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kc3-lang/angle/src/tests/egl_tests/EGLPresentPathD3D11Test.cpp

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  • Author : Jamie Madill
    Date : 2016-03-02 11:26:02
    Hash : e6bcdd24
    Message : Fix a bug in EGLPresentPathD3D11Test This test was releasing a resource created with a queried device after it released the D3D11 device. It is problematic because the error was not caught by the swarming tests on the trybots, but did show up on the Intel bot because it was not a swarming test. BUG=589851 BUG=angleproject:1219 Change-Id: I7383640df9794aaf0e32e0a7c276ae3b22232050 Reviewed-on: https://chromium-review.googlesource.com/330001 Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/egl_tests/EGLPresentPathD3D11Test.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.
    //
    
    #include "test_utils/ANGLETest.h"
    
    #include <cstdint>
    #include "com_utils.h"
    #include "OSWindow.h"
    #include <d3d11.h>
    
    using namespace angle;
    
    class EGLPresentPathD3D11 : public testing::TestWithParam<PlatformParameters>
    {
      protected:
        EGLPresentPathD3D11()
            : mDisplay(EGL_NO_DISPLAY),
              mContext(EGL_NO_CONTEXT),
              mSurface(EGL_NO_SURFACE),
              mOffscreenSurfaceD3D11Texture(nullptr),
              mConfig(0),
              mOSWindow(nullptr),
              mWindowWidth(0)
        {
        }
    
        void SetUp() override
        {
            mOSWindow    = CreateOSWindow();
            mWindowWidth = 64;
            mOSWindow->initialize("EGLPresentPathD3D11", mWindowWidth, mWindowWidth);
        }
    
        void initializeEGL(bool usePresentPathFast)
        {
            int clientVersion = GetParam().majorVersion;
    
            const char *extensionString =
                static_cast<const char *>(eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS));
            ASSERT_NE(nullptr, strstr(extensionString, "EGL_ANGLE_experimental_present_path"));
    
            PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
                reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(
                    eglGetProcAddress("eglGetPlatformDisplayEXT"));
            ASSERT_NE(nullptr, eglGetPlatformDisplayEXT);
    
            // Set up EGL Display
            EGLint displayAttribs[] = {
                EGL_PLATFORM_ANGLE_TYPE_ANGLE, GetParam().getRenderer(),
                EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, GetParam().eglParameters.majorVersion,
                EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, GetParam().eglParameters.majorVersion,
                EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE,
                usePresentPathFast ? EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE
                                   : EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE,
                EGL_NONE};
            mDisplay =
                eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttribs);
            ASSERT_TRUE(EGL_NO_DISPLAY != mDisplay);
            ASSERT_EGL_TRUE(eglInitialize(mDisplay, NULL, NULL));
    
            // Choose the EGL config
            EGLint numConfigs;
            EGLint configAttribs[] = {EGL_RED_SIZE,
                                      8,
                                      EGL_GREEN_SIZE,
                                      8,
                                      EGL_BLUE_SIZE,
                                      8,
                                      EGL_ALPHA_SIZE,
                                      8,
                                      EGL_RENDERABLE_TYPE,
                                      clientVersion == 3 ? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT,
                                      EGL_SURFACE_TYPE,
                                      EGL_PBUFFER_BIT,
                                      EGL_NONE};
            ASSERT_EGL_TRUE(eglChooseConfig(mDisplay, configAttribs, &mConfig, 1, &numConfigs));
            ASSERT_EQ(1, numConfigs);
    
            // Set up the EGL context
            EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, clientVersion, EGL_NONE};
            mContext = eglCreateContext(mDisplay, mConfig, NULL, contextAttribs);
            ASSERT_TRUE(EGL_NO_CONTEXT != mContext);
        }
    
        void createWindowSurface()
        {
            mSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
        }
    
        void createPbufferFromClientBufferSurface()
        {
            EGLAttrib device      = 0;
            EGLAttrib angleDevice = 0;
    
