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//
// Copyright 2020 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.
//
// EGLDisplayLuidTest.cpp:
// Tests for the EGL_ANGLE_platform_angle_d3d_luid extension.
//
#include "test_utils/ANGLETest.h"
using namespace angle;
class EGLDisplayLuidTest : public ANGLETest
{
protected:
EGLDisplayLuidTest() : mDisplay(EGL_NO_DISPLAY) {}
void testTearDown() override
{
if (mDisplay != EGL_NO_DISPLAY)
{
EXPECT_EGL_TRUE(eglTerminate(mDisplay));
EXPECT_EGL_SUCCESS();
}
}
void testInvalidAttribs(const EGLint displayAttribs[])
{
EXPECT_EQ(
eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttribs),
EGL_NO_DISPLAY);
EXPECT_EGL_ERROR(EGL_BAD_ATTRIBUTE);
}
void testValidAttribs(const EGLint displayAttribs[])
{
mDisplay =
eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttribs);
EXPECT_EGL_SUCCESS();
EXPECT_NE(mDisplay, EGL_NO_DISPLAY);
// eglInitialize should succeed even if the LUID doesn't match an actual
// adapter on the system. The behavior in this case is that the default
// adapter is used.
EXPECT_EGL_TRUE(eglInitialize(mDisplay, nullptr, nullptr));
EXPECT_EGL_SUCCESS();
}
private:
EGLDisplay mDisplay;
};
// EGL_ANGLE_platform_angle_d3d_luid is only supported on D3D11. Verify failure
// if D3D9 is specified in the attributes.
TEST_P(EGLDisplayLuidTest, D3D9Failure)
{
EGLint displayAttribs[] = {EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE,
EGL_PLATFORM_ANGLE_D3D_LUID_HIGH_ANGLE, 1, EGL_NONE};
testInvalidAttribs(displayAttribs);
}
// Verify failure if the specified LUID is zero.
TEST_P(EGLDisplayLuidTest, ZeroLuidFailure)
{
EGLint displayAttribs[] = {EGL_PLATFORM_ANGLE_TYPE_ANGLE,
EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_D3D_LUID_HIGH_ANGLE,
0,
EGL_PLATFORM_ANGLE_D3D_LUID_LOW_ANGLE,
0,
EGL_NONE};
testInvalidAttribs(displayAttribs);
}
TEST_P(EGLDisplayLuidTest, D3D11)
{
EGLint displayAttribs[] = {EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_D3D_LUID_HIGH_ANGLE, 1, EGL_NONE};
testValidAttribs(displayAttribs);
}
ANGLE_INSTANTIATE_TEST(EGLDisplayLuidTest, WithNoFixture(ES2_D3D9()), WithNoFixture(ES2_D3D11()));