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

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  • Author : Olli Etuaho
    Date : 2017-02-13 16:00:12
    Hash : 4336489f
    Message : Parse binding layout qualifier for opaque types This patch adds binding layout qualifier support for opaque types. Binding layout qualifier on blocks is not yet supported. This includes support for GLSL output and some minor simplification of related functionality in ParseContext. TEST=angle_unittests, dEQP-GLES31.functional.layout_binding.* BUG=angleproject:1442 Change-Id: I53fb505b5a539bccee70613f3969fba81965ae84 Reviewed-on: https://chromium-review.googlesource.com/441586 Reviewed-by: Jamie Madill <jmadill@chromium.org> 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 "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,
                               int binding)
    {
        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);
        ASSERT_EQ(binding, myImageType.getLayoutQualifier().binding);
    }
    
    }  // 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, binding = 1) 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, 1);
    }
    
    // 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, binding = 3) 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, 3);
    }
    
    // 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, -1);
        CheckImageDeclaration(mASTRoot, "image2", EbtImage2D, EiifRGBA32F, false, true, true, false,
                              true, -1);
        CheckImageDeclaration(mASTRoot, "image3", EbtImage2D, EiifRGBA32F, true, true, true, true, true,
                              -1);
    }