blob: 9c97e4ed62ccd04d18c7a7fdf0223dfd150603eb [file] [log] [blame]
//
// 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 "common/string_utils.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/shader_utils.h"
#include "util/test_utils.h"
using namespace angle;
namespace angle
{
class RendererTest : public ANGLETest<>
{
protected:
RendererTest()
{
setWindowWidth(128);
setWindowHeight(128);
}
};
// Print vendor, renderer, version and extension strings. Useful for debugging.
TEST_P(RendererTest, Strings)
{
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "Version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "Extensions: " << glGetString(GL_EXTENSIONS) << std::endl;
EXPECT_GL_NO_ERROR();
}
TEST_P(RendererTest, RequestedRendererCreated)
{
std::string rendererString =
std::string(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
angle::ToLower(&rendererString);
std::string versionString =
std::string(reinterpret_cast<const char *>(glGetString(GL_VERSION)));
angle::ToLower(&versionString);
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_D3D_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);
}
if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_NULL_ANGLE)
{
ASSERT_TRUE(IsNULL());
}
if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE)
{
ASSERT_TRUE(IsVulkan());
}
EGLint glesMajorVersion = GetParam().majorVersion;
EGLint glesMinorVersion = GetParam().minorVersion;
std::ostringstream expectedVersionString;
expectedVersionString << "es " << glesMajorVersion << "." << glesMinorVersion;
ASSERT_NE(versionString.find(expectedVersionString.str()), std::string::npos);
ASSERT_GL_NO_ERROR();
ASSERT_EGL_SUCCESS();
}
// Perform a simple operation (clear and read pixels) to verify the device is working
TEST_P(RendererTest, SimpleOperation)
{
if (IsNULL())
{
std::cout << "ANGLE NULL backend clears are not functional" << std::endl;
return;
}
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
ASSERT_GL_NO_ERROR();
}
// Perform a simple buffer operation.
TEST_P(RendererTest, BufferData)
{
constexpr size_t kBufferSize = 1024;
std::array<uint8_t, kBufferSize> data;
for (size_t i = 0; i < kBufferSize; i++)
{
data[i] = static_cast<uint8_t>(i);
}
// All at once in the glBufferData call
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 1024, data.data(), GL_STATIC_DRAW);
}
// Set data with sub data
{
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, kBufferSize, data.data());
}
}
// Compile simple vertex and fragment shaders
TEST_P(RendererTest, CompileShader)
{
GLuint vs = CompileShader(GL_VERTEX_SHADER, essl1_shaders::vs::Zero());
EXPECT_NE(vs, 0u);
glDeleteShader(vs);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, essl1_shaders::fs::Red());
EXPECT_NE(fs, 0u);
glDeleteShader(fs);
}
// Link a simple program
TEST_P(RendererTest, LinkProgram)
{
ANGLE_GL_PROGRAM(prog, essl1_shaders::vs::Zero(), essl1_shaders::fs::Red());
}
// Draw a triangle using no vertex attributes
TEST_P(RendererTest, Draw)
{
ANGLE_GL_PROGRAM(prog, essl1_shaders::vs::Zero(), essl1_shaders::fs::Red());
glUseProgram(prog);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
// Select configurations (e.g. which renderer, which GLES major version) these tests should be run
// against.
// TODO(http://anglebug.com/42266907): move ES2_WEBGPU to the definition of
// ANGLE_ALL_TEST_PLATFORMS_ES2 once webgpu is developed enough to run more tests.
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3_AND_ES31_AND_NULL_AND(RendererTest,
ES2_WEBGPU());
} // namespace angle