Hash :
beafe1a8
Author :
Date :
2018-03-29T18:23:50
Skip ComputeShaderTest.groupMemoryBarrierAndBarrierTest on NVIDIA D3D11 BUG=angleproject:2280 Change-Id: If2469e037b197b5e54f8fadce7a5094c5d3159a2 Reviewed-on: https://chromium-review.googlesource.com/987015 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
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//
// Copyright 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.
//
// ComputeShaderTest:
// Compute shader specific tests.
#include <vector>
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class ComputeShaderTest : public ANGLETest
{
protected:
ComputeShaderTest() {}
};
class ComputeShaderTestES3 : public ANGLETest
{
protected:
ComputeShaderTestES3() {}
};
// link a simple compute program. It should be successful.
TEST_P(ComputeShaderTest, LinkComputeProgram)
{
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1) in;
void main()
{\
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
EXPECT_GL_NO_ERROR();
}
// Link a simple compute program. Then detach the shader and dispatch compute.
// It should be successful.
TEST_P(ComputeShaderTest, DetachShaderAfterLinkSuccess)
{
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1) in;
void main()
{
})";
GLuint program = glCreateProgram();
GLuint cs = CompileShader(GL_COMPUTE_SHADER, csSource);
EXPECT_NE(0u, cs);
glAttachShader(program, cs);
glDeleteShader(cs);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_TRUE(linkStatus);
glDetachShader(program, cs);
EXPECT_GL_NO_ERROR();
glUseProgram(program);
glDispatchCompute(8, 4, 2);
EXPECT_GL_NO_ERROR();
}
// link a simple compute program. There is no local size and linking should fail.
TEST_P(ComputeShaderTest, LinkComputeProgramNoLocalSizeLinkError)
{
const std::string csSource =
R"(#version 310 es
void main()
{
})";
GLuint program = CompileComputeProgram(csSource, false);
EXPECT_EQ(0u, program);
glDeleteProgram(program);
EXPECT_GL_NO_ERROR();
}
// link a simple compute program.
// make sure that uniforms and uniform samplers get recorded
TEST_P(ComputeShaderTest, LinkComputeProgramWithUniforms)
{
const std::string csSource =
R"(#version 310 es
precision mediump sampler2D;
layout(local_size_x=1) in;
uniform int myUniformInt;
uniform sampler2D myUniformSampler;
layout(rgba32i) uniform highp writeonly iimage2D imageOut;
void main()
{
int q = myUniformInt;
vec4 v = textureLod(myUniformSampler, vec2(0.0), 0.0);
imageStore(imageOut, ivec2(0), ivec4(v) * q);
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
GLint uniformLoc = glGetUniformLocation(program.get(), "myUniformInt");
EXPECT_NE(-1, uniformLoc);
uniformLoc = glGetUniformLocation(program.get(), "myUniformSampler");
EXPECT_NE(-1, uniformLoc);
EXPECT_GL_NO_ERROR();
}
// Attach both compute and non-compute shaders. A link time error should occur.
// OpenGL ES 3.10, 7.3 Program Objects
TEST_P(ComputeShaderTest, AttachMultipleShaders)
{
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1) in;
void main()
{
})";
const std::string vsSource =
R"(#version 310 es
void main()
{
})";
const std::string fsSource =
R"(#version 310 es
void main()
{
})";
GLuint program = glCreateProgram();
GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
GLuint cs = CompileShader(GL_COMPUTE_SHADER, csSource);
EXPECT_NE(0u, vs);
EXPECT_NE(0u, fs);
EXPECT_NE(0u, cs);
glAttachShader(program, vs);
glDeleteShader(vs);
glAttachShader(program, fs);
glDeleteShader(fs);
glAttachShader(program, cs);
glDeleteShader(cs);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_FALSE(linkStatus);
EXPECT_GL_NO_ERROR();
}
// Attach a vertex, fragment and compute shader.
// Query for the number of attached shaders and check the count.
