Branch :
//
// 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