| // |
| // 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 |