TEST_P(ComputeShaderTest, AttachmentCount)
{
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1) in;
void main()
{
})";
const std::string vsSource =
R"(#version 310 es
void main()
{
})";
const std::string fsSource =
R"(#version 310 es
void main()
{
})";
GLuint program = glCreateProgram();
GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
GLuint cs = CompileShader(GL_COMPUTE_SHADER, csSource);
EXPECT_NE(0u, vs);
EXPECT_NE(0u, fs);
EXPECT_NE(0u, cs);
glAttachShader(program, vs);
glDeleteShader(vs);
glAttachShader(program, fs);
glDeleteShader(fs);
glAttachShader(program, cs);
glDeleteShader(cs);
GLint numAttachedShaders;
glGetProgramiv(program, GL_ATTACHED_SHADERS, &numAttachedShaders);
EXPECT_EQ(3, numAttachedShaders);
glDeleteProgram(program);
EXPECT_GL_NO_ERROR();
}
// Attach a compute shader and link, but start rendering.
TEST_P(ComputeShaderTest, StartRenderingWithComputeProgram)
{
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1) in;
void main()
{
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
EXPECT_GL_NO_ERROR();
glUseProgram(program);
glDrawArrays(GL_POINTS, 0, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Attach a vertex and fragment shader and link, but dispatch compute.
TEST_P(ComputeShaderTest, DispatchComputeWithRenderingProgram)
{
const std::string vsSource =
R"(#version 310 es
void main()
{
})";
const std::string fsSource =
R"(#version 310 es
void main()
{
})";
GLuint program = glCreateProgram();
GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
EXPECT_NE(0u, vs);
EXPECT_NE(0u, fs);
glAttachShader(program, vs);
glDeleteShader(vs);
glAttachShader(program, fs);
glDeleteShader(fs);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_GL_TRUE(linkStatus);
EXPECT_GL_NO_ERROR();
glUseProgram(program);
glDispatchCompute(8, 4, 2);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// Access all compute shader special variables.
TEST_P(ComputeShaderTest, AccessAllSpecialVariables)
{
const std::string csSource =
R"(#version 310 es
layout(local_size_x=4, local_size_y=3, local_size_z=2) in;
layout(rgba32ui) uniform highp writeonly uimage2D imageOut;
void main()
{
uvec3 temp1 = gl_NumWorkGroups;
uvec3 temp2 = gl_WorkGroupSize;
uvec3 temp3 = gl_WorkGroupID;
uvec3 temp4 = gl_LocalInvocationID;
uvec3 temp5 = gl_GlobalInvocationID;
uint temp6 = gl_LocalInvocationIndex;
imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), uvec4(temp1 + temp2 + temp3 + temp4 + temp5, temp6));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
}
// Access part compute shader special variables.
TEST_P(ComputeShaderTest, AccessPartSpecialVariables)
{
const std::string csSource =
R"(#version 310 es
layout(local_size_x=4, local_size_y=3, local_size_z=2) in;
layout(rgba32ui) uniform highp writeonly uimage2D imageOut;
void main()
{
uvec3 temp1 = gl_WorkGroupSize;
uvec3 temp2 = gl_WorkGroupID;
uint temp3 = gl_LocalInvocationIndex;
imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), uvec4(temp1 + temp2, temp3));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
}
// Use glDispatchCompute to define work group count.
TEST_P(ComputeShaderTest, DispatchCompute)
{
const std::string csSource =
R"(#version 310 es
layout(local_size_x=4, local_size_y=3, local_size_z=2) in;
layout(rgba32ui) uniform highp writeonly uimage2D imageOut;
void main()
{
uvec3 temp = gl_NumWorkGroups;
imageStore(imageOut, ivec2(0), uvec4(temp, 0u));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
glDispatchCompute(8, 4, 2);
EXPECT_GL_NO_ERROR();
}
// Use image uniform to write texture in compute shader, and verify the content is expected.
TEST_P(ComputeShaderTest, BindImageTexture)
{
GLTexture mTexture[2];
GLFramebuffer mFramebuffer;
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(r32ui, binding = 0) writeonly uniform highp uimage2D uImage[2];
void main()
{
imageStore(uImage[0], ivec2(gl_LocalInvocationIndex, gl_WorkGroupID.x), uvec4(100, 0,
0, 0));
imageStore(uImage[1], ivec2(gl_LocalInvocationIndex, gl_WorkGroupID.x), uvec4(100, 0,
0, 0));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
int width = 1, height = 1;
GLuint inputValues[] = {200};
glBindTexture(GL_TEXTURE_2D, mTexture[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width, height);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT,
inputValues);
EXPECT_GL_NO_ERROR();
glBindImageTexture(0, mTexture[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, mTexture[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width, height);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT,
inputValues);
EXPECT_GL_NO_ERROR();
glBindImageTexture(1, mTexture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
glUseProgram(0);
GLuint outputValues[2][1];
GLuint expectedValue = 100;
glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture[0],
0);
EXPECT_GL_NO_ERROR();
glReadPixels(0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues[0]);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture[1],
0);
EXPECT_GL_NO_ERROR();
glReadPixels(0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues[1]);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < width * height; i++)
{
EXPECT_EQ(expectedValue, outputValues[0][i]);
EXPECT_EQ(expectedValue, outputValues[1][i]);
}
}
// When declare a image array without a binding qualifier, all elements are bound to unit zero.