            PFNEGLQUERYDISPLAYATTRIBEXTPROC queryDisplayAttribEXT;
            PFNEGLQUERYDEVICEATTRIBEXTPROC queryDeviceAttribEXT;
    
            const char *extensionString =
                static_cast<const char *>(eglQueryString(mDisplay, EGL_EXTENSIONS));
            EXPECT_TRUE(strstr(extensionString, "EGL_EXT_device_query"));
    
            queryDisplayAttribEXT =
                (PFNEGLQUERYDISPLAYATTRIBEXTPROC)eglGetProcAddress("eglQueryDisplayAttribEXT");
            queryDeviceAttribEXT =
                (PFNEGLQUERYDEVICEATTRIBEXTPROC)eglGetProcAddress("eglQueryDeviceAttribEXT");
            ASSERT_NE(nullptr, queryDisplayAttribEXT);
            ASSERT_NE(nullptr, queryDeviceAttribEXT);
    
            ASSERT_EGL_TRUE(queryDisplayAttribEXT(mDisplay, EGL_DEVICE_EXT, &angleDevice));
            ASSERT_EGL_TRUE(queryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
                                                 EGL_D3D11_DEVICE_ANGLE, &device));
            ID3D11Device *d3d11Device = reinterpret_cast<ID3D11Device *>(device);
    
            D3D11_TEXTURE2D_DESC textureDesc = {0};
            textureDesc.Width                = mWindowWidth;
            textureDesc.Height               = mWindowWidth;
            textureDesc.Format               = DXGI_FORMAT_B8G8R8A8_UNORM;
            textureDesc.MipLevels            = 1;
            textureDesc.ArraySize            = 1;
            textureDesc.SampleDesc.Count     = 1;
            textureDesc.SampleDesc.Quality   = 0;
            textureDesc.Usage                = D3D11_USAGE_DEFAULT;
            textureDesc.BindFlags            = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
            textureDesc.CPUAccessFlags       = 0;
            textureDesc.MiscFlags            = D3D11_RESOURCE_MISC_SHARED;
    
            ASSERT_TRUE(SUCCEEDED(
                d3d11Device->CreateTexture2D(&textureDesc, nullptr, &mOffscreenSurfaceD3D11Texture)));
    
            IDXGIResource *dxgiResource =
                DynamicCastComObject<IDXGIResource>(mOffscreenSurfaceD3D11Texture);
            ASSERT_NE(nullptr, dxgiResource);
    
            HANDLE sharedHandle = 0;
            ASSERT_TRUE(SUCCEEDED(dxgiResource->GetSharedHandle(&sharedHandle)));
            SafeRelease(dxgiResource);
    
            EGLint pBufferAttributes[] = {EGL_WIDTH,          mWindowWidth,       EGL_HEIGHT,
                                          mWindowWidth,       EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
                                          EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,   EGL_NONE};
    
            mSurface = eglCreatePbufferFromClientBuffer(mDisplay, EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE,
                                                        sharedHandle, mConfig, pBufferAttributes);
            ASSERT_TRUE(EGL_NO_SURFACE != mSurface);
        }
    
        void makeCurrent() { ASSERT_EGL_TRUE(eglMakeCurrent(mDisplay, mSurface, mSurface, mContext)); }
    
        void TearDown() override
        {
            SafeRelease(mOffscreenSurfaceD3D11Texture);
    
            if (mDisplay != EGL_NO_DISPLAY)
            {
                eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
    
                if (mSurface != EGL_NO_SURFACE)
                {
                    eglDestroySurface(mDisplay, mSurface);
                    mSurface = EGL_NO_SURFACE;
                }
    
                if (mContext != EGL_NO_CONTEXT)
                {
                    eglDestroyContext(mDisplay, mContext);
                    mContext = EGL_NO_CONTEXT;
                }
    
                eglTerminate(mDisplay);
                mDisplay = EGL_NO_DISPLAY;
            }
    
            mOSWindow->destroy();
            SafeDelete(mOSWindow);
        }
    
        void drawQuadUsingGL()
        {
            GLuint m2DProgram;
            GLint mTexture2DUniformLocation;
    
            const std::string vertexShaderSource =
                SHADER_SOURCE(precision highp float; attribute vec4 position; varying vec2 texcoord;
    
