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

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  • Author : Jamie Madill
    Date : 2017-09-09 23:34:18
    Hash : ef97c613
    Message : Roll GYP for VS2017 project support. Also includes a ToLower string helper for a VS2017 warning fix. https://chromium.googlesource.com/external/gyp.git/+log/aae1e3efb50786df2..c6f471687407bf28d BUG=angleproject:1569 Change-Id: Iaf8a091a24d937db3adb242f05c8a5c9d2b03b0f Reviewed-on: https://chromium-review.googlesource.com/659219 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Frank Henigman <fjhenigman@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/RendererTest.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.
    //
    // RendererTest:
    //   These tests are designed to ensure that the various configurations of the test fixtures work as expected.
    //   If one of these tests fails, then it is likely that some of the other tests are being configured incorrectly.
    //   For example, they might be using the D3D11 renderer when the test is meant to be using the D3D9 renderer.
    
    #include "test_utils/ANGLETest.h"
    
    #include "common/string_utils.h"
    
    using namespace angle;
    
    namespace
    {
    
    class RendererTest : public ANGLETest
    {
      protected:
        RendererTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
        }
    };
    
    TEST_P(RendererTest, RequestedRendererCreated)
    {
        std::string rendererString = std::string(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
        angle::ToLower(&rendererString);
    
        std::string versionString = std::string(reinterpret_cast<const char*>(glGetString(GL_VERSION)));
        angle::ToLower(&versionString);
    
        const EGLPlatformParameters &platform = GetParam().eglParameters;
    
        // Ensure that the renderer string contains D3D11, if we requested a D3D11 renderer.
        if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
        {
            ASSERT_NE(rendererString.find(std::string("direct3d11")), std::string::npos);
        }
    
        // Ensure that the renderer string contains D3D9, if we requested a D3D9 renderer.
        if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE)
        {
            ASSERT_NE(rendererString.find(std::string("direct3d9")), std::string::npos);
        }
    
        // Ensure that the major and minor versions trigger expected behavior in D3D11
        if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
        {
            // Ensure that the renderer uses WARP, if we requested it.
            if (platform.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE)
            {
                auto basicRenderPos = rendererString.find(std::string("microsoft basic render"));
                auto softwareAdapterPos = rendererString.find(std::string("software adapter"));
                ASSERT_TRUE(basicRenderPos != std::string::npos || softwareAdapterPos != std::string::npos);
            }
    
            std::vector<std::string> acceptableShaderModels;
    
            // When no specific major/minor version is requested, then ANGLE should return the highest possible feature level by default.
            // The current hardware driver might not support Feature Level 11_0, but WARP always does.
            // Therefore if WARP is specified but no major/minor version is specified, then we test to check that ANGLE returns FL11_0.
            if (platform.majorVersion >= 11 || platform.majorVersion == EGL_DONT_CARE)
            {
                // Feature Level 10_0 corresponds to shader model 5_0
                acceptableShaderModels.push_back("ps_5_0");
            }
    
            if (platform.majorVersion >= 10 || platform.majorVersion == EGL_DONT_CARE)
            {
                if (platform.minorVersion >= 1 || platform.minorVersion == EGL_DONT_CARE)
                {
                    // Feature Level 10_1 corresponds to shader model 4_1
                    acceptableShaderModels.push_back("ps_4_1");
                }
    
                if (platform.minorVersion >= 0 || platform.minorVersion == EGL_DONT_CARE)
                {
                    // Feature Level 10_0 corresponds to shader model 4_0
                    acceptableShaderModels.push_back("ps_4_0");
                }
            }
    
            if (platform.majorVersion == 9 && platform.minorVersion == 3)
            {
                acceptableShaderModels.push_back("ps_4_0_level_9_3");
            }
    
            bool found = false;
            for (size_t i = 0; i < acceptableShaderModels.size(); i++)
            {
                if (rendererString.find(acceptableShaderModels[i]) != std::string::npos)
                {
                    found = true;
                }
            }
    
            ASSERT_TRUE(found);
        }
    
        if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_NULL_ANGLE)
        {
            ASSERT_TRUE(IsNULL());
        }
    
        if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE)
        {
            ASSERT_TRUE(IsVulkan());
        }
    
        EGLint glesMajorVersion = GetParam().majorVersion;
        EGLint glesMinorVersion = GetParam().minorVersion;
    