TEST_P(ComputeShaderTest, ImageArrayWithoutBindingQualifier)
{
ANGLE_SKIP_TEST_IF(IsD3D11());
// TODO(xinghua.cao@intel.com): On AMD desktop OpenGL, bind two image variables to unit 0,
// only one variable is valid.
ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
GLTexture mTexture;
GLFramebuffer mFramebuffer;
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(r32ui) writeonly uniform highp uimage2D uImage[2];
void main()
{
imageStore(uImage[0], ivec2(gl_LocalInvocationIndex, 0), uvec4(100, 0, 0, 0));
imageStore(uImage[1], ivec2(gl_LocalInvocationIndex, 1), uvec4(100, 0, 0, 0));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
constexpr int kTextureWidth = 1, kTextureHeight = 2;
GLuint inputValues[] = {200, 200};
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kTextureWidth, kTextureHeight);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTextureWidth, kTextureHeight, GL_RED_INTEGER,
GL_UNSIGNED_INT, inputValues);
EXPECT_GL_NO_ERROR();
glBindImageTexture(0, mTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
glUseProgram(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0);
GLuint outputValues[kTextureWidth * kTextureHeight];
glReadPixels(0, 0, kTextureWidth, kTextureHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
outputValues);
EXPECT_GL_NO_ERROR();
GLuint expectedValue = 100;
for (int i = 0; i < kTextureWidth * kTextureHeight; i++)
{
EXPECT_EQ(expectedValue, outputValues[i]);
}
}
// imageLoad functions
TEST_P(ComputeShaderTest, ImageLoad)
{
const std::string csSource =
R"(#version 310 es
layout(local_size_x=8) in;
layout(rgba8) uniform highp readonly image2D mImage2DInput;
layout(rgba16i) uniform highp readonly iimageCube mImageCubeInput;
layout(rgba32ui) uniform highp readonly uimage3D mImage3DInput;
layout(r32i) uniform highp writeonly iimage2D imageOut;
void main()
{
vec4 result2d = imageLoad(mImage2DInput, ivec2(gl_LocalInvocationID.xy));
ivec4 resultCube = imageLoad(mImageCubeInput, ivec3(gl_LocalInvocationID.xyz));
uvec4 result3d = imageLoad(mImage3DInput, ivec3(gl_LocalInvocationID.xyz));
imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), ivec4(result2d) + resultCube + ivec4(result3d));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
EXPECT_GL_NO_ERROR();
}
// imageStore functions
TEST_P(ComputeShaderTest, ImageStore)
{
const std::string csSource =
R"(#version 310 es
layout(local_size_x=8) in;
layout(rgba16f) uniform highp writeonly imageCube mImageCubeOutput;
layout(r32f) uniform highp writeonly image3D mImage3DOutput;
layout(rgba8ui) uniform highp writeonly uimage2DArray mImage2DArrayOutput;
void main()
{
imageStore(mImageCubeOutput, ivec3(gl_LocalInvocationID.xyz), vec4(0.0));
imageStore(mImage3DOutput, ivec3(gl_LocalInvocationID.xyz), vec4(0.0));
imageStore(mImage2DArrayOutput, ivec3(gl_LocalInvocationID.xyz), uvec4(0));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
EXPECT_GL_NO_ERROR();
}
// imageSize functions
TEST_P(ComputeShaderTest, ImageSize)
{
const std::string csSource =
R"(#version 310 es
layout(local_size_x=8) in;
layout(rgba8) uniform highp readonly imageCube mImageCubeInput;
layout(r32i) uniform highp readonly iimage2D mImage2DInput;
layout(rgba16ui) uniform highp readonly uimage2DArray mImage2DArrayInput;
layout(r32i) uniform highp writeonly iimage2D imageOut;
void main()
{
ivec2 sizeCube = imageSize(mImageCubeInput);
ivec2 size2D = imageSize(mImage2DInput);
ivec3 size2DArray = imageSize(mImage2DArrayInput);
imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), ivec4(sizeCube, size2D.x, size2DArray.x));
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
EXPECT_GL_NO_ERROR();
}
// Test that sampling texture works well in compute shader.
