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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));
}
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