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kc3-lang/angle/src/tests/gl_tests/D3DTextureTest.cpp

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  • Author : Jamie Madill
    Date : 2017-02-14 13:53:26
    Hash : 14154827
    Message : Fix D3DTextureTest. This test was not releasing resource in the correct order. BUG=chromium:691136 Change-Id: Ie95c4d595eac49da2707afde033eff744131fcbe Reviewed-on: https://chromium-review.googlesource.com/442684 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/D3DTextureTest.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.
    //
    // D3DTextureTest:
    //   Tests of the EGL_ANGLE_d3d_texture_client_buffer extension
    
    #include "test_utils/ANGLETest.h"
    
    #include <d3d11.h>
    #include <windows.h>
    
    #include "com_utils.h"
    
    namespace angle
    {
    
    class D3DTextureTest : public ANGLETest
    {
      protected:
        D3DTextureTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            // clang-format off
            const std::string vsSource = SHADER_SOURCE
            (
                precision highp float;
                attribute vec4 position;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_Position = position;
                    texcoord = (position.xy * 0.5) + 0.5;
                    texcoord.y = 1.0 - texcoord.y;
                }
            );
    
            const std::string textureFSSource = SHADER_SOURCE
            (
                precision highp float;
                uniform sampler2D tex;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, texcoord);
                }
            );
            // clang-format on
    
            mTextureProgram = CompileProgram(vsSource, textureFSSource);
            ASSERT_NE(0u, mTextureProgram) << "shader compilation failed.";
    
            mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
            ASSERT_NE(-1, mTextureUniformLocation);
    
            mD3D11Module = LoadLibrary(TEXT("d3d11.dll"));
            ASSERT_NE(nullptr, mD3D11Module);
    
            PFN_D3D11_CREATE_DEVICE createDeviceFunc = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>(
                GetProcAddress(mD3D11Module, "D3D11CreateDevice"));
    
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
            if (eglDisplayExtensionEnabled(display, "EGL_EXT_device_query"))
            {
                PFNEGLQUERYDISPLAYATTRIBEXTPROC eglQueryDisplayAttribEXT =
                    reinterpret_cast<PFNEGLQUERYDISPLAYATTRIBEXTPROC>(
                        eglGetProcAddress("eglQueryDisplayAttribEXT"));
                PFNEGLQUERYDEVICEATTRIBEXTPROC eglQueryDeviceAttribEXT =
                    reinterpret_cast<PFNEGLQUERYDEVICEATTRIBEXTPROC>(
                        eglGetProcAddress("eglQueryDeviceAttribEXT"));
    
                EGLDeviceEXT device = 0;
                {
                    EGLAttrib result = 0;
                    EXPECT_EGL_TRUE(eglQueryDisplayAttribEXT(display, EGL_DEVICE_EXT, &result));
                    device = reinterpret_cast<EGLDeviceEXT>(result);
                }
    
                if (eglDeviceExtensionEnabled(device, "EGL_ANGLE_device_d3d"))
                {
                    EGLAttrib result = 0;
                    if (eglQueryDeviceAttribEXT(device, EGL_D3D11_DEVICE_ANGLE, &result))
                    {
                        mD3D11Device = reinterpret_cast<ID3D11Device *>(result);
                        mD3D11Device->AddRef();
                    }
                    else if (eglQueryDeviceAttribEXT(device, EGL_D3D9_DEVICE_ANGLE, &result))
                    {
                        mD3D9Device = reinterpret_cast<IDirect3DDevice9 *>(result);
                        mD3D9Device->AddRef();
                    }
                }
            }
            else
            {
                ASSERT_TRUE(
                    SUCCEEDED(createDeviceFunc(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr,
                                               0, D3D11_SDK_VERSION, &mD3D11Device, nullptr, nullptr)));
            }
        }
    
        void TearDown() override
        {
            glDeleteProgram(mTextureProgram);
    
            if (mD3D11Device)
            {
                mD3D11Device->Release();
                mD3D11Device = nullptr;
            }
    
            FreeLibrary(mD3D11Module);
            mD3D11Module = nullptr;
    
            if (mD3D9Device)
            {
                mD3D9Device->Release();
                mD3D9Device = nullptr;
            }
    
