Hash :
da791e3e
Author :
Date :
2021-04-22T09:46:49
D3D11: Disable CompositorNativeWindow11 in Chromium builds. CompositorNativeWindow11's IsValidNativeWindow can only return true or crash. If a user passes in an invalid window handle, ANGLE's D3D11 backend will always crash. Ideally this window type would be exposed through an extension and the user passes in an enum telling ANGLE that the window is an ISpriteVisual instead of ANGLE trying to detect it from a void pointer. Bug: chromium:1176118 Change-Id: Ia7568adcd929dcd9200c7da2d0a991da55e1e89a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2846800 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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//
// 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.
#ifdef ANGLE_ENABLE_D3D11_COMPOSITOR_NATIVE_WINDOW
# 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()));
#endif // ANGLE_ENABLE_D3D11_COMPOSITOR_NATIVE_WINDOW