Hash :
d193d51b
Author :
Date :
2024-06-17T22:46:08
Replace issue ids post migration to new issue tracker This change replaces anglebug.com/NNNN links. Bug: None Change-Id: I8ac3aec8d2a8a844b3d7b99fc0a6b2be8da31761 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5637912 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2017 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.
//
// AtomicCounterBufferTest:
// Various tests related for atomic counter buffers.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class AtomicCounterBufferTest : public ANGLETest<>
{
protected:
AtomicCounterBufferTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
};
// Test GL_ATOMIC_COUNTER_BUFFER is not supported with version lower than ES31.
TEST_P(AtomicCounterBufferTest, AtomicCounterBufferBindings)
{
ASSERT_EQ(3, getClientMajorVersion());
GLBuffer atomicCounterBuffer;
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer);
if (getClientMinorVersion() < 1)
{
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
else
{
EXPECT_GL_NO_ERROR();
}
}
class AtomicCounterBufferTest31 : public AtomicCounterBufferTest
{};
// Linking should fail if counters in vertex shader exceed gl_MaxVertexAtomicCounters.
TEST_P(AtomicCounterBufferTest31, ExceedMaxVertexAtomicCounters)
{
constexpr char kVS[] =
"#version 310 es\n"
"layout(binding = 0) uniform atomic_uint foo[gl_MaxVertexAtomicCounters + 1];\n"
"void main()\n"
"{\n"
" atomicCounterIncrement(foo[0]);\n"
"}\n";
constexpr char kFS[] =
"#version 310 es\n"
"void main()\n"
"{\n"
"}\n";
GLuint program = CompileProgram(kVS, kFS);
EXPECT_EQ(0u, program);
}
// Test that Tessellation Control Shader Can Read/Write to atomic counter buffers
TEST_P(AtomicCounterBufferTest31, TessellationControlShaderMaxAtomicCounterTests)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_tessellation_shader"));
GLint maxTessellationControlAtomicCounters = 0;
glGetIntegerv(GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS, &maxTessellationControlAtomicCounters);
ANGLE_SKIP_TEST_IF(maxTessellationControlAtomicCounters <= 0);
// Cap the atomic counters to an arbitrary value 16 in case we do not have a limit for
// GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS on certain devices
GLint maxTessellationControlAtomicCountersCap = 16u;
maxTessellationControlAtomicCounters =
std::min(maxTessellationControlAtomicCounters, maxTessellationControlAtomicCountersCap);
const unsigned int tessellationControlPointsCount = 3;
// Vertex Shader Code
const char *kVS =
"#version 310 es\n"
"\n"
"in vec4 a_position;\n"
"flat out int vertex_id;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = a_position;\n"
"}\n";
// Tessellation Control Shader Code
// gl_InvocationID = 0: increment all elements in atomic counters acs[].
// gl_InvocationID = 1: increment acs[index] where index==0
// gl_InvocationID = 2: increment acs[index] where index==0,1
// We have tessellationControlPointsCount=3 vertices output from the Tessellation Control
// Shader Stage, meaning we have three tessellation shader code running in parallel, each with a
// unique gl_InvocationID.
