Hash :
7098cff5
Author :
Date :
2019-01-15T18:33:42
Make BUILD.gn targets into templates. This allows us to "globally" add and remove certain configs as long as we use the new templates. This simplifies the logic of adding configs for stuff like extra warnings and default include dirs. As well it simplifies removing certain common unwanted configs. Generally simplifies the logic in BUILD.gn. Will allow for easily suppressing the clang-plugins config instead of using a global setting in .gn. Then we can enable the additional warnings config-by-config. Also fixes some warnings that turned up after we enabled the extra warnings config in our tests. Also moves the dEQP tests main to be consistent with the other test main files. Bug: angleproject:3069 Change-Id: I5a8166cd0f5a7926822c171fcaf473fc86b3ffc1 Reviewed-on: https://chromium-review.googlesource.com/c/1409871 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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//
// Copyright 2018 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.
//
// EGLDirectCompositionTest.cpp:
// Tests pertaining to DirectComposition and WindowsUIComposition.
#include <d3d11.h>
#include "test_utils/ANGLETest.h"
#include <DispatcherQueue.h>
#include <VersionHelpers.h>
#include <Windows.Foundation.h>
#include <windows.ui.composition.Desktop.h>
#include <windows.ui.composition.h>
#include <windows.ui.composition.interop.h>
#include <wrl.h>
#include <memory>
#include "libANGLE/renderer/d3d/d3d11/converged/CompositorNativeWindow11.h"
#include "test_utils/ANGLETest.h"
#include "util/OSWindow.h"
#include "util/com_utils.h"
using namespace angle;
using namespace ABI::Windows::System;
using namespace ABI::Windows::UI::Composition;
using namespace ABI::Windows::UI::Composition::Desktop;
using namespace ABI::Windows::Foundation;
using namespace Microsoft::WRL;
using namespace Microsoft::WRL::Wrappers;
const int WINDOWWIDTH = 200, WINDOWHEIGHT = 200;
class EGLDirectCompositionTest : public ANGLETest
{
protected:
EGLDirectCompositionTest() : mOSWindow(nullptr) {}
void SetUp() override
{
if (!mRoHelper.SupportedWindowsRelease())
{
return;
}
// Create an OS Window
mOSWindow = OSWindow::New();
mOSWindow->initialize("EGLDirectCompositionTest", WINDOWWIDTH, WINDOWHEIGHT);
auto nativeWindow = mOSWindow->getNativeWindow();
mOSWindow->setVisible(true);
// Create DispatcherQueue for window to process compositor callbacks
CreateDispatcherQueue(mDispatcherController);
HSTRING act;
HSTRING_HEADER header;
auto hr = mRoHelper.GetStringReference(RuntimeClass_Windows_UI_Composition_Compositor, &act,
&header);
ASSERT_TRUE(SUCCEEDED(hr));
void *fac = nullptr;
hr = mRoHelper.GetActivationFactory(act, __uuidof(IActivationFactory), &fac);
ASSERT_TRUE(SUCCEEDED(hr));
ComPtr<IActivationFactory> compositorFactory;
compositorFactory.Attach((IActivationFactory *)fac);
hr = compositorFactory->ActivateInstance(&mCompositor);
ASSERT_TRUE(SUCCEEDED(hr));
// Create a DesktopWindowTarget against native window (HWND)
CreateDesktopWindowTarget(mCompositor, static_cast<HWND>(nativeWindow), mDesktopTarget);
ASSERT_TRUE(SUCCEEDED(mCompositor->CreateSpriteVisual(mAngleHost.GetAddressOf())));
ComPtr<IVisual> angleVis;
ASSERT_TRUE(SUCCEEDED(mAngleHost.As(&angleVis)));
