diff options
Diffstat (limited to 'gfx/angle/src/tests/egl_tests/EGLDeviceTest.cpp')
-rwxr-xr-x | gfx/angle/src/tests/egl_tests/EGLDeviceTest.cpp | 587 |
1 files changed, 587 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/egl_tests/EGLDeviceTest.cpp b/gfx/angle/src/tests/egl_tests/EGLDeviceTest.cpp new file mode 100755 index 000000000..721754181 --- /dev/null +++ b/gfx/angle/src/tests/egl_tests/EGLDeviceTest.cpp @@ -0,0 +1,587 @@ +// +// 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. +// + +#ifndef ANGLE_ENABLE_D3D9 +#define ANGLE_ENABLE_D3D9 +#endif + +#ifndef ANGLE_ENABLE_D3D11 +#define ANGLE_ENABLE_D3D11 +#endif + +#include <d3d11.h> + +#include "com_utils.h" +#include "OSWindow.h" +#include "test_utils/ANGLETest.h" + +using namespace angle; + +class EGLDeviceCreationTest : public testing::Test +{ + protected: + EGLDeviceCreationTest() + : mD3D11Available(false), + mD3D11Module(nullptr), + mD3D11CreateDevice(nullptr), + mDevice(nullptr), + mDeviceContext(nullptr), + mDeviceCreationD3D11ExtAvailable(false), + mOSWindow(nullptr), + mDisplay(EGL_NO_DISPLAY), + mSurface(EGL_NO_SURFACE), + mContext(EGL_NO_CONTEXT), + mConfig(0) + { + } + + void SetUp() override + { + mD3D11Module = LoadLibrary(TEXT("d3d11.dll")); + if (mD3D11Module == nullptr) + { + std::cout << "Unable to LoadLibrary D3D11" << std::endl; + return; + } + + mD3D11CreateDevice = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>( + GetProcAddress(mD3D11Module, "D3D11CreateDevice")); + if (mD3D11CreateDevice == nullptr) + { + std::cout << "Could not retrieve D3D11CreateDevice from d3d11.dll" << std::endl; + return; + } + + mD3D11Available = true; + + const char *extensionString = + static_cast<const char *>(eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS)); + if (strstr(extensionString, "EGL_ANGLE_device_creation")) + { + if (strstr(extensionString, "EGL_ANGLE_device_creation_d3d11")) + { + mDeviceCreationD3D11ExtAvailable = true; + } + } + } + + void TearDown() override + { + SafeRelease(mDevice); + SafeRelease(mDeviceContext); + + SafeDelete(mOSWindow); + + if (mSurface != EGL_NO_SURFACE) + { + eglDestroySurface(mDisplay, mSurface); + mSurface = EGL_NO_SURFACE; + } + + if (mContext != EGL_NO_CONTEXT) + { + eglDestroyContext(mDisplay, mContext); + mContext = EGL_NO_CONTEXT; + } + + if (mDisplay != EGL_NO_DISPLAY) + { + eglTerminate(mDisplay); + mDisplay = EGL_NO_DISPLAY; + } + } + + void CreateD3D11Device() + { + ASSERT_TRUE(mD3D11Available); + ASSERT_EQ(nullptr, mDevice); // The device shouldn't be created twice + + HRESULT hr = + mD3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, 0, nullptr, 0, + D3D11_SDK_VERSION, &mDevice, &mFeatureLevel, &mDeviceContext); + + ASSERT_TRUE(SUCCEEDED(hr)); + ASSERT_GE(mFeatureLevel, D3D_FEATURE_LEVEL_9_3); + } + + void CreateD3D11FL9_3Device() + { + ASSERT_TRUE(mD3D11Available); + ASSERT_EQ(nullptr, mDevice); + + D3D_FEATURE_LEVEL fl93 = D3D_FEATURE_LEVEL_9_3; + + HRESULT hr = + mD3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, 0, &fl93, 1, D3D11_SDK_VERSION, + &mDevice, &mFeatureLevel, &mDeviceContext); + + ASSERT_TRUE(SUCCEEDED(hr)); + } + + void CreateWindowSurface() + { + EGLint majorVersion, minorVersion; + ASSERT_EGL_TRUE(eglInitialize(mDisplay, &majorVersion, &minorVersion)); + + eglBindAPI(EGL_OPENGL_ES_API); + ASSERT_EGL_SUCCESS(); + + // Choose a config + const EGLint configAttributes[] = {EGL_NONE}; + EGLint configCount = 0; + ASSERT_EGL_TRUE(eglChooseConfig(mDisplay, configAttributes, &mConfig, 1, &configCount)); + + // Create an OS Window + mOSWindow = CreateOSWindow(); + mOSWindow->initialize("EGLSurfaceTest", 64, 