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kc3-lang/angle/src/tests/egl_tests/EGLDeviceTest.cpp

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  • Author : Jamie Madill
    Date : 2019-05-07 15:49:22
    Hash : 5cbaa3f8
    Message : Don't inherit ANGLETest SetUp and TearDown. Instead of inheriting from testing::Test's SetUp and TearDown we add new methods 'testSetUp' and 'testTearDown'. This helps prevent a common error of forgetting to call the base class method. Also add a check in the ANGLETest destructor that SetUp and TearDown have been called. Bug: angleproject:3393 Change-Id: Iab211305cc06ffea9ca649e864ddc9b180f2cba0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1593960 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/egl_tests/EGLDeviceTest.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.
    //
    
    #ifndef ANGLE_ENABLE_D3D9
    #    define ANGLE_ENABLE_D3D9
    #endif
    
    #ifndef ANGLE_ENABLE_D3D11
    #    define ANGLE_ENABLE_D3D11
    #endif
    
    #include <d3d11.h>
    
    #include "test_utils/ANGLETest.h"
    #include "util/EGLWindow.h"
    #include "util/OSWindow.h"
    #include "util/com_utils.h"
    #include "util/gles_loader_autogen.h"
    
    using namespace angle;
    
    class EGLDeviceCreationTest : public ANGLETest
    {
      protected:
        EGLDeviceCreationTest()
            : mD3D11Module(nullptr),
              mD3D11CreateDevice(nullptr),
              mDevice(nullptr),
              mDeviceContext(nullptr),
              mDeviceCreationD3D11ExtAvailable(false),
              mOSWindow(nullptr),
              mDisplay(EGL_NO_DISPLAY),
              mSurface(EGL_NO_SURFACE),
              mContext(EGL_NO_CONTEXT),
              mConfig(0)
        {}
    
        void testSetUp() override
        {
            ASSERT_TRUE(isD3D11Renderer());
    
            mD3D11Module = LoadLibrary(TEXT("d3d11.dll"));
            if (mD3D11Module == nullptr)
            {
                std::cout << "Unable to LoadLibrary D3D11" << std::endl;
                return;
            }
    
            mD3D11CreateDevice = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>(
                GetProcAddress(mD3D11Module, "D3D11CreateDevice"));
            if (mD3D11CreateDevice == nullptr)
            {
                std::cout << "Could not retrieve D3D11CreateDevice from d3d11.dll" << std::endl;
                return;
            }
    
            const char *extensionString =
                static_cast<const char *>(eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS));
            if (strstr(extensionString, "EGL_ANGLE_device_creation"))
            {
                if (strstr(extensionString, "EGL_ANGLE_device_creation_d3d11"))
                {
                    mDeviceCreationD3D11ExtAvailable = true;
                }
            }
        }
    
        void testTearDown() override
        {
            SafeRelease(mDevice);
            SafeRelease(mDeviceContext);
    
            OSWindow::Delete(&mOSWindow);
    
            if (mSurface != EGL_NO_SURFACE)
            {
                eglDestroySurface(mDisplay, mSurface);
                mSurface = EGL_NO_SURFACE;
            }
    
            if (mContext != EGL_NO_CONTEXT)
            {
                eglDestroyContext(mDisplay, mContext);
                mContext = EGL_NO_CONTEXT;
            }
    
            if (mDisplay != EGL_NO_DISPLAY)
            {
                eglTerminate(mDisplay);
                mDisplay = EGL_NO_DISPLAY;
            }
        }
    
        void CreateD3D11Device()
        {
            ASSERT_EQ(nullptr, mDevice);  // The device shouldn't be created twice
    
            HRESULT hr =
                mD3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, 0, nullptr, 0,
                                   D3D11_SDK_VERSION, &mDevice, &mFeatureLevel, &mDeviceContext);
    
            ASSERT_TRUE(SUCCEEDED(hr));
            ASSERT_GE(mFeatureLevel, D3D_FEATURE_LEVEL_9_3);
        }
    
        void CreateD3D11FL9_3Device()
        {
            ASSERT_EQ(nullptr, mDevice);
    
            D3D_FEATURE_LEVEL fl93 = D3D_FEATURE_LEVEL_9_3;
    
            HRESULT hr =
                mD3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, 0, &fl93, 1, D3D11_SDK_VERSION,
                                   &mDevice, &mFeatureLevel, &mDeviceContext);
    
