Hash :
d2cb7cec
Author :
Date :
2018-03-02T09:04:03
ES31: Fix wrong method of computing combined interface blocks This patch fixes a bug in the method of validating the number of combined interface blocks in currenct ANGLE implementation. When a resource (uniform block, shader storage block, image, atomic counter buffer, atomic counter) is used by multiple shader stages, each such use counts separately against the combined resource limit. This patch also fixes an unexpected link error in a related test by skipping the test when the number of ssbos exceeds the resouorce limit. BUG=angleproject:1951 TEST=angle_end2end_tests Change-Id: I0de439a412148e0d5ebef3c27d20e0cbd536175a Reviewed-on: https://chromium-review.googlesource.com/945143 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@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.
//
// 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 = 0;
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &maxVertexShaderStorageBlocks);
EXPECT_GL_NO_ERROR();
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);
}
// Linking should fail if the sum of the number of active shader storage blocks exceeds
// MAX_COMBINED_SHADER_STORAGE_BLOCKS.
TEST_P(ShaderStorageBufferTest31, ExceedMaxCombinedShaderStorageBlocks)
{
std::ostringstream vertexInstanceCount;
GLint maxVertexShaderStorageBlocks = 0;
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &maxVertexShaderStorageBlocks);
vertexInstanceCount << maxVertexShaderStorageBlocks;
GLint maxFragmentShaderStorageBlocks = 0;
glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &maxFragmentShaderStorageBlocks);
GLint maxCombinedShaderStorageBlocks = 0;
glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &maxCombinedShaderStorageBlocks);
EXPECT_GL_NO_ERROR();
ASSERT_GE(maxCombinedShaderStorageBlocks, maxVertexShaderStorageBlocks);
ASSERT_GE(maxCombinedShaderStorageBlocks, maxFragmentShaderStorageBlocks);
// As SPEC allows MAX_VERTEX_SHADER_STORAGE_BLOCKS and MAX_FRAGMENT_SHADER_STORAGE_BLOCKS to be
// 0, in this situation we should skip this test to prevent these unexpected compile errors.
ANGLE_SKIP_TEST_IF(maxVertexShaderStorageBlocks == 0 || maxFragmentShaderStorageBlocks == 0);
GLint fragmentShaderStorageBlocks =
maxCombinedShaderStorageBlocks - maxVertexShaderStorageBlocks + 1;
ANGLE_SKIP_TEST_IF(fragmentShaderStorageBlocks > maxFragmentShaderStorageBlocks);
std::ostringstream fragmentInstanceCount;
fragmentInstanceCount << fragmentShaderStorageBlocks;
const std::string &vertexShaderSource =
"#version 310 es\n"
"layout(shared) buffer blockName0 {\n"
" uint data;\n"
"} instance0[" +
vertexInstanceCount.str() +
"];\n"
"void main()\n"
"{\n"
"}\n";
const std::string &fragmentShaderSource =
"#version 310 es\n"
"layout(shared) buffer blockName1 {\n"
" uint data;\n"
"} instance1[" +
fragmentInstanceCount.str() +
"];\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)
{
const std::string &csSource =
"#version 310 es\n"
"layout(local_size_x=1, local_size_y=1, local_size_z=1) in;\n"
"layout(std140, 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());
constexpr unsigned int kElementCount = 2;
// The array stride are rounded up to the base alignment of a vec4 for std140 layout.
constexpr unsigned int kArrayStride = 16;
// Create shader storage buffer
GLBuffer shaderStorageBuffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, kElementCount * kArrayStride, 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
constexpr unsigned int kExpectedValues[2] = {3u, 4u};
glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer);
void *ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, kElementCount * kArrayStride,
GL_MAP_READ_BIT);
for (unsigned int idx = 0; idx < kElementCount; idx++)
{
EXPECT_EQ(kExpectedValues[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();
}
// Test atomic memory functions.