ASSERT_TRUE(SUCCEEDED(angleVis->put_Size(
{static_cast<FLOAT>(WINDOWWIDTH), static_cast<FLOAT>(WINDOWHEIGHT)})));
ASSERT_TRUE(SUCCEEDED(angleVis->put_Offset({0, 0, 0})));
ComPtr<ICompositionTarget> compTarget;
ASSERT_TRUE(SUCCEEDED(mDesktopTarget.As(&compTarget)));
ASSERT_TRUE(SUCCEEDED(compTarget->put_Root(angleVis.Get())));
Init();
}
void CreateDispatcherQueue(ComPtr<IDispatcherQueueController> &controller)
{
DispatcherQueueOptions options{sizeof(DispatcherQueueOptions), DQTYPE_THREAD_CURRENT,
DQTAT_COM_STA};
auto hr = mRoHelper.CreateDispatcherQueueController(options, controller.GetAddressOf());
ASSERT_TRUE(SUCCEEDED(hr));
}
void CreateDesktopWindowTarget(ComPtr<ICompositor> const &compositor,
const HWND window,
ComPtr<IDesktopWindowTarget> &target)
{
namespace abi = ABI::Windows::UI::Composition::Desktop;
ComPtr<ICompositorDesktopInterop> interop;
ASSERT_TRUE(SUCCEEDED(compositor.As(&interop)));
ASSERT_TRUE(SUCCEEDED(interop->CreateDesktopWindowTarget(
window, true, reinterpret_cast<abi::IDesktopWindowTarget **>(target.GetAddressOf()))));
}
void Init()
{
if (!mRoHelper.SupportedWindowsRelease())
{
return;
}
DPI_AWARENESS_CONTEXT
WINAPI
SetThreadDpiAwarenessContext(_In_ DPI_AWARENESS_CONTEXT dpiContext);
auto userModule = LoadLibraryA("user32.dll");
if (userModule == nullptr)
{
return;
}
auto temp = GetProcAddress(userModule, "SetThreadDpiAwarenessContext");
mFpSetThreadDpiAwarenessContext = reinterpret_cast<_SetThreadDpiAwarenessContext *>(temp);
const EGLint configAttributes[] = {
EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 8, EGL_STENCIL_SIZE, 8, EGL_NONE};
const EGLint defaultDisplayAttributes[] = {
EGL_PLATFORM_ANGLE_TYPE_ANGLE,
EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_NONE,
};
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(
eglGetProcAddress("eglGetPlatformDisplayEXT"));
ASSERT_TRUE(eglGetPlatformDisplayEXT != nullptr);
mEglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,
reinterpret_cast<void *>(EGL_DEFAULT_DISPLAY),
defaultDisplayAttributes);
ASSERT_TRUE(mEglDisplay != EGL_NO_DISPLAY);
ASSERT_EGL_TRUE(eglInitialize(mEglDisplay, nullptr, nullptr));
EGLint nConfigs = 0;
ASSERT_EGL_TRUE(eglGetConfigs(mEglDisplay, nullptr, 0, &nConfigs));
ASSERT_TRUE(nConfigs != 0);
ASSERT_EGL_TRUE(eglChooseConfig(mEglDisplay, configAttributes, &mEglConfig, 1, &nConfigs));
}
void CreateSurface(ComPtr<ABI::Windows::UI::Composition::ISpriteVisual> visual,
EGLSurface &surface)
{
auto displayExtensions = eglQueryString(mEglDisplay, EGL_EXTENSIONS);
// Check that the EGL_ANGLE_windows_ui_composition display extension is available
ASSERT_TRUE(strstr(displayExtensions, "EGL_ANGLE_windows_ui_composition") != nullptr);
const EGLint contextAttributes[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
// Use a spritevisual as the nativewindowtype
surface =
eglCreateWindowSurface(mEglDisplay, mEglConfig,
static_cast<EGLNativeWindowType>((void *)visual.Get()), nullptr);
ASSERT_TRUE(surface != EGL_NO_SURFACE);
mEglContext = eglCreateContext(mEglDisplay, mEglConfig, EGL_NO_CONTEXT, contextAttributes);
ASSERT_TRUE(mEglContext != EGL_NO_CONTEXT);
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, surface, surface, mEglContext) != EGL_FALSE);
}
void TearDown() override
{
