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1 //
2 // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // D3D11FormatTablesTest:
7 //   Tests to validate our D3D11 support tables match hardware support.
8 //
9 
10 #include "common/debug.h"
11 #include "libANGLE/Context.h"
12 #include "libANGLE/angletypes.h"
13 #include "libANGLE/formatutils.h"
14 #include "libANGLE/renderer/d3d/d3d11/Context11.h"
15 #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
16 #include "libANGLE/renderer/d3d/d3d11/dxgi_support_table.h"
17 #include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
18 #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
19 #include "test_utils/ANGLETest.h"
20 #include "test_utils/angle_test_instantiate.h"
21 #include "util/EGLWindow.h"
22 
23 using namespace angle;
24 
25 namespace
26 {
27 
28 class D3D11FormatTablesTest : public ANGLETest
29 {};
30 
31 // This test enumerates all GL formats - for each, it queries the D3D support for
32 // using it as a texture, a render target, and sampling from it in the shader. It
33 // checks this against our speed-optimized baked tables, and validates they would
34 // give the same result.
35 // TODO(jmadill): Find out why in 9_3, some format queries return an error.
36 // The error seems to appear for formats that are not supported on 9_3.
TEST_P(D3D11FormatTablesTest,TestFormatSupport)37 TEST_P(D3D11FormatTablesTest, TestFormatSupport)
38 {
39     ASSERT_EQ(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, GetParam().getRenderer());
40 
41     // Hack the angle!
42     gl::Context *context     = static_cast<gl::Context *>(getEGLWindow()->getContext());
43     rx::Context11 *context11 = rx::GetImplAs<rx::Context11>(context);
44     rx::Renderer11 *renderer = context11->getRenderer();
45     const auto &textureCaps  = renderer->getNativeTextureCaps();
46 
47     ID3D11Device *device = renderer->getDevice();
48 
49     const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
50     for (GLenum internalFormat : allFormats)
51     {
52         const rx::d3d11::Format &formatInfo =
53             rx::d3d11::Format::Get(internalFormat, renderer->getRenderer11DeviceCaps());
54         const auto &textureInfo = textureCaps.get(internalFormat);
55 
56         // Bits for texturing
57         const gl::InternalFormat &internalFormatInfo =
58             gl::GetSizedInternalFormatInfo(internalFormat);
59 
60         UINT texSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D;
61         if (internalFormatInfo.depthBits == 0 && internalFormatInfo.stencilBits == 0)
62         {
63             texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURECUBE;
64             if (GetParam().majorVersion > 2)
65             {
66                 texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D;
67             }
68         }
69 
70         UINT texSupport  = 0;
71         bool texSuccess  = SUCCEEDED(device->CheckFormatSupport(formatInfo.texFormat, &texSupport));
72         bool textureable = texSuccess && ((texSupport & texSupportMask) == texSupportMask);
73         EXPECT_EQ(textureable, textureInfo.texturable) << " for " << gl::FmtHex(internalFormat);
74 
75         // Bits for mipmap auto-gen.
76         bool expectedMipGen = texSuccess && ((texSupport & D3D11_FORMAT_SUPPORT_MIP_AUTOGEN) != 0);
77         auto featureLevel   = renderer->getRenderer11DeviceCaps().featureLevel;
78         const auto &dxgiSupport = rx::d3d11::GetDXGISupport(formatInfo.texFormat, featureLevel);
79         bool actualMipGen =
80             ((dxgiSupport.alwaysSupportedFlags & D3D11_FORMAT_SUPPORT_MIP_AUTOGEN) != 0);
81         EXPECT_EQ(0u, dxgiSupport.optionallySupportedFlags & D3D11_FORMAT_SUPPORT_MIP_AUTOGEN)
82             << " for " << gl::FmtHex(internalFormat);
83         EXPECT_EQ(expectedMipGen, actualMipGen) << " for " << gl::FmtHex(internalFormat);
84 
85         // Bits for filtering
86         UINT filterSupport = 0;
87         bool filterSuccess =
88             SUCCEEDED(device->CheckFormatSupport(formatInfo.srvFormat, &filterSupport));
89         bool filterable =
90             filterSuccess && ((filterSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) != 0);
91         EXPECT_EQ(filterable, textureInfo.filterable) << " for " << gl::FmtHex(internalFormat);
92 
93         // Bits for renderable
94         bool renderable          = false;
95         UINT renderSupport       = 0u;
96         DXGI_FORMAT renderFormat = DXGI_FORMAT_UNKNOWN;
97         if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0)
98         {
99             renderFormat = formatInfo.dsvFormat;
100             bool depthSuccess =
101                 SUCCEEDED(device->CheckFormatSupport(formatInfo.dsvFormat, &renderSupport));
102             renderable =
103                 depthSuccess && ((renderSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0);
104             if (renderable)
105             {
106                 EXPECT_NE(DXGI_FORMAT_UNKNOWN, formatInfo.dsvFormat)
107                     << " for " << gl::FmtHex(internalFormat);
108             }
109         }
110         else
111         {
112             renderFormat = formatInfo.rtvFormat;
113             bool rtSuccess =
114                 SUCCEEDED(device->CheckFormatSupport(formatInfo.rtvFormat, &renderSupport));
115             renderable = rtSuccess && ((renderSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET) != 0);
116             if (renderable)
117             {
118                 EXPECT_NE(DXGI_FORMAT_UNKNOWN, formatInfo.rtvFormat)
119                     << " for " << gl::FmtHex(internalFormat);
120             }
121         }
122         EXPECT_EQ(renderable, textureInfo.textureAttachment)
123             << " for " << gl::FmtHex(internalFormat);
124         EXPECT_EQ(renderable, textureInfo.renderbuffer) << " for " << gl::FmtHex(internalFormat);
125         if (!textureInfo.sampleCounts.empty())
126         {
127             EXPECT_TRUE(renderable) << " for " << gl::FmtHex(internalFormat);
128         }
129 
130         // Multisample counts
131         if (renderable)
132         {
133             if ((renderSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET) != 0)
134             {
135                 EXPECT_TRUE(!textureInfo.sampleCounts.empty());
136                 for (unsigned int sampleCount = 1;
137                      sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount *= 2)
138                 {
139                     UINT qualityCount    = 0;
140                     bool sampleSuccess   = SUCCEEDED(device->CheckMultisampleQualityLevels(
141                         renderFormat, sampleCount, &qualityCount));
142                     GLuint expectedCount = (!sampleSuccess || qualityCount == 0) ? 0 : 1;
143                     EXPECT_EQ(expectedCount, textureInfo.sampleCounts.count(sampleCount))
144                         << " for " << gl::FmtHex(internalFormat);
145                 }
146             }
147             else
148             {
149                 EXPECT_TRUE(textureInfo.sampleCounts.empty())
150                     << " for " << gl::FmtHex(internalFormat);
151             }
152         }
153     }
154 }
155 
156 ANGLE_INSTANTIATE_TEST(D3D11FormatTablesTest,
157                        ES2_D3D11_FL9_3(),
158                        ES2_D3D11_FL10_0(),
159                        ES2_D3D11_FL10_1(),
160                        ES2_D3D11_FL11_0());
161 
162 }  // anonymous namespace
163