Hash :
72fc5547
Author :
Date :
2016-12-19T19:53:29
Add a ShaderCompileTreeTest base class to use in compiler tests The test class provides facilities for parsing test shader source into an AST and determining compile status. Compilation flags change for some of the tests, but this should only have a minor effect on code coverage - mostly affecting non-core parts such as intermediate output. BUG=angleproject:1673 TEST=angle_unittests Change-Id: I7d0900ef490e021272a27c4b0c938bfee02abf39 Reviewed-on: https://chromium-review.googlesource.com/422367 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240
//
// 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 "tests/test_utils/compiler_test.h"
#include "tests/test_utils/ShaderCompileTreeTest.h"
using namespace sh;
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,
bool coherent,
bool restrictQualifier,
bool volatileQualifier)
{
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);
ASSERT_EQ(coherent, myImageMemoryQualifier.coherent);
ASSERT_EQ(restrictQualifier, myImageMemoryQualifier.restrictQualifier);
ASSERT_EQ(volatileQualifier, myImageMemoryQualifier.volatileQualifier);
}
} // namespace
class ShaderImageTest : public ShaderCompileTreeTest
{
public:
ShaderImageTest() {}
protected:
void SetUp() override
{
ShaderCompileTreeTest::SetUp();
mExtraCompileOptions |= SH_VARIABLES;
}
::GLenum getShaderType() const override { return GL_COMPUTE_SHADER; }
ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; }
};
// 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(getUniforms(), 0, GL_IMAGE_2D, "myImage");
CheckImageDeclaration(mASTRoot, "myImage", EbtImage2D, EiifRGBA32F, true, false, false, false,
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(getUniforms(), 0, GL_UNSIGNED_INT_IMAGE_3D, "myImage");
CheckImageDeclaration(mASTRoot, "myImage", EbtUImage3D, EiifRGBA32UI, true, true, false, false,
false);
}
// 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);
}
// Check that memory qualifiers are correctly parsed.
TEST_F(ShaderImageTest, ImageMemoryQualifiers)
{
const std::string &shaderString =
"#version 310 es\n"
"layout(local_size_x = 4) in;"
"layout(rgba32f) uniform highp coherent readonly image2D image1;\n"
"layout(rgba32f) uniform highp volatile writeonly image2D image2;\n"
"layout(rgba32f) uniform highp volatile restrict readonly writeonly image2D image3;\n"
"void main() {\n"
"}";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed" << mInfoLog;
}
CheckImageDeclaration(mASTRoot, "image1", EbtImage2D, EiifRGBA32F, true, false, true, false,
false);
CheckImageDeclaration(mASTRoot, "image2", EbtImage2D, EiifRGBA32F, false, true, true, false,
true);
CheckImageDeclaration(mASTRoot, "image3", EbtImage2D, EiifRGBA32F, true, true, true, true,
true);
}