std::stringstream tcs_code_sstream;
tcs_code_sstream
<< "#version 310 es\n"
"#extension GL_EXT_tessellation_shader : require\n"
"layout(vertices ="
<< tessellationControlPointsCount
<< ") out;\n"
"uniform int nLoopIterations;\n"
"layout(binding = 0) uniform atomic_uint acs["
<< maxTessellationControlAtomicCounters
<< "];\n"
"void main()\n"
"{\n"
"for (int counter_id = 1;\n"
"counter_id <= nLoopIterations;\n"
"++counter_id)\n"
"{\n"
"if ((gl_InvocationID % counter_id) == 0)\n"
"{\n"
" atomicCounterIncrement(acs[counter_id - 1]);\n"
"}\n"
"}\n"
"\n"
" gl_out [gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n"
" gl_TessLevelInner[0] = 1.0;\n"
" gl_TessLevelOuter[0] = 1.0;\n"
" gl_TessLevelOuter[1] = 1.0;\n"
" gl_TessLevelOuter[2] = 1.0;\n"
"}\n";
std::string tcs_code = tcs_code_sstream.str();
const char *kTC = tcs_code.c_str();
// Tessellation Evaluation Shader Code
constexpr char kTES[] =
"#version 310 es\n"
"#extension GL_EXT_tessellation_shader : require\n"
"layout (triangles) in;\n"
"void main()\n"
"{\n"
" gl_Position = gl_TessCoord[0] * gl_in[0].gl_Position +"
" gl_TessCoord[1] * gl_in[1].gl_Position +"
" gl_TessCoord[2] * gl_in[2].gl_Position;\n"
"}\n";
// Fragment Shader Code
const char *kFS =
"#version 310 es\n"
"\n"
"precision highp float;\n"
"\n"
"out vec4 result;\n"
"\n"
"void main()\n"
"{\n"
" result = vec4(1.0);\n"
"}\n";
GLuint program = CompileProgramWithTESS(kVS, kTC, kTES, kFS);
EXPECT_NE(0u, program);
glUseProgram(program);
// Create and Bind Atomic Counter Buffer Object
GLuint atomicBufferID;
glGenBuffers(1, &atomicBufferID);
GLuint *atomicBufferData = new GLuint[maxTessellationControlAtomicCounters];
memset(atomicBufferData, 0, sizeof(GLuint) * maxTessellationControlAtomicCounters);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicBufferID);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint) * maxTessellationControlAtomicCounters,
NULL, GL_DYNAMIC_COPY);
glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0,
sizeof(GLuint) * maxTessellationControlAtomicCounters, atomicBufferData);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicBufferID);
// Bind nLoopIterationsUniformLocation uniform
GLint nLoopIterationsUniformLocation = -1;
nLoopIterationsUniformLocation = glGetUniformLocation(program, "nLoopIterations");
EXPECT_NE(-1, nLoopIterationsUniformLocation);
glUniform1i(nLoopIterationsUniformLocation, maxTessellationControlAtomicCounters);
// Issue a Drawcall
std::array<Vector3, 3> triangleVertices = {
Vector3(-1.0f, 1.0f, 0.5f), Vector3(-1.0f, -1.0f, 0.5f), Vector3(1.0f, -1.0f, 0.5f)};
GLint positionLocation = glGetAttribLocation(program, "a_position");
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, triangleVertices.data());
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_PATCHES, 0, 3);
ASSERT_GL_NO_ERROR();
// Check the value of atomic counter buffer
GLuint *atomicBufferResult = (GLuint *)glMapBufferRange(
GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint) * maxTessellationControlAtomicCounters,
GL_MAP_READ_BIT);
for (GLint n_ac = 1; n_ac <= maxTessellationControlAtomicCounters; ++n_ac)
{
unsigned int expected_value = 0;
for (unsigned int n_draw_call_vertex = 0;
n_draw_call_vertex < tessellationControlPointsCount; ++n_draw_call_vertex)
{
if ((n_draw_call_vertex % n_ac) == 0)
{
expected_value++;
}
}
EXPECT_EQ(atomicBufferResult[n_ac - 1], expected_value);
}
glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
glDisableVertexAttribArray(positionLocation);
glDeleteBuffers(1, &atomicBufferID);
glDeleteProgram(program);
}
// Test that Tessellation Evaluation Shader Can Read/Write to atomic counter buffers
TEST_P(AtomicCounterBufferTest31, TessellationEvaluationShaderMaxAtomicCounterTests)
{
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_tessellation_shader"));
GLint maxTessellationEvaluationAtomicCounters = 0;
glGetIntegerv(GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS, &maxTessellationEvaluationAtomicCounters);
ANGLE_SKIP_TEST_IF(maxTessellationEvaluationAtomicCounters <= 0);
// Cap the atomic counters to an arbitrary value 16 in case we do not have a limit for
// GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS on certain devices
GLint maxTessellationEvaluationAtomicCountersCap = 16u;
maxTessellationEvaluationAtomicCounters = std::min(maxTessellationEvaluationAtomicCounters,
maxTessellationEvaluationAtomicCountersCap);
const unsigned int tessellationControlPointsCount = 3;
// Vertex Shader Code
const char *kVS =
"#version 310 es\n"
"\n"
"in vec4 a_position;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = a_position;\n"
"}\n";
// Tessellation Control Shader Code
std::stringstream tcs_code_sstream;
tcs_code_sstream
<< "#version 310 es\n"
"#extension GL_EXT_tessellation_shader : require\n"
"layout(vertices = "
<< tessellationControlPointsCount
<< ") out;\n"
"void main()\n"
"{\n"
" gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n"
" gl_TessLevelInner[0] = 1.0;\n"
" gl_TessLevelOuter[0] = 1.0;\n"
" gl_TessLevelOuter[1] = 1.0;\n"
" gl_TessLevelOuter[2] = 1.0;\n"
"}\n";
std::string tcs_code = tcs_code_sstream.str();
const char *kTC = tcs_code.c_str();
// Tessellation Evaluation Shader Code
// The gl_TessLevelInner and gl_TessLevelOuter values in tessellation control shader (tcs) code
// are set to 1, meaning we do not subdivide the patch and create more vertices. The number of
// tessellation evaluation shader (tes) invocations is the same as number of vertex output from
// tcs (e.g. tessellationControlPointsCount).
