blob: f50d25b5e6af3074b99ab5a78bd595720920a888 [file] [edit]
//
// Copyright 2019 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.
//
// EGLChooseConfigTest.cpp:
// Tests of proper default-value semantics for eglChooseConfig
#include <gtest/gtest.h>
#include "common/unsafe_buffers.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_configs.h"
#include "util/EGLWindow.h"
using namespace angle;
namespace angle
{
class EGLChooseConfigTest : public ANGLETest<>
{
protected:
EGLChooseConfigTest() {}
};
// Test that the EGL_COLOR_BUFFER_TYPE is defaulted to EGL_RGB_BUFFER
TEST_P(EGLChooseConfigTest, Defaults)
{
EGLDisplay display = getEGLWindow()->getDisplay();
EGLint nConfigs = 0;
EGLint allConfigCount = 0;
ASSERT_EGL_TRUE(eglGetConfigs(display, nullptr, 0, &nConfigs));
ASSERT_NE(nConfigs, 0);
std::vector<EGLConfig> allConfigs(nConfigs);
ASSERT_EGL_TRUE(eglGetConfigs(display, allConfigs.data(), nConfigs, &allConfigCount));
ASSERT_EQ(nConfigs, allConfigCount);
// Choose configs that have the default attribute values:
const EGLint defaultConfigAttributes[] = {EGL_NONE};
EGLint defaultConfigCount;
std::vector<EGLConfig> defaultConfigs(allConfigCount);
ASSERT_EGL_TRUE(eglChooseConfig(display, defaultConfigAttributes, defaultConfigs.data(),
defaultConfigs.size(), &defaultConfigCount));
ASSERT_EGL_SUCCESS();
ASSERT_LE(defaultConfigCount, allConfigCount);
defaultConfigs.resize(defaultConfigCount);
// Check that the default configs all have the default attribute values we care about:
for (EGLConfig config : defaultConfigs)
{
EGLint colorBufferType, level, renderableType, surfaceType, transparentType;
EGLint colorComponentType;
eglGetConfigAttrib(display, config, EGL_COLOR_BUFFER_TYPE, &colorBufferType);
ASSERT_EQ(colorBufferType, EGL_RGB_BUFFER);
eglGetConfigAttrib(display, config, EGL_LEVEL, &level);
ASSERT_EQ(level, 0);
eglGetConfigAttrib(display, config, EGL_RENDERABLE_TYPE, &renderableType);
ASSERT_EQ(renderableType & EGL_OPENGL_ES_BIT, EGL_OPENGL_ES_BIT);
eglGetConfigAttrib(display, config, EGL_SURFACE_TYPE, &surfaceType);
ASSERT_EQ(surfaceType & EGL_WINDOW_BIT, EGL_WINDOW_BIT);
eglGetConfigAttrib(display, config, EGL_TRANSPARENT_TYPE, &transparentType);
ASSERT_EQ(transparentType, EGL_NONE);
if (IsEGLDisplayExtensionEnabled(display, "EGL_EXT_pixel_format_float"))
{
eglGetConfigAttrib(display, config, EGL_COLOR_COMPONENT_TYPE_EXT, &colorComponentType);
ASSERT_EQ(colorComponentType, EGL_COLOR_COMPONENT_TYPE_FIXED_EXT);
}
}
// Check that all of the configs that have the default attribute values are are defaultConfigs,
// and all that don't aren't:
for (EGLConfig config : allConfigs)
{
EGLint colorBufferType, level, renderableType, surfaceType, transparentType;
EGLint colorComponentType = EGL_COLOR_COMPONENT_TYPE_FIXED_EXT;
eglGetConfigAttrib(display, config, EGL_COLOR_BUFFER_TYPE, &colorBufferType);
eglGetConfigAttrib(display, config, EGL_LEVEL, &level);
eglGetConfigAttrib(display, config, EGL_RENDERABLE_TYPE, &renderableType);
eglGetConfigAttrib(display, config, EGL_SURFACE_TYPE, &surfaceType);
eglGetConfigAttrib(display, config, EGL_TRANSPARENT_TYPE, &transparentType);