            ASSERT_TRUE(SUCCEEDED(hr));
        }
    
        void CreateWindowSurface()
        {
            EGLint majorVersion, minorVersion;
            ASSERT_EGL_TRUE(eglInitialize(mDisplay, &majorVersion, &minorVersion));
    
            eglBindAPI(EGL_OPENGL_ES_API);
            ASSERT_EGL_SUCCESS();
    
            // Choose a config
            const EGLint configAttributes[] = {EGL_NONE};
            EGLint configCount              = 0;
            ASSERT_EGL_TRUE(eglChooseConfig(mDisplay, configAttributes, &mConfig, 1, &configCount));
    
            // Create an OS Window
            mOSWindow = OSWindow::New();
            mOSWindow->initialize("EGLSurfaceTest", 64, 64);
    
            // Create window surface
            mSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
            ASSERT_EGL_SUCCESS();
    
            // Create EGL context
            EGLint contextAttibutes[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
            mContext                  = eglCreateContext(mDisplay, mConfig, nullptr, contextAttibutes);
            ASSERT_EGL_SUCCESS();
    
            // Make the surface current
            eglMakeCurrent(mDisplay, mSurface, mSurface, mContext);
            ASSERT_EGL_SUCCESS();
        }
    
        // This triggers a D3D device lost on current Windows systems
        // This behavior could potentially change in the future
        void trigger9_3DeviceLost()
        {
            ID3D11Buffer *gsBuffer       = nullptr;
            D3D11_BUFFER_DESC bufferDesc = {0};
            bufferDesc.ByteWidth         = 64;
            bufferDesc.Usage             = D3D11_USAGE_DEFAULT;
            bufferDesc.BindFlags         = D3D11_BIND_CONSTANT_BUFFER;
    
            HRESULT result = mDevice->CreateBuffer(&bufferDesc, nullptr, &gsBuffer);
            ASSERT_TRUE(SUCCEEDED(result));
    
            mDeviceContext->GSSetConstantBuffers(0, 1, &gsBuffer);
            SafeRelease(gsBuffer);
            gsBuffer = nullptr;
    
            result = mDevice->GetDeviceRemovedReason();
            ASSERT_TRUE(FAILED(result));
        }
    
        HMODULE mD3D11Module;
        PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice;
    
        ID3D11Device *mDevice;
        ID3D11DeviceContext *mDeviceContext;
        D3D_FEATURE_LEVEL mFeatureLevel;
    
        bool mDeviceCreationD3D11ExtAvailable;
    
        OSWindow *mOSWindow;
    
        EGLDisplay mDisplay;
        EGLSurface mSurface;
        EGLContext mContext;
        EGLConfig mConfig;
    };
    
    // Test that creating a EGLDeviceEXT from D3D11 device works, and it can be queried to retrieve
    // D3D11 device
    TEST_P(EGLDeviceCreationTest, BasicD3D11Device)
    {
        ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
    
        CreateD3D11Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice);
        ASSERT_EGL_SUCCESS();
    
        EGLAttrib deviceAttrib;
        eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib);
        ASSERT_EGL_SUCCESS();
    
        ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib);
        ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel());
    
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that creating a EGLDeviceEXT from D3D11 device works, and it can be queried to retrieve
    // D3D11 device
    TEST_P(EGLDeviceCreationTest, BasicD3D11DeviceViaFuncPointer)
    {
        ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
    
        CreateD3D11Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice);
        ASSERT_EGL_SUCCESS();
    
        EGLAttrib deviceAttrib;
        eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib);
        ASSERT_EGL_SUCCESS();
    
        ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib);
        ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel());
    
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that creating a EGLDeviceEXT from D3D11 device works, and can be used for rendering
    TEST_P(EGLDeviceCreationTest, RenderingUsingD3D11Device)
    {
        CreateD3D11Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_EGL_SUCCESS();
    
        // Create an EGLDisplay using the EGLDevice
        mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
        ASSERT_NE(EGL_NO_DISPLAY, mDisplay);
    
        // Create a surface using the display
        CreateWindowSurface();
    
        // Perform some very basic rendering
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(32, 32, 255, 0, 255, 255);
    
        // Note that we must call TearDown() before we release the EGL device, since the display
        // depends on the device
        testTearDown();
    
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that ANGLE doesn't try to recreate a D3D11 device if the inputted one is lost
    TEST_P(EGLDeviceCreationTest, D3D11DeviceRecovery)
    {
        // Force Feature Level 9_3 so we can easily trigger a device lost later
        CreateD3D11FL9_3Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_EGL_SUCCESS();
    
        // Create an EGLDisplay using the EGLDevice
        mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
        ASSERT_TRUE(mDisplay != EGL_NO_DISPLAY);
    
