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1dEQP
2====
3
4These steps are specifically for testing SwiftShader's OpenGL ES 3.0 implementation using dEQP on Windows (Linux differences at the bottom).
5
6Prerequisites
7-------------
8
91. Install the latest [Python 2.X](https://www.python.org/downloads/)
102. Install [Visual Studio](https://visualstudio.microsoft.com/vs/community/)
113. Install [CMake](https://cmake.org/download/)
124. Install [Go](https://golang.org/doc/install) 32-bit (Important: must be 32 bit)
135. Install [MinGW](http://www.mingw.org/)
146. Install [Git](https://git-scm.com/download/win)
157. Install [Android Studio](https://developer.android.com/studio/index.html)
168. Run Android Studio and install Android SDK.
179. Set environment variables: Config Panel -> System and Security -> System -> Advanced system settigns -> Environment Variables
18  * Add `<path to python>` to your PATH environment variable
19  * Add `<path to MinGW>\bin` to your PATH environment variable
20  * Add `<path to adb>` to your PATH environment variable
21
22    Note: abd is in the Android SDK, typically in `C:\Users\<username>\AppData\Local\Android\sdk\platform-tools`
23
2410. Install GCC. In 'cmd', run:
25
26    `mingw-get install gcc`
27
28    Note: Using Cygwin GCC currently doesn't work.
29
3011. (Optional) Install [TortoiseGit](https://tortoisegit.org/)
31
32Getting the Code
33----------------
34
3512. Get dEQP (either in 'cmd' or by using TortoiseGit):
36
37    `git clone https://android.googlesource.com/platform/external/deqp`
38
3913. Get dEQP's dependencies. In your dEQP root directory, open 'cmd' and run:
40
41    `python external\fetch_sources.py`
42
4314. Get Cherry (either in 'cmd' or by using TortoiseGit):
44
45    `git clone https://android.googlesource.com/platform/external/cherry`
46
4715. Set environment variable (see point 9):
48
49    Add new variable GOPATH='`<path to cherry>`'
50
51Building the code
52-----------------
53
5416. Build dEQP's Visual Studio files using the CMake GUI, or, in the dEQP root dir, run:
55    ```
56    mkdir build
57    cd build
58    cmake ..
59    ```
60    Note: If you have multiple versions of Visual Studio installed and you want to make sure cmake is using the correct version of Visual Studio, you can specify it by calling, for example:
61
62    `cmake .. -G "Visual Studio 15 2017 Win64"`
63
64    Also note: don't call 'cmake .' directly in the root directory. It will make things fails later on. If you do, simply erase the files created by CMake and follow the steps above.
65
6617. Build dEQP:
67
68    Open `<path to dEQP>\build\dEQP-Core-default.sln` in Visual Studio and Build Solution
69
70    Note: Choose a 'Release' build, unless you really mean to debug dEQP
71
7218. Generate test cases:
73    ```
74    mkdir <path to cherry>\data
75    cd <path to dEQP>
76    python scripts\build_caselists.py <path to cherry>\data
77    ```
78
79Preparing the server
80--------------------
81
8219. Edit `<path to cherry>\cherry\data.go`
83* Search for `../candy-build/deqp-wgl` and replace that by `<path to deqp>/build`
84* Just above, add an option to CommandLine: `--deqp-gl-context-type=egl`
85* Just below, modify the BinaryPath from 'Debug' to 'Release' if you did a Release build at step 17
86
87Testing OpenGL ES
88-----------------
89
9020. a) Assuming you already built SwiftShader, copy these two files:
91
92    `libEGL.dll`
93    `libGLESv2.dll`
94
95    From:
96
97    `<path to SwiftShader>\out\Release_x64` or
98    `<path to SwiftShader>\out\Debug_x64`
99
100    To:
101
102    `<path to dEQP>\build\modules\gles3\Release` (Again, assuming you did a Release build at step 17)
103
104Testing Vulkan
105--------------
106
10720. b) Assuming you already built SwiftShader, copy and rename this file:
108
109    `<path to SwiftShader>\out\Release_x64\vk_swiftshader.dll` or
110    `<path to SwiftShader>\out\Debug_x64\vk_swiftshader.dll`
111
112    To:
113
114    `<path to dEQP>\build\external\vulkancts\modules\vulkan\vulkan-1.dll`
115
116    This will cause dEQP to load SwiftShader's Vulkan implementatin directly, without going through a system-provided [loader](https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#the-loader) library or any layers.
117
118    To use SwiftShader as an [Installable Client Driver](https://github.com/KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md#installable-client-drivers) (ICD) instead:
119    * Edit environment variables:
120      * Define VK_ICD_FILENAMES to `<path to SwiftShader>\src\Vulkan\vk_swiftshader_icd.json`
121    * If the location of `vk_swiftshader.dll` you're using is different than the one specified in `src\Vulkan\vk_swiftshader_icd.json`, modify it to point to the `vk_swiftshader.dll` file you want to use.
122
123Running the tests
124-----------------
125
12621. Start the test server. Go to `<path to cherry>` and run:
127
128    `go run server.go`
129
13022. Open your favorite browser and navigate to `localhost:8080`
131
132    Get Started -> Choose Device 'localhost' -> Select Tests 'dEQP-GLES3' -> Execute tests!
133
134Mustpass sets
135-------------
136
137dEQP contains more tests than what is expected to pass by a conformant implementation (e.g. some tests are considered too strict, or assume certain undefined behavior). The [android\cts\master\gles3-master.txt](https://android.googlesource.com/platform/external/deqp/+/master/android/cts/master/gles3-master.txt) text file which can be loaded in Cherry's 'Test sets' tab to only run the latest tests expected to pass by certified Android devices.
138
139Running dEQP on Linux
140---------------------
141
142Differences to the steps above:
143
1441. Instead of copying the .dll files, you need to set LD_LIBRARY_PATH to point to SwiftShader's build directory.
1452. Use `make` instead of Visual Studio.
1463. There are no Debug/Release directories or .exe suffixes, so remove them from DeviceConfig in data.go.