// Increment all elements in atomic counters acs[] in every tes invocation.
// Final value in atomic counters acs[] should be the same as the number of
// tes invocations (e.g. tessellationControlPointsCount).
std::stringstream tes_code_sstream;
tes_code_sstream << "#version 310 es\n"
"#extension GL_EXT_tessellation_shader : require\n"
"layout (triangles) in;\n"
"uniform int nLoopIterations;\n"
"layout(binding = 0) uniform atomic_uint acs["
<< maxTessellationEvaluationAtomicCounters
<< "];\n"
"void main()\n"
"{\n"
"for (int counter_id = 0;\n"
"counter_id < nLoopIterations;\n"
"++counter_id)\n"
"{\n"
" atomicCounterIncrement(acs[counter_id]);\n"
"}\n"
"\n"
" gl_Position = gl_TessCoord[0] * gl_in[0].gl_Position +"
" gl_TessCoord[1] * gl_in[1].gl_Position +"
" gl_TessCoord[2] * gl_in[2].gl_Position;\n"
"}\n";
std::string tes_code = tes_code_sstream.str();
const char *kTES = tes_code.c_str();
// Fragment Shader Code
const char *kFS =
"#version 310 es\n"
"\n"
"precision highp float;\n"
"\n"
"out vec4 result;\n"
"\n"
"void main()\n"
"{\n"
" result = vec4(1.0);\n"
"}\n";
GLuint program = CompileProgramWithTESS(kVS, kTC, kTES, kFS);
EXPECT_NE(0u, program);
glUseProgram(program);
// Create and Bind Atomic Counter Buffer Object
GLuint atomicBufferID;
glGenBuffers(1, &atomicBufferID);
GLuint *atomicBufferData = new GLuint[maxTessellationEvaluationAtomicCounters];
memset(atomicBufferData, 0, sizeof(GLuint) * maxTessellationEvaluationAtomicCounters);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicBufferID);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint) * maxTessellationEvaluationAtomicCounters,
NULL, GL_DYNAMIC_COPY);
glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0,
sizeof(GLuint) * maxTessellationEvaluationAtomicCounters, atomicBufferData);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicBufferID);
// Bind nLoopIterationsUniformLocation uniform
GLint nLoopIterationsUniformLocation = -1;
nLoopIterationsUniformLocation = glGetUniformLocation(program, "nLoopIterations");
EXPECT_NE(-1, nLoopIterationsUniformLocation);
glUniform1i(nLoopIterationsUniformLocation, maxTessellationEvaluationAtomicCounters);
// Issue Drawcall
std::array<Vector3, 3> triangleVertices = {
Vector3(-1.0f, 1.0f, 0.5f), Vector3(-1.0f, -1.0f, 0.5f), Vector3(1.0f, -1.0f, 0.5f)};
GLint positionLocation = glGetAttribLocation(program, "a_position");
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, triangleVertices.data());
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_PATCHES, 0, 3);
ASSERT_GL_NO_ERROR();
// Check the value of atomic counter buffer
GLuint *atomicBufferResult = (GLuint *)glMapBufferRange(
GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint) * maxTessellationEvaluationAtomicCounters,
GL_MAP_READ_BIT);
unsigned int expected_value = tessellationControlPointsCount;
for (GLint n_ac = 0; n_ac < maxTessellationEvaluationAtomicCounters; ++n_ac)
{
EXPECT_EQ(atomicBufferResult[n_ac], expected_value);
}
glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
glDisableVertexAttribArray(positionLocation);
glDeleteBuffers(1, &atomicBufferID);
glDeleteProgram(program);
}
// Counters matching across shader stages should fail if offsets aren't all specified.
