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 "libANGLE/angletypes.h"
11 #include "libANGLE/Context.h"
12 #include "libANGLE/formatutils.h"
13 #include "libANGLE/renderer/d3d/d3d11/Context11.h"
14 #include "libANGLE/renderer/d3d/d3d11/dxgi_support_table.h"
15 #include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
16 #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
17 #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
18 #include "test_utils/angle_test_instantiate.h"
19 #include "test_utils/ANGLETest.h"
20
21 using namespace angle;
22
23 namespace
24 {
25
26 class D3D11FormatTablesTest : public ANGLETest
27 {
28
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 = reinterpret_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 = gl::GetInternalFormatInfo(internalFormat);
58
59 UINT texSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D;
60 if (internalFormatInfo.depthBits == 0 && internalFormatInfo.stencilBits == 0)
61 {
62 texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURECUBE;
63 if (GetParam().majorVersion > 2)
64 {
65 texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D;
66 }
67 }
68
69 UINT texSupport = 0;
70 bool texSuccess = SUCCEEDED(device->CheckFormatSupport(formatInfo.texFormat, &texSupport));
71 bool textureable = texSuccess && ((texSupport & texSupportMask) == texSupportMask);
72 EXPECT_EQ(textureable, textureInfo.texturable);
73
74 // Bits for mipmap auto-gen.
75 bool expectedMipGen = texSuccess && ((texSupport & D3D11_FORMAT_SUPPORT_MIP_AUTOGEN) != 0);
76 auto featureLevel = renderer->getRenderer11DeviceCaps().featureLevel;
77 const auto &dxgiSupport = rx::d3d11::GetDXGISupport(formatInfo.texFormat, featureLevel);
78 bool actualMipGen =
79 ((dxgiSupport.alwaysSupportedFlags & D3D11_FORMAT_SUPPORT_MIP_AUTOGEN) != 0);
80 EXPECT_EQ(0u, dxgiSupport.optionallySupportedFlags & D3D11_FORMAT_SUPPORT_MIP_AUTOGEN);
81 EXPECT_EQ(expectedMipGen, actualMipGen);
82
83 // Bits for filtering
84 UINT filterSupport = 0;
85 bool filterSuccess =
86 SUCCEEDED(device->CheckFormatSupport(formatInfo.srvFormat, &filterSupport));
87 bool filterable = filterSuccess && ((filterSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) != 0);
88 EXPECT_EQ(filterable, textureInfo.filterable);
89
90 // Bits for renderable
91 bool renderable = false;
92 UINT renderSupport = 0u;
93 DXGI_FORMAT renderFormat = DXGI_FORMAT_UNKNOWN;
94 if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0)
95 {
96 renderFormat = formatInfo.dsvFormat;
97 bool depthSuccess =
98 SUCCEEDED(device->CheckFormatSupport(formatInfo.dsvFormat, &renderSupport));
99 renderable =
100 depthSuccess && ((renderSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0);
101 if (renderable)
102 {
103 EXPECT_NE(DXGI_FORMAT_UNKNOWN, formatInfo.dsvFormat);
104 }
105 }
106 else
107 {
108 renderFormat = formatInfo.rtvFormat;
109 bool rtSuccess =
110 SUCCEEDED(device->CheckFormatSupport(formatInfo.rtvFormat, &renderSupport));
111 renderable = rtSuccess && ((renderSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET) != 0);
112 if (renderable)
113 {
114 EXPECT_NE(DXGI_FORMAT_UNKNOWN, formatInfo.rtvFormat);
115 }
116 }
117 EXPECT_EQ(renderable, textureInfo.renderable);
118 if (!textureInfo.sampleCounts.empty())
119 {
120 EXPECT_TRUE(renderable);
121 }
122
123 // Multisample counts
124 if (renderable)
125 {
126 if ((renderSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET) != 0)
127 {
128 EXPECT_TRUE(!textureInfo.sampleCounts.empty());
129 for (unsigned int sampleCount = 1;
130 sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount *= 2)
131 {
132 UINT qualityCount = 0;
133 bool sampleSuccess = SUCCEEDED(device->CheckMultisampleQualityLevels(
134 renderFormat, sampleCount, &qualityCount));
135 GLuint expectedCount = (!sampleSuccess || qualityCount == 0) ? 0 : 1;
136 EXPECT_EQ(expectedCount, textureInfo.sampleCounts.count(sampleCount));
137 }
138 }
139 else
140 {
141 EXPECT_TRUE(textureInfo.sampleCounts.empty());
142 }
143 }
144 }
145 }
146
147 ANGLE_INSTANTIATE_TEST(D3D11FormatTablesTest,
148 ES2_D3D11_FL9_3(),
149 ES2_D3D11_FL10_0(),
150 ES2_D3D11_FL10_1(),
151 ES2_D3D11_FL11_0());
152
153 } // anonymous namespace
154