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kc3-lang/angle/src/tests/compiler_tests/ShaderImage_test.cpp

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  • Author : Martin Radev
    Date : 2016-08-05 16:22:53
    Hash : 2cc85b3b
    Message : Add support for images in the compiler The patch adds support for GLSL ES 3.1 image types. Internal format layout qualifiers for images are added. Support for the readonly and writeonly qualifiers are added. The other memory qualifiers are omitted as to make the patch simpler. Tests are added which check for correct and incorrect usage of images, internal format layout and memory qualifiers. BUG=angleproject:1442 TEST=angle_unittests TEST=angle_end2end_tests Change-Id: Ie4d3acb2a195de11b405ad54110a04c4c1de0b7e Reviewed-on: https://chromium-review.googlesource.com/378855 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/compiler_tests/ShaderImage_test.cpp
  • //
    // Copyright (c) 2016 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.
    //
    // ShaderImage_test.cpp:
    // Tests for images
    //
    
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "GLSLANG/ShaderLang.h"
    #include "compiler/translator/TranslatorESSL.h"
    #include "tests/test_utils/compiler_test.h"
    
    namespace
    {
    
    // Checks that the imageStore call with mangled name imageStoreMangledName exists in the AST.
    // Further each argument is checked whether it matches the expected properties given the compiled
    // shader.
    void CheckImageStoreCall(TIntermNode *astRoot,
                             const TString &imageStoreMangledName,
                             TBasicType imageType,
                             int storeLocationNominalSize,
                             TBasicType storeValueType,
                             int storeValueNominalSize)
    {
        const TIntermAggregate *imageStoreFunctionCall =
            FindFunctionCallNode(astRoot, imageStoreMangledName);
        ASSERT_NE(nullptr, imageStoreFunctionCall);
    
        const TIntermSequence *storeArguments = imageStoreFunctionCall->getSequence();
        ASSERT_EQ(3u, storeArguments->size());
    
        const TIntermTyped *storeArgument1Typed = (*storeArguments)[0]->getAsTyped();
        ASSERT_EQ(imageType, storeArgument1Typed->getBasicType());
    
        const TIntermTyped *storeArgument2Typed = (*storeArguments)[1]->getAsTyped();
        ASSERT_EQ(EbtInt, storeArgument2Typed->getBasicType());
        ASSERT_EQ(storeLocationNominalSize, storeArgument2Typed->getNominalSize());
    
        const TIntermTyped *storeArgument3Typed = (*storeArguments)[2]->getAsTyped();
        ASSERT_EQ(storeValueType, storeArgument3Typed->getBasicType());
        ASSERT_EQ(storeValueNominalSize, storeArgument3Typed->getNominalSize());
    }
    
    // Checks that the imageLoad call with mangled name imageLoadMangledName exists in the AST.
    // Further each argument is checked whether it matches the expected properties given the compiled
    // shader.
    void CheckImageLoadCall(TIntermNode *astRoot,
                            const TString &imageLoadMangledName,
                            TBasicType imageType,
                            int loadLocationNominalSize)
    {
        const TIntermAggregate *imageLoadFunctionCall =
            FindFunctionCallNode(astRoot, imageLoadMangledName);
        ASSERT_NE(nullptr, imageLoadFunctionCall);
    
        const TIntermSequence *loadArguments = imageLoadFunctionCall->getSequence();
        ASSERT_EQ(2u, loadArguments->size());
    
        const TIntermTyped *loadArgument1Typed = (*loadArguments)[0]->getAsTyped();
        ASSERT_EQ(imageType, loadArgument1Typed->getBasicType());
    
        const TIntermTyped *loadArgument2Typed = (*loadArguments)[1]->getAsTyped();
        ASSERT_EQ(EbtInt, loadArgument2Typed->getBasicType());
        ASSERT_EQ(loadLocationNominalSize, loadArgument2Typed->getNominalSize());
    }
    
    // Checks whether the image is properly exported as a uniform by the compiler.
    void CheckExportedImageUniform(const std::vector<sh::Uniform> &uniforms,
                                   size_t uniformIndex,
                                   GLenum imageTypeGL,
                                   const TString &imageName)
    {
        ASSERT_EQ(1u, uniforms.size());
    
        const auto &imageUniform = uniforms[uniformIndex];
        ASSERT_EQ(imageTypeGL, imageUniform.type);
        ASSERT_STREQ(imageUniform.name.c_str(), imageName.c_str());
    }
    
    // Checks whether the image is saved in the AST as a node with the correct properties given the
    // shader.
    void CheckImageDeclaration(TIntermNode *astRoot,
                               const TString &imageName,
                               TBasicType imageType,
                               TLayoutImageInternalFormat internalFormat,
                               bool readonly,
                               bool writeonly)
    {
        const TIntermSymbol *myImageNode = FindSymbolNode(astRoot, imageName, imageType);
        ASSERT_NE(nullptr, myImageNode);
    
        const TType &myImageType                = myImageNode->getType();
        TLayoutQualifier myImageLayoutQualifier = myImageType.getLayoutQualifier();
        ASSERT_EQ(internalFormat, myImageLayoutQualifier.imageInternalFormat);
        TMemoryQualifier myImageMemoryQualifier = myImageType.getMemoryQualifier();
        ASSERT_EQ(readonly, myImageMemoryQualifier.readonly);
        ASSERT_EQ(writeonly, myImageMemoryQualifier.writeonly);
    }
    
