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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.
//
#include "test_utils/ANGLETest.h"
#include <cstdint>
#include "com_utils.h"
#include "OSWindow.h"
#include <d3d11.h>
using namespace angle;
class EGLPresentPathD3D11 : public testing::TestWithParam<PlatformParameters>
{
protected:
EGLPresentPathD3D11()
: mDisplay(EGL_NO_DISPLAY),
mContext(EGL_NO_CONTEXT),
mSurface(EGL_NO_SURFACE),
mOffscreenSurfaceD3D11Texture(nullptr),
mConfig(0),
mOSWindow(nullptr),
mWindowWidth(0)
{
}
void SetUp() override
{
mOSWindow = CreateOSWindow();
mWindowWidth = 64;
mOSWindow->initialize("EGLPresentPathD3D11", mWindowWidth, mWindowWidth);
}
void initializeEGL(bool usePresentPathFast)
{
int clientVersion = GetParam().majorVersion;
const char *extensionString =
static_cast<const char *>(eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS));
ASSERT_NE(nullptr, strstr(extensionString, "EGL_ANGLE_experimental_present_path"));
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(
eglGetProcAddress("eglGetPlatformDisplayEXT"));
ASSERT_NE(nullptr, eglGetPlatformDisplayEXT);
// Set up EGL Display
EGLint displayAttribs[] = {
EGL_PLATFORM_ANGLE_TYPE_ANGLE, GetParam().getRenderer(),
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, GetParam().eglParameters.majorVersion,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, GetParam().eglParameters.majorVersion,
EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE,
usePresentPathFast ? EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE
: EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE,
EGL_NONE};
mDisplay =
eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttribs);
ASSERT_TRUE(EGL_NO_DISPLAY != mDisplay);
ASSERT_EGL_TRUE(eglInitialize(mDisplay, NULL, NULL));
// Choose the EGL config
EGLint numConfigs;
EGLint configAttribs[] = {EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_RENDERABLE_TYPE,
clientVersion == 3 ? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT,
EGL_SURFACE_TYPE,
EGL_PBUFFER_BIT,
EGL_NONE};
ASSERT_EGL_TRUE(eglChooseConfig(mDisplay, configAttribs, &mConfig, 1, &numConfigs));
ASSERT_EQ(1, numConfigs);
// Set up the EGL context
EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, clientVersion, EGL_NONE};
mContext = eglCreateContext(mDisplay, mConfig, NULL, contextAttribs);
ASSERT_TRUE(EGL_NO_CONTEXT != mContext);
}
void createWindowSurface()
{
mSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
}
void createPbufferFromClientBufferSurface()
{
EGLAttrib device = 0;
EGLAttrib angleDevice = 0;
PFNEGLQUERYDISPLAYATTRIBEXTPROC queryDisplayAttribEXT;
PFNEGLQUERYDEVICEATTRIBEXTPROC queryDeviceAttribEXT;
const char *extensionString =
static_cast<const char *>(eglQueryString(mDisplay, EGL_EXTENSIONS));
EXPECT_TRUE(strstr(extensionString, "EGL_EXT_device_query"));
queryDisplayAttribEXT =
(PFNEGLQUERYDISPLAYATTRIBEXTPROC)eglGetProcAddress("eglQueryDisplayAttribEXT");
queryDeviceAttribEXT =
(PFNEGLQUERYDEVICEATTRIBEXTPROC)eglGetProcAddress("eglQueryDeviceAttribEXT");
ASSERT_NE(nullptr, queryDisplayAttribEXT);
ASSERT_NE(nullptr, queryDeviceAttribEXT);
ASSERT_EGL_TRUE(queryDisplayAttribEXT(mDisplay, EGL_DEVICE_EXT, &angleDevice));
ASSERT_EGL_TRUE(queryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
EGL_D3D11_DEVICE_ANGLE, &device));
ID3D11Device *d3d11Device = reinterpret_cast<ID3D11Device *>(device);
D3D11_TEXTURE2D_DESC textureDesc = {0};
