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kc3-lang/angle/src/tests/gl_tests/ShaderStorageBufferTest.cpp

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  • Author : Jamie Madill
    Date : 2017-09-20 21:08:14
    Hash : a5dc625c
    Message : Suppress two failing angle_end2end_tests. "Add test for GL_KHR_robust_buffer_access_behavior" introduced a failure in Windows 10 NVIDIA OpenGL configs. "ES31: Enable shader storage buffer support for OpenGL backend" introduced a failure on Linux Intel HD 630 configs. BUG=angleproject:1463 BUG=angleproject:1951 Change-Id: I791bc729893b7f31093ab1678dc8d01edfbd0a5a Reviewed-on: https://chromium-review.googlesource.com/676473 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/ShaderStorageBufferTest.cpp
  • //
    // 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.
    //
    // ShaderStorageBufferTest:
    //   Various tests related for shader storage buffers.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    class ShaderStorageBufferTest31 : public ANGLETest
    {
      protected:
        ShaderStorageBufferTest31()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    // Matched block names within a shader interface must match in terms of having the same number of
    // declarations with the same sequence of types.
    TEST_P(ShaderStorageBufferTest31, MatchedBlockNameWithDifferentMemberType)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "buffer blockName {\n"
            "    float data;\n"
            "};\n"
            "void main()\n"
            "{\n"
            "}\n";
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "buffer blockName {\n"
            "    uint data;\n"
            "};\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    // Linking should fail if blocks in vertex shader exceed GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS.
    TEST_P(ShaderStorageBufferTest31, ExceedMaxVertexShaderStorageBlocks)
    {
        std::ostringstream instanceCount;
        GLint maxVertexShaderStorageBlocks;
        glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &maxVertexShaderStorageBlocks);
        instanceCount << maxVertexShaderStorageBlocks;
    
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "layout(shared) buffer blockName {\n"
            "    uint data;\n"
            "} instance[" +
            instanceCount.str() +
            " + 1];\n"
            "void main()\n"
            "{\n"
            "}\n";
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    // Test shader storage buffer read write.
    TEST_P(ShaderStorageBufferTest31, ShaderStorageBufferReadWrite)
    {
        // TODO(jiajia.qin@intel.com): Figure out why it fails on AMD platform.
        ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
        ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsOpenGL());
    
        const std::string &csSource =
            "#version 310 es\n"
            "layout(local_size_x=1, local_size_y=1, local_size_z=1) in;\n"
            "layout(binding = 1) buffer blockName {\n"
            "    uint data[2];\n"
            "} instanceName;\n"
            "void main()\n"
            "{\n"
            "    instanceName.data[0] = 3u;\n"
            "    if (instanceName.data[0] == 3u)\n"
            "        instanceName.data[1] = 4u;\n"
            "    else\n"
            "        instanceName.data[1] = 5u;\n"
            "}\n";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
    
        glUseProgram(program.get());
    
        unsigned int bufferData[2] = {0u};
        // Create shader storage buffer
        GLBuffer shaderStorageBuffer;
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer);
        glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(bufferData), nullptr, GL_STATIC_DRAW);
    
        // Bind shader storage buffer
        glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, shaderStorageBuffer);
    
        // Dispath compute
        glDispatchCompute(1, 1, 1);
    
        glFinish();
    
        // Read back shader storage buffer
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer);
        void *ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(bufferData), GL_MAP_READ_BIT);
        memcpy(bufferData, ptr, sizeof(bufferData));
        glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
        EXPECT_EQ(3u, bufferData[0]);
        EXPECT_EQ(4u, bufferData[1]);
    
        EXPECT_GL_NO_ERROR();
    }
    
    ANGLE_INSTANTIATE_TEST(ShaderStorageBufferTest31, ES31_OPENGL(), ES31_OPENGLES());
    
    }  // namespace