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kc3-lang/angle/src/tests/test_utils/angle_test_configs.cpp

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  • Author : Austin Kinross
    Date : 2016-02-08 12:29:08
    Hash : 2a63b3f8
    Message : Re-land "Implement EGL_experimental_present_path_angle" - Re-land with clang fix. This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: I56b339897828753a616d7bae837a2f354dba9c63 Reviewed-on: https://chromium-review.googlesource.com/326730 Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/test_utils/angle_test_configs.cpp
  • //
    // Copyright (c) 2014 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.
    //
    
    #include "test_utils/angle_test_configs.h"
    
    namespace angle
    {
    
    PlatformParameters::PlatformParameters()
        : PlatformParameters(2, 0, EGLPlatformParameters())
    {
    }
    
    PlatformParameters::PlatformParameters(EGLint majorVersion, EGLint minorVersion,
                                           const EGLPlatformParameters &eglPlatformParameters)
        : majorVersion(majorVersion),
          minorVersion(minorVersion),
          eglParameters(eglPlatformParameters)
    {
    }
    
    EGLint PlatformParameters::getRenderer() const
    {
        return eglParameters.renderer;
    }
    
    bool operator<(const PlatformParameters &a, const PlatformParameters &b)
    {
        if (a.majorVersion != b.majorVersion)
        {
            return a.majorVersion < b.majorVersion;
        }
    
        if (a.minorVersion != b.minorVersion)
        {
            return a.minorVersion < b.minorVersion;
        }
    
        return a.eglParameters < b.eglParameters;
    }
    
    bool operator==(const PlatformParameters &a, const PlatformParameters &b)
    {
        return (a.majorVersion == b.majorVersion) &&
               (a.minorVersion == b.minorVersion) &&
               (a.eglParameters == b.eglParameters);
    }
    
    std::ostream &operator<<(std::ostream& stream, const PlatformParameters &pp)
    {
        stream << "ES" << pp.majorVersion << "_" ;
        if (pp.minorVersion != 0)
        {
            stream << pp.minorVersion << "_";
        }
    
        switch (pp.eglParameters.renderer)
        {
          case EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE:
            stream << "D3D9";
            break;
          case EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE:
            stream << "D3D11";
            break;
          case EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE:
            stream << "OPENGL";
            break;
          case EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE:
              stream << "OPENGLES";
            break;
          case EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE:
            stream << "DEFAULT";
            break;
          default:
            UNREACHABLE();
            break;
        }
    
        if (pp.eglParameters.majorVersion != EGL_DONT_CARE)
        {
            stream << "_" << pp.eglParameters.majorVersion;
        }
    
        if (pp.eglParameters.minorVersion != EGL_DONT_CARE)
        {
            stream << "_" << pp.eglParameters.minorVersion;
        }
    
        switch (pp.eglParameters.deviceType)
        {
          case EGL_DONT_CARE:
          case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
            // default
            break;
    
          case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
              stream << "_NULL";
              break;
    
          case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE:
            stream << "_REFERENCE";
            break;
    
          case EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE:
            stream << "_WARP";
            break;
    
          default:
            UNREACHABLE();
            break;
        }
    
        switch (pp.eglParameters.presentPath)
        {
            case EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE:
                stream << "_PRESENT_PATH_COPY";
                break;
    
            case EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE:
                stream << "_PRESENT_PATH_FAST";
                break;
    
            case EGL_DONT_CARE:
                // default
                break;
    
            default:
                UNREACHABLE();
                break;
        }
    
        return stream;
    }
    
    // EGL platforms
    namespace egl_platform
    {
    
    EGLPlatformParameters DEFAULT()
    {
        return EGLPlatformParameters(EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE);
    }
    
    EGLPlatformParameters DEFAULT_NULL()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE,
            EGL_DONT_CARE, EGL_DONT_CARE,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE);
    }
    
    EGLPlatformParameters D3D9()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE,
            EGL_DONT_CARE, EGL_DONT_CARE,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
    }
    
    EGLPlatformParameters D3D9_NULL()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE,
            EGL_DONT_CARE, EGL_DONT_CARE,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE);
    }
    
    EGLPlatformParameters D3D9_REFERENCE()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE,
            EGL_DONT_CARE, EGL_DONT_CARE,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
    }
    
    EGLPlatformParameters D3D11()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            EGL_DONT_CARE, EGL_DONT_CARE,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
    }
    
    EGLPlatformParameters D3D11(EGLenum presentPath)
    {
        return EGLPlatformParameters(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_DONT_CARE, EGL_DONT_CARE,
                                     EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE, presentPath);
    }
    
    EGLPlatformParameters D3D11_FL11_1()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            11, 1,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL11_0()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            11, 0,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL10_1()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            10, 1,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL10_0()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            10, 0,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL9_3()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            9, 3,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
    }
    
    EGLPlatformParameters D3D11_NULL()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            EGL_DONT_CARE, EGL_DONT_CARE,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE);
    }
    
    EGLPlatformParameters D3D11_WARP()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            EGL_DONT_CARE, EGL_DONT_CARE,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL11_1_WARP()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            11, 1,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL11_0_WARP()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            11, 0,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL10_1_WARP()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            10, 1,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL10_0_WARP()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            10, 0,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL9_3_WARP()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            9, 3,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE);
    }
    
    EGLPlatformParameters D3D11_REFERENCE()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            EGL_DONT_CARE, EGL_DONT_CARE,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL11_1_REFERENCE()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            11, 1,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL11_0_REFERENCE()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            11, 0,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL10_1_REFERENCE()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            10, 1,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL10_0_REFERENCE()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            10, 0,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
    }
    
    EGLPlatformParameters D3D11_FL9_3_REFERENCE()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
            9, 3,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE);
    }
    