            ANGLETest::TearDown();
        }
    
        EGLSurface createPBuffer(size_t width,
                                 size_t height,
                                 EGLint eglTextureFormat,
                                 EGLint eglTextureTarget)
        {
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
            EGLConfig config   = window->getConfig();
    
            EGLint attribs[] = {
                EGL_TEXTURE_FORMAT, eglTextureFormat, EGL_TEXTURE_TARGET,
                eglTextureTarget,   EGL_NONE,         EGL_NONE,
            };
    
            if (mD3D11Device)
            {
                ID3D11Texture2D *texture = nullptr;
                CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, static_cast<UINT>(width),
                                           static_cast<UINT>(height), 1, 1,
                                           D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
                EXPECT_TRUE(SUCCEEDED(mD3D11Device->CreateTexture2D(&desc, nullptr, &texture)));
    
                EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(display, EGL_D3D_TEXTURE_ANGLE,
                                                                      texture, config, attribs);
    
                texture->Release();
    
                return pbuffer;
            }
            else if (mD3D9Device)
            {
                IDirect3DTexture9 *texture = nullptr;
                EXPECT_TRUE(SUCCEEDED(mD3D9Device->CreateTexture(
                    static_cast<UINT>(width), static_cast<UINT>(height), 1, D3DUSAGE_RENDERTARGET,
                    D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, nullptr)));
    
                EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(display, EGL_D3D_TEXTURE_ANGLE,
                                                                      texture, config, attribs);
    
                texture->Release();
    
                return pbuffer;
            }
            else
            {
                return EGL_NO_SURFACE;
            }
        }
    
        bool valid() const
        {
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
            if (!eglDisplayExtensionEnabled(display, "EGL_ANGLE_d3d_texture_client_buffer"))
            {
                std::cout << "Test skipped due to missing EGL_ANGLE_d3d_texture_client_buffer"
                          << std::endl;
                return false;
            }
    
            if (!mD3D11Device && !mD3D9Device)
            {
                std::cout << "Test skipped due to no D3D devices being available." << std::endl;
                return false;
            }
    
            if (IsWindows() && IsAMD() && IsOpenGL())
            {
                std::cout << "Test skipped on Windows AMD OpenGL." << std::endl;
                return false;
            }
    
            if (IsWindows() && IsIntel() && IsOpenGL())
            {
                std::cout << "Test skipped on Windows Intel OpenGL." << std::endl;
                return false;
            }
            return true;
        }
    
        GLuint mTextureProgram;
        GLint mTextureUniformLocation;
    
        HMODULE mD3D11Module       = nullptr;
        ID3D11Device *mD3D11Device = nullptr;
    
        IDirect3DDevice9 *mD3D9Device = nullptr;
    };
    
    // Test creating a pbuffer from a d3d surface and clearing it
    TEST_P(D3DTextureTest, Clear)
    {
        if (!valid())
        {
            return;
        }
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        const size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE);
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to purple and verify
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0,
                        255, 255);
    
        // Make current with null to ensure the Surface can be released immediately.
        eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
        eglDestroySurface(display, pbuffer);
    }
    
    // Test creating a pbuffer from a d3d surface and binding it to a texture
    TEST_P(D3DTextureTest, BindTexImage)
    {
        if (!valid())
        {
            return;
        }
    
        EGLWindow *window = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        const size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_TEXTURE_RGBA, EGL_TEXTURE_2D);
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to purple
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0,
                        255, 255);
    
        // Apply the window surface
        eglMakeCurrent(display, window->getSurface(), window->getSurface(), window->getContext());
    
        // Create a texture and bind the Pbuffer to it
        GLuint texture = 0;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        EXPECT_GL_NO_ERROR();
    
        eglBindTexImage(display, pbuffer, EGL_BACK_BUFFER);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        ASSERT_EGL_SUCCESS();
    
        // Draw a quad and verify that it is purple
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
    
        // Unbind the texture
        eglReleaseTexImage(display, pbuffer, EGL_BACK_BUFFER);
        ASSERT_EGL_SUCCESS();
    
        // Verify that purple was drawn
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 255, 255);
    
        glDeleteTextures(1, &texture);
    
        // Make current with null to ensure the Surface can be released immediately.
        eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
        eglDestroySurface(display, pbuffer);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(D3DTextureTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL());
    
    }  // namespace