TEST_P(ComputeShaderTest, TextureSampling)
{
ANGLE_SKIP_TEST_IF(IsD3D11());
const std::string &csSource =
R"(#version 310 es
layout(local_size_x=16, local_size_y=16) in;
precision highp usampler2D;
uniform usampler2D tex;
layout(std140, binding = 0) buffer buf {
uint outData[16][16];
};
void main()
{
uint x = gl_LocalInvocationID.x;
uint y = gl_LocalInvocationID.y;
outData[y][x] = texelFetch(tex, ivec2(x, y), 0).x;
})";
constexpr unsigned int kWidth = 16;
constexpr unsigned int kHeight = 16;
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
GLuint texels[kHeight][kWidth] = {{0}};
for (unsigned int y = 0; y < kHeight; ++y)
{
for (unsigned int x = 0; x < kWidth; ++x)
{
texels[y][x] = x + y * kWidth;
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
texels);
glBindTexture(GL_TEXTURE_2D, 0);
// The array stride are rounded up to the base alignment of a vec4 for std140 layout.
constexpr unsigned int kArrayStride = 16;
GLBuffer ssbo;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, kWidth * kHeight * kArrayStride, nullptr,
GL_STREAM_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
EXPECT_GL_NO_ERROR();
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glUniform1i(glGetUniformLocation(program, "tex"), 0);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
glDispatchCompute(1, 1, 1);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
void *ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, kWidth * kHeight * kArrayStride,
GL_MAP_READ_BIT);
for (unsigned int idx = 0; idx < kWidth * kHeight; idx++)
{
EXPECT_EQ(idx, *(reinterpret_cast<const GLuint *>(reinterpret_cast<const GLbyte *>(ptr) +
idx * kArrayStride)));
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
EXPECT_GL_NO_ERROR();
}
// Use image uniform to read and write Texture2D in compute shader, and verify the contents.
TEST_P(ComputeShaderTest, BindImageTextureWithTexture2D)
{
GLTexture texture[2];
GLFramebuffer framebuffer;
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
void main()
{
uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
})";
constexpr int kWidth = 1, kHeight = 1;
constexpr GLuint kInputValues[2][1] = {{200}, {100}};
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
kInputValues[0]);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
kInputValues[1]);
EXPECT_GL_NO_ERROR();
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
GLuint outputValues[kWidth * kHeight];
constexpr GLuint expectedValue = 200;
glUseProgram(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[1], 0);
EXPECT_GL_NO_ERROR();
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kWidth * kHeight; i++)
{
EXPECT_EQ(expectedValue, outputValues[i]);
}
}
// Use image uniform to read and write Texture2DArray in compute shader, and verify the contents.
TEST_P(ComputeShaderTest, BindImageTextureWithTexture2DArray)
{
GLTexture texture[2];
GLFramebuffer framebuffer;
const std::string csSource =
R"(#version 310 es
layout(local_size_x=2, local_size_y=2, local_size_z=2) in;
layout(r32ui, binding = 0) readonly uniform highp uimage2DArray uImage_1;
layout(r32ui, binding = 1) writeonly uniform highp uimage2DArray uImage_2;
void main()
{
uvec4 value = imageLoad(uImage_1, ivec3(gl_LocalInvocationID.xyz));
imageStore(uImage_2, ivec3(gl_LocalInvocationID.xyz), value);
})";
constexpr int kWidth = 1, kHeight = 1, kDepth = 2;
constexpr GLuint kInputValues[2][2] = {{200, 200}, {100, 100}};
glBindTexture(GL_TEXTURE_2D_ARRAY, texture[0]);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R32UI, kWidth, kHeight, kDepth);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
GL_UNSIGNED_INT, kInputValues[0]);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D_ARRAY, texture[1]);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R32UI, kWidth, kHeight, kDepth);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
GL_UNSIGNED_INT, kInputValues[1]);
EXPECT_GL_NO_ERROR();
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
glBindImageTexture(0, texture[0], 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glBindImageTexture(1, texture[1], 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
GLuint outputValues[kWidth * kHeight];
constexpr GLuint expectedValue = 200;
glUseProgram(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture[1], 0, 0);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture[1], 0, 1);
EXPECT_GL_NO_ERROR();
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kWidth * kHeight; i++)
{
EXPECT_EQ(expectedValue, outputValues[i]);
}
glReadBuffer(GL_COLOR_ATTACHMENT1);
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kWidth * kHeight; i++)
{
EXPECT_EQ(expectedValue, outputValues[i]);
}
}
// Use image uniform to read and write Texture3D in compute shader, and verify the contents.