// GLSL ES Spec 3.10.4, section 9.2.1.
TEST_P(AtomicCounterBufferTest31, OffsetNotAllSpecified)
{
constexpr char kVS[] =
"#version 310 es\n"
"layout(binding = 0, offset = 4) uniform atomic_uint foo;\n"
"void main()\n"
"{\n"
" atomicCounterIncrement(foo);\n"
"}\n";
constexpr char kFS[] =
"#version 310 es\n"
"layout(binding = 0) uniform atomic_uint foo;\n"
"void main()\n"
"{\n"
"}\n";
GLuint program = CompileProgram(kVS, kFS);
EXPECT_EQ(0u, program);
}
// Counters matching across shader stages should fail if offsets aren't all specified with same
// value.
TEST_P(AtomicCounterBufferTest31, OffsetNotAllSpecifiedWithSameValue)
{
constexpr char kVS[] =
"#version 310 es\n"
"layout(binding = 0, offset = 4) uniform atomic_uint foo;\n"
"void main()\n"
"{\n"
" atomicCounterIncrement(foo);\n"
"}\n";
constexpr char kFS[] =
"#version 310 es\n"
"layout(binding = 0, offset = 8) uniform atomic_uint foo;\n"
"void main()\n"
"{\n"
"}\n";
GLuint program = CompileProgram(kVS, kFS);
EXPECT_EQ(0u, program);
}
// Tests atomic counter reads using compute shaders. Used as a confidence check for the translator.
TEST_P(AtomicCounterBufferTest31, AtomicCounterReadCompute)
{
// Skipping due to a bug on the Adreno OpenGLES Android driver.
// http://anglebug.com/42261624
ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
constexpr char kComputeShaderSource[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
void atomicCounterInFunction(in atomic_uint counter[3]);
layout(binding = 0, offset = 8) uniform atomic_uint ac[3];
void atomicCounterInFunction(in atomic_uint counter[3])
{
atomicCounter(counter[0]);
}
void main()
{
atomicCounterInFunction(ac);
atomicCounter(ac[gl_LocalInvocationIndex + 1u]);
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShaderSource);
EXPECT_GL_NO_ERROR();
}
// Test atomic counter read.
TEST_P(AtomicCounterBufferTest31, AtomicCounterRead)
{
// Skipping test while we work on enabling atomic counter buffer support in th D3D renderer.
// http://anglebug.com/42260658
ANGLE_SKIP_TEST_IF(IsD3D11());
constexpr char kFS[] =
"#version 310 es\n"
"precision highp float;\n"
"layout(binding = 0, offset = 4) uniform atomic_uint ac;\n"
"out highp vec4 my_color;\n"
"void main()\n"
"{\n"
" my_color = vec4(0.0);\n"
" uint a1 = atomicCounter(ac);\n"
" if (a1 == 3u) my_color = vec4(1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glUseProgram(program);
// The initial value of counter 'ac' is 3u.
unsigned int bufferData[3] = {11u, 3u, 1u};
GLBuffer atomicCounterBuffer;
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(bufferData), bufferData, GL_STATIC_DRAW);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer);
drawQuad(program, essl31_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Test a bug in vulkan back-end where recreating the atomic counter storage should trigger state
// update in the context
TEST_P(AtomicCounterBufferTest31, DependentAtomicCounterBufferChange)
{
// Skipping test while we work on enabling atomic counter buffer support in th D3D renderer.
// http://anglebug.com/42260658
ANGLE_SKIP_TEST_IF(IsD3D11());
constexpr char kFS[] =
"#version 310 es\n"
"precision highp float;\n"
"layout(binding = 0, offset = 4) uniform atomic_uint ac;\n"
"out highp vec4 my_color;\n"
"void main()\n"
"{\n"
" my_color = vec4(0.0);\n"
" uint a1 = atomicCounter(ac);\n"
" if (a1 == 3u) my_color = vec4(1.0);\n"
" if (a1 == 19u) my_color = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glUseProgram(program);
// The initial value of counter 'ac' is 3u.
unsigned int bufferDataLeft[3] = {11u, 3u, 1u};
GLBuffer atomicCounterBuffer;
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(bufferDataLeft), bufferDataLeft, GL_STATIC_DRAW);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer);
// Draw left quad
glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
drawQuad(program, essl31_shaders::PositionAttrib(), 0.0f);
// Draw right quad
unsigned int bufferDataRight[3] = {11u, 19u, 1u};
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(bufferDataRight), bufferDataRight,
GL_STATIC_DRAW);
glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight());
drawQuad(program, essl31_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::red);
}
// Updating atomic counter buffer's offsets was optimized based on a count of valid bindings.
