Hash :
ba319ba3
Author :
Date :
2018-12-29T10:29:33
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>
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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.
//
// VulkanFormatTablesTest:
// Tests to validate our Vulkan support tables match hardware support.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_instantiate.h"
// 'None' is defined as 'struct None {};' in
// third_party/googletest/src/googletest/include/gtest/internal/gtest-type-util.h.
// But 'None' is also defined as a numeric constant 0L in <X11/X.h>.
// So we need to include ANGLETest.h first to avoid this conflict.
#include "libANGLE/Context.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "util/EGLWindow.h"
using namespace angle;
namespace
{
class VulkanFormatTablesTest : public ANGLETest
{};
struct ParametersToTest
{
VkImageType imageType;
VkImageCreateFlags createFlags;
};
// This test enumerates all GL formats - for each, it queries the Vulkan support for
// using it as a texture, filterable, and a render target. It checks this against our
// speed-optimized baked tables, and validates they would give the same result.
TEST_P(VulkanFormatTablesTest, TestFormatSupport)
{
ASSERT_TRUE(IsVulkan());
// Hack the angle!
const gl::Context *context = static_cast<gl::Context *>(getEGLWindow()->getContext());
auto *contextVk = rx::GetImplAs<rx::ContextVk>(context);
rx::RendererVk *renderer = contextVk->getRenderer();
// We need to test normal 2D images as well as Cube images.
const std::vector<ParametersToTest> parametersToTest = {
{VK_IMAGE_TYPE_2D, 0}, {VK_IMAGE_TYPE_2D, VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT}};
const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
for (GLenum internalFormat : allFormats)
{
const rx::vk::Format &vkFormat = renderer->getFormat(internalFormat);
// Similar loop as when we build caps in vk_caps_utils.cpp, but query using
// vkGetPhysicalDeviceImageFormatProperties instead of vkGetPhysicalDeviceFormatProperties
// and verify we have all the same caps.
if (!vkFormat.valid())
{
// TODO(jmadill): Every angle format should be mapped to a vkFormat.
// This hasn't been defined in our vk_format_map.json yet so the caps won't be filled.
continue;
}
const gl::TextureCaps &textureCaps = renderer->getNativeTextureCaps().get(internalFormat);
for (const ParametersToTest params : parametersToTest)
{
// Now lets verify that that agaisnt vulkan.
VkFormatProperties formatProperties;
vkGetPhysicalDeviceFormatProperties(renderer->getPhysicalDevice(),
vkFormat.vkTextureFormat, &formatProperties);
VkImageFormatProperties imageProperties;
// isTexturable?
bool isTexturable =
vkGetPhysicalDeviceImageFormatProperties(
renderer->getPhysicalDevice(), vkFormat.vkTextureFormat, params.imageType,
VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_SAMPLED_BIT, params.createFlags,
&imageProperties) == VK_SUCCESS;
EXPECT_EQ(isTexturable, textureCaps.texturable) << vkFormat.vkTextureFormat;
// TODO(jmadill): Support ES3 textures.
// isFilterable?
bool isFilterable = (formatProperties.optimalTilingFeatures &
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT) ==
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT;
EXPECT_EQ(isFilterable, textureCaps.filterable) << vkFormat.vkTextureFormat;
// isRenderable?
const bool isRenderableColor =
(vkGetPhysicalDeviceImageFormatProperties(
renderer->getPhysicalDevice(), vkFormat.vkTextureFormat, params.imageType,
VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
params.createFlags, &imageProperties)) == VK_SUCCESS;
const bool isRenderableDepthStencil =
(vkGetPhysicalDeviceImageFormatProperties(
renderer->getPhysicalDevice(), vkFormat.vkTextureFormat, params.imageType,
VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
params.createFlags, &imageProperties)) == VK_SUCCESS;
bool isRenderable = isRenderableColor || isRenderableDepthStencil;
EXPECT_EQ(isRenderable, textureCaps.textureAttachment) << vkFormat.vkTextureFormat;
EXPECT_EQ(isRenderable, textureCaps.renderbuffer) << vkFormat.vkTextureFormat;
}
}
}
ANGLE_INSTANTIATE_TEST(VulkanFormatTablesTest, ES2_VULKAN());
} // anonymous namespace