textureDesc.Width = mWindowWidth;
textureDesc.Height = mWindowWidth;
textureDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
ASSERT_TRUE(SUCCEEDED(
d3d11Device->CreateTexture2D(&textureDesc, nullptr, &mOffscreenSurfaceD3D11Texture)));
IDXGIResource *dxgiResource =
DynamicCastComObject<IDXGIResource>(mOffscreenSurfaceD3D11Texture);
ASSERT_NE(nullptr, dxgiResource);
HANDLE sharedHandle = 0;
ASSERT_TRUE(SUCCEEDED(dxgiResource->GetSharedHandle(&sharedHandle)));
SafeRelease(dxgiResource);
EGLint pBufferAttributes[] = {EGL_WIDTH, mWindowWidth, EGL_HEIGHT,
mWindowWidth, EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA, EGL_NONE};
mSurface = eglCreatePbufferFromClientBuffer(mDisplay, EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE,
sharedHandle, mConfig, pBufferAttributes);
ASSERT_TRUE(EGL_NO_SURFACE != mSurface);
}
void makeCurrent() { ASSERT_EGL_TRUE(eglMakeCurrent(mDisplay, mSurface, mSurface, mContext)); }
void TearDown() override
{
SafeRelease(mOffscreenSurfaceD3D11Texture);
if (mDisplay != EGL_NO_DISPLAY)
{
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (mSurface != EGL_NO_SURFACE)
{
eglDestroySurface(mDisplay, mSurface);
mSurface = EGL_NO_SURFACE;
}
if (mContext != EGL_NO_CONTEXT)
{
eglDestroyContext(mDisplay, mContext);
mContext = EGL_NO_CONTEXT;
}
eglTerminate(mDisplay);
mDisplay = EGL_NO_DISPLAY;
}
mOSWindow->destroy();
SafeDelete(mOSWindow);
}
void drawQuadUsingGL()
{
GLuint m2DProgram;
GLint mTexture2DUniformLocation;
const std::string vertexShaderSource =
SHADER_SOURCE(precision highp float; attribute vec4 position; varying vec2 texcoord;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
texcoord = (position.xy * 0.5) + 0.5;
});
const std::string fragmentShaderSource2D =
SHADER_SOURCE(precision highp float; uniform sampler2D tex; varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
});
m2DProgram = CompileProgram(vertexShaderSource, fragmentShaderSource2D);
mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex");
uint8_t textureInitData[16] = {
255, 0, 0, 255, // Red
0, 255, 0, 255, // Green
0, 0, 255, 255, // Blue
255, 255, 0, 255 // Red + Green
};
// Create a simple RGBA texture
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
textureInitData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw a quad using the texture
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(m2DProgram);
glUniform1i(mTexture2DUniformLocation, 0);
GLint positionLocation = glGetAttribLocation(m2DProgram, "position");
glUseProgram(m2DProgram);
const GLfloat vertices[] =
{
-1.0f, 1.0f, 0.5f,
-1.0f, -1.0f, 0.5f,
1.0f, -1.0f, 0.5f,
-1.0f, 1.0f, 0.5f,
1.0f, -1.0f, 0.5f,
1.0f, 1.0f, 0.5f,
};
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
glDeleteProgram(m2DProgram);
}
void checkPixelsUsingGL()
{
// Note that the texture is in BGRA format
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); // Red
EXPECT_PIXEL_EQ(mWindowWidth - 1, 0, 0, 255, 0, 255); // Green
EXPECT_PIXEL_EQ(0, mWindowWidth - 1, 0, 0, 255, 255); // Blue
EXPECT_PIXEL_EQ(mWindowWidth - 1, mWindowWidth - 1, 255, 255, 0, 255); // Red + green
}
void checkPixelsUsingD3D(bool usingPresentPathFast)
{
ASSERT_NE(nullptr, mOffscreenSurfaceD3D11Texture);
D3D11_TEXTURE2D_DESC textureDesc = {0};
ID3D11Device *device;
ID3D11DeviceContext *context;
mOffscreenSurfaceD3D11Texture->GetDesc(&textureDesc);
mOffscreenSurfaceD3D11Texture->GetDevice(&device);
device->GetImmediateContext(&context);
