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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/D3DTextureTest.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/D3DTextureTest.cpp')
-rw-r--r-- | gfx/angle/src/tests/gl_tests/D3DTextureTest.cpp | 326 |
1 files changed, 326 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/D3DTextureTest.cpp b/gfx/angle/src/tests/gl_tests/D3DTextureTest.cpp new file mode 100644 index 000000000..028b24a81 --- /dev/null +++ b/gfx/angle/src/tests/gl_tests/D3DTextureTest.cpp @@ -0,0 +1,326 @@ +// +// 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. +// +// D3DTextureTest: +// Tests of the EGL_ANGLE_d3d_texture_client_buffer extension + +#include "test_utils/ANGLETest.h" + +#include <d3d11.h> +#include <windows.h> + +#include "com_utils.h" + +namespace angle +{ + +class D3DTextureTest : public ANGLETest +{ + protected: + D3DTextureTest() + { + setWindowWidth(128); + setWindowHeight(128); + setConfigRedBits(8); + setConfigGreenBits(8); + setConfigBlueBits(8); + setConfigAlphaBits(8); + } + + void SetUp() override + { + ANGLETest::SetUp(); + + // clang-format off + const std::string vsSource = SHADER_SOURCE + ( + precision highp float; + attribute vec4 position; + varying vec2 texcoord; + + void main() + { + gl_Position = position; + texcoord = (position.xy * 0.5) + 0.5; + texcoord.y = 1.0 - texcoord.y; + } + ); + + const std::string textureFSSource = SHADER_SOURCE + ( + precision highp float; + uniform sampler2D tex; + varying vec2 texcoord; + + void main() + { + gl_FragColor = texture2D(tex, texcoord); + } + ); + // clang-format on + + mTextureProgram = CompileProgram(vsSource, textureFSSource); + ASSERT_NE(0u, mTextureProgram) << "shader compilation failed."; + + mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex"); + ASSERT_NE(-1, mTextureUniformLocation); + + mD3D11Module = LoadLibrary(TEXT("d3d11.dll")); + ASSERT_NE(nullptr, mD3D11Module); + + PFN_D3D11_CREATE_DEVICE createDeviceFunc = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>( + GetProcAddress(mD3D11Module, "D3D11CreateDevice")); + + EGLWindow *window = getEGLWindow(); + EGLDisplay display = window->getDisplay(); + if (eglDisplayExtensionEnabled(display, "EGL_EXT_device_query")) + { + PFNEGLQUERYDISPLAYATTRIBEXTPROC eglQueryDisplayAttribEXT = + reinterpret_cast<PFNEGLQUERYDISPLAYATTRIBEXTPROC>( + eglGetProcAddress("eglQueryDisplayAttribEXT")); + PFNEGLQUERYDEVICEATTRIBEXTPROC eglQueryDeviceAttribEXT = + reinterpret_cast<PFNEGLQUERYDEVICEATTRIBEXTPROC>( + eglGetProcAddress("eglQueryDeviceAttribEXT")); + + EGLDeviceEXT device = 0; + { + EGLAttrib result = 0; + EXPECT_EGL_TRUE(eglQueryDisplayAttribEXT(display, EGL_DEVICE_EXT, &result)); + device = reinterpret_cast<EGLDeviceEXT>(result); + } + + if (eglDeviceExtensionEnabled(device, "EGL_ANGLE_device_d3d")) + { + EGLAttrib result = 0; + if (eglQueryDeviceAttribEXT(device, EGL_D3D11_DEVICE_ANGLE, &result)) + { + mD3D11Device = reinterpret_cast<ID3D11Device *>(result); + mD3D11Device->AddRef(); + } + else if (eglQueryDeviceAttribEXT(device, EGL_D3D9_DEVICE_ANGLE, &result)) + { + mD3D9Device = reinterpret_cast<IDirect3DDevice9 *>(result); + mD3D9Device->AddRef(); + } + } + } + else + { + ASSERT_TRUE( + SUCCEEDED(createDeviceFunc(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr, + 0, D3D11_SDK_VERSION, &mD3D11Device, nullptr, nullptr))); + } + } + + void TearDown() override + { + glDeleteProgram(mTextureProgram); + + if (mD3D11Device) + { + mD3D11Device->Release(); + mD3D11Device = nullptr; + } + + FreeLibrary(mD3D11Module); + mD3D11Module = nullptr; + + if (mD3D9Device) + { + mD3D9Device->Release(); + mD3D9Device = nullptr; + } + + ANGLETest::TearDown(); + } + + EGLSurface createPBuffer(size_t width, + size_t height, + EGLint eglTextureFormat, + EGLint eglTextureTarget) + { + EGLWindow *window = getEGLWindow(); + EGLDisplay display = window->getDisplay(); + EGLConfig config = window->getConfig(); + + EGLint attribs[] = { + EGL_TEXTURE_FORMAT, eglTextureFormat, EGL_TEXTURE_TARGET, + eglTextureTarget, EGL_NONE, EGL_NONE, + }; + + if (mD3D11Device) + { + ID3D11Texture2D *texture = nullptr; + CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, static_cast<UINT>(width), + static_cast<UINT>(height), 1, 