// This test will fail if there are bugs in how we count valid bindings.
TEST_P(AtomicCounterBufferTest31, AtomicCounterBufferRangeRead)
{
// Skipping due to a bug on the Qualcomm driver.
// http://anglebug.com/42262383
ANGLE_SKIP_TEST_IF(IsNexus5X() && IsOpenGLES());
// Skipping test while we work on enabling atomic counter buffer support in th D3D renderer.
// http://anglebug.com/42260658
ANGLE_SKIP_TEST_IF(IsD3D11());
constexpr char kFS[] =
"#version 310 es\n"
"precision highp float;\n"
"layout(binding = 0, offset = 4) uniform atomic_uint ac;\n"
"out highp vec4 my_color;\n"
"void main()\n"
"{\n"
" my_color = vec4(0.0);\n"
" uint a1 = atomicCounter(ac);\n"
" if (a1 == 3u) my_color = vec4(1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glUseProgram(program);
// The initial value of counter 'ac' is 3u.
unsigned int bufferData[] = {0u, 0u, 0u, 0u, 0u, 11u, 3u, 1u};
constexpr GLintptr kOffset = 20;
GLint maxAtomicCounterBuffers = 0;
GLBuffer atomicCounterBuffer;
glGetIntegerv(GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS, &maxAtomicCounterBuffers);
// Repeatedly bind the same buffer (GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS + 1) times
// A bug in counting valid atomic counter buffers will cause a crash when we
// exceed GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS
for (int32_t i = 0; i < maxAtomicCounterBuffers + 1; i++)
{
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(bufferData), bufferData, GL_STATIC_DRAW);
glBindBufferRange(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer, kOffset,
sizeof(bufferData) - kOffset);
}
drawQuad(program, essl31_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Updating atomic counter buffer's offsets was optimized based on a count of valid bindings.
// Repeatedly bind/unbind buffers across available binding points. The test will fail if
// there are bugs in how we count valid bindings.
TEST_P(AtomicCounterBufferTest31, AtomicCounterBufferRepeatedBindUnbind)
{
// Skipping test while we work on enabling atomic counter buffer support in th D3D renderer.
// http://anglebug.com/42260658
ANGLE_SKIP_TEST_IF(IsD3D11());
constexpr char kFS[] =
"#version 310 es\n"
"precision highp float;\n"
"layout(binding = 0, offset = 4) uniform atomic_uint ac;\n"
"out highp vec4 my_color;\n"
"void main()\n"
"{\n"
" my_color = vec4(0.0);\n"
" uint a1 = atomicCounter(ac);\n"
" if (a1 == 3u) my_color = vec4(1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glUseProgram(program);
constexpr int32_t kBufferCount = 16;
// The initial value of counter 'ac' is 3u.
unsigned int bufferData[3] = {11u, 3u, 1u};
GLBuffer atomicCounterBuffer[kBufferCount];
// Populate atomicCounterBuffer[0] with valid data and the rest with nullptr
for (int32_t bufferIndex = 0; bufferIndex < kBufferCount; bufferIndex++)
{
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer[bufferIndex]);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(bufferData),
(bufferIndex == 0) ? bufferData : nullptr, GL_STATIC_DRAW);
}
GLint maxAtomicCounterBuffers = 0;
glGetIntegerv(GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS, &maxAtomicCounterBuffers);
// Cycle through multiple buffers
for (int32_t i = 0; i < kBufferCount; i++)
{
constexpr int32_t kBufferIndices[kBufferCount] = {7, 12, 15, 5, 13, 14, 1, 2,
0, 6, 4, 9, 8, 11, 3, 10};
int32_t bufferIndex = kBufferIndices[i];
// Randomly bind/unbind buffers to/from different binding points,
// capped by GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS
for (int32_t bufferCount = 0; bufferCount < maxAtomicCounterBuffers; bufferCount++)
{
constexpr uint32_t kBindingSlotsSize = kBufferCount;
constexpr uint32_t kBindingSlots[kBindingSlotsSize] = {1, 3, 4, 14, 15, 9, 0, 6,
12, 11, 8, 5, 10, 2, 7, 13};
uint32_t bindingSlotIndex = bufferCount % kBindingSlotsSize;
uint32_t bindingSlot = kBindingSlots[bindingSlotIndex];
uint32_t bindingPoint = bindingSlot % maxAtomicCounterBuffers;
bool even = (bufferCount % 2 == 0);
int32_t bufferId = (even) ? 0 : atomicCounterBuffer[bufferIndex];
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, bindingPoint, bufferId);
}
}
// Bind atomicCounterBuffer[0] to slot 0 and verify result
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer[0]);
drawQuad(program, essl31_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Test atomic counter increment and decrement.