        // Create a surface using the display
        CreateWindowSurface();
    
        // Perform some very basic rendering
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(32, 32, 255, 0, 255, 255);
        ASSERT_GL_NO_ERROR();
    
        // ANGLE's SwapChain11::initPassThroughResources doesn't handle device lost before
        // eglSwapBuffers, so we must call eglSwapBuffers before we lose the device.
        ASSERT_EGL_TRUE(eglSwapBuffers(mDisplay, mSurface));
    
        // Trigger a lost device
        trigger9_3DeviceLost();
    
        // Destroy the old EGL Window Surface
        if (mSurface != EGL_NO_SURFACE)
        {
            eglDestroySurface(mDisplay, mSurface);
            mSurface = EGL_NO_SURFACE;
        }
    
        // Try to create a new window surface. In certain configurations this will recreate the D3D11
        // device. We want to test that it doesn't recreate the D3D11 device when EGLDeviceEXT is
        // used. The window surface creation should fail if a new D3D11 device isn't created.
        mSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
        ASSERT_EQ(EGL_NO_SURFACE, mSurface);
        ASSERT_EGL_ERROR(EGL_BAD_ALLOC);
    
        // Get the D3D11 device out of the EGLDisplay again. It should be the same one as above.
        EGLAttrib device       = 0;
        EGLAttrib newEglDevice = 0;
        ASSERT_EGL_TRUE(eglQueryDisplayAttribEXT(mDisplay, EGL_DEVICE_EXT, &newEglDevice));
        ASSERT_EGL_TRUE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(newEglDevice),
                                                EGL_D3D11_DEVICE_ANGLE, &device));
        ID3D11Device *newDevice = reinterpret_cast<ID3D11Device *>(device);
    
        ASSERT_EQ(reinterpret_cast<EGLDeviceEXT>(newEglDevice), eglDevice);
        ASSERT_EQ(newDevice, mDevice);
    
        // Note that we must call TearDown() before we release the EGL device, since the display
        // depends on the device
        testTearDown();
    
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that calling eglGetPlatformDisplayEXT with the same device returns the same display
    TEST_P(EGLDeviceCreationTest, GetPlatformDisplayTwice)
    {
        CreateD3D11Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_EGL_SUCCESS();
    
        // Create an EGLDisplay using the EGLDevice
        EGLDisplay display1 = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
        ASSERT_NE(EGL_NO_DISPLAY, display1);
    
        EGLDisplay display2 = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
        ASSERT_NE(EGL_NO_DISPLAY, display2);
    
        ASSERT_EQ(display1, display2);
    
        eglTerminate(display1);
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that creating a EGLDeviceEXT from an invalid D3D11 device fails
    TEST_P(EGLDeviceCreationTest, InvalidD3D11Device)
    {
        ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
    
        CreateD3D11Device();
    
        // Use mDeviceContext instead of mDevice
        EGLDeviceEXT eglDevice = eglCreateDeviceANGLE(
            EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDeviceContext), nullptr);
        EXPECT_EQ(EGL_NO_DEVICE_EXT, eglDevice);
        EXPECT_EGL_ERROR(EGL_BAD_ATTRIBUTE);
    }
    
    // Test that EGLDeviceEXT holds a ref to the D3D11 device
    TEST_P(EGLDeviceCreationTest, D3D11DeviceReferenceCounting)
    {
        ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
    
        CreateD3D11Device();
    
        EGLDeviceEXT eglDevice =
            eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
        ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice);
        ASSERT_EGL_SUCCESS();
    
        // Now release our D3D11 device/context
        SafeRelease(mDevice);
        SafeRelease(mDeviceContext);
    
        EGLAttrib deviceAttrib;
        eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib);
        ASSERT_EGL_SUCCESS();
    
        ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib);
        ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel());
    
        eglReleaseDeviceANGLE(eglDevice);
    }
    
    // Test that creating a EGLDeviceEXT from a D3D9 device fails
    TEST_P(EGLDeviceCreationTest, AnyD3D9Device)
    {
        ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
    
        std::string fakeD3DDevice = "This is a string, not a D3D device";
    
