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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/gl_tests/RendererTest.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/RendererTest.cpp')
-rwxr-xr-x | gfx/angle/src/tests/gl_tests/RendererTest.cpp | 210 |
1 files changed, 210 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/RendererTest.cpp b/gfx/angle/src/tests/gl_tests/RendererTest.cpp new file mode 100755 index 000000000..1b07acbf7 --- /dev/null +++ b/gfx/angle/src/tests/gl_tests/RendererTest.cpp @@ -0,0 +1,210 @@ +// +// 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. +// +// RendererTest: +// These tests are designed to ensure that the various configurations of the test fixtures work as expected. +// If one of these tests fails, then it is likely that some of the other tests are being configured incorrectly. +// For example, they might be using the D3D11 renderer when the test is meant to be using the D3D9 renderer. + +#include "test_utils/ANGLETest.h" + +using namespace angle; + +namespace +{ + +class RendererTest : public ANGLETest +{ + protected: + RendererTest() + { + setWindowWidth(128); + setWindowHeight(128); + } +}; + +TEST_P(RendererTest, RequestedRendererCreated) +{ + std::string rendererString = std::string(reinterpret_cast<const char*>(glGetString(GL_RENDERER))); + std::transform(rendererString.begin(), rendererString.end(), rendererString.begin(), ::tolower); + + std::string versionString = std::string(reinterpret_cast<const char*>(glGetString(GL_VERSION))); + std::transform(versionString.begin(), versionString.end(), versionString.begin(), ::tolower); + + const EGLPlatformParameters &platform = GetParam().eglParameters; + + // Ensure that the renderer string contains D3D11, if we requested a D3D11 renderer. + if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) + { + ASSERT_NE(rendererString.find(std::string("direct3d11")), std::string::npos); + } + + // Ensure that the renderer string contains D3D9, if we requested a D3D9 renderer. + if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE) + { + ASSERT_NE(rendererString.find(std::string("direct3d9")), std::string::npos); + } + + // Ensure that the major and minor versions trigger expected behavior in D3D11 + if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) + { + // Ensure that the renderer uses WARP, if we requested it. + if (platform.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE) + { + auto basicRenderPos = rendererString.find(std::string("microsoft basic render")); + auto softwareAdapterPos = rendererString.find(std::string("software adapter")); + ASSERT_TRUE(basicRenderPos != std::string::npos || softwareAdapterPos != std::string::npos); + } + + std::vector<std::string> acceptableShaderModels; + + // When no specific major/minor version is requested, then ANGLE should return the highest possible feature level by default. + // The current hardware driver might not support Feature Level 11_0, but WARP always does. + // Therefore if WARP is specified but no major/minor version is specified, then we test to check that ANGLE returns FL11_0. + if (platform.majorVersion >= 11 || platform.majorVersion == EGL_DONT_CARE) + { + // Feature Level 10_0 corresponds to shader model 5_0 + acceptableShaderModels.push_back("ps_5_0"); + } + + if (platform.majorVersion >= 10 || platform.majorVersion == EGL_DONT_CARE) + { + if (platform.minorVersion >= 