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

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  • Author : Yuly Novikov
    Date : 2020-03-26 22:44:15
    Hash : 7d8c2f2e
    Message : Hide SwiftShader OS Window in dEQP and end2end tests This prevents a race between starting Xvfb on test bots and X11 calls in X11Window::setVisible(), which used to cause flaky hangs on Linux SwANGLE bots. Unfortunately, in order to hide SwiftShader OS window, it must be a separate window from other backends, so it is no longer possible to have a single window for all backends, even if we don't reuse EGL Display. The only platform that still uses a single OS Window is Android, since there is only one system window per test application. In addition, all the tests that make OS Window visible explicitly, no longer do this for SwiftShader device. Bug: angleproject:4434 Change-Id: I1a067c22bfeee9288046b9d9566740731c0d627c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2125945 Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/egl_tests/EGLDirectCompositionTest.cpp
  • //
    // 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.
    //
    
    // EGLDirectCompositionTest.cpp:
    //   Tests pertaining to DirectComposition and WindowsUIComposition.
    
    #include <d3d11.h>
    #include "test_utils/ANGLETest.h"
    
    #include <DispatcherQueue.h>
    #include <VersionHelpers.h>
    #include <Windows.Foundation.h>
    #include <windows.ui.composition.Desktop.h>
    #include <windows.ui.composition.h>
    #include <windows.ui.composition.interop.h>
    #include <wrl.h>
    #include <memory>
    
    #include "libANGLE/renderer/d3d/d3d11/converged/CompositorNativeWindow11.h"
    #include "util/OSWindow.h"
    #include "util/com_utils.h"
    #include "util/test_utils.h"
    
    using namespace angle;
    using namespace ABI::Windows::System;
    using namespace ABI::Windows::UI::Composition;
    using namespace ABI::Windows::UI::Composition::Desktop;
    using namespace ABI::Windows::Foundation;
    using namespace Microsoft::WRL;
    using namespace Microsoft::WRL::Wrappers;
    
    const int WINDOWWIDTH = 200, WINDOWHEIGHT = 200;
    
    class EGLDirectCompositionTest : public ANGLETest
    {
      protected:
        EGLDirectCompositionTest() : mOSWindow(nullptr) {}
    
        void testSetUp() override
        {
            if (!mRoHelper.SupportedWindowsRelease())
            {
                return;
            }
    
            // Create an OS Window
            mOSWindow = OSWindow::New();
    
            mOSWindow->initialize("EGLDirectCompositionTest", WINDOWWIDTH, WINDOWHEIGHT);
            auto nativeWindow = mOSWindow->getNativeWindow();
            setWindowVisible(mOSWindow, true);
    
            // Create DispatcherQueue for window to process compositor callbacks
            CreateDispatcherQueue(mDispatcherController);
    
            HSTRING act;
            HSTRING_HEADER header;
    
            auto hr = mRoHelper.GetStringReference(RuntimeClass_Windows_UI_Composition_Compositor, &act,
                                                   &header);
    
            ASSERT_TRUE(SUCCEEDED(hr));
    
            void *fac = nullptr;
            hr        = mRoHelper.GetActivationFactory(act, __uuidof(IActivationFactory), &fac);
            ASSERT_TRUE(SUCCEEDED(hr));
    
            ComPtr<IActivationFactory> compositorFactory;
    
            compositorFactory.Attach((IActivationFactory *)fac);
    
            hr = compositorFactory->ActivateInstance(&mCompositor);
            ASSERT_TRUE(SUCCEEDED(hr));
    
            // Create a DesktopWindowTarget against native window (HWND)
            CreateDesktopWindowTarget(mCompositor, static_cast<HWND>(nativeWindow), mDesktopTarget);
    
            ASSERT_TRUE(SUCCEEDED(mCompositor->CreateSpriteVisual(mAngleHost.GetAddressOf())));
    
            ComPtr<IVisual> angleVis;
            ASSERT_TRUE(SUCCEEDED(mAngleHost.As(&angleVis)));
    
            ASSERT_TRUE(SUCCEEDED(angleVis->put_Size(
                {static_cast<FLOAT>(WINDOWWIDTH), static_cast<FLOAT>(WINDOWHEIGHT)})));
    
            ASSERT_TRUE(SUCCEEDED(angleVis->put_Offset({0, 0, 0})));
    
            ComPtr<ICompositionTarget> compTarget;
            ASSERT_TRUE(SUCCEEDED(mDesktopTarget.As(&compTarget)));
            ASSERT_TRUE(SUCCEEDED(compTarget->put_Root(angleVis.Get())));
    
