blob: 83e11b614bc9742797993088b29e485b1942ae9d [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 "test_utils/ANGLETest.h"
#include "common/string_utils.h"
using namespace angle;
namespace
{
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;
// Ensure that the renderer string contains the requested version number
if (glesMajorVersion == 3 && glesMinorVersion == 1)
{
ASSERT_NE(versionString.find(std::string("es 3.1")), std::string::npos);
}
else if (glesMajorVersion == 3 && glesMinorVersion == 0)
{
ASSERT_NE(versionString.find(std::string("es 3.0")), std::string::npos);
}
else if (glesMajorVersion == 2 && glesMinorVersion == 0)
{
ASSERT_NE(versionString.find(std::string("es 2.0")), std::string::npos);
}
else
{
FAIL() << "Unhandled GL ES client version.";
}
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();
}
// 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 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(),
// ES3 on top of D3D11.
ES3_D3D11(),
ES3_D3D11_FL11_0(),
ES3_D3D11_FL10_1(),
// ES3 on top of D3D11 WARP.
ES3_D3D11_WARP(),
ES3_D3D11_FL11_0_WARP(),
ES3_D3D11_FL10_1_WARP(),
// 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),
// All ES version on top of the NULL backend
ES2_NULL(),
ES3_NULL(),
ES31_NULL(),
// ES on top of Vulkan
ES2_VULKAN());
} // anonymous namespace