                              void main()
                              {
                                  gl_Position = vec4(position.xy, 0.0, 1.0);
                                  texcoord = (position.xy * 0.5) + 0.5;
                              });
    
            const std::string fragmentShaderSource2D =
                SHADER_SOURCE(precision highp float; uniform sampler2D tex; varying vec2 texcoord;
    
                              void main()
                              {
                                  gl_FragColor = texture2D(tex, texcoord);
                              });
    
            m2DProgram                = CompileProgram(vertexShaderSource, fragmentShaderSource2D);
            mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex");
    
            uint8_t textureInitData[16] = {
                255, 0,   0,   255,  // Red
                0,   255, 0,   255,  // Green
                0,   0,   255, 255,  // Blue
                255, 255, 0,   255   // Red + Green
            };
    
            // Create a simple RGBA texture
            GLuint tex = 0;
            glGenTextures(1, &tex);
            glBindTexture(GL_TEXTURE_2D, tex);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         textureInitData);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            ASSERT_GL_NO_ERROR();
    
            // Draw a quad using the texture
            glClear(GL_COLOR_BUFFER_BIT);
            glUseProgram(m2DProgram);
            glUniform1i(mTexture2DUniformLocation, 0);
    
            GLint positionLocation = glGetAttribLocation(m2DProgram, "position");
            glUseProgram(m2DProgram);
            const GLfloat vertices[] =
            {
                -1.0f,  1.0f, 0.5f,
                -1.0f, -1.0f, 0.5f,
                 1.0f, -1.0f, 0.5f,
                -1.0f,  1.0f, 0.5f,
                 1.0f, -1.0f, 0.5f,
                 1.0f,  1.0f, 0.5f,
            };
    
            glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
            glEnableVertexAttribArray(positionLocation);
    
            glDrawArrays(GL_TRIANGLES, 0, 6);
            ASSERT_GL_NO_ERROR();
    
            glDeleteProgram(m2DProgram);
        }
    
        void checkPixelsUsingGL()
        {
            // Note that the texture is in BGRA format
            EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);                                  // Red
            EXPECT_PIXEL_EQ(mWindowWidth - 1, 0, 0, 255, 0, 255);                   // Green
            EXPECT_PIXEL_EQ(0, mWindowWidth - 1, 0, 0, 255, 255);                   // Blue
            EXPECT_PIXEL_EQ(mWindowWidth - 1, mWindowWidth - 1, 255, 255, 0, 255);  // Red + green
        }
    
        void checkPixelsUsingD3D(bool usingPresentPathFast)
        {
            ASSERT_NE(nullptr, mOffscreenSurfaceD3D11Texture);
    
            D3D11_TEXTURE2D_DESC textureDesc = {0};
            ID3D11Device *device;
            ID3D11DeviceContext *context;
            mOffscreenSurfaceD3D11Texture->GetDesc(&textureDesc);
            mOffscreenSurfaceD3D11Texture->GetDevice(&device);
            device->GetImmediateContext(&context);
            ASSERT_NE(nullptr, device);
            ASSERT_NE(nullptr, context);
    
            textureDesc.CPUAccessFlags  = D3D11_CPU_ACCESS_READ;
            textureDesc.Usage           = D3D11_USAGE_STAGING;
            textureDesc.BindFlags       = 0;
            textureDesc.MiscFlags       = 0;
            ID3D11Texture2D *cpuTexture = nullptr;
            ASSERT_TRUE(SUCCEEDED(device->CreateTexture2D(&textureDesc, nullptr, &cpuTexture)));
    
            context->CopyResource(cpuTexture, mOffscreenSurfaceD3D11Texture);
    
