           ES2_D3D9(),
                           ES2_D3D9_REFERENCE(),
    
                           // ES2 on top of D3D11 feature level 9.3 to 11.0
                           ES2_D3D11(),
                           ES2_D3D11_FL11_0(),
                           ES2_D3D11_FL10_1(),
                           ES2_D3D11_FL10_0(),
                           ES2_D3D11_FL9_3(),
    
                           // ES2 on top of D3D11 WARP feature level 9.3 to 11.0
                           ES2_D3D11_WARP(),
                           ES2_D3D11_FL11_0_WARP(),
                           ES2_D3D11_FL10_1_WARP(),
                           ES2_D3D11_FL10_0_WARP(),
                           ES2_D3D11_FL9_3_WARP(),
    
                           // ES2 on top of D3D11 reference feature level 9.3 to 11.0
                           ES2_D3D11_REFERENCE(),
                           ES2_D3D11_FL11_0_REFERENCE(),
                           ES2_D3D11_FL10_1_REFERENCE(),
                           ES2_D3D11_FL10_0_REFERENCE(),
                           ES2_D3D11_FL9_3_REFERENCE(),
    
                           // ES3 on top of D3D11 feature level 9.3 to 11.0
                           ES3_D3D11(),
                           ES3_D3D11_FL11_0(),
                           ES3_D3D11_FL10_1(),
                           ES3_D3D11_FL10_0(),
    
                           // ES3 on top of D3D11 WARP feature level 9.3 to 11.0
                           ES3_D3D11_WARP(),
                           ES3_D3D11_FL11_0_WARP(),
                           ES3_D3D11_FL10_1_WARP(),
                           ES3_D3D11_FL10_0_WARP(),
    
                           // ES3 on top of D3D11 reference feature level 9.3 to 11.0
                           ES3_D3D11_REFERENCE(),
                           ES3_D3D11_FL11_0_REFERENCE(),
                           ES3_D3D11_FL10_1_REFERENCE(),
                           ES3_D3D11_FL10_0_REFERENCE(),
    
                           // ES2 on top of desktop OpenGL versions 2.1 to 4.5
                           ES2_OPENGL(),
                           ES2_OPENGL(2, 1),
                           ES2_OPENGL(3, 0),
                           ES2_OPENGL(3, 1),
                           ES2_OPENGL(3, 2),
                           ES2_OPENGL(3, 3),
                           ES2_OPENGL(4, 0),
                           ES2_OPENGL(4, 1),
                           ES2_OPENGL(4, 2),
                           ES2_OPENGL(4, 3),
                           ES2_OPENGL(4, 4),
                           ES2_OPENGL(4, 5),
    
                           // ES2 on top of desktop OpenGL versions 3.2 to 4.5
                           ES3_OPENGL(),
                           ES3_OPENGL(3, 2),
                           ES3_OPENGL(3, 3),
                           ES3_OPENGL(4, 0),
                           ES3_OPENGL(4, 1),
                           ES3_OPENGL(4, 2),
                           ES3_OPENGL(4, 3),
                           ES3_OPENGL(4, 4),
                           ES3_OPENGL(4, 5),
    
                           // ES2 on top of OpenGL ES 2.0 to 3.2
                           ES2_OPENGLES(),
                           ES2_OPENGLES(2, 0),
                           ES2_OPENGLES(3, 0),
                           ES2_OPENGLES(3, 1),
                           ES2_OPENGLES(3, 2),
    
                           // ES2 on top of OpenGL ES 3.0 to 3.2
                           ES3_OPENGLES(),
                           ES3_OPENGLES(3, 0),
                           ES3_OPENGLES(3, 1),
                           ES3_OPENGLES(3, 2));
    }