        EGLDeviceEXT eglDevice = eglCreateDeviceANGLE(
            EGL_D3D9_DEVICE_ANGLE, reinterpret_cast<void *>(&fakeD3DDevice), nullptr);
        EXPECT_EQ(EGL_NO_DEVICE_EXT, eglDevice);
        EXPECT_EGL_ERROR(EGL_BAD_ATTRIBUTE);
    }
    
    class EGLDeviceQueryTest : public ANGLETest
    {
      protected:
        EGLDeviceQueryTest() {}
    
        void testSetUp() override
        {
            const char *extensionString =
                static_cast<const char *>(eglQueryString(getEGLWindow()->getDisplay(), EGL_EXTENSIONS));
    
            if (!eglQueryDeviceStringEXT)
            {
                FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDeviceStringEXT was not "
                          "found";
            }
    
            if (!eglQueryDisplayAttribEXT)
            {
                FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDisplayAttribEXT was "
                          "not found";
            }
    
            if (!eglQueryDeviceAttribEXT)
            {
                FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDeviceAttribEXT was not "
                          "found";
            }
    
            EGLAttrib angleDevice = 0;
            EXPECT_EGL_TRUE(
                eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
            extensionString = static_cast<const char *>(
                eglQueryDeviceStringEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice), EGL_EXTENSIONS));
            if (strstr(extensionString, "EGL_ANGLE_device_d3d") == nullptr)
            {
                FAIL() << "ANGLE extension EGL_ANGLE_device_d3d was not found";
            }
        }
    };
    
    // This test attempts to obtain a D3D11 device and a D3D9 device using the eglQueryDeviceAttribEXT
    // function.
    // If the test is configured to use D3D11 then it should succeed to obtain a D3D11 device.
    // If the test is confitured to use D3D9, then it should succeed to obtain a D3D9 device.
    TEST_P(EGLDeviceQueryTest, QueryDevice)
    {
        EGLAttrib device      = 0;
        EGLAttrib angleDevice = 0;
        if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
        {
            EXPECT_EGL_TRUE(
                eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
            EXPECT_EGL_TRUE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
                                                    EGL_D3D11_DEVICE_ANGLE, &device));
            ID3D11Device *d3d11Device = reinterpret_cast<ID3D11Device *>(device);
            IDXGIDevice *dxgiDevice   = DynamicCastComObject<IDXGIDevice>(d3d11Device);
            EXPECT_TRUE(dxgiDevice != nullptr);
            SafeRelease(dxgiDevice);
        }
    
        if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE)
        {
            EXPECT_EGL_TRUE(
                eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
            EXPECT_EGL_TRUE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
                                                    EGL_D3D9_DEVICE_ANGLE, &device));
            IDirect3DDevice9 *d3d9Device = reinterpret_cast<IDirect3DDevice9 *>(device);
            IDirect3D9 *d3d9             = nullptr;
            EXPECT_EQ(S_OK, d3d9Device->GetDirect3D(&d3d9));
            EXPECT_TRUE(d3d9 != nullptr);
            SafeRelease(d3d9);
        }
    }
    
    // This test attempts to obtain a D3D11 device from a D3D9 configured system and a D3D9 device from
    // a D3D11 configured system using the eglQueryDeviceAttribEXT function.
    // If the test is configured to use D3D11 then it should fail to obtain a D3D11 device.
    // If the test is confitured to use D3D9, then it should fail to obtain a D3D9 device.
    TEST_P(EGLDeviceQueryTest, QueryDeviceBadAttribute)
    {
        EGLAttrib device      = 0;
        EGLAttrib angleDevice = 0;
        if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
        {
            EXPECT_EGL_TRUE(
                eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
            EXPECT_EGL_FALSE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
                                                     EGL_D3D9_DEVICE_ANGLE, &device));
        }
    
        if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE)
        {
            EXPECT_EGL_TRUE(
                eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
            EXPECT_EGL_FALSE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
                                                     EGL_D3D11_DEVICE_ANGLE, &device));
        }
    }
    
    // Ensure that:
    //    - calling getPlatformDisplayEXT using ANGLE_Platform with some parameters
    //    - extracting the EGLDeviceEXT from the EGLDisplay
    //    - calling getPlatformDisplayEXT with this EGLDeviceEXT
    // results in the same EGLDisplay being returned from getPlatformDisplayEXT both times
    TEST_P(EGLDeviceQueryTest, GetPlatformDisplayDeviceReuse)
    {
        EGLAttrib eglDevice = 0;
        EXPECT_EGL_TRUE(
            eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &eglDevice));
    
        EGLDisplay display2 = eglGetPlatformDisplayEXT(
            EGL_PLATFORM_DEVICE_EXT, reinterpret_cast<EGLDeviceEXT>(eglDevice), nullptr);
        EXPECT_EQ(getEGLWindow()->getDisplay(), display2);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(EGLDeviceCreationTest, WithNoFixture(ES2_D3D11()));
    ANGLE_INSTANTIATE_TEST(EGLDeviceQueryTest, ES2_D3D9(), ES2_D3D11());