if (!mRoHelper.SupportedWindowsRelease())
{
return;
}
ASSERT_EGL_TRUE(eglTerminate(mEglDisplay));
OSWindow::Delete(&mOSWindow);
}
OSWindow *mOSWindow;
ComPtr<ICompositor> mCompositor;
ComPtr<IDispatcherQueueController> mDispatcherController;
ComPtr<ICompositionColorBrush> mColorBrush;
ComPtr<IDesktopWindowTarget> mDesktopTarget;
ComPtr<ISpriteVisual> mAngleHost;
EGLDisplay mEglDisplay;
EGLContext mEglContext;
EGLConfig mEglConfig;
rx::RoHelper mRoHelper;
using _SetThreadDpiAwarenessContext =
DPI_AWARENESS_CONTEXT WINAPI(DPI_AWARENESS_CONTEXT dpiContext);
_SetThreadDpiAwarenessContext *mFpSetThreadDpiAwarenessContext;
};
// This tests that a surface created using a SpriteVisual as container has the expected dimensions
// which should match the dimensions of the SpriteVisual passed in
TEST_P(EGLDirectCompositionTest, SurfaceSizeFromSpriteSize)
{
// Only attempt this test when on Windows 10 1803+
ANGLE_SKIP_TEST_IF(!mRoHelper.SupportedWindowsRelease());
EGLSurface s{nullptr};
CreateSurface(mAngleHost, s);
EGLint surfacewidth = 0, surfaceheight = 0;
eglQuerySurface(mEglDisplay, s, EGL_WIDTH, &surfacewidth);
eglQuerySurface(mEglDisplay, s, EGL_HEIGHT, &surfaceheight);
ComPtr<IVisual> angleVis;
ASSERT_TRUE(SUCCEEDED(mAngleHost.As(&angleVis)));
ABI::Windows::Foundation::Numerics::Vector2 visualsize{0, 0};
ASSERT_TRUE(SUCCEEDED(angleVis->get_Size(&visualsize)));
ASSERT_TRUE(surfacewidth == static_cast<int>(visualsize.X));
ASSERT_TRUE(surfaceheight == static_cast<int>(visualsize.Y));
ASSERT_EGL_TRUE(eglDestroySurface(mEglDisplay, s));
ASSERT_EGL_TRUE(eglDestroyContext(mEglDisplay, mEglContext));
}
// This tests that a WindowSurface can be created using a SpriteVisual as the containing window
// and that pixels can be successfully rendered into the resulting WindowSurface
TEST_P(EGLDirectCompositionTest, RenderSolidColor)
{
// Only attempt this test when on Windows 10 1803+
ANGLE_SKIP_TEST_IF(!mRoHelper.SupportedWindowsRelease());
EGLSurface s{nullptr};
CreateSurface(mAngleHost, s);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glViewport(0, 0, WINDOWWIDTH, WINDOWHEIGHT);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_EGL_TRUE(eglSwapBuffers(mEglDisplay, s));
// ensure user/DWM have a chance to paint the window and kick it to the top of the desktop
// zorder before we attempt to sample
angle::Sleep(200);
mOSWindow->messageLoop();
uint8_t *pixelBuffer = static_cast<uint8_t *>(malloc(WINDOWWIDTH * WINDOWHEIGHT * 4));
ZeroMemory(pixelBuffer, WINDOWWIDTH * WINDOWHEIGHT * 4);
// In order to accurately capture a bitmap, we need to temporarily shift into per-monitor DPI
// mode in order to get the window offset from desktop correct
auto previous = mFpSetThreadDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE);
bool success = mOSWindow->takeScreenshot(pixelBuffer);
mFpSetThreadDpiAwarenessContext(previous);
ASSERT_EGL_TRUE(success);
ASSERT_EGL_TRUE(pixelBuffer[(50 * 50 * 4)] == 255);
ASSERT_EGL_TRUE(pixelBuffer[(50 * 50 * 4) + 1] == 0);
ASSERT_EGL_TRUE(pixelBuffer[(50 * 50 * 4) + 2] == 0);
ASSERT_EGL_TRUE(pixelBuffer[(50 * 50 * 4) + 3] == 255);
ASSERT_EGL_TRUE(eglDestroySurface(mEglDisplay, s));
ASSERT_EGL_TRUE(eglDestroyContext(mEglDisplay, mEglContext));
}
ANGLE_INSTANTIATE_TEST(EGLDirectCompositionTest, ES2_D3D11());