1 || platform.minorVersion == EGL_DONT_CARE) + { + // Feature Level 10_1 corresponds to shader model 4_1 + acceptableShaderModels.push_back("ps_4_1"); + } + + if (platform.minorVersion >= 0 || platform.minorVersion == EGL_DONT_CARE) + { + // Feature Level 10_0 corresponds to shader model 4_0 + acceptableShaderModels.push_back("ps_4_0"); + } + } + + if (platform.majorVersion == 9 && platform.minorVersion == 3) + { + acceptableShaderModels.push_back("ps_4_0_level_9_3"); + } + + bool found = false; + for (size_t i = 0; i < acceptableShaderModels.size(); i++) + { + if (rendererString.find(acceptableShaderModels[i]) != std::string::npos) + { + found = true; + } + } + + ASSERT_TRUE(found); + } + + EGLint glesMajorVersion = GetParam().majorVersion; + + // Ensure that the renderer string contains GL ES 3.0, if we requested a GL ES 3.0 + if (glesMajorVersion == 3) + { + ASSERT_NE(versionString.find(std::string("es 3.0")), std::string::npos); + } + + // Ensure that the version string contains GL ES 2.0, if we requested GL ES 2.0 + if (glesMajorVersion == 2) + { + ASSERT_NE(versionString.find(std::string("es 2.0")), std::string::npos); + } +} + +// Perform a simple operation (clear and read pixels) to verify the device is working +TEST_P(RendererTest, SimpleOperation) +{ + glClearColor(0.0f, 1.0f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); +} + +// Select configurations (e.g. which renderer, which GLES major version) these tests should be run against. + +ANGLE_INSTANTIATE_TEST(RendererTest, + // ES2 on top of D3D9 + ES2_D3D9(), + ES2_D3D9_REFERENCE(), + + // ES2 on top of D3D11 feature level 9.3 to 11.0 + ES2_D3D11(), + ES2_D3D11_FL11_0(), + ES2_D3D11_FL10_1(), + ES2_D3D11_FL10_0(), + ES2_D3D11_FL9_3(), + + // ES2 on top of D3D11 WARP feature level 9.3 to 11.0 + ES2_D3D11_WARP(), + ES2_D3D11_FL11_0_WARP(), + ES2_D3D11_FL10_1_WARP(), + ES2_D3D11_FL10_0_WARP(), + ES2_D3D11_FL9_3_WARP(), + + // ES2 on top of D3D11 reference feature level 9.3 to 11.0 + ES2_D3D11_REFERENCE(), + ES2_D3D11_FL11_0_REFERENCE(), + ES2_D3D11_FL10_1_REFERENCE(), + ES2_D3D11_FL10_0_REFERENCE(), + ES2_D3D11_FL9_3_REFERENCE(), + + // ES3 on top of D3D11 feature level 9.3 to 11.0 + ES3_D3D11(), + ES3_D3D11_FL11_0(), + ES3_D3D11_FL10_1(), + ES3_D3D11_FL10_0(), + + // ES3 on top of D3D11 WARP feature level 9.3 to 11.0 + ES3_D3D11_WARP(), + ES3_D3D11_FL11_0_WARP(), + ES3_D3D11_FL10_1_WARP(), + ES3_D3D11_FL10_0_WARP(), + + // ES3 on top of D3D11 reference feature level 9.3 to 11.0 + ES3_D3D11_REFERENCE(), + ES3_D3D11_FL11_0_REFERENCE(), + ES3_D3D11_FL10_1_REFERENCE(), + ES3_D3D11_FL10_0_REFERENCE(), + + // ES2 on top of desktop OpenGL versions 2.1 to 4.5 + ES2_OPENGL(), + ES2_OPENGL(2, 1), + ES2_OPENGL(3, 0), + ES2_OPENGL(3, 1), + ES2_OPENGL(3, 2), + ES2_OPENGL(3, 3), + ES2_OPENGL(4, 0), + ES2_OPENGL(4, 1), + ES2_OPENGL(4, 2), + ES2_OPENGL(4, 3), + ES2_OPENGL(4, 4), + ES2_OPENGL(4, 5), + + // ES2 on top of desktop OpenGL versions 3.2 to 4.5 + ES3_OPENGL(), + ES3_OPENGL(3, 2), + ES3_OPENGL(3, 3), + ES3_OPENGL(4, 0), + ES3_OPENGL(4, 1), + ES3_OPENGL(4, 2), + ES3_OPENGL(4, 3), + ES3_OPENGL(4, 4), + ES3_OPENGL(4, 5), + + // ES2 on top of OpenGL ES 2.0 to 3.2 + ES2_OPENGLES(), + ES2_OPENGLES(2, 0), + ES2_OPENGLES(3, 0), + ES2_OPENGLES(3, 1), + ES2_OPENGLES(3, 2), + + // ES2 on top of OpenGL ES 3.0 to 3.2 + ES3_OPENGLES(), + ES3_OPENGLES(3, 0), + ES3_OPENGLES(3, 1), + ES3_OPENGLES(3, 2)); +} |