            D3D11_MAPPED_SUBRESOURCE mappedSubresource;
            context->Map(cpuTexture, 0, D3D11_MAP_READ, 0, &mappedSubresource);
            ASSERT_EQ(static_cast<UINT>(mWindowWidth * 4), mappedSubresource.RowPitch);
            ASSERT_EQ(static_cast<UINT>(mWindowWidth * mWindowWidth * 4), mappedSubresource.DepthPitch);
    
            angle::GLColor *byteData = reinterpret_cast<angle::GLColor *>(mappedSubresource.pData);
    
            // Note that the texture is in BGRA format, although the GLColor struct is RGBA
            GLColor expectedTopLeftPixel     = GLColor(0,   0, 255, 255);  // Red
            GLColor expectedTopRightPixel    = GLColor(0, 255,   0, 255);  // Green
            GLColor expectedBottomLeftPixel  = GLColor(255, 0,   0, 255);  // Blue
            GLColor expectedBottomRightPixel = GLColor(0, 255, 255, 255);  // Red + Green
    
            if (usingPresentPathFast)
            {
                // Invert the expected values
                GLColor tempTopLeft      = expectedTopLeftPixel;
                GLColor tempTopRight     = expectedTopRightPixel;
                expectedTopLeftPixel     = expectedBottomLeftPixel;
                expectedTopRightPixel    = expectedBottomRightPixel;
                expectedBottomLeftPixel  = tempTopLeft;
                expectedBottomRightPixel = tempTopRight;
            }
    
            EXPECT_EQ(expectedTopLeftPixel, byteData[0]);
            EXPECT_EQ(expectedTopRightPixel, byteData[(mWindowWidth - 1)]);
            EXPECT_EQ(expectedBottomLeftPixel, byteData[(mWindowWidth - 1) * mWindowWidth]);
            EXPECT_EQ(expectedBottomRightPixel,
                      byteData[(mWindowWidth - 1) * mWindowWidth + (mWindowWidth - 1)]);
    
            context->Unmap(cpuTexture, 0);
            SafeRelease(cpuTexture);
            SafeRelease(device);
            SafeRelease(context);
        }
    
        EGLDisplay mDisplay;
        EGLContext mContext;
        EGLSurface mSurface;
        ID3D11Texture2D *mOffscreenSurfaceD3D11Texture;
        EGLConfig mConfig;
        OSWindow *mOSWindow;
        GLint mWindowWidth;
    };
    
    // Test that rendering basic content onto a window surface when present path fast
    // is enabled works as expected
    TEST_P(EGLPresentPathD3D11, WindowPresentPathFast)
    {
        initializeEGL(true);
        createWindowSurface();
        makeCurrent();
    
        drawQuadUsingGL();
    
        checkPixelsUsingGL();
    }
    
    // Test that rendering basic content onto a client buffer surface when present path fast
    // works as expected, and is also oriented the correct way around
    TEST_P(EGLPresentPathD3D11, ClientBufferPresentPathFast)
    {
        initializeEGL(true);
        createPbufferFromClientBufferSurface();
        makeCurrent();
    
        drawQuadUsingGL();
    
        checkPixelsUsingGL();
        checkPixelsUsingD3D(true);
    }
    
    // Test that rendering basic content onto a window surface when present path fast
    // is disabled works as expected
    TEST_P(EGLPresentPathD3D11, WindowPresentPathCopy)
    {
        initializeEGL(false);
        createWindowSurface();
        makeCurrent();
    
        drawQuadUsingGL();
    
        checkPixelsUsingGL();
    }
    
    // Test that rendering basic content onto a client buffer surface when present path
    // fast is disabled works as expected, and is also oriented the correct way around
    TEST_P(EGLPresentPathD3D11, ClientBufferPresentPathCopy)
    {
        initializeEGL(false);
        createPbufferFromClientBufferSurface();
        makeCurrent();
    
        drawQuadUsingGL();
    
        checkPixelsUsingGL();
        checkPixelsUsingD3D(false);
    }
    
    ANGLE_INSTANTIATE_TEST(EGLPresentPathD3D11, ES2_D3D11(), ES2_D3D11_FL9_3());