    }  // namespace
    
    class ShaderImageTest : public testing::Test
    {
      public:
        ShaderImageTest() {}
    
      protected:
        virtual void SetUp()
        {
            ShBuiltInResources resources;
            ShInitBuiltInResources(&resources);
    
            mTranslator = new TranslatorESSL(GL_COMPUTE_SHADER, SH_GLES3_1_SPEC);
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    
        virtual void TearDown() { delete mTranslator; }
    
        // Return true when compilation succeeds
        bool compile(const std::string &shaderString)
        {
            const char *shaderStrings[] = {shaderString.c_str()};
            mASTRoot                    = mTranslator->compileTreeForTesting(shaderStrings, 1,
                                                          SH_INTERMEDIATE_TREE | SH_VARIABLES);
            TInfoSink &infoSink = mTranslator->getInfoSink();
            mInfoLog            = infoSink.info.c_str();
            return mASTRoot != nullptr;
        }
    
      protected:
        std::string mTranslatedCode;
        std::string mInfoLog;
        TranslatorESSL *mTranslator;
        TIntermNode *mASTRoot;
    };
    
    // Test that an image2D is properly parsed and exported as a uniform.
    TEST_F(ShaderImageTest, Image2DDeclaration)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "layout(local_size_x = 4) in;\n"
            "layout(rgba32f) uniform highp readonly image2D myImage;\n"
            "void main() {\n"
            "   ivec2 sz = imageSize(myImage);\n"
            "}";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed" << mInfoLog;
        }
    
        CheckExportedImageUniform(mTranslator->getUniforms(), 0, GL_IMAGE_2D, "myImage");
        CheckImageDeclaration(mASTRoot, "myImage", EbtImage2D, EiifRGBA32F, true, false);
    }
    
    // Test that an image3D is properly parsed and exported as a uniform.
    TEST_F(ShaderImageTest, Image3DDeclaration)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "layout(local_size_x = 4) in;\n"
            "layout(rgba32ui) uniform highp writeonly readonly uimage3D myImage;\n"
            "void main() {\n"
            "   ivec3 sz = imageSize(myImage);\n"
            "}";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed" << mInfoLog;
        }
    
        CheckExportedImageUniform(mTranslator->getUniforms(), 0, GL_UNSIGNED_INT_IMAGE_3D, "myImage");
        CheckImageDeclaration(mASTRoot, "myImage", EbtUImage3D, EiifRGBA32UI, true, true);
    }
    
    // Check that imageLoad calls get correctly parsed.
    TEST_F(ShaderImageTest, ImageLoad)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "layout(local_size_x = 4) in;\n"
            "layout(rgba32f) uniform highp readonly image2D my2DImageInput;\n"
            "layout(rgba32i) uniform highp readonly iimage3D my3DImageInput;\n"
            "void main() {\n"
            "   vec4 result = imageLoad(my2DImageInput, ivec2(gl_LocalInvocationID.xy));\n"
            "   ivec4 result2 = imageLoad(my3DImageInput, ivec3(gl_LocalInvocationID.xyz));\n"
            "}";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed" << mInfoLog;
        }
    
        // imageLoad call with image2D passed
        CheckImageLoadCall(mASTRoot, "imageLoad(im21;vi2;", EbtImage2D, 2);
    
        // imageLoad call with image3D passed
        CheckImageLoadCall(mASTRoot, "imageLoad(iim31;vi3;", EbtIImage3D, 3);
    }
    
    // Check that imageStore calls get correctly parsed.
    TEST_F(ShaderImageTest, ImageStore)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "layout(local_size_x = 4) in;\n"
            "layout(rgba32f) uniform highp writeonly image2D my2DImageOutput;\n"
            "layout(rgba32ui) uniform highp writeonly uimage2DArray my2DImageArrayOutput;\n"
            "void main() {\n"
            "   imageStore(my2DImageOutput, ivec2(gl_LocalInvocationID.xy), vec4(0.0));\n"
            "   imageStore(my2DImageArrayOutput, ivec3(gl_LocalInvocationID.xyz), uvec4(0));\n"
            "}";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed" << mInfoLog;
        }
    
        // imageStore call with image2D
        CheckImageStoreCall(mASTRoot, "imageStore(im21;vi2;vf4;", EbtImage2D, 2, EbtFloat, 4);
    
        // imageStore call with image2DArray
        CheckImageStoreCall(mASTRoot, "imageStore(uim2a1;vi3;vu4;", EbtUImage2DArray, 3, EbtUInt, 4);
    }