blob: fed5f2a22e0dd13bfa6ff588d88d568ea3a3fc2c [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.
//
#ifndef ANGLE_ENABLE_D3D9
# define ANGLE_ENABLE_D3D9
#endif
#ifndef ANGLE_ENABLE_D3D11
# define ANGLE_ENABLE_D3D11
#endif
#include <d3d11.h>
#include "test_utils/ANGLETest.h"
#include "util/EGLWindow.h"
#include "util/OSWindow.h"
#include "util/com_utils.h"
#include "util/gles_loader_autogen.h"
using namespace angle;
class EGLDeviceCreationTest : public ANGLETest
{
protected:
EGLDeviceCreationTest()
: mD3D11Module(nullptr),
mD3D11CreateDevice(nullptr),
mDevice(nullptr),
mDeviceContext(nullptr),
mDeviceCreationD3D11ExtAvailable(false),
mOSWindow(nullptr),
mDisplay(EGL_NO_DISPLAY),
mSurface(EGL_NO_SURFACE),
mContext(EGL_NO_CONTEXT),
mConfig(0)
{}
void testSetUp() override
{
ASSERT_TRUE(isD3D11Renderer());
mD3D11Module = LoadLibrary(TEXT("d3d11.dll"));
if (mD3D11Module == nullptr)
{
std::cout << "Unable to LoadLibrary D3D11" << std::endl;
return;
}
mD3D11CreateDevice = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>(
GetProcAddress(mD3D11Module, "D3D11CreateDevice"));
if (mD3D11CreateDevice == nullptr)
{
std::cout << "Could not retrieve D3D11CreateDevice from d3d11.dll" << std::endl;
return;
}
const char *extensionString =
static_cast<const char *>(eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS));
if (strstr(extensionString, "EGL_ANGLE_device_creation"))
{
if (strstr(extensionString, "EGL_ANGLE_device_creation_d3d11"))
{
mDeviceCreationD3D11ExtAvailable = true;
}
}
}
void testTearDown() override
{
SafeRelease(mDevice);
SafeRelease(mDeviceContext);
OSWindow::Delete(&mOSWindow);
if (mSurface != EGL_NO_SURFACE)
{
eglDestroySurface(mDisplay, mSurface);
mSurface = EGL_NO_SURFACE;
}
if (mContext != EGL_NO_CONTEXT)
{
eglDestroyContext(mDisplay, mContext);
mContext = EGL_NO_CONTEXT;
}
if (mDisplay != EGL_NO_DISPLAY)
{
eglTerminate(mDisplay);
mDisplay = EGL_NO_DISPLAY;
}
}
void CreateD3D11Device()
{
ASSERT_EQ(nullptr, mDevice); // The device shouldn't be created twice
HRESULT hr =
mD3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, 0, nullptr, 0,
D3D11_SDK_VERSION, &mDevice, &mFeatureLevel, &mDeviceContext);
ASSERT_TRUE(SUCCEEDED(hr));
ASSERT_GE(mFeatureLevel, D3D_FEATURE_LEVEL_9_3);
}
void CreateD3D11FL9_3Device()
{
ASSERT_EQ(nullptr, mDevice);
D3D_FEATURE_LEVEL fl93 = D3D_FEATURE_LEVEL_9_3;
HRESULT hr =
mD3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, 0, &fl93, 1, D3D11_SDK_VERSION,
&mDevice, &mFeatureLevel, &mDeviceContext);
ASSERT_TRUE(SUCCEEDED(hr));
}
void CreateWindowSurface()
{
EGLint majorVersion, minorVersion;
ASSERT_EGL_TRUE(eglInitialize(mDisplay, &majorVersion, &minorVersion));
eglBindAPI(EGL_OPENGL_ES_API);
ASSERT_EGL_SUCCESS();
// Choose a config
const EGLint configAttributes[] = {EGL_NONE};
EGLint configCount = 0;
ASSERT_EGL_TRUE(eglChooseConfig(mDisplay, configAttributes, &mConfig, 1, &configCount));
// Create an OS Window
mOSWindow = OSWindow::New();
mOSWindow->initialize("EGLSurfaceTest", 64, 64);
// Create window surface
mSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
ASSERT_EGL_SUCCESS();
// Create EGL context
EGLint contextAttibutes[] = {EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE};
mContext = eglCreateContext(mDisplay, mConfig, nullptr, contextAttibutes);
ASSERT_EGL_SUCCESS();
// Make the surface current
eglMakeCurrent(mDisplay, mSurface, mSurface, mContext);
ASSERT_EGL_SUCCESS();
}
// This triggers a D3D device lost on current Windows systems
// This behavior could potentially change in the future
void trigger9_3DeviceLost()
{
