Commit bb514004 by Geoff Lang Committed by Commit Bot

Request RGBA8 configs by default for gtest dEQP.

Previously, dEQP would just use the first config returned which was RGBA4 which is not very representitive of what our users would request. BUG=angleproject:2337 BUG=angleproject:1095 BUG=angleproject:2222 Change-Id: I5c9defc7ce1feaa49407557b88d9bb6b98571771 Reviewed-on: https://chromium-review.googlesource.com/490726Reviewed-by: 's avatarLuc Ferron <lucferron@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
parent 06b95582
...@@ -61,6 +61,11 @@ const char *g_angleEGLString = "--use-angle="; ...@@ -61,6 +61,11 @@ const char *g_angleEGLString = "--use-angle=";
const APIInfo *g_initAPI = nullptr; const APIInfo *g_initAPI = nullptr;
constexpr const char *g_deqpEGLConfigNameString = "--deqp-gl-config-name=";
// Default the config to RGBA8
const char *g_eglConfigName = "rgba8888";
// Returns the default API for a platform. // Returns the default API for a platform.
const char *GetDefaultAPIName() const char *GetDefaultAPIName()
{ {
...@@ -332,6 +337,11 @@ void dEQPTest<TestModuleIndex>::SetUpTestCase() ...@@ -332,6 +337,11 @@ void dEQPTest<TestModuleIndex>::SetUpTestCase()
std::string apiArgString = std::string(g_deqpEGLString) + targetApi; std::string apiArgString = std::string(g_deqpEGLString) + targetApi;
argv.push_back(apiArgString.c_str()); argv.push_back(apiArgString.c_str());
// Add config name
const char *targetConfigName = g_eglConfigName;
std::string configArgString = std::string(g_deqpEGLConfigNameString) + targetConfigName;
argv.push_back(configArgString.c_str());
// Init the platform. // Init the platform.
if (!deqp_libtester_init_platform(static_cast<int>(argv.size()), argv.data())) if (!deqp_libtester_init_platform(static_cast<int>(argv.size()), argv.data()))
{ {
...@@ -416,6 +426,11 @@ void HandleDisplayType(const char *displayTypeString) ...@@ -416,6 +426,11 @@ void HandleDisplayType(const char *displayTypeString)
} }
} }
void HandleEGLConfigName(const char *configNameString)
{
g_eglConfigName = configNameString;
}
void DeleteArg(int *argc, int argIndex, char **argv) void DeleteArg(int *argc, int argIndex, char **argv)
{ {
(*argc)--; (*argc)--;
...@@ -445,6 +460,12 @@ void InitTestHarness(int *argc, char **argv) ...@@ -445,6 +460,12 @@ void InitTestHarness(int *argc, char **argv)
HandleDisplayType(argv[argIndex] + strlen(g_angleEGLString)); HandleDisplayType(argv[argIndex] + strlen(g_angleEGLString));
DeleteArg(argc, argIndex, argv); DeleteArg(argc, argIndex, argv);
} }
else if (strncmp(argv[argIndex], g_deqpEGLConfigNameString,
strlen(g_deqpEGLConfigNameString)) == 0)
{
HandleEGLConfigName(argv[argIndex] + strlen(g_deqpEGLConfigNameString));
DeleteArg(argc, argIndex, argv);
}
else else
{ {
argIndex++; argIndex++;
......
...@@ -83,6 +83,11 @@ ...@@ -83,6 +83,11 @@
2222 D3D11 NVIDIA : dEQP-GLES2.functional.shaders.functions.control_flow.return_in_nested_loop_fragment = FAIL 2222 D3D11 NVIDIA : dEQP-GLES2.functional.shaders.functions.control_flow.return_in_nested_loop_fragment = FAIL
2222 D3D11 NVIDIA : dEQP-GLES2.functional.shaders.functions.control_flow.return_in_nested_loop_vertex = FAIL 2222 D3D11 NVIDIA : dEQP-GLES2.functional.shaders.functions.control_flow.return_in_nested_loop_vertex = FAIL
// AMD GPU vertex shader texture sampling is not precise enough when rendering to 32-bit backbuffers
2337 D3D11 AMD : dEQP-GLES2.functional.texture.vertex.2d.wrap.* = FAIL
2337 D3D11 AMD : dEQP-GLES2.functional.texture.vertex.2d.filtering.linear_mipmap_linear_* = FAIL
2337 D3D11 AMD : dEQP-GLES2.functional.texture.vertex.2d.filtering.nearest_mipmap_linear_* = FAIL
// Failures on the D3D11 bots that do not reproduce locally // Failures on the D3D11 bots that do not reproduce locally
// TODO(jmadill): Figure out why these fail on the bots, but not locally. // TODO(jmadill): Figure out why these fail on the bots, but not locally.
1108 D3D11 : dEQP-GLES2.functional.shaders.struct.local.dynamic_loop_struct_array_fragment = FAIL 1108 D3D11 : dEQP-GLES2.functional.shaders.struct.local.dynamic_loop_struct_array_fragment = FAIL
......
...@@ -86,18 +86,15 @@ ...@@ -86,18 +86,15 @@
2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.2d.min_lod.nearest_nearest = FAIL 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.2d.min_lod.nearest_nearest = FAIL
2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.3d.min_lod.linear_nearest = FAIL 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.3d.min_lod.linear_nearest = FAIL
2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.3d.min_lod.nearest_nearest = FAIL 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.3d.min_lod.nearest_nearest = FAIL
2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.cube.min_lod.linear_nearest = FAIL
2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.cube.min_lod.nearest_nearest = FAIL
2222 LINUX NVIDIA : dEQP-GLES3.functional.fbo.completeness.samples.rbo2_rbo2_rbo0 = FAIL 2222 LINUX NVIDIA : dEQP-GLES3.functional.fbo.completeness.samples.rbo2_rbo2_rbo0 = FAIL
// Failing everywhere // Failing everywhere
2322 DEBUG RELEASE : dEQP-GLES3.functional.shaders.metamorphic.* = FAIL 2322 DEBUG RELEASE : dEQP-GLES3.functional.shaders.metamorphic.* = FAIL
// Windows and Linux failures // Windows and Linux failures
1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.nearest_nearest_clamp = FAIL 1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.* = FAIL
1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.nearest_nearest_repeat = FAIL
1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.nearest_nearest_mirror = FAIL
1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.linear_nearest_clamp = FAIL
1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.linear_nearest_repeat = FAIL
1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.linear_nearest_mirror = FAIL
// Windows only failure // Windows only failure
1092 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureoffset.sampler3d_fixed_fragment = FAIL 1092 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureoffset.sampler3d_fixed_fragment = FAIL
......
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