Hash :
8cf70d55
Author :
Date :
2016-08-09T11:10:35
D3D11: Rename ANGLEFormatSet to Format. BUG=angleproject:1455 Change-Id: I896b3ed2d5e4ff3ad72de9a3a4b554841129e4e9 Reviewed-on: https://chromium-review.googlesource.com/367093 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143
//
// 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::Format &formatInfo =
rx::d3d11::Format::Get(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.texFormat, &texSupport));
bool textureable = texSuccess && ((texSupport & texSupportMask) == texSupportMask);
EXPECT_EQ(textureable, textureInfo.texturable);
// Bits for filtering
UINT filterSupport;
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