1, + D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET); + EXPECT_TRUE(SUCCEEDED(mD3D11Device->CreateTexture2D(&desc, nullptr, &texture))); + + EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(display, EGL_D3D_TEXTURE_ANGLE, + texture, config, attribs); + + texture->Release(); + + return pbuffer; + } + else if (mD3D9Device) + { + IDirect3DTexture9 *texture = nullptr; + EXPECT_TRUE(SUCCEEDED(mD3D9Device->CreateTexture( + static_cast<UINT>(width), static_cast<UINT>(height), 1, D3DUSAGE_RENDERTARGET, + D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, nullptr))); + + EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(display, EGL_D3D_TEXTURE_ANGLE, + texture, config, attribs); + + texture->Release(); + + return pbuffer; + } + else + { + return EGL_NO_SURFACE; + } + } + + bool valid() const + { + EGLWindow *window = getEGLWindow(); + EGLDisplay display = window->getDisplay(); + if (!eglDisplayExtensionEnabled(display, "EGL_ANGLE_d3d_texture_client_buffer")) + { + std::cout << "Test skipped due to missing EGL_ANGLE_d3d_texture_client_buffer" + << std::endl; + return false; + } + + if (!mD3D11Device && !mD3D9Device) + { + std::cout << "Test skipped due to no D3D devices being available." << std::endl; + return false; + } + + if (IsWindows() && IsAMD() && IsOpenGL()) + { + std::cout << "Test skipped on Windows AMD OpenGL." << std::endl; + return false; + } + + if (IsWindows() && IsIntel() && IsOpenGL()) + { + std::cout << "Test skipped on Windows Intel OpenGL." << std::endl; + return false; + } + return true; + } + + GLuint mTextureProgram; + GLint mTextureUniformLocation; + + HMODULE mD3D11Module = nullptr; + ID3D11Device *mD3D11Device = nullptr; + + IDirect3DDevice9 *mD3D9Device = nullptr; +}; + +// Test creating a pbuffer from a d3d surface and clearing it +TEST_P(D3DTextureTest, Clear) +{ + if (!valid()) + { + return; + } + + EGLWindow *window = getEGLWindow(); + EGLDisplay display = window->getDisplay(); + + const size_t bufferSize = 32; + + EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE); + ASSERT_EGL_SUCCESS(); + ASSERT_NE(pbuffer, EGL_NO_SURFACE); + + // Apply the Pbuffer and clear it to purple and verify + eglMakeCurrent(display, pbuffer, pbuffer, window->getContext()); + ASSERT_EGL_SUCCESS(); + + glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize)); + glClearColor(1.0f, 0.0f, 1.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + ASSERT_GL_NO_ERROR(); + EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0, + 255, 255); + + eglDestroySurface(display, pbuffer); +} + +// Test creating a pbuffer from a d3d surface and binding it to a texture +TEST_P(D3DTextureTest, BindTexImage) +{ + if (!valid()) + { + return; + } + + EGLWindow *window = getEGLWindow(); + + const size_t bufferSize = 32; + + EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_TEXTURE_RGBA, EGL_TEXTURE_2D); + ASSERT_EGL_SUCCESS(); + ASSERT_NE(pbuffer, EGL_NO_SURFACE); + + // Apply the Pbuffer and clear it to purple + eglMakeCurrent(window->getDisplay(), pbuffer, pbuffer, window->getContext()); + ASSERT_EGL_SUCCESS(); + + glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize)); + glClearColor(1.0f, 0.0f, 1.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + ASSERT_GL_NO_ERROR(); + + EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0, + 255, 255); + + // Apply the window surface + eglMakeCurrent(window->getDisplay(), window->getSurface(), window->getSurface(), + window->getContext()); + + // Create a texture and bind the Pbuffer to it + GLuint texture = 0; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + EXPECT_GL_NO_ERROR(); + + eglBindTexImage(window->getDisplay(), pbuffer, EGL_BACK_BUFFER); + glViewport(0, 0, getWindowWidth(), getWindowHeight()); + ASSERT_EGL_SUCCESS(); + + // Draw a quad and verify that it is purple + glUseProgram(mTextureProgram); + glUniform1i(mTextureUniformLocation, 0); + + drawQuad(mTextureProgram, "position", 0.5f); + EXPECT_GL_NO_ERROR(); + + // Unbind the texture + eglReleaseTexImage(window->getDisplay(), pbuffer, EGL_BACK_BUFFER); + ASSERT_EGL_SUCCESS(); + + // Verify that purple was drawn + EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 255, 255); + + glDeleteTextures(1, &texture); +} + +// Use this to select which configurations (e.g. which renderer, which GLES major version) these +// tests should be run against. +ANGLE_INSTANTIATE_TEST(D3DTextureTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL()); + +} // namespace |