TEST_P(AtomicCounterBufferTest31, AtomicCounterIncrementAndDecrement)
{
constexpr char kCS[] =
"#version 310 es\n"
"layout(local_size_x=1, local_size_y=1, local_size_z=1) in;\n"
"layout(binding = 0, offset = 4) uniform atomic_uint ac[2];\n"
"void main()\n"
"{\n"
" atomicCounterIncrement(ac[0]);\n"
" atomicCounterDecrement(ac[1]);\n"
"}\n";
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
glUseProgram(program);
// The initial value of 'ac[0]' is 3u, 'ac[1]' is 1u.
unsigned int bufferData[3] = {11u, 3u, 1u};
GLBuffer atomicCounterBuffer;
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(bufferData), bufferData, GL_STATIC_DRAW);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer);
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
void *mappedBuffer =
glMapBufferRange(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint) * 3, GL_MAP_READ_BIT);
memcpy(bufferData, mappedBuffer, sizeof(bufferData));
glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
EXPECT_EQ(11u, bufferData[0]);
EXPECT_EQ(4u, bufferData[1]);
EXPECT_EQ(0u, bufferData[2]);
}
// Tests multiple atomic counter buffers.
TEST_P(AtomicCounterBufferTest31, AtomicCounterMultipleBuffers)
{
GLint maxAtomicCounterBuffers = 0;
glGetIntegerv(GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS, &maxAtomicCounterBuffers);
constexpr unsigned int kBufferCount = 3;
// ES 3.1 table 20.45 only guarantees 1 atomic counter buffer
ANGLE_SKIP_TEST_IF(maxAtomicCounterBuffers < static_cast<int>(kBufferCount));
constexpr char kComputeShaderSource[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(binding = 0) uniform atomic_uint ac1;
layout(binding = 1) uniform atomic_uint ac2;
layout(binding = 2) uniform atomic_uint ac3;
void main()
{
atomicCounterIncrement(ac1);
atomicCounterIncrement(ac2);
atomicCounterIncrement(ac3);
})";
ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShaderSource);
glUseProgram(program);
GLBuffer atomicCounterBuffers[kBufferCount];
for (unsigned int ii = 0; ii < kBufferCount; ++ii)
{
GLuint initialData[1] = {ii};
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffers[ii]);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(initialData), initialData, GL_STATIC_DRAW);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, ii, atomicCounterBuffers[ii]);
}
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
for (unsigned int ii = 0; ii < kBufferCount; ++ii)
{
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffers[ii]);
GLuint *mappedBuffer = static_cast<GLuint *>(
glMapBufferRange(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint), GL_MAP_READ_BIT));
EXPECT_EQ(ii + 1, mappedBuffer[0]);
glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
}
}
// Test atomic counter array of array.