        // Ensure that the renderer string contains the requested version number
        if (glesMajorVersion == 3 && glesMinorVersion == 1)
        {
            ASSERT_NE(versionString.find(std::string("es 3.1")), std::string::npos);
        }
        else if (glesMajorVersion == 3 && glesMinorVersion == 0)
        {
            ASSERT_NE(versionString.find(std::string("es 3.0")), std::string::npos);
        }
        else if (glesMajorVersion == 2 && glesMinorVersion == 0)
        {
            ASSERT_NE(versionString.find(std::string("es 2.0")), std::string::npos);
        }
        else
        {
            FAIL() << "Unhandled GL ES client version.";
        }
    
        ASSERT_GL_NO_ERROR();
        ASSERT_EGL_SUCCESS();
    }
    
    // Perform a simple operation (clear and read pixels) to verify the device is working
    TEST_P(RendererTest, SimpleOperation)
    {
        if (IsNULL())
        {
            std::cout << "ANGLE NULL backend clears are not functional" << std::endl;
            return;
        }
    
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Select configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    
    ANGLE_INSTANTIATE_TEST(RendererTest,
                           // ES2 on top of D3D9
                           ES2_D3D9(),
                           ES2_D3D9_REFERENCE(),
    
                           // ES2 on top of D3D11 feature level 9.3 to 11.0
                           ES2_D3D11(),
                           ES2_D3D11_FL11_0(),
                           ES2_D3D11_FL10_1(),
                           ES2_D3D11_FL10_0(),
                           ES2_D3D11_FL9_3(),
    
                           // ES2 on top of D3D11 WARP feature level 9.3 to 11.0
                           ES2_D3D11_WARP(),
                           ES2_D3D11_FL11_0_WARP(),
                           ES2_D3D11_FL10_1_WARP(),
                           ES2_D3D11_FL10_0_WARP(),
                           ES2_D3D11_FL9_3_WARP(),
    
                           // ES2 on top of D3D11 reference feature level 9.3 to 11.0
                           ES2_D3D11_REFERENCE(),
                           ES2_D3D11_FL11_0_REFERENCE(),
                           ES2_D3D11_FL10_1_REFERENCE(),
                           ES2_D3D11_FL10_0_REFERENCE(),
                           ES2_D3D11_FL9_3_REFERENCE(),
    
                           // ES3 on top of D3D11.
                           ES3_D3D11(),
                           ES3_D3D11_FL11_0(),
                           ES3_D3D11_FL10_1(),
    
                           // ES3 on top of D3D11 WARP.
                           ES3_D3D11_WARP(),
                           ES3_D3D11_FL11_0_WARP(),
                           ES3_D3D11_FL10_1_WARP(),
    
                           // ES3 on top of the D3D11 reference rasterizer.
                           ES3_D3D11_REFERENCE(),
                           ES3_D3D11_FL11_0_REFERENCE(),
                           ES3_D3D11_FL10_1_REFERENCE(),
    
                           // ES2 on top of desktop OpenGL versions 2.1 to 4.5
                           ES2_OPENGL(),
                           ES2_OPENGL(2, 1),
                           ES2_OPENGL(3, 0),
                           ES2_OPENGL(3, 1),
                           ES2_OPENGL(3, 2),
                           ES2_OPENGL(3, 3),
                           ES2_OPENGL(4, 0),
                           ES2_OPENGL(4, 1),
                           ES2_OPENGL(4, 2),
                           ES2_OPENGL(4, 3),
                           ES2_OPENGL(4, 4),
                           ES2_OPENGL(4, 5),
    
                           // ES2 on top of desktop OpenGL versions 3.2 to 4.5
                           ES3_OPENGL(),
                           ES3_OPENGL(3, 2),
                           ES3_OPENGL(3, 3),
                           ES3_OPENGL(4, 0),
                           ES3_OPENGL(4, 1),
                           ES3_OPENGL(4, 2),
                           ES3_OPENGL(4, 3),
                           ES3_OPENGL(4, 4),
                           ES3_OPENGL(4, 5),
    
                           // ES2 on top of OpenGL ES 2.0 to 3.2
                           ES2_OPENGLES(),
                           ES2_OPENGLES(2, 0),
                           ES2_OPENGLES(3, 0),
                           ES2_OPENGLES(3, 1),
                           ES2_OPENGLES(3, 2),
    
                           // ES2 on top of OpenGL ES 3.0 to 3.2
                           ES3_OPENGLES(),
                           ES3_OPENGLES(3, 0),
                           ES3_OPENGLES(3, 1),
                           ES3_OPENGLES(3, 2),
    
                           // All ES version on top of the NULL backend
                           ES2_NULL(),
                           ES3_NULL(),
                           ES31_NULL(),
    
                           // ES on top of Vulkan
                           ES2_VULKAN());
    }  // anonymous namespace