ID3D11Buffer *gsBuffer = nullptr;
D3D11_BUFFER_DESC bufferDesc = {0};
bufferDesc.ByteWidth = 64;
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
HRESULT result = mDevice->CreateBuffer(&bufferDesc, nullptr, &gsBuffer);
ASSERT_TRUE(SUCCEEDED(result));
mDeviceContext->GSSetConstantBuffers(0, 1, &gsBuffer);
SafeRelease(gsBuffer);
gsBuffer = nullptr;
result = mDevice->GetDeviceRemovedReason();
ASSERT_TRUE(FAILED(result));
}
HMODULE mD3D11Module;
PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice;
ID3D11Device *mDevice;
ID3D11DeviceContext *mDeviceContext;
D3D_FEATURE_LEVEL mFeatureLevel;
bool mDeviceCreationD3D11ExtAvailable;
OSWindow *mOSWindow;
EGLDisplay mDisplay;
EGLSurface mSurface;
EGLContext mContext;
EGLConfig mConfig;
};
// Test that creating a EGLDeviceEXT from D3D11 device works, and it can be queried to retrieve
// D3D11 device
TEST_P(EGLDeviceCreationTest, BasicD3D11Device)
{
ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
CreateD3D11Device();
EGLDeviceEXT eglDevice =
eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice);
ASSERT_EGL_SUCCESS();
EGLAttrib deviceAttrib;
eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib);
ASSERT_EGL_SUCCESS();
ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib);
ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel());
eglReleaseDeviceANGLE(eglDevice);
}
// Test that creating a EGLDeviceEXT from D3D11 device works, and it can be queried to retrieve
// D3D11 device
TEST_P(EGLDeviceCreationTest, BasicD3D11DeviceViaFuncPointer)
{
ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
CreateD3D11Device();
EGLDeviceEXT eglDevice =
eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice);
ASSERT_EGL_SUCCESS();
EGLAttrib deviceAttrib;
eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib);
ASSERT_EGL_SUCCESS();
ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib);
ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel());
eglReleaseDeviceANGLE(eglDevice);
}
// Test that creating a EGLDeviceEXT from D3D11 device works, and can be used for rendering
TEST_P(EGLDeviceCreationTest, RenderingUsingD3D11Device)
{
CreateD3D11Device();
EGLDeviceEXT eglDevice =
eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
ASSERT_EGL_SUCCESS();
// Create an EGLDisplay using the EGLDevice
mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
ASSERT_NE(EGL_NO_DISPLAY, mDisplay);
// Create a surface using the display
CreateWindowSurface();
// Perform some very basic rendering
glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(32, 32, 255, 0, 255, 255);
// Note that we must call TearDown() before we release the EGL device, since the display
// depends on the device
testTearDown();
eglReleaseDeviceANGLE(eglDevice);
}
// Test that ANGLE doesn't try to recreate a D3D11 device if the inputted one is lost
TEST_P(EGLDeviceCreationTest, D3D11DeviceRecovery)
{
// Force Feature Level 9_3 so we can easily trigger a device lost later
CreateD3D11FL9_3Device();
EGLDeviceEXT eglDevice =
eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
ASSERT_EGL_SUCCESS();
// Create an EGLDisplay using the EGLDevice
mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
ASSERT_TRUE(mDisplay != EGL_NO_DISPLAY);
// Create a surface using the display
CreateWindowSurface();
// Perform some very basic rendering
glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_EQ(32, 32, 255, 0, 255, 255);
ASSERT_GL_NO_ERROR();
// ANGLE's SwapChain11::initPassThroughResources doesn't handle device lost before
// eglSwapBuffers, so we must call eglSwapBuffers before we lose the device.
