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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/gl_tests/RendererTest.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (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-xgfx/angle/src/tests/gl_tests/RendererTest.cpp210
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
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+++ b/gfx/angle/src/tests/gl_tests/RendererTest.cpp
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+//
+// 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));
+}