TEST_P(ComputeShaderTest, BindImageTextureWithTexture3D)
{
GLTexture texture[2];
GLFramebuffer framebuffer;
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=2) in;
layout(r32ui, binding = 0) readonly uniform highp uimage3D uImage_1;
layout(r32ui, binding = 1) writeonly uniform highp uimage3D uImage_2;
void main()
{
uvec4 value = imageLoad(uImage_1, ivec3(gl_LocalInvocationID.xyz));
imageStore(uImage_2, ivec3(gl_LocalInvocationID.xyz), value);
})";
constexpr int kWidth = 1, kHeight = 1, kDepth = 2;
constexpr GLuint kInputValues[2][2] = {{200, 200}, {100, 100}};
glBindTexture(GL_TEXTURE_3D, texture[0]);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_R32UI, kWidth, kHeight, kDepth);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
GL_UNSIGNED_INT, kInputValues[0]);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_3D, texture[1]);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_R32UI, kWidth, kHeight, kDepth);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
GL_UNSIGNED_INT, kInputValues[1]);
EXPECT_GL_NO_ERROR();
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
glBindImageTexture(0, texture[0], 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glBindImageTexture(1, texture[1], 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
GLuint outputValues[kWidth * kHeight];
constexpr GLuint expectedValue = 200;
glUseProgram(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture[1], 0, 0);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture[1], 0, 1);
EXPECT_GL_NO_ERROR();
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kWidth * kHeight; i++)
{
EXPECT_EQ(expectedValue, outputValues[i]);
}
glReadBuffer(GL_COLOR_ATTACHMENT1);
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kWidth * kHeight; i++)
{
EXPECT_EQ(expectedValue, outputValues[i]);
}
}
// Use image uniform to read and write TextureCube in compute shader, and verify the contents.
TEST_P(ComputeShaderTest, BindImageTextureWithTextureCube)
{
GLTexture texture[2];
GLFramebuffer framebuffer;
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(r32ui, binding = 0) readonly uniform highp uimageCube uImage_1;
layout(r32ui, binding = 1) writeonly uniform highp uimageCube uImage_2;
void main()
{
for (int i = 0; i < 6; i++)
{
uvec4 value = imageLoad(uImage_1, ivec3(gl_LocalInvocationID.xy, i));
imageStore(uImage_2, ivec3(gl_LocalInvocationID.xy, i), value);
}
})";
constexpr int kWidth = 1, kHeight = 1;
constexpr GLuint kInputValues[2][1] = {{200}, {100}};
glBindTexture(GL_TEXTURE_CUBE_MAP, texture[0]);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_R32UI, kWidth, kHeight);
for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
face++)
{
glTexSubImage2D(face, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
kInputValues[0]);
}
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_CUBE_MAP, texture[1]);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_R32UI, kWidth, kHeight);
for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
face++)
{
glTexSubImage2D(face, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
kInputValues[1]);
}
EXPECT_GL_NO_ERROR();
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
glBindImageTexture(0, texture[0], 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glBindImageTexture(1, texture[1], 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
GLuint outputValues[kWidth * kHeight];
constexpr GLuint expectedValue = 200;
glUseProgram(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
for (GLenum face = 0; face < 6; face++)
{
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
EXPECT_GL_NO_ERROR();
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kWidth * kHeight; i++)
{
EXPECT_EQ(expectedValue, outputValues[i]);
}
}
}
// Use image uniform to read and write one layer of Texture2DArray in compute shader, and verify the
// contents.