TEST_P(AtomicCounterBufferTest31, AtomicCounterArrayOfArray)
{
// Fails on D3D. Some counters are double-incremented while some are untouched, hinting at a
// bug in index translation. http://anglebug.com/42262427
ANGLE_SKIP_TEST_IF(IsD3D11());
// Nvidia's OpenGL driver fails to compile the shader. http://anglebug.com/42262434
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsNVIDIA());
// Intel's Windows OpenGL driver crashes in this test. http://anglebug.com/42262434
ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(binding = 0) uniform atomic_uint ac[7][5][3];
void f0(in atomic_uint ac)
{
atomicCounterIncrement(ac);
}
void f1(in atomic_uint ac[3])
{
atomicCounterIncrement(ac[0]);
f0(ac[1]);
int index = 2;
f0(ac[index]);
}
void f2(in atomic_uint ac[5][3])
{
// Increment all in ac[0], ac[1] and ac[2]
for (int i = 0; i < 3; ++i)
{
for (int j = 0; j < 2; ++j)
{
f0(ac[i][j]);
}
f0(ac[i][2]);
}
// Increment all in ac[3]
f1(ac[3]);
// Increment all in ac[4]
for (int i = 0; i < 2; ++i)
{
atomicCounterIncrement(ac[4][i]);
}
f0(ac[4][2]);
}
void f3(in atomic_uint ac[7][5][3])
{
// Increment all in ac[0], ac[1], ac[2] and ac[3]
f2(ac[0]);
for (int i = 1; i < 4; ++i)
{
f2(ac[i]);
}
// Increment all in ac[5][0], ac[5][1], ac[5][2] and ac[5][3]
for (int i = 0; i < 4; ++i)
{
f1(ac[5][i]);
}
// Increment all in ac[5][4][0], ac[5][4][1] and ac[5][4][2]
f0(ac[5][4][0]);
for (int i = 1; i < 3; ++i)
{
f0(ac[5][4][i]);
}
// Increment all in ac[6]
for (int i = 0; i < 5; ++i)
{
for (int j = 0; j < 2; ++j)
{
atomicCounterIncrement(ac[6][i][j]);
}
atomicCounterIncrement(ac[6][i][2]);
}
}
void main()
{
// Increment all in ac except ac[4]
f3(ac);
// Increment all in ac[4]
f2(ac[4]);
})";
constexpr uint32_t kAtomicCounterRows = 7;
constexpr uint32_t kAtomicCounterCols = 5;
constexpr uint32_t kAtomicCounterDepth = 3;
constexpr uint32_t kAtomicCounterCount =
kAtomicCounterRows * kAtomicCounterCols * kAtomicCounterDepth;
GLint maxAtomicCounters = 0;
glGetIntegerv(GL_MAX_COMPUTE_ATOMIC_COUNTERS, &maxAtomicCounters);
EXPECT_GL_NO_ERROR();
// Required minimum is 8 by the spec
EXPECT_GE(maxAtomicCounters, 8);
ANGLE_SKIP_TEST_IF(static_cast<uint32_t>(maxAtomicCounters) < kAtomicCounterCount);
ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
glUseProgram(program);
// The initial value of atomic counters is 0, 1, 2, ...
unsigned int bufferData[kAtomicCounterCount] = {};
for (uint32_t index = 0; index < kAtomicCounterCount; ++index)
{
bufferData[index] = index;
}
GLBuffer atomicCounterBuffer;
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(bufferData), bufferData, GL_STATIC_DRAW);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer);
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
unsigned int result[kAtomicCounterCount] = {};
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
void *mappedBuffer =
glMapBufferRange(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(bufferData), GL_MAP_READ_BIT);
memcpy(result, mappedBuffer, sizeof(bufferData));
glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
for (uint32_t index = 0; index < kAtomicCounterCount; ++index)
{
EXPECT_EQ(result[index], bufferData[index] + 1) << "index " << index;
}
}
// Test inactive atomic counter
TEST_P(AtomicCounterBufferTest31, AtomicCounterInactive)
{
constexpr char kFS[] =
"#version 310 es\n"
"precision highp float;\n"
// This inactive atomic counter should be removed by RemoveInactiveInterfaceVariables
"layout(binding = 0) uniform atomic_uint inactive;\n"
"out highp vec4 my_color;\n"
"void main()\n"
"{\n"
" my_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glUseProgram(program);
drawQuad(program, essl31_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test inactive memoryBarrierAtomicCounter
TEST_P(AtomicCounterBufferTest31, AtomicCounterMemoryBarrier)
{
constexpr char kFS[] =
"#version 310 es\n"
"precision highp float;\n"
// This inactive atomic counter should be removed by RemoveInactiveInterfaceVariables
"layout(binding = 0) uniform atomic_uint inactive;\n"
"out highp vec4 my_color;\n"
"void main()\n"
"{\n"
" my_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
// This barrier should be removed by RemoveAtomicCounterBuiltins because
// there are no active atomic counters
" memoryBarrierAtomicCounter();\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glUseProgram(program);
drawQuad(program, essl31_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(AtomicCounterBufferTest);
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(AtomicCounterBufferTest31);
ANGLE_INSTANTIATE_TEST_ES3_AND_ES31(AtomicCounterBufferTest);
ANGLE_INSTANTIATE_TEST_ES31(AtomicCounterBufferTest31);
} // namespace