64); + + // Create window surface + mSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr); + ASSERT_EGL_SUCCESS(); + + // Create EGL context + EGLint contextAttibutes[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE}; + mContext = eglCreateContext(mDisplay, mConfig, nullptr, contextAttibutes); + ASSERT_EGL_SUCCESS(); + + // Make the surface current + eglMakeCurrent(mDisplay, mSurface, mSurface, mContext); + ASSERT_EGL_SUCCESS(); + } + + // This triggers a D3D device lost on current Windows systems + // This behavior could potentially change in the future + void trigger9_3DeviceLost() + { + ID3D11Buffer *gsBuffer = nullptr; + D3D11_BUFFER_DESC bufferDesc = {0}; + bufferDesc.ByteWidth = 64; + bufferDesc.Usage = D3D11_USAGE_DEFAULT; + bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + + HRESULT result = mDevice->CreateBuffer(&bufferDesc, nullptr, &gsBuffer); + ASSERT_TRUE(SUCCEEDED(result)); + + mDeviceContext->GSSetConstantBuffers(0, 1, &gsBuffer); + SafeRelease(gsBuffer); + gsBuffer = nullptr; + + result = mDevice->GetDeviceRemovedReason(); + ASSERT_TRUE(FAILED(result)); + } + + bool mD3D11Available; + HMODULE mD3D11Module; + PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice; + + ID3D11Device *mDevice; + ID3D11DeviceContext *mDeviceContext; + D3D_FEATURE_LEVEL mFeatureLevel; + + bool mDeviceCreationD3D11ExtAvailable; + + OSWindow *mOSWindow; + + EGLDisplay mDisplay; + EGLSurface mSurface; + EGLContext mContext; + EGLConfig mConfig; +}; + +// Test that creating a EGLDeviceEXT from D3D11 device works, and it can be queried to retrieve +// D3D11 device +TEST_F(EGLDeviceCreationTest, BasicD3D11Device) +{ + if (!mDeviceCreationD3D11ExtAvailable || !mD3D11Available) + { + std::cout << "EGLDevice creation and/or D3D11 not available, skipping test" << std::endl; + return; + } + + CreateD3D11Device(); + + EGLDeviceEXT eglDevice = + eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr); + ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice); + ASSERT_EGL_SUCCESS(); + + EGLAttrib deviceAttrib; + eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib); + ASSERT_EGL_SUCCESS(); + + ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib); + ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel()); + + eglReleaseDeviceANGLE(eglDevice); +} + +// Test that creating a EGLDeviceEXT from D3D11 device works, and it can be queried to retrieve +// D3D11 device +TEST_F(EGLDeviceCreationTest, BasicD3D11DeviceViaFuncPointer) +{ + if (!mDeviceCreationD3D11ExtAvailable || !mD3D11Available) + { + std::cout << "EGLDevice creation and/or D3D11 not available, skipping test" << std::endl; + return; + } + + CreateD3D11Device(); + + PFNEGLCREATEDEVICEANGLEPROC createDeviceANGLE = + (PFNEGLCREATEDEVICEANGLEPROC)eglGetProcAddress("eglCreateDeviceANGLE"); + PFNEGLRELEASEDEVICEANGLEPROC releaseDeviceANGLE = + (PFNEGLRELEASEDEVICEANGLEPROC)eglGetProcAddress("eglReleaseDeviceANGLE"); + + EGLDeviceEXT eglDevice = + createDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr); + ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice); + ASSERT_EGL_SUCCESS(); + + EGLAttrib deviceAttrib; + eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib); + ASSERT_EGL_SUCCESS(); + + ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib); + ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel()); + + releaseDeviceANGLE(eglDevice); +} + +// Test that creating a EGLDeviceEXT from D3D11 device works, and can be used for rendering +TEST_F(EGLDeviceCreationTest, RenderingUsingD3D11Device) +{ + if (!mD3D11Available) + { + std::cout << "D3D11 not available, skipping test" << std::endl; + return; + } + + CreateD3D11Device(); + + EGLDeviceEXT eglDevice = + eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr); + ASSERT_EGL_SUCCESS(); + + // Create an EGLDisplay using the EGLDevice + mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr); + ASSERT_NE(EGL_NO_DISPLAY, mDisplay); + + // Create a surface using the display + CreateWindowSurface(); + + // Perform some very basic rendering + glClearColor(1.0f, 0.0f, 1.