Hash :
8403e4c5
Author :
Date :
2022-10-10T20:59:29
EGL: Resource IDs for Surface, Context and EGL Image. This will make these classes play nicely with resource maps. As these objects are used in a lot of places, and simplified C can't handle unordered_map, it's necessary to index the maps by simple packed IDs in capture/replay code. This indirection will also have increased safety as we validate EGL resource ID handle values before accessing the memory directly. Also hides some of the other EGL capture methods behind helper methods to simplify the C code and hide assignments and other complex maps. Bug: angleproject:7758 Change-Id: Ibc7bb56430d3068bd38877c9dfb011979d4ea234 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3957164 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
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//
// Copyright 2020 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.
//
// VulkanFramebufferTest:
// Tests to validate our Vulkan framebuffer image allocation.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_instantiate.h"
// 'None' is defined as 'struct None {};' in
// third_party/googletest/src/googletest/include/gtest/internal/gtest-type-util.h.
// But 'None' is also defined as a numeric constant 0L in <X11/X.h>.
// So we need to include ANGLETest.h first to avoid this conflict.
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
#include "util/shader_utils.h"
using namespace angle;
namespace
{
class VulkanFramebufferTest : public ANGLETest<>
{
protected:
gl::Context *hackContext() const
{
egl::Display *display = static_cast<egl::Display *>(getEGLWindow()->getDisplay());
gl::ContextID contextID = {
static_cast<GLuint>(reinterpret_cast<uintptr_t>(getEGLWindow()->getContext()))};
return display->getContext(contextID);
}
rx::ContextVk *hackANGLE() const
{
// Hack the angle!
return rx::GetImplAs<rx::ContextVk>(hackContext());
}
rx::TextureVk *hackTexture(GLuint handle) const
{
// Hack the angle!
const gl::Context *context = hackContext();
const gl::Texture *texture = context->getTexture({handle});
return rx::vk::GetImpl(texture);
}
};
// Test that framebuffer can be created from a mip-incomplete texture, and that its allocation only
// includes the framebuffer's attached mip.
TEST_P(VulkanFramebufferTest, TextureAttachmentMipIncomplete)
{
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 100, 100, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 5, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// Set framebuffer to mip 0. Framebuffer should be complete, and make the texture allocate
// an image of only 1 level.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
glClearColor(0, 0, 0, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
// http://anglebug.com/4686: The Vulkan backend is allocating three mips of sizes 100x100,
// 50x50 and 25x25 instead of one mip of size 100x100.
ANGLE_SKIP_TEST_IF(IsVulkan());
rx::TextureVk *textureVk = hackTexture(texture);
EXPECT_EQ(textureVk->getImage().getLevelCount(), 1u);
}
// Test ensure that a R4G4B4A4 format sample only will actually uses R4G4B4A4 format instead of
// R8G8B8A8.
TEST_P(VulkanFramebufferTest, R4G4B4A4TextureSampleOnlyActuallyUses444Format)
{
rx::ContextVk *contextVk = hackANGLE();
rx::RendererVk *renderer = contextVk->getRenderer();
angle::FormatID formatID = angle::FormatID::R4G4B4A4_UNORM;
// Check if R4G4B4A4_UNORM is supported format.
bool isTexturable = renderer->hasImageFormatFeatureBits(
formatID,
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT);
ANGLE_SKIP_TEST_IF(!isTexturable);
static constexpr GLsizei kTexWidth = 100;
static constexpr GLsizei kTexHeight = 100;
GLTexture texture;
glBindTexture(GL_TEXTURE_2D, texture);
const GLushort u16Color = 0xF00F; // red
std::vector<GLushort> pixels(kTexWidth * kTexHeight, u16Color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA4, kTexWidth, kTexHeight, 0, GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4, pixels.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Texture2DLod(), essl3_shaders::fs::Texture2DLod());
glUseProgram(program);
GLint textureLocation = glGetUniformLocation(program, essl3_shaders::Texture2DUniform());
ASSERT_NE(-1, textureLocation);
GLint lodLocation = glGetUniformLocation(program, essl3_shaders::LodUniform());
ASSERT_NE(-1, lodLocation);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glUniform1f(lodLocation, 0);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255);
ASSERT_GL_NO_ERROR();
rx::TextureVk *textureVk = hackTexture(texture);
EXPECT_EQ(textureVk->getImage().getActualFormatID(), formatID);
}
ANGLE_INSTANTIATE_TEST(VulkanFramebufferTest, ES3_VULKAN());
} // anonymous namespace