Edit

kc3-lang/angle/src/tests/gl_tests/D3D11FormatTablesTest.cpp

Branch :

  • Show log

    Commit

  • Author : Yuly Novikov
    Date : 2018-06-04 18:59:41
    Hash : f15f886c
    Message : Differentiate texture and renderbuffer framebuffer attachment capabilities ANGLE used to describe the abitily to attach textures and renderbuffers of a specific format to a framebuffer using a single notion of "renderable". However, for some formats, only one can be supported, but not the other. Split TextureCaps::renderable into textureAttachment and renderbuffer. Also, split InternalFormat::renderSupport into textureAttachmentSupport and renderbufferSupport. The only functional change is in a few places which now explicitly check for texture or renderbuffer attachement support. Information in format support tables was duplicated for the two capabilities, so behavior should remain the same. It should be corrected in future CLs. Note: additional information in those tables may need to be added in order to properly support GenerateMipmap and TexStorage2DMultisample, this is beyond the scope of this CL. Bug: angleproject:2567 Change-Id: I18bce4100525be35709d8bbf4de08ec812aab502 Reviewed-on: https://chromium-review.googlesource.com/1086491 Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/D3D11FormatTablesTest.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.
    //
    // D3D11FormatTablesTest:
    //   Tests to validate our D3D11 support tables match hardware support.
    //
    
    #include "common/debug.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/angletypes.h"
    #include "libANGLE/formatutils.h"
    #include "libANGLE/renderer/d3d/d3d11/Context11.h"
    #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
    #include "libANGLE/renderer/d3d/d3d11/dxgi_support_table.h"
    #include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
    #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
    #include "test_utils/ANGLETest.h"
    #include "test_utils/angle_test_instantiate.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::Format &formatInfo =
                rx::d3d11::Format::Get(internalFormat, renderer->getRenderer11DeviceCaps());
            const auto &textureInfo = textureCaps.get(internalFormat);
    
            // Bits for texturing
            const gl::InternalFormat &internalFormatInfo =
                gl::GetSizedInternalFormatInfo(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  = 0;
            bool texSuccess  = SUCCEEDED(device->CheckFormatSupport(formatInfo.texFormat, &texSupport));
            bool textureable = texSuccess && ((texSupport & texSupportMask) == texSupportMask);
            EXPECT_EQ(textureable, textureInfo.texturable) << " for " << gl::FmtHex(internalFormat);
    
            // Bits for mipmap auto-gen.
            bool expectedMipGen = texSuccess && ((texSupport & D3D11_FORMAT_SUPPORT_MIP_AUTOGEN) != 0);
            auto featureLevel   = renderer->getRenderer11DeviceCaps().featureLevel;
            const auto &dxgiSupport = rx::d3d11::GetDXGISupport(formatInfo.texFormat, featureLevel);
            bool actualMipGen =
                ((dxgiSupport.alwaysSupportedFlags & D3D11_FORMAT_SUPPORT_MIP_AUTOGEN) != 0);
            EXPECT_EQ(0u, dxgiSupport.optionallySupportedFlags & D3D11_FORMAT_SUPPORT_MIP_AUTOGEN)
                << " for " << gl::FmtHex(internalFormat);
            EXPECT_EQ(expectedMipGen, actualMipGen) << " for " << gl::FmtHex(internalFormat);
    
            // Bits for filtering
            UINT filterSupport = 0;
            bool filterSuccess =
                SUCCEEDED(device->CheckFormatSupport(formatInfo.srvFormat, &filterSupport));
            bool filterable = filterSuccess && ((filterSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) != 0);
            EXPECT_EQ(filterable, textureInfo.filterable) << " for " << gl::FmtHex(internalFormat);
    
            // Bits for renderable
            bool renderable = false;
            UINT renderSupport       = 0u;
            DXGI_FORMAT renderFormat = DXGI_FORMAT_UNKNOWN;
            if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0)
            {
                renderFormat = formatInfo.dsvFormat;
                bool depthSuccess =
                    SUCCEEDED(device->CheckFormatSupport(formatInfo.dsvFormat, &renderSupport));
                renderable =
                    depthSuccess && ((renderSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0);
                if (renderable)
                {
                    EXPECT_NE(DXGI_FORMAT_UNKNOWN, formatInfo.dsvFormat)
                        << " for " << gl::FmtHex(internalFormat);
                }
            }
            else
            {
                renderFormat = formatInfo.rtvFormat;
                bool rtSuccess =
                    SUCCEEDED(device->CheckFormatSupport(formatInfo.rtvFormat, &renderSupport));
                renderable = rtSuccess && ((renderSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET) != 0);
                if (renderable)
                {
                    EXPECT_NE(DXGI_FORMAT_UNKNOWN, formatInfo.rtvFormat)
                        << " for " << gl::FmtHex(internalFormat);
                }
            }
            EXPECT_EQ(renderable, textureInfo.textureAttachment)
                << " for " << gl::FmtHex(internalFormat);
            EXPECT_EQ(renderable, textureInfo.renderbuffer) << " for " << gl::FmtHex(internalFormat);
            if (!textureInfo.sampleCounts.empty())
            {
                EXPECT_TRUE(renderable) << " for " << gl::FmtHex(internalFormat);
            }
    
            // 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))
                            << " for " << gl::FmtHex(internalFormat);
                    }
                }
                else
                {
                    EXPECT_TRUE(textureInfo.sampleCounts.empty())
                        << " for " << gl::FmtHex(internalFormat);
                }
            }
        }
    }
    
    ANGLE_INSTANTIATE_TEST(D3D11FormatTablesTest,
                           ES2_D3D11_FL9_3(),
                           ES2_D3D11_FL10_0(),
                           ES2_D3D11_FL10_1(),
                           ES2_D3D11_FL11_0());
    
    } // anonymous namespace