ES31: Support bindImageTexture on Texture3D/Texture2DArray/TextureCube
for compute shaders on D3D
BUG=angleproject:1987
TEST=angle_end2end_tests.ComputeShaderTest.*
Change-Id: I075296ac3b6796a334929699c16f2399d7915e51
Reviewed-on: https://chromium-review.googlesource.com/844063
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp b/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
index e68a513..90e0ba9 100644
--- a/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
+++ b/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -1316,8 +1316,7 @@
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = mTopLevel + level;
srvDesc.Texture2D.MipLevels = 1;
- const TextureHelper11 *srvTexture = &texture;
- ANGLE_TRY(mRenderer->allocateResource(srvDesc, srvTexture->get(), outSRV));
+ ANGLE_TRY(mRenderer->allocateResource(srvDesc, texture.get(), outSRV));
outSRV->setDebugName("TexStorage2D.SRVForImage");
return gl::NoError();
}
@@ -1333,8 +1332,7 @@
uavDesc.Format = format;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D.MipSlice = mTopLevel + level;
- const TextureHelper11 *uavTexture = &texture;
- ANGLE_TRY(mRenderer->allocateResource(uavDesc, uavTexture->get(), outUAV));
+ ANGLE_TRY(mRenderer->allocateResource(uavDesc, texture.get(), outUAV));
outUAV->setDebugName("TexStorage2D.UAVForImage");
return gl::NoError();
}
@@ -2357,8 +2355,17 @@
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
- UNIMPLEMENTED();
- return gl::InternalError();
+ ASSERT(outSRV);
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = gl::CUBE_FACE_COUNT;
+ ANGLE_TRY(mRenderer->allocateResource(srvDesc, texture.get(), outSRV));
+ outSRV->setDebugName("TexStorageCube.SRVForImage");
+ return gl::NoError();
}
gl::Error TextureStorage11_Cube::createUAVForImage(const gl::Context *context,
@@ -2367,8 +2374,16 @@
const TextureHelper11 &texture,
d3d11::SharedUAV *outUAV)
{
- UNIMPLEMENTED();
- return gl::InternalError();
+ ASSERT(outUAV);
+ D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
+ uavDesc.Format = format;
+ uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
+ uavDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ uavDesc.Texture2DArray.FirstArraySlice = 0;
+ uavDesc.Texture2DArray.ArraySize = gl::CUBE_FACE_COUNT;
+ ANGLE_TRY(mRenderer->allocateResource(uavDesc, texture.get(), outUAV));
+ outUAV->setDebugName("TexStorageCube.UAVForImage");
+ return gl::NoError();
}
gl::Error TextureStorage11_Cube::getSwizzleTexture(const TextureHelper11 **outTexture)
@@ -2651,8 +2666,15 @@
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
- UNIMPLEMENTED();
- return gl::InternalError();
+ ASSERT(outSRV);
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ srvDesc.Texture3D.MostDetailedMip = mTopLevel + level;
+ srvDesc.Texture3D.MipLevels = 1;
+ ANGLE_TRY(mRenderer->allocateResource(srvDesc, texture.get(), outSRV));
+ outSRV->setDebugName("TexStorage3D.SRVForImage");
+ return gl::NoError();
}
gl::Error TextureStorage11_3D::createUAVForImage(const gl::Context *context,
@@ -2661,8 +2683,16 @@
const TextureHelper11 &texture,
d3d11::SharedUAV *outUAV)
{
- UNIMPLEMENTED();
- return gl::InternalError();
+ ASSERT(outUAV);
+ D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
+ uavDesc.Format = format;
+ uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
+ uavDesc.Texture3D.MipSlice = mTopLevel + level;
+ uavDesc.Texture3D.FirstWSlice = 0;
+ uavDesc.Texture3D.WSize = mTextureDepth;
+ ANGLE_TRY(mRenderer->allocateResource(uavDesc, texture.get(), outUAV));
+ outUAV->setDebugName("TexStorage3D.UAVForImage");
+ return gl::NoError();
}
gl::Error TextureStorage11_3D::getRenderTarget(const gl::Context *context,
@@ -2978,8 +3008,17 @@
const TextureHelper11 &texture,
d3d11::SharedSRV *outSRV)
{
- UNIMPLEMENTED();
- return gl::InternalError();
+ ASSERT(outSRV);
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = mTextureDepth;
+ ANGLE_TRY(mRenderer->allocateResource(srvDesc, texture.get(), outSRV));
+ outSRV->setDebugName("TexStorage2DArray.SRVForImage");
+ return gl::NoError();
}
gl::Error TextureStorage11_2DArray::createUAVForImage(const gl::Context *context,
@@ -2988,8 +3027,16 @@
const TextureHelper11 &texture,
d3d11::SharedUAV *outUAV)
{
- UNIMPLEMENTED();
- return gl::InternalError();
+ ASSERT(outUAV);
+ D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
+ uavDesc.Format = format;
+ uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
+ uavDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ uavDesc.Texture2DArray.FirstArraySlice = 0;
+ uavDesc.Texture2DArray.ArraySize = mTextureDepth;
+ ANGLE_TRY(mRenderer->allocateResource(uavDesc, texture.get(), outUAV));
+ outUAV->setDebugName("TexStorage2DArray.UAVForImage");
+ return gl::NoError();
}
gl::Error TextureStorage11_2DArray::createRenderTargetSRV(const TextureHelper11 &texture,
diff --git a/src/tests/gl_tests/ComputeShaderTest.cpp b/src/tests/gl_tests/ComputeShaderTest.cpp
index 1c5d7e2..c24f831 100644
--- a/src/tests/gl_tests/ComputeShaderTest.cpp
+++ b/src/tests/gl_tests/ComputeShaderTest.cpp
@@ -6,9 +6,9 @@
// ComputeShaderTest:
// Compute shader specific tests.
