// // 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)); }