TEST_P(ComputeShaderTest, BindImageTextureWithOneLayerTexture2DArray)
{
ANGLE_SKIP_TEST_IF(IsD3D11());
GLTexture texture[2];
GLFramebuffer framebuffer;
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
void main()
{
uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
})";
constexpr int kWidth = 1, kHeight = 1, kDepth = 2;
constexpr int kResultSize = kWidth * kHeight;
constexpr GLuint kInputValues[2][2] = {{200, 150}, {100, 50}};
constexpr GLuint expectedValue_1 = 200;
constexpr GLuint expectedValue_2 = 100;
GLuint outputValues[kResultSize];
glBindTexture(GL_TEXTURE_2D_ARRAY, texture[0]);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R32UI, kWidth, kHeight, kDepth);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
GL_UNSIGNED_INT, kInputValues[0]);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D_ARRAY, texture[1]);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R32UI, kWidth, kHeight, kDepth);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
GL_UNSIGNED_INT, kInputValues[1]);
EXPECT_GL_NO_ERROR();
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glBindImageTexture(1, texture[1], 0, GL_FALSE, 1, GL_WRITE_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
glUseProgram(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture[1], 0, 0);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture[1], 0, 1);
EXPECT_GL_NO_ERROR();
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kResultSize; i++)
{
EXPECT_EQ(expectedValue_2, outputValues[i]);
}
glReadBuffer(GL_COLOR_ATTACHMENT1);
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kResultSize; i++)
{
EXPECT_EQ(expectedValue_1, outputValues[i]);
}
}
// Use image uniform to read and write one layer of Texture3D in compute shader, and verify the
// contents.
TEST_P(ComputeShaderTest, BindImageTextureWithOneLayerTexture3D)
{
ANGLE_SKIP_TEST_IF(IsD3D11());
GLTexture texture[2];
GLFramebuffer framebuffer;
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
void main()
{
uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
})";
constexpr int kWidth = 1, kHeight = 1, kDepth = 2;
constexpr int kResultSize = kWidth * kHeight;
constexpr GLuint kInputValues[2][2] = {{200, 150}, {100, 50}};
constexpr GLuint expectedValue_1 = 150;
constexpr GLuint expectedValue_2 = 50;
GLuint outputValues[kResultSize];
glBindTexture(GL_TEXTURE_3D, texture[0]);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_R32UI, kWidth, kHeight, kDepth);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
GL_UNSIGNED_INT, kInputValues[0]);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_3D, texture[1]);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_R32UI, kWidth, kHeight, kDepth);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
GL_UNSIGNED_INT, kInputValues[1]);
EXPECT_GL_NO_ERROR();
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
glBindImageTexture(0, texture[0], 0, GL_FALSE, 1, GL_READ_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
glUseProgram(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture[1], 0, 0);
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture[1], 0, 1);
EXPECT_GL_NO_ERROR();
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kResultSize; i++)
{
EXPECT_EQ(expectedValue_1, outputValues[i]);
}
glReadBuffer(GL_COLOR_ATTACHMENT1);
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kResultSize; i++)
{
EXPECT_EQ(expectedValue_2, outputValues[i]);
}
}
// Use image uniform to read and write one layer of TextureCube in compute shader, and verify the
// contents.
TEST_P(ComputeShaderTest, BindImageTextureWithOneLayerTextureCube)
{
ANGLE_SKIP_TEST_IF(IsD3D11());
GLTexture texture[2];
GLFramebuffer framebuffer;
const std::string csSource =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
void main()
{
uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
})";
constexpr int kWidth = 1, kHeight = 1;
constexpr int kResultSize = kWidth * kHeight;
constexpr GLuint kInputValues[2][1] = {{200}, {100}};
constexpr GLuint expectedValue_1 = 200;
constexpr GLuint expectedValue_2 = 100;
GLuint outputValues[kResultSize];
glBindTexture(GL_TEXTURE_CUBE_MAP, texture[0]);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_R32UI, kWidth, kHeight);
for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
face++)
{
glTexSubImage2D(face, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
kInputValues[0]);
}
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_CUBE_MAP, texture[1]);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_R32UI, kWidth, kHeight);
for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
face++)
{
glTexSubImage2D(face, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
kInputValues[1]);
}
EXPECT_GL_NO_ERROR();
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
glBindImageTexture(0, texture[0], 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glBindImageTexture(1, texture[1], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
EXPECT_GL_NO_ERROR();
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
glUseProgram(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
for (GLenum face = 0; face < 6; face++)
{
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
EXPECT_GL_NO_ERROR();
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
EXPECT_GL_NO_ERROR();
if (face == 4)
{
for (int i = 0; i < kResultSize; i++)
{
EXPECT_EQ(expectedValue_1, outputValues[i]);
}
}
else
{
for (int i = 0; i < kResultSize; i++)
{
EXPECT_EQ(expectedValue_2, outputValues[i]);
}
}
}
}
// Verify an INVALID_OPERATION error is reported when querying GL_COMPUTE_WORK_GROUP_SIZE for a
// program which has not been linked successfully or which does not contain objects to form a
// compute shader.