            Init();
        }
    
        void CreateDispatcherQueue(ComPtr<IDispatcherQueueController> &controller)
        {
            DispatcherQueueOptions options{sizeof(DispatcherQueueOptions), DQTYPE_THREAD_CURRENT,
                                           DQTAT_COM_STA};
    
            auto hr = mRoHelper.CreateDispatcherQueueController(options, controller.GetAddressOf());
    
            ASSERT_TRUE(SUCCEEDED(hr));
        }
    
        void CreateDesktopWindowTarget(ComPtr<ICompositor> const &compositor,
                                       const HWND window,
                                       ComPtr<IDesktopWindowTarget> &target)
        {
            namespace abi = ABI::Windows::UI::Composition::Desktop;
    
            ComPtr<ICompositorDesktopInterop> interop;
            ASSERT_TRUE(SUCCEEDED(compositor.As(&interop)));
    
            ASSERT_TRUE(SUCCEEDED(interop->CreateDesktopWindowTarget(
                window, true, reinterpret_cast<abi::IDesktopWindowTarget **>(target.GetAddressOf()))));
        }
    
        void Init()
        {
            if (!mRoHelper.SupportedWindowsRelease())
            {
                return;
            }
    
            DPI_AWARENESS_CONTEXT
            WINAPI
            SetThreadDpiAwarenessContext(_In_ DPI_AWARENESS_CONTEXT dpiContext);
    
            auto userModule = LoadLibraryA("user32.dll");
    
            if (userModule == nullptr)
            {
                return;
            }
    
            auto temp = GetProcAddress(userModule, "SetThreadDpiAwarenessContext");
    
            mFpSetThreadDpiAwarenessContext = reinterpret_cast<_SetThreadDpiAwarenessContext *>(temp);
    
            const EGLint configAttributes[] = {
                EGL_RED_SIZE,   8, EGL_GREEN_SIZE,   8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8,
                EGL_DEPTH_SIZE, 8, EGL_STENCIL_SIZE, 8, EGL_NONE};
    
            const EGLint defaultDisplayAttributes[] = {
                EGL_PLATFORM_ANGLE_TYPE_ANGLE,
                EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
                EGL_NONE,
            };
    
            PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
                reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(
                    eglGetProcAddress("eglGetPlatformDisplayEXT"));
            ASSERT_TRUE(eglGetPlatformDisplayEXT != nullptr);
    
            mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,
                                                   reinterpret_cast<void *>(EGL_DEFAULT_DISPLAY),
                                                   defaultDisplayAttributes);
            ASSERT_TRUE(mEglDisplay != EGL_NO_DISPLAY);
    
            ASSERT_EGL_TRUE(eglInitialize(mEglDisplay, nullptr, nullptr));
    
            EGLint nConfigs = 0;
    
            ASSERT_EGL_TRUE(eglGetConfigs(mEglDisplay, nullptr, 0, &nConfigs));
            ASSERT_TRUE(nConfigs != 0);
    
            ASSERT_EGL_TRUE(eglChooseConfig(mEglDisplay, configAttributes, &mEglConfig, 1, &nConfigs));
        }
    
        void CreateSurface(ComPtr<ABI::Windows::UI::Composition::ISpriteVisual> visual,
                           EGLSurface &surface)
        {
            auto displayExtensions = eglQueryString(mEglDisplay, EGL_EXTENSIONS);
    
            // Check that the EGL_ANGLE_windows_ui_composition display extension is available
            ASSERT_TRUE(strstr(displayExtensions, "EGL_ANGLE_windows_ui_composition") != nullptr);
    
            const EGLint contextAttributes[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
    
            // Use a spritevisual as the nativewindowtype
            surface =
                eglCreateWindowSurface(mEglDisplay, mEglConfig,
                                       static_cast<EGLNativeWindowType>((void *)visual.Get()), nullptr);
            ASSERT_TRUE(surface != EGL_NO_SURFACE);
    
            mEglContext = eglCreateContext(mEglDisplay, mEglConfig, EGL_NO_CONTEXT, contextAttributes);
            ASSERT_TRUE(mEglContext != EGL_NO_CONTEXT);
    
            ASSERT_TRUE(eglMakeCurrent(mEglDisplay, surface, surface, mEglContext) != EGL_FALSE);
        }
    
        void testTearDown() override
        {
            if (!mRoHelper.SupportedWindowsRelease())
            {
                return;
            }
            ASSERT_EGL_TRUE(eglTerminate(mEglDisplay));
    