ASSERT_EGL_TRUE(eglSwapBuffers(mDisplay, mSurface));
// Trigger a lost device
trigger9_3DeviceLost();
// Destroy the old EGL Window Surface
if (mSurface != EGL_NO_SURFACE)
{
eglDestroySurface(mDisplay, mSurface);
mSurface = EGL_NO_SURFACE;
}
// Try to create a new window surface. In certain configurations this will recreate the D3D11
// device. We want to test that it doesn't recreate the D3D11 device when EGLDeviceEXT is
// used. The window surface creation should fail if a new D3D11 device isn't created.
mSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
ASSERT_EQ(EGL_NO_SURFACE, mSurface);
ASSERT_EGL_ERROR(EGL_BAD_ALLOC);
// Get the D3D11 device out of the EGLDisplay again. It should be the same one as above.
EGLAttrib device = 0;
EGLAttrib newEglDevice = 0;
ASSERT_EGL_TRUE(eglQueryDisplayAttribEXT(mDisplay, EGL_DEVICE_EXT, &newEglDevice));
ASSERT_EGL_TRUE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(newEglDevice),
EGL_D3D11_DEVICE_ANGLE, &device));
ID3D11Device *newDevice = reinterpret_cast<ID3D11Device *>(device);
ASSERT_EQ(reinterpret_cast<EGLDeviceEXT>(newEglDevice), eglDevice);
ASSERT_EQ(newDevice, mDevice);
// Note that we must call TearDown() before we release the EGL device, since the display
// depends on the device
testTearDown();
eglReleaseDeviceANGLE(eglDevice);
}
// Test that calling eglGetPlatformDisplayEXT with the same device returns the same display
TEST_P(EGLDeviceCreationTest, GetPlatformDisplayTwice)
{
CreateD3D11Device();
EGLDeviceEXT eglDevice =
eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
ASSERT_EGL_SUCCESS();
// Create an EGLDisplay using the EGLDevice
EGLDisplay display1 = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
ASSERT_NE(EGL_NO_DISPLAY, display1);
EGLDisplay display2 = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevice, nullptr);
ASSERT_NE(EGL_NO_DISPLAY, display2);
ASSERT_EQ(display1, display2);
eglTerminate(display1);
eglReleaseDeviceANGLE(eglDevice);
}
// Test that creating a EGLDeviceEXT from an invalid D3D11 device fails
TEST_P(EGLDeviceCreationTest, InvalidD3D11Device)
{
ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
CreateD3D11Device();
// Use mDeviceContext instead of mDevice
EGLDeviceEXT eglDevice = eglCreateDeviceANGLE(
EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDeviceContext), nullptr);
EXPECT_EQ(EGL_NO_DEVICE_EXT, eglDevice);
EXPECT_EGL_ERROR(EGL_BAD_ATTRIBUTE);
}
// Test that EGLDeviceEXT holds a ref to the D3D11 device
TEST_P(EGLDeviceCreationTest, D3D11DeviceReferenceCounting)
{
ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
CreateD3D11Device();
EGLDeviceEXT eglDevice =
eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE, reinterpret_cast<void *>(mDevice), nullptr);
ASSERT_NE(EGL_NO_DEVICE_EXT, eglDevice);
ASSERT_EGL_SUCCESS();
// Now release our D3D11 device/context
SafeRelease(mDevice);
SafeRelease(mDeviceContext);
EGLAttrib deviceAttrib;
eglQueryDeviceAttribEXT(eglDevice, EGL_D3D11_DEVICE_ANGLE, &deviceAttrib);
ASSERT_EGL_SUCCESS();
ID3D11Device *queriedDevice = reinterpret_cast<ID3D11Device *>(deviceAttrib);
ASSERT_EQ(mFeatureLevel, queriedDevice->GetFeatureLevel());
eglReleaseDeviceANGLE(eglDevice);
}
// Test that creating a EGLDeviceEXT from a D3D9 device fails
TEST_P(EGLDeviceCreationTest, AnyD3D9Device)
{
ANGLE_SKIP_TEST_IF(!mDeviceCreationD3D11ExtAvailable);
std::string fakeD3DDevice = "This is a string, not a D3D device";
EGLDeviceEXT eglDevice = eglCreateDeviceANGLE(
EGL_D3D9_DEVICE_ANGLE, reinterpret_cast<void *>(&fakeD3DDevice), nullptr);
EXPECT_EQ(EGL_NO_DEVICE_EXT, eglDevice);
EXPECT_EGL_ERROR(EGL_BAD_ATTRIBUTE);
}
class EGLDeviceQueryTest : public ANGLETest
{
protected:
EGLDeviceQueryTest() {}
void testSetUp() override
{
const char *extensionString =
static_cast<const char *>(eglQueryString(getEGLWindow()->getDisplay(), EGL_EXTENSIONS));
if (!eglQueryDeviceStringEXT)
{
FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDeviceStringEXT was not "
"found";
}
if (!eglQueryDisplayAttribEXT)
{
FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDisplayAttribEXT was "
"not found";
}
if (!eglQueryDeviceAttribEXT)
{
FAIL() << "ANGLE extension EGL_EXT_device_query export eglQueryDeviceAttribEXT was not "
"found";
}
EGLAttrib angleDevice = 0;
EXPECT_EGL_TRUE(
eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
extensionString = static_cast<const char *>(
eglQueryDeviceStringEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice), EGL_EXTENSIONS));
if (strstr(extensionString, "EGL_ANGLE_device_d3d") == nullptr)
{
FAIL() << "ANGLE extension EGL_ANGLE_device_d3d was not found";
}
}
};
// This test attempts to obtain a D3D11 device and a D3D9 device using the eglQueryDeviceAttribEXT
// function.
