Beispiel #1
0
static int get_glprograms_max_stages(const sk_gpu_test::ContextInfo& ctxInfo) {
    GrContext* context = ctxInfo.grContext();
    GrGLGpu* gpu = static_cast<GrGLGpu*>(context->contextPriv().getGpu());
    int maxStages = 6;
    if (kGLES_GrGLStandard == gpu->glStandard()) {
    // We've had issues with driver crashes and HW limits being exceeded with many effects on
    // Android devices. We have passes on ARM devices with the default number of stages.
    // TODO When we run ES 3.00 GLSL in more places, test again
#ifdef SK_BUILD_FOR_ANDROID
        if (kARM_GrGLVendor != gpu->ctxInfo().vendor()) {
            maxStages = 1;
        }
#endif
    // On iOS we can exceed the maximum number of varyings. http://skbug.com/6627.
#ifdef SK_BUILD_FOR_IOS
        maxStages = 3;
#endif
    }
    if (ctxInfo.type() == sk_gpu_test::GrContextFactory::kANGLE_D3D9_ES2_ContextType ||
        ctxInfo.type() == sk_gpu_test::GrContextFactory::kANGLE_D3D11_ES2_ContextType) {
        // On Angle D3D we will hit a limit of out variables if we use too many stages.
        maxStages = 3;
    }
    return maxStages;
}
Beispiel #2
0
static int get_glprograms_max_levels(const sk_gpu_test::ContextInfo& ctxInfo) {
    // A full tree with 5 levels (31 nodes) may cause a program that exceeds shader limits
    // (e.g. uniform or varying limits); maxTreeLevels should be a number from 1 to 4 inclusive.
    int maxTreeLevels = 4;
    // On iOS we can exceed the maximum number of varyings. http://skbug.com/6627.
#ifdef SK_BUILD_FOR_IOS
    maxTreeLevels = 2;
#endif
    if (ctxInfo.type() == sk_gpu_test::GrContextFactory::kANGLE_D3D9_ES2_ContextType ||
        ctxInfo.type() == sk_gpu_test::GrContextFactory::kANGLE_D3D11_ES2_ContextType) {
        // On Angle D3D we will hit a limit of out variables if we use too many stages.
        maxTreeLevels = 2;
    }
    return maxTreeLevels;
}
Beispiel #3
0
static void test_glprograms(skiatest::Reporter* reporter, const sk_gpu_test::ContextInfo& ctxInfo) {
    int maxStages = get_glprograms_max_stages(ctxInfo);
    if (maxStages == 0) {
        return;
    }
    int maxLevels = get_glprograms_max_levels(ctxInfo);
    if (maxLevels == 0) {
        return;
    }

    // Disable this test on ANGLE D3D9 configurations. We keep hitting a D3D compiler bug.
    // See skbug.com/6842 and anglebug.com/2098
    if (sk_gpu_test::GrContextFactory::kANGLE_D3D9_ES2_ContextType == ctxInfo.type()) {
        return;
    }

    REPORTER_ASSERT(reporter, GrDrawingManager::ProgramUnitTest(ctxInfo.grContext(), maxStages,
                                                                maxLevels));
}