if (IsEGLDisplayExtensionEnabled(display, "EGL_EXT_pixel_format_float"))
{
eglGetConfigAttrib(display, config, EGL_COLOR_COMPONENT_TYPE_EXT, &colorComponentType);
}
bool isADefault =
((colorBufferType == EGL_RGB_BUFFER) && (level == 0) &&
((renderableType & EGL_OPENGL_ES_BIT) == EGL_OPENGL_ES_BIT) &&
((surfaceType & EGL_WINDOW_BIT) == EGL_WINDOW_BIT) && (transparentType == EGL_NONE) &&
(colorComponentType == EGL_COLOR_COMPONENT_TYPE_FIXED_EXT));
EGLint thisConfigID;
eglGetConfigAttrib(display, config, EGL_CONFIG_ID, &thisConfigID);
bool foundInDefaultConfigs = false;
// Attempt to find this config ID in defaultConfigs:
for (EGLConfig defaultConfig : defaultConfigs)
{
EGLint defaultConfigID;
eglGetConfigAttrib(display, defaultConfig, EGL_CONFIG_ID, &defaultConfigID);
if (defaultConfigID == thisConfigID)
{
foundInDefaultConfigs = true;
}
}
ASSERT_EQ(isADefault, foundInDefaultConfigs);
}
}
// Test the validation errors for bad parameters for eglChooseConfig
TEST_P(EGLChooseConfigTest, NegativeValidationBadAttributes)
{
EGLDisplay display = getEGLWindow()->getDisplay();
// Choose configs using invalid attributes:
const EGLint invalidConfigAttributeList[][3] = {
{EGL_CONFIG_CAVEAT, 0, EGL_NONE},
{EGL_SURFACE_TYPE, ~EGL_VG_COLORSPACE_LINEAR_BIT, EGL_NONE},
{EGL_CONFORMANT, (EGL_OPENGL_ES_BIT | 0x0020), EGL_NONE},
{EGL_RENDERABLE_TYPE, (EGL_OPENGL_ES_BIT | 0x0020), EGL_NONE},
};
EGLint configCount;
EGLConfig config;
for (size_t i = 0; i < 4; i++)
{
ANGLE_UNSAFE_TODO(ASSERT_EGL_FALSE(
eglChooseConfig(display, &invalidConfigAttributeList[i][0], &config, 1, &configCount)));
ASSERT_EGL_ERROR(EGL_BAD_ATTRIBUTE);
}
}
// Test that if all the config ID can be successfully chosen
TEST_P(EGLChooseConfigTest, ValidateConfigID)
{
EGLDisplay display = getEGLWindow()->getDisplay();
EGLint nConfigs = 0;
EGLint allConfigCount = 0;
ASSERT_EGL_TRUE(eglGetConfigs(display, nullptr, 0, &nConfigs));
ASSERT_NE(nConfigs, 0);
std::vector<EGLConfig> allConfigs(nConfigs);
ASSERT_EGL_TRUE(eglGetConfigs(display, allConfigs.data(), nConfigs, &allConfigCount));
ASSERT_EQ(nConfigs, allConfigCount);
// All attributes except EGL_CONFIG_ID should be ignored when EGL_CONFIG_ID is include.
EGLint configIDAttributes[] = {EGL_CONFIG_ID, EGL_DONT_CARE, EGL_COLOR_BUFFER_TYPE,
EGL_RGB_BUFFER, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
EGL_SURFACE_TYPE, EGL_PIXMAP_BIT, EGL_NONE};
for (EGLConfig configs : allConfigs)
{
EGLConfig configsWithID;
EGLint configID;
EGLint configCount;
eglGetConfigAttrib(display, configs, EGL_CONFIG_ID, &configID);
configIDAttributes[1] = configID;
ASSERT_EGL_TRUE(
eglChooseConfig(display, configIDAttributes, &configsWithID, 1, &configCount));
ASSERT_EGL_SUCCESS();
ASSERT_EQ(configCount, 1);
}
}
// Test that EGL_CONFIG_ID = EGL_DONT_CARE does not crash and returns valid configs.
// Regression test for a bug where the EGL_CONFIG_ID shortcut path in ConfigSet::filter()
// did not check for EGL_DONT_CARE, causing ConfigSet::get(-1) which is undefined behavior.
TEST_P(EGLChooseConfigTest, ConfigIdDontCare)
{
EGLDisplay display = getEGLWindow()->getDisplay();
// Get all configs for comparison.
