Hash :
53ea9cc6
Author :
Date :
2016-05-17T10:12:52
Replace rx::Renderer with rx::ContextImpl. Previously Context had no Impl class, but had a special relationship with the instanced Renderer class. Having a ContextImpl backing every Context will allow new designs to enable things like multithreading (where each ContextImpl stores a Context-specific device) or non- virtual Contexts on Android or other platforms where it is more efficient. A large refactoring patch that touches every back-end. BUG=angleproject:1363 Change-Id: Icb73a7d37447f08a664eeb499a310ba05d71a57e Reviewed-on: https://chromium-review.googlesource.com/342052 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// 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.
//
// D3D11FormatTablesTest:
// Tests to validate our D3D11 support tables match hardware support.
//
#include "libANGLE/angletypes.h"
#include "libANGLE/Context.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "test_utils/angle_test_instantiate.h"
#include "test_utils/ANGLETest.h"
using namespace angle;
namespace
{
class D3D11FormatTablesTest : public ANGLETest
{
};
// This test enumerates all GL formats - for each, it queries the D3D support for
// using it as a texture, a render target, and sampling from it in the shader. It
// checks this against our speed-optimized baked tables, and validates they would
// give the same result.
// TODO(jmadill): Find out why in 9_3, some format queries return an error.
// The error seems to appear for formats that are not supported on 9_3.
TEST_P(D3D11FormatTablesTest, TestFormatSupport)
{
ASSERT_EQ(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, GetParam().getRenderer());
// Hack the angle!
gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext());
rx::Context11 *context11 = rx::GetImplAs<rx::Context11>(context);
rx::Renderer11 *renderer = context11->getRenderer();
const auto &textureCaps = renderer->getNativeTextureCaps();
ID3D11Device *device = renderer->getDevice();
const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
for (GLenum internalFormat : allFormats)
{
const rx::d3d11::TextureFormat &formatInfo =
rx::d3d11::GetTextureFormatInfo(internalFormat, renderer->getRenderer11DeviceCaps());
const auto &textureInfo = textureCaps.get(internalFormat);
// Bits for texturing
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
UINT texSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D;
if (internalFormatInfo.depthBits == 0 && internalFormatInfo.stencilBits == 0)
{
texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURECUBE;
if (GetParam().majorVersion > 2)
{
texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D;
}
}
UINT texSupport;
bool texSuccess =
SUCCEEDED(device->CheckFormatSupport(formatInfo.formatSet->texFormat, &texSupport));
bool textureable = texSuccess && ((texSupport & texSupportMask) == texSupportMask);
EXPECT_EQ(textureable, textureInfo.texturable);
// Bits for filtering
UINT filterSupport;
bool filterSuccess =
SUCCEEDED(device->CheckFormatSupport(formatInfo.formatSet->srvFormat, &filterSupport));
bool filterable = filterSuccess && ((filterSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) != 0);
EXPECT_EQ(filterable, textureInfo.filterable);
// Bits for renderable
bool renderable = false;
UINT renderSupport = 0u;
DXGI_FORMAT renderFormat = DXGI_FORMAT_UNKNOWN;
if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0)
{
renderFormat = formatInfo.formatSet->dsvFormat;
bool depthSuccess = SUCCEEDED(
device->CheckFormatSupport(formatInfo.formatSet->dsvFormat, &renderSupport));
renderable =
depthSuccess && ((renderSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0);
if (renderable)
{
EXPECT_NE(DXGI_FORMAT_UNKNOWN, formatInfo.formatSet->dsvFormat);
}
}
else
{
renderFormat = formatInfo.formatSet->rtvFormat;
bool rtSuccess = SUCCEEDED(
device->CheckFormatSupport(formatInfo.formatSet->rtvFormat, &renderSupport));
renderable = rtSuccess && ((renderSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET) != 0);
if (renderable)
{
EXPECT_NE(DXGI_FORMAT_UNKNOWN, formatInfo.formatSet->rtvFormat);
}
}
EXPECT_EQ(renderable, textureInfo.renderable);
if (!textureInfo.sampleCounts.empty())
{
EXPECT_TRUE(renderable);
}
// Multisample counts
if (renderable)
{
if ((renderSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET) != 0)
{
EXPECT_TRUE(!textureInfo.sampleCounts.empty());
for (unsigned int sampleCount = 1;
sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount *= 2)
{
UINT qualityCount = 0;
bool sampleSuccess = SUCCEEDED(device->CheckMultisampleQualityLevels(
renderFormat, sampleCount, &qualityCount));
GLuint expectedCount = (!sampleSuccess || qualityCount == 0) ? 0 : 1;
EXPECT_EQ(expectedCount, textureInfo.sampleCounts.count(sampleCount));
}
}
else
{
EXPECT_TRUE(textureInfo.sampleCounts.empty());
}
}
}
}
ANGLE_INSTANTIATE_TEST(D3D11FormatTablesTest,
ES2_D3D11_FL9_3(),
ES2_D3D11_FL10_0(),
ES2_D3D11_FL10_1(),
ES2_D3D11_FL11_0());
} // anonymous namespace