// If the test is configured to use D3D11 then it should succeed to obtain a D3D11 device.
// If the test is confitured to use D3D9, then it should succeed to obtain a D3D9 device.
TEST_P(EGLDeviceQueryTest, QueryDevice)
{
EGLAttrib device = 0;
EGLAttrib angleDevice = 0;
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
{
EXPECT_EGL_TRUE(
eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
EXPECT_EGL_TRUE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
EGL_D3D11_DEVICE_ANGLE, &device));
ID3D11Device *d3d11Device = reinterpret_cast<ID3D11Device *>(device);
IDXGIDevice *dxgiDevice = DynamicCastComObject<IDXGIDevice>(d3d11Device);
EXPECT_TRUE(dxgiDevice != nullptr);
SafeRelease(dxgiDevice);
}
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE)
{
EXPECT_EGL_TRUE(
eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
EXPECT_EGL_TRUE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
EGL_D3D9_DEVICE_ANGLE, &device));
IDirect3DDevice9 *d3d9Device = reinterpret_cast<IDirect3DDevice9 *>(device);
IDirect3D9 *d3d9 = nullptr;
EXPECT_EQ(S_OK, d3d9Device->GetDirect3D(&d3d9));
EXPECT_TRUE(d3d9 != nullptr);
SafeRelease(d3d9);
}
}
// This test attempts to obtain a D3D11 device from a D3D9 configured system and a D3D9 device from
// a D3D11 configured system using the eglQueryDeviceAttribEXT function.
// If the test is configured to use D3D11 then it should fail to obtain a D3D11 device.
// If the test is confitured to use D3D9, then it should fail to obtain a D3D9 device.
TEST_P(EGLDeviceQueryTest, QueryDeviceBadAttribute)
{
EGLAttrib device = 0;
EGLAttrib angleDevice = 0;
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
{
EXPECT_EGL_TRUE(
eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
EXPECT_EGL_FALSE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
EGL_D3D9_DEVICE_ANGLE, &device));
}
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE)
{
EXPECT_EGL_TRUE(
eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &angleDevice));
EXPECT_EGL_FALSE(eglQueryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
EGL_D3D11_DEVICE_ANGLE, &device));
}
}
// Ensure that:
// - calling getPlatformDisplayEXT using ANGLE_Platform with some parameters
// - extracting the EGLDeviceEXT from the EGLDisplay
// - calling getPlatformDisplayEXT with this EGLDeviceEXT
// results in the same EGLDisplay being returned from getPlatformDisplayEXT both times
TEST_P(EGLDeviceQueryTest, GetPlatformDisplayDeviceReuse)
{
EGLAttrib eglDevice = 0;
EXPECT_EGL_TRUE(
eglQueryDisplayAttribEXT(getEGLWindow()->getDisplay(), EGL_DEVICE_EXT, &eglDevice));
EGLDisplay display2 = eglGetPlatformDisplayEXT(
EGL_PLATFORM_DEVICE_EXT, reinterpret_cast<EGLDeviceEXT>(eglDevice), nullptr);
EXPECT_EQ(getEGLWindow()->getDisplay(), display2);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(EGLDeviceCreationTest, WithNoFixture(ES2_D3D11()));
ANGLE_INSTANTIATE_TEST(EGLDeviceQueryTest, ES2_D3D9(), ES2_D3D11());