    EGLPlatformParameters OPENGL()
    {
        return EGLPlatformParameters(EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE);
    }
    
    
    EGLPlatformParameters OPENGL(EGLint major, EGLint minor)
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE,
            major, minor,
            EGL_DONT_CARE);
    }
    
    EGLPlatformParameters OPENGL_NULL()
    {
        return EGLPlatformParameters(
            EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE,
            0, 0,
            EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE);
    }
    
    EGLPlatformParameters OPENGLES()
    {
        return EGLPlatformParameters(EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE);
    }
    
    EGLPlatformParameters OPENGLES(EGLint major, EGLint minor)
    {
        return EGLPlatformParameters(EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE, major, minor,
                                     EGL_DONT_CARE);
    }
    
    } // namespace egl_platform
    
    // ANGLE tests platforms
    PlatformParameters ES2_D3D9()
    {
        return PlatformParameters(2, 0, egl_platform::D3D9());
    }
    
    PlatformParameters ES2_D3D9_REFERENCE()
    {
        return PlatformParameters(2, 0, egl_platform::D3D9_REFERENCE());
    }
    
    PlatformParameters ES2_D3D11()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11());
    }
    
    PlatformParameters ES2_D3D11(EGLenum presentPath)
    {
        return PlatformParameters(2, 0, egl_platform::D3D11(presentPath));
    }
    
    PlatformParameters ES2_D3D11_FL11_0()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL11_0());
    }
    
    PlatformParameters ES2_D3D11_FL10_1()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL10_1());
    }
    
    PlatformParameters ES2_D3D11_FL10_0()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL10_0());
    }
    
    PlatformParameters ES2_D3D11_FL9_3()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL9_3());
    }
    
    PlatformParameters ES2_D3D11_WARP()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_WARP());
    }
    
    PlatformParameters ES2_D3D11_FL11_0_WARP()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL11_0_WARP());
    }
    
    PlatformParameters ES2_D3D11_FL10_1_WARP()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL10_1_WARP());
    }
    
    PlatformParameters ES2_D3D11_FL10_0_WARP()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL10_0_WARP());
    }
    
    PlatformParameters ES2_D3D11_FL9_3_WARP()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL9_3_WARP());
    }
    
    PlatformParameters ES2_D3D11_REFERENCE()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_REFERENCE());
    }
    
    PlatformParameters ES2_D3D11_FL11_0_REFERENCE()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL11_0_REFERENCE());
    }
    
    PlatformParameters ES2_D3D11_FL10_1_REFERENCE()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL10_1_REFERENCE());
    }
    
    PlatformParameters ES2_D3D11_FL10_0_REFERENCE()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL10_0_REFERENCE());
    }
    
    PlatformParameters ES2_D3D11_FL9_3_REFERENCE()
    {
        return PlatformParameters(2, 0, egl_platform::D3D11_FL9_3_REFERENCE());
    }
    
    PlatformParameters ES3_D3D11()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11());
    }
    
    PlatformParameters ES3_D3D11_FL11_1()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL11_1());
    }
    
    PlatformParameters ES3_D3D11_FL11_0()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL11_0());
    }
    
    PlatformParameters ES3_D3D11_FL10_1()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL10_1());
    }
    
    PlatformParameters ES3_D3D11_FL10_0()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL10_0());
    }
    
    PlatformParameters ES3_D3D11_WARP()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_WARP());
    }
    
    PlatformParameters ES3_D3D11_FL11_1_WARP()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL11_1_WARP());
    }
    
    PlatformParameters ES3_D3D11_FL11_0_WARP()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL11_0_WARP());
    }
    
    PlatformParameters ES3_D3D11_FL10_1_WARP()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL10_1_WARP());
    }
    
    PlatformParameters ES3_D3D11_FL10_0_WARP()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL10_0_WARP());
    }
    
    PlatformParameters ES3_D3D11_REFERENCE()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_REFERENCE());
    }
    
    PlatformParameters ES3_D3D11_FL11_1_REFERENCE()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL11_1_REFERENCE());
    }
    
    PlatformParameters ES3_D3D11_FL11_0_REFERENCE()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL11_0_REFERENCE());
    }
    
    PlatformParameters ES3_D3D11_FL10_1_REFERENCE()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL10_1_REFERENCE());
    }
    
    PlatformParameters ES3_D3D11_FL10_0_REFERENCE()
    {
        return PlatformParameters(3, 0, egl_platform::D3D11_FL10_0_REFERENCE());
    }
    
    PlatformParameters ES2_OPENGLES()
    {
        return PlatformParameters(2, 0, egl_platform::OPENGLES());
    }
    
    PlatformParameters ES2_OPENGLES(EGLint major, EGLint minor)
    {
        return PlatformParameters(2, 0, egl_platform::OPENGLES(major, minor));
    }
    
    PlatformParameters ES3_OPENGLES()
    {
        return PlatformParameters(3, 0, egl_platform::OPENGLES());
    }
    
    PlatformParameters ES3_OPENGLES(EGLint major, EGLint minor)
    {
        return PlatformParameters(3, 0, egl_platform::OPENGLES(major, minor));
    }
    
    PlatformParameters ES2_OPENGL()
    {
        return PlatformParameters(2, 0, egl_platform::OPENGL());
    }
    
    PlatformParameters ES2_OPENGL(EGLint major, EGLint minor)
    {
        return PlatformParameters(2, 0, egl_platform::OPENGL(major, minor));
    }
    
    PlatformParameters ES3_OPENGL()
    {
        return PlatformParameters(3, 0, egl_platform::OPENGL());
    }
    
    PlatformParameters ES3_OPENGL(EGLint major, EGLint minor)
    {
        return PlatformParameters(3, 0, egl_platform::OPENGL(major, minor));
    }
    
    } // namespace angle