ES31: Support bindImageTexture on Texture2D for compute shaders on D3D

BUG=angleproject:1987
TEST=angle_end2end_tests

Change-Id: I3b0afb441a41dbd7f204b1d1bba7884c8d203ce1
Reviewed-on: https://chromium-review.googlesource.com/749004
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/tests/gl_tests/ComputeShaderTest.cpp b/src/tests/gl_tests/ComputeShaderTest.cpp
index 1e8b855..1c5d7e2 100644
--- a/src/tests/gl_tests/ComputeShaderTest.cpp
+++ b/src/tests/gl_tests/ComputeShaderTest.cpp
@@ -346,8 +346,6 @@
 // Use image uniform to write texture in compute shader, and verify the content is expected.
 TEST_P(ComputeShaderTest, BindImageTexture)
 {
-    ANGLE_SKIP_TEST_IF(IsD3D11());
-
     GLTexture mTexture[2];
     GLFramebuffer mFramebuffer;
     const std::string csSource =
@@ -528,6 +526,88 @@
     EXPECT_GL_NO_ERROR();
 }
 
+// Use image uniform to read and write textures 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=4, local_size_y=2, 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 = 4, kHeight = 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, 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();
+
+    glUseProgram(0);
+    GLuint outputValues[8];
+    constexpr GLuint expectedValue_1 = 200;
+    constexpr GLuint expectedValue_2 = 100;
+    glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
+
+    glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[0], 0);
+    EXPECT_GL_NO_ERROR();
+    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]);
+    }
+
+    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);
+
+    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_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();
+
+    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_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)