+#include <vector>
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
-#include <vector>
using namespace angle;
@@ -526,7 +526,7 @@
EXPECT_GL_NO_ERROR();
}
-// Use image uniform to read and write textures in compute shader, and verify the contents.
+// Use image uniform to read and write Texture2D in compute shader, and verify the contents.
TEST_P(ComputeShaderTest, BindImageTextureWithTexture2D)
{
GLTexture texture[2];
@@ -608,6 +608,326 @@
}
}
+// 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 = 2, kHeight = 2, kDepth = 2;
+ constexpr GLuint kInputValues[2][8] = {{200, 200, 200, 200, 200, 200, 200, 200},
+ {100, 100, 100, 100, 100, 100, 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();
+
+ glUseProgram(0);
+ GLuint outputValues[4];
+ constexpr GLuint expectedValue_1 = 200;
+ constexpr GLuint expectedValue_2 = 100;
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
+
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture[0], 0, 0);
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture[0], 0, 1);
+ EXPECT_GL_NO_ERROR();
+
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
+ for (int i = 0; i < kWidth * kHeight; i++)
+ {
+ EXPECT_EQ(expectedValue_1, outputValues[i]);
+ }
+
+ glReadBuffer(GL_COLOR_ATTACHMENT1);
+ glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
+
+ for (int i = 0; i < kWidth * kHeight; i++)
+ {
+ EXPECT_EQ(expectedValue_1, outputValues[i]);
+ }
+
+ 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);
+ for (int i = 0; i < kWidth * kHeight; i++)
+ {
+ EXPECT_EQ(expectedValue_2, outputValues[i]);
+ }
+
+ glReadBuffer(GL_COLOR_ATTACHMENT1);
+ glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
+ for (int i = 0; i < kWidth * kHeight; i++)
+ {
+ EXPECT_EQ(expectedValue_2, outputValues[i]);
+ }
+
+ 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();
+
+ 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_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 < kWidth * kHeight; i++)
+ {
+ EXPECT_EQ(expectedValue_1, 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=2, local_size_y=2, 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 = 2, kHeight = 2, kDepth = 2;
+ constexpr GLuint kInputValues[2][8] = {{200, 200, 200, 200, 200, 200, 200, 200},
+ {100, 100, 100, 100, 100, 100, 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();
+
+ glUseProgram(0);
+ GLuint outputValues[4];
+ constexpr GLuint expectedValue_1 = 200;
+ constexpr GLuint expectedValue_2 = 100;
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
+
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture[0], 0, 0);
+ glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture[0], 0, 1);
+ EXPECT_GL_NO_ERROR();
+
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
+ for (int i = 0; i < kWidth * kHeight; i++)
+ {
+ EXPECT_EQ(expectedValue_1, outputValues[i]);
+ }
+
+ glReadBuffer(GL_COLOR_ATTACHMENT1);
+ glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
+
+ for (int i = 0; i < kWidth * kHeight; i++)
+ {
+ EXPECT_EQ(expectedValue_1, outputValues[i]);
+ }
+
+ 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);
+ for (int i = 0; i < kWidth * kHeight; i++)
+ {
+ EXPECT_EQ(expectedValue_2, outputValues[i]);
+ }
+
+ glReadBuffer(GL_COLOR_ATTACHMENT1);
+ glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
+ for (int i = 0; i < kWidth * kHeight; i++)
+ {
+ EXPECT_EQ(expectedValue_2, outputValues[i]);
+ }
+
+ 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();
+
+ 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_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 < kWidth * kHeight; i++)
+ {
+ EXPECT_EQ(expectedValue_1, 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=2, local_size_y=2, 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 = 2, kHeight = 2;
+ constexpr GLuint kInputValues[2][4] = {{200, 200, 200, 200}, {100, 100, 100, 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();
+
+ glUseProgram(0);
+ GLuint outputValues[4];
+ constexpr GLuint expectedValue_1 = 200;
+ constexpr GLuint expectedValue_2 = 100;
+ 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[0], 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_1, outputValues[i]);
+ }
+
+ 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_2, outputValues[i]);
+ }
+ }
+
+ 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();
+
+ 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_1, 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)