TEST_P(ShaderStorageBufferTest31, AtomicMemoryFunctions)
{
const std::string &csSource =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(std140, binding = 1) buffer blockName {
uint data[2];
} instanceName;
void main()
{
instanceName.data[0] = 0u;
instanceName.data[1] = 0u;
atomicAdd(instanceName.data[0], 5u);
atomicMax(instanceName.data[1], 7u);
})";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
constexpr unsigned int kElementCount = 2;
// The array stride are rounded up to the base alignment of a vec4 for std140 layout.
constexpr unsigned int kArrayStride = 16;
// Create shader storage buffer
GLBuffer shaderStorageBuffer;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, kElementCount * kArrayStride, 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
constexpr unsigned int kExpectedValues[2] = {5u, 7u};
glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer);
void *ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, kElementCount * kArrayStride,
GL_MAP_READ_BIT);
for (unsigned int idx = 0; idx < kElementCount; idx++)
{
EXPECT_EQ(kExpectedValues[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();
}
// Test multiple storage buffers work correctly when program switching. In angle, storage buffer
// bindings are updated accord to current program. If switch program, need to update storage buffer
// bindings again.
TEST_P(ShaderStorageBufferTest31, MultiStorageBuffersForMultiPrograms)
{
const std::string &csSource1 =
R"(#version 310 es
layout(local_size_x=3, local_size_y=1, local_size_z=1) in;
layout(binding = 1) buffer Output {
uint result1[];
} sb_out1;
void main()
{
highp uint offset = gl_LocalInvocationID.x;
sb_out1.result1[gl_LocalInvocationIndex] = gl_LocalInvocationIndex + 1u;
})";
const std::string &csSource2 =
R"(#version 310 es
layout(local_size_x=3, local_size_y=1, local_size_z=1) in;
layout(binding = 2) buffer Output {
uint result2[];
} sb_out2;
void main()
{
highp uint offset = gl_LocalInvocationID.x;
sb_out2.result2[gl_LocalInvocationIndex] = gl_LocalInvocationIndex + 2u;
})";
constexpr unsigned int numInvocations = 3;
int arrayStride1 = 0, arrayStride2 = 0;
GLenum props[] = {GL_ARRAY_STRIDE};
GLBuffer shaderStorageBuffer1, shaderStorageBuffer2;
ANGLE_GL_COMPUTE_PROGRAM(program1, csSource1);
ANGLE_GL_COMPUTE_PROGRAM(program2, csSource2);
EXPECT_GL_NO_ERROR();
unsigned int outVarIndex1 =
glGetProgramResourceIndex(program1.get(), GL_BUFFER_VARIABLE, "Output.result1");
glGetProgramResourceiv(program1.get(), GL_BUFFER_VARIABLE, outVarIndex1, 1, props, 1, 0,
&arrayStride1);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer1);
glBufferData(GL_SHADER_STORAGE_BUFFER, numInvocations * arrayStride1, nullptr, GL_STREAM_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, shaderStorageBuffer1);
EXPECT_GL_NO_ERROR();
unsigned int outVarIndex2 =
glGetProgramResourceIndex(program2.get(), GL_BUFFER_VARIABLE, "Output.result2");
glGetProgramResourceiv(program2.get(), GL_BUFFER_VARIABLE, outVarIndex2, 1, props, 1, 0,
&arrayStride2);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer2);
glBufferData(GL_SHADER_STORAGE_BUFFER, numInvocations * arrayStride2, nullptr, GL_STREAM_READ);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, shaderStorageBuffer2);
EXPECT_GL_NO_ERROR();
glUseProgram(program1.get());
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glUseProgram(program2.get());
glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR();
glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer1);
const void *ptr1 =
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, 3 * arrayStride1, GL_MAP_READ_BIT);
for (unsigned int idx = 0; idx < numInvocations; idx++)
{
EXPECT_EQ(idx + 1, *((const GLuint *)((const GLbyte *)ptr1 + idx * arrayStride1)));
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
EXPECT_GL_NO_ERROR();
glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer2);
const void *ptr2 =
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, 3 * arrayStride2, GL_MAP_READ_BIT);
EXPECT_GL_NO_ERROR();
for (unsigned int idx = 0; idx < numInvocations; idx++)
{
EXPECT_EQ(idx + 2, *((const GLuint *)((const GLbyte *)ptr2 + idx * arrayStride2)));
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
EXPECT_GL_NO_ERROR();
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
EXPECT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST(ShaderStorageBufferTest31, ES31_OPENGL(), ES31_OPENGLES());
} // namespace