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 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/Display.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/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "libANGLE/renderer/dxgi_support_table.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_instantiate.h"
#include "util/EGLWindow.h"
using namespace angle;
namespace
{
class D3D11FormatTablesTest : public ANGLETest<>
{};
// Hack the angle!
rx::Context11 *HackANGLE(EGLDisplay dpy, EGLContext ctx)
{
    egl::Display *display   = static_cast<egl::Display *>(dpy);
    gl::ContextID contextID = {static_cast<GLuint>(reinterpret_cast<uintptr_t>(ctx))};
    gl::Context *context    = display->getContext(contextID);
    return rx::GetImplAs<rx::Context11>(context);
}
// 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.
TEST_P(D3D11FormatTablesTest, TestFormatSupport)
{
    ASSERT_EQ(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, GetParam().getRenderer());
    rx::Context11 *context11 =
        HackANGLE(getEGLWindow()->getDisplay(), getEGLWindow()->getContext());
    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);
            }
        }
    }
}
// This test validates that all DXGI_FORMATs can be potentially resized without crashes.
TEST_P(D3D11FormatTablesTest, TestFormatMakeValidSize)
{
    rx::Context11 *context11 =
        HackANGLE(getEGLWindow()->getDisplay(), getEGLWindow()->getContext());
    rx::Renderer11 *renderer = context11->getRenderer();
    const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
    for (GLenum internalFormat : allFormats)
    {
        const rx::d3d11::Format &formatInfo =
            rx::d3d11::Format::Get(internalFormat, renderer->getRenderer11DeviceCaps());
        std::array<bool, 2> isImages = {false, true};
        for (auto &image : isImages)
        {
            int reqWidth  = 32;
            int reqHeight = 32;
            int level     = 0;
            rx::d3d11::MakeValidSize(image, formatInfo.texFormat, &reqWidth, &reqHeight, &level);
        }
    }
}
ANGLE_INSTANTIATE_TEST(D3D11FormatTablesTest,
                       ES2_D3D11_FL10_0(),
                       ES2_D3D11_FL10_1(),
                       ES2_D3D11_FL11_0());
}  // anonymous namespace