Edit

kc3-lang/angle/src/tests/gl_tests/D3D11FormatTablesTest.cpp

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2018-12-29 10:29:33
    Hash : ba319ba3
    Message : Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/D3D11FormatTablesTest.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.
    //
    // D3D11FormatTablesTest:
    //   Tests to validate our D3D11 support tables match hardware support.
    //
    
    #include "common/debug.h"
    #include "libANGLE/Context.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/dxgi_support_table.h"
    #include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
    #include "libANGLE/renderer/d3d/d3d11/texture_format_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
    {};
    
    // 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     = static_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) << " 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);
                }
            }
        }
    }
    
    ANGLE_INSTANTIATE_TEST(D3D11FormatTablesTest,
                           ES2_D3D11_FL9_3(),
                           ES2_D3D11_FL10_0(),
                           ES2_D3D11_FL10_1(),
                           ES2_D3D11_FL11_0());
    
    }  // anonymous namespace