dEQP

These steps are specifically for testing SwiftShader's OpenGL ES 3.0 implementation using dEQP on Windows (Linux differences at the bottom).

Prerequisites

  1. Install the latest Python 2.X
  2. Install Visual Studio
  3. Install CMake
  4. Install Go 32-bit (Important: must be 32 bit)
  5. Install MinGW
  6. Install Git
  7. Install Android Studio
  8. Run Android Studio and install Android SDK.
  9. Set environment variables: Config Panel -> System and Security -> System -> Advanced system settigns -> Environment Variables
  • Add <path to python> to your PATH environment variable

  • Add <path to MinGW>\bin to your PATH environment variable

  • Add <path to adb> to your PATH environment variable

    Note: abd is in the Android SDK, typically in C:\Users\<username>\AppData\Local\Android\sdk\platform-tools

  1. Install GCC. In ‘cmd’, run:

    mingw-get install gcc

    Note: Using Cygwin GCC currently doesn't work.

  2. (Optional) Install TortoiseGit

Getting the Code

  1. Get dEQP (either in ‘cmd’ or by using TortoiseGit):

    git clone https://android.googlesource.com/platform/external/deqp

  2. Get dEQP's dependencies. In your dEQP root directory, open ‘cmd’ and run:

    python external\fetch_sources.py

  3. Get Cherry (either in ‘cmd’ or by using TortoiseGit):

    git clone https://android.googlesource.com/platform/external/cherry

  4. Set environment variable (see point 9):

    Add new variable GOPATH=‘<path to cherry>

Building the code

  1. Build dEQP's Visual Studio files using the CMake GUI, or, in the dEQP root dir, run:

    mkdir build
    cd build
    cmake ..
    

    Note: If you have multiple versions of Visual Studio installed and you want to make sure cmake is using the correct version of Visual Studio, you can specify it by calling, for example:

    cmake .. -G "Visual Studio 15 2017 Win64"

    Also note: don't call ‘cmake .’ directly in the root directory. It will make things fails later on. If you do, simply erase the files created by CMake and follow the steps above.

  2. Build dEQP:

    Open <path to dEQP>\build\dEQP-Core-default.sln in Visual Studio and Build Solution

    Note: Choose a ‘Release’ build, unless you really mean to debug dEQP

  3. Generate test cases:

    mkdir <path to cherry>\data
    cd <path to dEQP>
    python scripts\build_caselists.py <path to cherry>\data
    

Preparing the server

  1. Edit <path to cherry>\cherry\data.go
  • Search for ../candy-build/deqp-wgl and replace that by <path to deqp>/build
  • Just above, add an option to CommandLine: --deqp-gl-context-type=egl
  • Just below, modify the BinaryPath from ‘Debug’ to ‘Release’ if you did a Release build at step 17

Testing OpenGL ES

  1. a) Assuming you already built SwiftShader, copy these two files:

    libEGL.dll
    libGLESv2.dll

    From:

    <path to SwiftShader>\out\Release_x64 or
    <path to SwiftShader>\out\Debug_x64

    To:

    <path to dEQP>\build\modules\gles3\Release (Again, assuming you did a Release build at step 17)

Testing Vulkan

  1. b) Assuming you already built SwiftShader, copy and rename this file:

    <path to SwiftShader>\out\Release_x64\vk_swiftshader.dll or
    <path to SwiftShader>\out\Debug_x64\vk_swiftshader.dll

    To:

    <path to dEQP>\build\external\vulkancts\modules\vulkan\vulkan-1.dll

    This will cause dEQP to load SwiftShader's Vulkan implementatin directly, without going through a system-provided loader library or any layers.

    To use SwiftShader as an Installable Client Driver (ICD) instead:

    • Edit environment variables:
      • Define VK_ICD_FILENAMES to <path to SwiftShader>\src\Vulkan\vk_swiftshader_icd.json
    • If the location of vk_swiftshader.dll you're using is different than the one specified in src\Vulkan\vk_swiftshader_icd.json, modify it to point to the vk_swiftshader.dll file you want to use.

Running the tests

  1. Start the test server. Go to <path to cherry> and run:

    go run server.go

  2. Open your favorite browser and navigate to localhost:8080

    Get Started -> Choose Device ‘localhost’ -> Select Tests ‘dEQP-GLES3’ -> Execute tests!

Mustpass sets

dEQP contains more tests than what is expected to pass by a conformant implementation (e.g. some tests are considered too strict, or assume certain undefined behavior). The android\cts\master\gles3-master.txt text file which can be loaded in Cherry's ‘Test sets’ tab to only run the latest tests expected to pass by certified Android devices.

Running dEQP on Linux

Differences to the steps above:

  1. Instead of copying the .dll files, you need to set LD_LIBRARY_PATH to point to SwiftShader's build directory.
  2. Use make instead of Visual Studio.
  3. There are no Debug/Release directories or .exe suffixes, so remove them from DeviceConfig in data.go.

Running dEQP Vulkan tests on Linux

  1. Get dEQP source code:

    git clone https://android.googlesource.com/platform/external/deqp

  2. Fetch dEQP's dependencies:

    cd deqp
    python external/fetch_sources.py

  3. Run cmake and generate Makefiles:

    mkdir build
    cd build
    cmake ..

  4. Build dEQP:

    make

  5. Configure dEQP to use SwiftShader's Vulkan driver:

    We do this by setting the VK_ICD_FILENAMES environment variable to point to SwiftShader's vk_swiftshader_icd.json file. Replace (or export) $SWIFTSHADER_ROOT to the root checkout directory of SwiftShader, and type:

    export VK_ICD_FILENAMES=$SWIFTSHADER_ROOT/out/Linux/vk_swiftshader_icd.json

  6. Run the tests:

    Assuming the current working directory is still $DEQP_ROOT/build, type:

    external/vulkancts/modules/vulkan/deqp-vk

    If deqp-vk returns an error similar to:

    libVulkan.cpp:69: VkResult vkCreateInstance(const VkInstanceCreateInfo*, const VkAllocationCallbacks*, VkInstance_T**): Assertion 'false' failed.

    Then it is likely that your system is using a broken Vulkan loader. Grab the Vulkan SDK from here, and update LD_LIBRARY_PATH to search the SDK's libs directory:

    export LD_LIBRARY_PATH=$VULKAN_SDK_PATH/x86_64/lib:$LD_LIBRARY_PATH