Hash :
ca27139e
Author :
Date :
2017-04-05T12:30:00
Key the format tables on internal format and type. Keying the format tables on internal format alone is not enough to fully validate the unsized formats which require additional type information. This CL has no functional changes, it just splits the tables and updates the calls to GetInternalFormat info to provide type information when the format is not sized. BUG=angleproject:1523 BUG=angleproject:1958 BUG=angleproject:1228 Change-Id: I37e5201e7f54fa8eca01b8a6e64b11a6b94484e7 Reviewed-on: https://chromium-review.googlesource.com/468449 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: 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/dxgi_support_table.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::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);
// 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);
EXPECT_EQ(expectedMipGen, actualMipGen);
// 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);
// 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);
}
}
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);
}
}
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