Hash :
2a7ffe16
Author :
Date :
2015-04-23T15:00:04
Add ANGLE platform selection for dEQP. This gives us the choice between D3D9 and D3D11. We can add more platforms easily using the same patterns. BUG=angleproject:901 Change-Id: Ia8dc77466bd32f0b8b0d638ae839f41288bfe25b Reviewed-on: https://chromium-review.googlesource.com/266889 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Brandon Jones <bajones@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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/*-------------------------------------------------------------------------
* drawElements Quality Program Tester Core
* ----------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include "tcuANGLEWin32Platform.h"
#include "tcuANGLEWin32NativeDisplayFactory.h"
#include "egluGLContextFactory.hpp"
#include <EGL/egl.h>
#include <EGL/eglext.h>
namespace tcu
{
ANGLEWin32Platform::ANGLEWin32Platform()
: mInstance(GetModuleHandle(nullptr))
{
// Set process priority to lower.
SetPriorityClass(GetCurrentProcess(), BELOW_NORMAL_PRIORITY_CLASS);
#if defined(ANGLE_DEQP_GLES2_TESTS) || defined(ANGLE_DEQP_GLES3_TESTS)
std::vector<eglw::EGLAttrib> d3d11Attribs;
d3d11Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
d3d11Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
d3d11Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
d3d11Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
d3d11Attribs.push_back(EGL_NONE);
d3d11Attribs.push_back(EGL_NONE);
auto *d3d11Factory = new ANGLEWin32NativeDisplayFactory(
"angle-d3d11", "ANGLE D3D11 Display", d3d11Attribs, mInstance);
m_nativeDisplayFactoryRegistry.registerFactory(d3d11Factory);
#endif
#if defined(ANGLE_DEQP_GLES2_TESTS)
std::vector<eglw::EGLAttrib> d3d9Attribs;
d3d9Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
d3d9Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE);
d3d9Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
d3d9Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
d3d9Attribs.push_back(EGL_NONE);
d3d9Attribs.push_back(EGL_NONE);
auto *d3d9Factory = new ANGLEWin32NativeDisplayFactory(
"angle-d3d9", "ANGLE D3D9 Display", d3d9Attribs, mInstance);
m_nativeDisplayFactoryRegistry.registerFactory(d3d9Factory);
std::vector<eglw::EGLAttrib> d3d1193Attribs;
d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE);
d3d1193Attribs.push_back(9);
d3d1193Attribs.push_back(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE);
d3d1193Attribs.push_back(3);
d3d1193Attribs.push_back(EGL_NONE);
d3d1193Attribs.push_back(EGL_NONE);
auto *d3d1193Factory = new ANGLEWin32NativeDisplayFactory(
"angle-d3d11-fl93", "ANGLE D3D11 FL9_3 Display", d3d1193Attribs, mInstance);
m_nativeDisplayFactoryRegistry.registerFactory(d3d1193Factory);
std::vector<eglw::EGLAttrib> glAttribs;
glAttribs.push_back(EGL_PLATFORM_ANGLE_TYPE_ANGLE);
glAttribs.push_back(EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE);
glAttribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
glAttribs.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
glAttribs.push_back(EGL_NONE);
glAttribs.push_back(EGL_NONE);
auto *glFactory = new ANGLEWin32NativeDisplayFactory(
"angle-gl", "ANGLE OpenGL Display", glAttribs, mInstance);
m_nativeDisplayFactoryRegistry.registerFactory(glFactory);
#endif
m_contextFactoryRegistry.registerFactory(new eglu::GLContextFactory(m_nativeDisplayFactoryRegistry));
}
ANGLEWin32Platform::~ANGLEWin32Platform()
{
}
bool ANGLEWin32Platform::processEvents()
{
MSG msg;
while (PeekMessage(&msg, reinterpret_cast<HWND>(-1), 0, 0, PM_REMOVE))
{
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
return false;
}
return true;
}
} // tcu
// Create platform
tcu::Platform *createPlatform()
{
return new tcu::ANGLEWin32Platform();
}