ASSERT_NE(nullptr, device);
ASSERT_NE(nullptr, context);
textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
textureDesc.Usage = D3D11_USAGE_STAGING;
textureDesc.BindFlags = 0;
textureDesc.MiscFlags = 0;
ID3D11Texture2D *cpuTexture = nullptr;
ASSERT_TRUE(SUCCEEDED(device->CreateTexture2D(&textureDesc, nullptr, &cpuTexture)));
context->CopyResource(cpuTexture, mOffscreenSurfaceD3D11Texture);
D3D11_MAPPED_SUBRESOURCE mappedSubresource;
context->Map(cpuTexture, 0, D3D11_MAP_READ, 0, &mappedSubresource);
ASSERT_EQ(static_cast<UINT>(mWindowWidth * 4), mappedSubresource.RowPitch);
ASSERT_EQ(static_cast<UINT>(mWindowWidth * mWindowWidth * 4), mappedSubresource.DepthPitch);
angle::GLColor *byteData = reinterpret_cast<angle::GLColor *>(mappedSubresource.pData);
// Note that the texture is in BGRA format, although the GLColor struct is RGBA
GLColor expectedTopLeftPixel = GLColor(0, 0, 255, 255); // Red
GLColor expectedTopRightPixel = GLColor(0, 255, 0, 255); // Green
GLColor expectedBottomLeftPixel = GLColor(255, 0, 0, 255); // Blue
GLColor expectedBottomRightPixel = GLColor(0, 255, 255, 255); // Red + Green
if (usingPresentPathFast)
{
// Invert the expected values
GLColor tempTopLeft = expectedTopLeftPixel;
GLColor tempTopRight = expectedTopRightPixel;
expectedTopLeftPixel = expectedBottomLeftPixel;
expectedTopRightPixel = expectedBottomRightPixel;
expectedBottomLeftPixel = tempTopLeft;
expectedBottomRightPixel = tempTopRight;
}
EXPECT_EQ(expectedTopLeftPixel, byteData[0]);
EXPECT_EQ(expectedTopRightPixel, byteData[(mWindowWidth - 1)]);
EXPECT_EQ(expectedBottomLeftPixel, byteData[(mWindowWidth - 1) * mWindowWidth]);
EXPECT_EQ(expectedBottomRightPixel,
byteData[(mWindowWidth - 1) * mWindowWidth + (mWindowWidth - 1)]);
context->Unmap(cpuTexture, 0);
SafeRelease(cpuTexture);
SafeRelease(device);
SafeRelease(context);
}
EGLDisplay mDisplay;
EGLContext mContext;
EGLSurface mSurface;
ID3D11Texture2D *mOffscreenSurfaceD3D11Texture;
EGLConfig mConfig;
OSWindow *mOSWindow;
GLint mWindowWidth;
};
// Test that rendering basic content onto a window surface when present path fast
// is enabled works as expected
TEST_P(EGLPresentPathD3D11, WindowPresentPathFast)
{
initializeEGL(true);
createWindowSurface();
makeCurrent();
drawQuadUsingGL();
checkPixelsUsingGL();
}
// Test that rendering basic content onto a client buffer surface when present path fast
// works as expected, and is also oriented the correct way around
TEST_P(EGLPresentPathD3D11, ClientBufferPresentPathFast)
{
initializeEGL(true);
createPbufferFromClientBufferSurface();
makeCurrent();
drawQuadUsingGL();
checkPixelsUsingGL();
checkPixelsUsingD3D(true);
}
// Test that rendering basic content onto a window surface when present path fast
// is disabled works as expected
TEST_P(EGLPresentPathD3D11, WindowPresentPathCopy)
{
initializeEGL(false);
createWindowSurface();
makeCurrent();
drawQuadUsingGL();
checkPixelsUsingGL();
}
// Test that rendering basic content onto a client buffer surface when present path
// fast is disabled works as expected, and is also oriented the correct way around
TEST_P(EGLPresentPathD3D11, ClientBufferPresentPathCopy)
{
initializeEGL(false);
createPbufferFromClientBufferSurface();
makeCurrent();
drawQuadUsingGL();
checkPixelsUsingGL();
checkPixelsUsingD3D(false);
}
ANGLE_INSTANTIATE_TEST(EGLPresentPathD3D11, ES2_D3D11(), ES2_D3D11_FL9_3());
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