TEST_P(ComputeShaderTest, QueryComputeWorkGroupSize)
{
const std::string vsSource =
R"(#version 310 es
void main()
{
})";
const std::string fsSource =
R"(#version 310 es
void main()
{
})";
GLint workGroupSize[3];
ANGLE_GL_PROGRAM(graphicsProgram, vsSource, fsSource);
glGetProgramiv(graphicsProgram, GL_COMPUTE_WORK_GROUP_SIZE, workGroupSize);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLuint computeProgram = glCreateProgram();
GLShader computeShader(GL_COMPUTE_SHADER);
glAttachShader(computeProgram, computeShader);
glLinkProgram(computeProgram);
glDetachShader(computeProgram, computeShader);
GLint linkStatus;
glGetProgramiv(computeProgram, GL_LINK_STATUS, &linkStatus);
ASSERT_GL_FALSE(linkStatus);
glGetProgramiv(computeProgram, GL_COMPUTE_WORK_GROUP_SIZE, workGroupSize);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
glDeleteProgram(computeProgram);
ASSERT_GL_NO_ERROR();
}
// Use groupMemoryBarrier and barrier to sync reads/writes order and the execution
// order of multiple shader invocations in compute shader.
TEST_P(ComputeShaderTest, groupMemoryBarrierAndBarrierTest)
{
// TODO(xinghua.cao@intel.com): Figure out why we get this error message
// that shader uses features not recognized by this D3D version.
ANGLE_SKIP_TEST_IF((IsAMD() || IsNVIDIA()) && IsD3D11());
GLTexture texture;
GLFramebuffer framebuffer;
// Each invocation first stores a single value in an image, then each invocation sums up
// all the values in the image and stores the sum in the image. groupMemoryBarrier is
// used to order reads/writes to variables stored in memory accessible to other shader
// invocations, and barrier is used to control the relative execution order of multiple
// shader invocations used to process a local work group.
const std::string csSource =
R"(#version 310 es
layout(local_size_x=2, local_size_y=2, local_size_z=1) in;
layout(r32i, binding = 0) uniform highp iimage2D image;
void main()
{
uint x = gl_LocalInvocationID.x;
uint y = gl_LocalInvocationID.y;
imageStore(image, ivec2(gl_LocalInvocationID.xy), ivec4(x + y));
groupMemoryBarrier();
barrier();
int sum = 0;
for (int i = 0; i < 2; i++)
{
for(int j = 0; j < 2; j++)
{
sum += imageLoad(image, ivec2(i, j)).x;
}
}
groupMemoryBarrier();
barrier();
imageStore(image, ivec2(gl_LocalInvocationID.xy), ivec4(sum));
})";
constexpr int kWidth = 2, kHeight = 2;
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32I, kWidth, kHeight);
EXPECT_GL_NO_ERROR();
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32I);
EXPECT_GL_NO_ERROR();
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
GLuint outputValues[kWidth * kHeight];
constexpr GLuint kExpectedValue = 4;
glUseProgram(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
EXPECT_GL_NO_ERROR();
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_INT, outputValues);
EXPECT_GL_NO_ERROR();
for (int i = 0; i < kWidth * kHeight; i++)
{
EXPECT_EQ(kExpectedValue, outputValues[i]);
}
}
// Check that it is not possible to create a compute shader when the context does not support ES
// 3.10
TEST_P(ComputeShaderTestES3, NotSupported)
{
GLuint computeShaderHandle = glCreateShader(GL_COMPUTE_SHADER);
EXPECT_EQ(0u, computeShaderHandle);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
ANGLE_INSTANTIATE_TEST(ComputeShaderTest, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11());
ANGLE_INSTANTIATE_TEST(ComputeShaderTestES3, ES3_OPENGL(), ES3_OPENGLES());
} // namespace