EGLint allConfigCount = 0;
ASSERT_EGL_TRUE(eglGetConfigs(display, nullptr, 0, &allConfigCount));
ASSERT_NE(allConfigCount, 0);
std::vector<EGLConfig> allConfigs(allConfigCount);
EGLint returnedCount = 0;
ASSERT_EGL_TRUE(eglGetConfigs(display, allConfigs.data(), allConfigCount, &returnedCount));
ASSERT_EQ(allConfigCount, returnedCount);
// Choose configs with EGL_CONFIG_ID = EGL_DONT_CARE. Per the EGL spec, EGL_DONT_CARE means
// the attribute should not be used for selection, so the result should be the same as not
// specifying EGL_CONFIG_ID at all.
const EGLint attribsWithDontCare[] = {EGL_CONFIG_ID, EGL_DONT_CARE, EGL_NONE};
EGLint dontCareCount = 0;
std::vector<EGLConfig> dontCareConfigs(allConfigCount);
ASSERT_EGL_TRUE(eglChooseConfig(display, attribsWithDontCare, dontCareConfigs.data(),
allConfigCount, &dontCareCount));
ASSERT_EGL_SUCCESS();
// Should return at least one config.
ASSERT_GT(dontCareCount, 0);
// Every returned config must be valid and have a positive config ID.
for (EGLint i = 0; i < dontCareCount; i++)
{
EGLint configID = 0;
ASSERT_EGL_TRUE(eglGetConfigAttrib(display, dontCareConfigs[i], EGL_CONFIG_ID, &configID));
ASSERT_EGL_SUCCESS();
ASSERT_GT(configID, 0);
}
// The result should match eglChooseConfig with no attributes (default filtering).
const EGLint defaultAttribs[] = {EGL_NONE};
EGLint defaultCount = 0;
std::vector<EGLConfig> defaultConfigs(allConfigCount);
ASSERT_EGL_TRUE(eglChooseConfig(display, defaultAttribs, defaultConfigs.data(), allConfigCount,
&defaultCount));
ASSERT_EGL_SUCCESS();
ASSERT_EQ(dontCareCount, defaultCount);
}
// Test that EGL_CONFIG_ID = EGL_DONT_CARE combined with other filtering attributes works
// correctly and does not interfere with the other attribute matching.
TEST_P(EGLChooseConfigTest, ConfigIdDontCareWithOtherAttributes)
{
EGLDisplay display = getEGLWindow()->getDisplay();
EGLint allConfigCount = 0;
ASSERT_EGL_TRUE(eglGetConfigs(display, nullptr, 0, &allConfigCount));
ASSERT_NE(allConfigCount, 0);
// Filter with EGL_CONFIG_ID = EGL_DONT_CARE plus a real constraint.
const EGLint attribsWithDontCare[] = {EGL_CONFIG_ID, EGL_DONT_CARE, EGL_RENDERABLE_TYPE,
EGL_OPENGL_ES2_BIT, EGL_NONE};
EGLint dontCareCount = 0;
std::vector<EGLConfig> dontCareConfigs(allConfigCount);
ASSERT_EGL_TRUE(eglChooseConfig(display, attribsWithDontCare, dontCareConfigs.data(),
allConfigCount, &dontCareCount));
ASSERT_EGL_SUCCESS();
ASSERT_GT(dontCareCount, 0);
// Filter with only the real constraint (no EGL_CONFIG_ID at all).
const EGLint attribsWithoutConfigId[] = {EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE};
EGLint withoutCount = 0;
std::vector<EGLConfig> withoutConfigs(allConfigCount);
ASSERT_EGL_TRUE(eglChooseConfig(display, attribsWithoutConfigId, withoutConfigs.data(),
allConfigCount, &withoutCount));
ASSERT_EGL_SUCCESS();
// Both queries should return the same number of configs.
ASSERT_EQ(dontCareCount, withoutCount);
// Every returned config must support ES2.
for (EGLint i = 0; i < dontCareCount; i++)
{
EGLint renderableType = 0;
ASSERT_EGL_TRUE(
eglGetConfigAttrib(display, dontCareConfigs[i], EGL_RENDERABLE_TYPE, &renderableType));
ASSERT_EGL_SUCCESS();
ASSERT_NE(renderableType & EGL_OPENGL_ES2_BIT, 0);
}
}
} // namespace angle
ANGLE_INSTANTIATE_TEST(EGLChooseConfigTest,
ES2_D3D11(),
ES2_METAL(),
ES2_OPENGL(),
ES2_OPENGLES(),
ES2_VULKAN());