            OSWindow::Delete(&mOSWindow);
        }
    
        OSWindow *mOSWindow;
        ComPtr<ICompositor> mCompositor;
        ComPtr<IDispatcherQueueController> mDispatcherController;
        ComPtr<ICompositionColorBrush> mColorBrush;
        ComPtr<IDesktopWindowTarget> mDesktopTarget;
        ComPtr<ISpriteVisual> mAngleHost;
    
        EGLDisplay mEglDisplay;
        EGLContext mEglContext;
        EGLConfig mEglConfig;
        rx::RoHelper mRoHelper;
    
        using _SetThreadDpiAwarenessContext =
            DPI_AWARENESS_CONTEXT WINAPI(DPI_AWARENESS_CONTEXT dpiContext);
    
        _SetThreadDpiAwarenessContext *mFpSetThreadDpiAwarenessContext;
    };
    
    // This tests that a surface created using a SpriteVisual as container has the expected dimensions
    // which should match the dimensions of the SpriteVisual passed in
    TEST_P(EGLDirectCompositionTest, SurfaceSizeFromSpriteSize)
    {
        // Only attempt this test when on Windows 10 1803+
        ANGLE_SKIP_TEST_IF(!mRoHelper.SupportedWindowsRelease());
    
        EGLSurface s{nullptr};
        CreateSurface(mAngleHost, s);
    
        EGLint surfacewidth = 0, surfaceheight = 0;
        eglQuerySurface(mEglDisplay, s, EGL_WIDTH, &surfacewidth);
        eglQuerySurface(mEglDisplay, s, EGL_HEIGHT, &surfaceheight);
    
        ComPtr<IVisual> angleVis;
        ASSERT_TRUE(SUCCEEDED(mAngleHost.As(&angleVis)));
    
        ABI::Windows::Foundation::Numerics::Vector2 visualsize{0, 0};
    
        ASSERT_TRUE(SUCCEEDED(angleVis->get_Size(&visualsize)));
    
        ASSERT_TRUE(surfacewidth == static_cast<int>(visualsize.X));
        ASSERT_TRUE(surfaceheight == static_cast<int>(visualsize.Y));
    
        ASSERT_EGL_TRUE(eglDestroySurface(mEglDisplay, s));
        ASSERT_EGL_TRUE(eglDestroyContext(mEglDisplay, mEglContext));
    }
    
    // This tests that a WindowSurface can be created using a SpriteVisual as the containing window
    // and that pixels can be successfully rendered into the resulting WindowSurface
    TEST_P(EGLDirectCompositionTest, RenderSolidColor)
    {
        // Only attempt this test when on Windows 10 1803+
        ANGLE_SKIP_TEST_IF(!mRoHelper.SupportedWindowsRelease());
    
        // http://crbug.com/1063962
        ANGLE_SKIP_TEST_IF(isD3D11Renderer() && IsIntel());
    
        EGLSurface s{nullptr};
        CreateSurface(mAngleHost, s);
    
        glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
    
        glViewport(0, 0, WINDOWWIDTH, WINDOWHEIGHT);
        glClear(GL_COLOR_BUFFER_BIT);
    
        ASSERT_EGL_TRUE(eglSwapBuffers(mEglDisplay, s));
    
        // ensure user/DWM have a chance to paint the window and kick it to the top of the desktop
        // zorder before we attempt to sample
        angle::Sleep(200);
        mOSWindow->messageLoop();
    
        uint8_t *pixelBuffer = static_cast<uint8_t *>(malloc(WINDOWWIDTH * WINDOWHEIGHT * 4));
        ZeroMemory(pixelBuffer, WINDOWWIDTH * WINDOWHEIGHT * 4);
    
        // In order to accurately capture a bitmap, we need to temporarily shift into per-monitor DPI
        // mode in order to get the window offset from desktop correct
        auto previous = mFpSetThreadDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE);
        bool success  = mOSWindow->takeScreenshot(pixelBuffer);
        mFpSetThreadDpiAwarenessContext(previous);
        ASSERT_EGL_TRUE(success);
    
        ASSERT_EGL_TRUE(pixelBuffer[(50 * 50 * 4)] == 255);
        ASSERT_EGL_TRUE(pixelBuffer[(50 * 50 * 4) + 1] == 0);
        ASSERT_EGL_TRUE(pixelBuffer[(50 * 50 * 4) + 2] == 0);
        ASSERT_EGL_TRUE(pixelBuffer[(50 * 50 * 4) + 3] == 255);
    
        ASSERT_EGL_TRUE(eglDestroySurface(mEglDisplay, s));
        ASSERT_EGL_TRUE(eglDestroyContext(mEglDisplay, mEglContext));
    }
    
    ANGLE_INSTANTIATE_TEST(EGLDirectCompositionTest, WithNoFixture(ES2_D3D11()));