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + EXPECT_PIXEL_EQ(32, 32, 255, 0, 255, 255); + + // Note that we must call TearDown() before we release the EGL device, since the display + // depends on the device + TearDown(); + + eglReleaseDeviceANGLE(eglDevice); +} + +// Test that ANGLE doesn't try to recreate a D3D11 device if the inputted one is lost +TEST_F(EGLDeviceCreationTest, D3D11DeviceRecovery) +{ + if (!mD3D11Available) + { + std::cout << "D3D11 not available, skipping test" << std::endl; + return; + } + + // Force Feature Level 9_3 so we can easily trigger a device lost later + CreateD3D11FL9_3Device(); + + EGLDeviceEXT eglDevice = + eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr); + ASSERT_EGL_SUCCESS(); + + // Create an EGLDisplay using the EGLDevice + mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr); + ASSERT_TRUE(mDisplay != EGL_NO_DISPLAY); + + // Create a surface using the display + CreateWindowSurface(); + + // Perform some very basic rendering + glClearColor(1.0f, 0.0f, 1.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + EXPECT_PIXEL_EQ(32, 32, 255, 0, 255, 255); + ASSERT_GL_NO_ERROR(); + + // ANGLE's SwapChain11::initPassThroughResources doesn't handle device lost before + // eglSwapBuffers, so we must call eglSwapBuffers before we lose the device. + ASSERT_EGL_TRUE(eglSwapBuffers(mDisplay, mSurface)); + + // Trigger a lost device + trigger9_3DeviceLost(); + + // Destroy the old EGL Window Surface + if (mSurface != EGL_NO_SURFACE) + { + eglDestroySurface(mDisplay, mSurface); + mSurface = EGL_NO_SURFACE; + } + + // Try to create a new window surface. In certain configurations this will recreate the D3D11 + // device. We want to test that it doesn't recreate the D3D11 device when EGLDeviceEXT is + // used. The window surface creation should fail if a new D3D11 device isn't created. + mSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr); + ASSERT_EQ(EGL_NO_SURFACE, mSurface); + ASSERT_EGL_ERROR(EGL_BAD_ALLOC); + + // Get the D3D11 device out of the EGLDisplay again. It should be the same one as above. + EGLAttrib device = 0; + EGLAttrib newEglDevice = 0; + ASSERT_EGL_TRUE(eglQueryDisplayAttribEXT(mDisplay, EGL_DEVICE_EXT, &newEglDevice)); + ASSERT_EGL_TRUE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(newEglDevice), + EGL_D3D11_DEVICE_ANGLE, &device)); + ID3D11Device *newDevice = reinterpret_cast<ID3D11Device *>(device); + + ASSERT_EQ(reinterpret_cast<EGLDeviceEXT>(newEglDevice), eglDevice); + ASSERT_EQ(newDevice, mDevice); + + // Note that we must call TearDown() before we release the EGL device, since the display + // depends on the device + TearDown(); + + eglReleaseDeviceANGLE(eglDevice); +} + +// Test that calling eglGetPlatformDisplayEXT with the same device returns the same display +TEST_F(EGLDeviceCreationTest, getPlatformDisplayTwice) +{ + if (!mD3D11Available) + { + std::cout << "D3D11 not available, skipping test" << std::endl; + return; + } + + CreateD3D11Device(); + + EGLDeviceEXT eglDevice = + eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr); + ASSERT_EGL_SUCCESS(); + + // Create an EGLDisplay using the EGLDevice + EGLDisplay display1 = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr); + ASSERT_NE(EGL_NO_DISPLAY, display1); + + EGLDisplay display2 = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr); + ASSERT_NE(EGL_NO_DISPLAY, display2); + + ASSERT_EQ(display1, display2); + + eglTerminate(display1); + eglReleaseDeviceANGLE(eglDevice); +} + +// Test that creating a EGLDeviceEXT from an invalid D3D11 device fails +TEST_F(EGLDeviceCreationTest, InvalidD3D11Device) +{ + if (!mDeviceCreationD3D11ExtAvailable || !mD3D11Available) + { + std::cout << "EGLDevice creation and/or D3D11 not available, skipping test" << std::endl; + return; + } + + CreateD3D11Device(); + + // Use mDeviceContext instead of mDevice + EGLDeviceEXT eglDevice = eglCreateDeviceANGLE( + EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDeviceContext), nullptr); + EXPECT_EQ(EGL_NO_DEVICE_EXT, eglDevice); + EXPECT_EGL_ERROR(EGL_BAD_ATTRIBUTE); +} + +// Test that EGLDeviceEXT holds a ref to the D3D11 device +TEST_F(EGLDeviceCreationTest, D3D11DeviceReferenceCounting) +{ + if (!mDeviceCreationD3D11ExtAvailable || !mD3D11Available) + { + std::cout << "EGLDevice creation and/or D3D11 not available, skipping test" << std::endl; + return; + } + + CreateD3D11Device(); + + EGLDeviceEXT eglDevice = + eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr); + ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice); + ASSERT_EGL_SUCCESS(); + + // Now release our D3D11 device/context + SafeRelease(mDevice); + SafeRelease(mDeviceContext); + + EGLAttrib deviceAttrib; + eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib); + ASSERT_EGL_SUCCESS(); + + ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib); + ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel()); + + eglReleaseDeviceANGLE(eglDevice); +} + +// Test that creating a EGLDeviceEXT from a D3D9 device fails +TEST_F(EGLDeviceCreationTest, AnyD3D9Device) +{ + if (!mDeviceCreationD3D11ExtAvailable) + { + std::cout << "EGLDevice creation not available, skipping test" << std::endl; + return; + } + + std::string fakeD3DDevice = "This is a string, not a D3D device"; + + EGLDeviceEXT eglDevice = eglCreateDeviceANGLE( + EGL_D3D9_DEVICE_ANGLE, reinterpret_cast<void *>(&fakeD3DDevice), nullptr); + EXPECT_EQ(EGL_NO_DEVICE_EXT, eglDevice); + EXPECT_EGL_ERROR(EGL_BAD_ATTRIBUTE); +} + +class EGLDeviceQueryTest : public ANGLETest +{ + protected: + EGLDeviceQueryTest() + { + mQueryDisplayAttribEXT = nullptr; + mQueryDeviceAttribEXT = nullptr; + mQueryDeviceStringEXT = nullptr; + } + + void SetUp() override + { + ANGLETest::SetUp(); + + const char *extensionString = + static_cast<const char *>(eglQueryString(getEGLWindow()->getDisplay(), EGL_EXTENSIONS)); + if (strstr(extensionString, "EGL_EXT_device_query")) + { + mQueryDisplayAttribEXT = + (PFNEGLQUERYDISPLAYATTRIBEXTPROC)eglGetProcAddress("eglQueryDisplayAttribEXT"); + mQueryDeviceAttribEXT = + (PFNEGLQUERYDEVICEATTRIBEXTPROC)eglGetProcAddress("eglQueryDeviceAttribEXT"); + mQueryDeviceStringEXT = + (PFNEGLQUERYDEVICESTRINGEXTPROC)eglGetProcAddress("eglQueryDeviceStringEXT"); + } + + if (!mQueryDeviceStringEXT) + { + FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDeviceStringEXT was not " + "found"; + } + + if (!mQueryDisplayAttribEXT) + { + FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDisplayAttribEXT was " + "not found"; + } + + if (!mQueryDeviceAttribEXT) + { + FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDeviceAttribEXT was not " + "found"; + } + + EGLAttrib angleDevice = 0; + EXPECT_EGL_TRUE( + mQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice)); + extensionString = static_cast<const char *>( + mQueryDeviceStringEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice), EGL_EXTENSIONS)); + if (strstr(extensionString, "EGL_ANGLE_device_d3d") == NULL) + { + FAIL() << "ANGLE extension EGL_ANGLE_device_d3d was not found"; + } + } + + void TearDown() override { ANGLETest::TearDown(); } + + PFNEGLQUERYDISPLAYATTRIBEXTPROC mQueryDisplayAttribEXT; + PFNEGLQUERYDEVICEATTRIBEXTPROC mQueryDeviceAttribEXT; + PFNEGLQUERYDEVICESTRINGEXTPROC mQueryDeviceStringEXT; +}; + +// This test attempts to obtain a D3D11 device and a D3D9 device using the eglQueryDeviceAttribEXT +// function. +// If the test is configured to use D3D11 then it should succeed to obtain a D3D11 device. +// If the test is confitured to use D3D9, then it should succeed to obtain a D3D9 device. +TEST_P(EGLDeviceQueryTest, QueryDevice) +{ + EGLAttrib device = 0; + EGLAttrib angleDevice = 0; + if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) + { + EXPECT_EGL_TRUE( + mQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice)); + EXPECT_EGL_TRUE(mQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice), + EGL_D3D11_DEVICE_ANGLE, &device)); + ID3D11Device *d3d11Device = reinterpret_cast<ID3D11Device *>(device); + IDXGIDevice *dxgiDevice = DynamicCastComObject<IDXGIDevice>(d3d11Device); + EXPECT_TRUE(dxgiDevice != nullptr); + SafeRelease(dxgiDevice); + } + + if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE) + { + EXPECT_EGL_TRUE( + mQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice)); + EXPECT_EGL_TRUE(mQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice), + EGL_D3D9_DEVICE_ANGLE, &device)); + IDirect3DDevice9 *d3d9Device = reinterpret_cast<IDirect3DDevice9 *>(device); + IDirect3D9 *d3d9 = nullptr; + EXPECT_EQ(S_OK, d3d9Device->GetDirect3D(&d3d9)); + EXPECT_TRUE(d3d9 != nullptr); + SafeRelease(d3d9); + } +} + +// This test attempts to obtain a D3D11 device from a D3D9 configured system and a D3D9 device from +// a D3D11 configured system using the eglQueryDeviceAttribEXT function. +// If the test is configured to use D3D11 then it should fail to obtain a D3D11 device. +// If the test is confitured to use D3D9, then it should fail to obtain a D3D9 device. +TEST_P(EGLDeviceQueryTest, QueryDeviceBadAttribute) +{ + EGLAttrib device = 0; + EGLAttrib angleDevice = 0; + if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) + { + EXPECT_EGL_TRUE( + mQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice)); + EXPECT_EGL_FALSE(mQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice), + EGL_D3D9_DEVICE_ANGLE, &device)); + } + + if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE) + { + EXPECT_EGL_TRUE( + mQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice)); + EXPECT_EGL_FALSE(mQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice), + EGL_D3D11_DEVICE_ANGLE, &device)); + } +} + +// Ensure that: +// - calling getPlatformDisplayEXT using ANGLE_Platform with some parameters +// - extracting the EGLDeviceEXT from the EGLDisplay +// - calling getPlatformDisplayEXT with this EGLDeviceEXT +// results in the same EGLDisplay being returned from getPlatformDisplayEXT both times +TEST_P(EGLDeviceQueryTest, getPlatformDisplayDeviceReuse) +{ + EGLAttrib eglDevice = 0; + EXPECT_EGL_TRUE( + eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &eglDevice)); + + EGLDisplay display2 = eglGetPlatformDisplayEXT( + EGL_PLATFORM_DEVICE_EXT, reinterpret_cast<EGLDeviceEXT>(eglDevice), nullptr); + EXPECT_EQ(getEGLWindow()->getDisplay(), display2); +} + +// Use this to select which configurations (e.g. which renderer, which GLES major version) these +// tests should be run against. +ANGLE_INSTANTIATE_TEST(EGLDeviceQueryTest, ES2_D3D9(), ES2_D3D11()); |