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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 "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include <vector>
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 =
"#version 310 es\n"
"layout(local_size_x=1) in;\n"
"void main()\n"
"{\n"
"}\n";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
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 =
"#version 310 es\n"
"void main()\n"
"{\n"
"}\n";
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 =
"#version 310 es\n"
"precision mediump sampler2D;\n"
"layout(local_size_x=1) in;\n"
"uniform int myUniformInt;\n"
"uniform sampler2D myUniformSampler;\n"
"void main()\n"
"{\n"
"int q = myUniformInt;\n"
"texture(myUniformSampler, vec2(0.0));\n"
"}\n";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
// It's not possible to validate uniforms are present since they are unreferenced.
// TODO(jmadill): Make uniforms referenced.
// 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 =
"#version 310 es\n"
"layout(local_size_x=1) in;\n"
"void main()\n"
"{\n"
"}\n";
const std::string vsSource =
"#version 310 es\n"
"void main()\n"
"{\n"
"}\n";
const std::string fsSource =
"#version 310 es\n"
"void main()\n"
"{\n"
"}\n";
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_EQ(0, 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 =
"#version 310 es\n"
"layout(local_size_x=1) in;\n"
"void main()\n"
"{\n"
"}\n";
const std::string vsSource =
"#version 310 es\n"
"void main()\n"
"{\n"
"}\n";
const std::string fsSource =
"#version 310 es\n"
"void main()\n"
"{\n"
"}\n";
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();
}
// Access all compute shader special variables.
TEST_P(ComputeShaderTest, AccessAllSpecialVariables)
{
const std::string csSource =
"#version 310 es\n"
"layout(local_size_x=4, local_size_y=3, local_size_z=2) in;\n"
"void main()\n"
"{\n"
" uvec3 temp1 = gl_NumWorkGroups;\n"
" uvec3 temp2 = gl_WorkGroupSize;\n"
" uvec3 temp3 = gl_WorkGroupID;\n"
" uvec3 temp4 = gl_LocalInvocationID;\n"
" uvec3 temp5 = gl_GlobalInvocationID;\n"
" uint temp6 = gl_LocalInvocationIndex;\n"
"}\n";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
}
// Access part compute shader special variables.
TEST_P(ComputeShaderTest, AccessPartSpecialVariables)
{
const std::string csSource =
"#version 310 es\n"
"layout(local_size_x=4, local_size_y=3, local_size_z=2) in;\n"
"void main()\n"
"{\n"
" uvec3 temp1 = gl_WorkGroupSize;\n"
" uvec3 temp2 = gl_WorkGroupID;\n"
" uint temp3 = gl_LocalInvocationIndex;\n"
"}\n";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
}
// Use glDispatchCompute to define work group count.
TEST_P(ComputeShaderTest, DispatchCompute)
{
const std::string csSource =
"#version 310 es\n"
"layout(local_size_x=4, local_size_y=3, local_size_z=2) in;\n"
"void main()\n"
"{\n"
" uvec3 temp = gl_NumWorkGroups;\n"
"}\n";
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)
{
ANGLE_SKIP_TEST_IF(IsD3D11());
GLTexture mTexture[2];
GLFramebuffer mFramebuffer;
const std::string csSource =
"#version 310 es\n"
"layout(local_size_x=2, local_size_y=2, local_size_z=1) in;\n"
"layout(r32ui, binding = 0) writeonly uniform highp uimage2D uImage[2];"
"void main()\n"
"{\n"
" 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));"
"}\n";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
int width = 4, height = 2;
GLuint inputValues[] = {200, 200, 200, 200, 200, 200, 200, 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(2, 1, 1);
EXPECT_GL_NO_ERROR();
glUseProgram(0);
GLuint outputValues[2][8];
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 =
"#version 310 es\n"
"layout(local_size_x=2, local_size_y=2, local_size_z=1) in;\n"
"layout(r32ui) writeonly uniform highp uimage2D uImage[2];"
"void main()\n"
"{\n"
" imageStore(uImage[0], ivec2(gl_LocalInvocationIndex, 0), uvec4(100, 0, 0, 0));"
" imageStore(uImage[1], ivec2(gl_LocalInvocationIndex, 1), uvec4(100, 0, 0, 0));"
"}\n";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
glUseProgram(program.get());
constexpr int kTextureWidth = 4, kTextureHeight = 2;
GLuint inputValues[] = {200, 200, 200, 200, 200, 200, 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();
glUseProgram(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0);
GLuint outputValues[8];
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 =
"#version 310 es\n"
"layout(local_size_x=8) in;\n"
"layout(rgba8) uniform highp readonly image2D mImage2DInput;\n"
"layout(rgba16i) uniform highp readonly iimageCube mImageCubeInput;\n"
"layout(rgba32ui) uniform highp readonly uimage3D mImage3DInput;\n"
"void main()\n"
"{\n"
" vec4 result2d = imageLoad(mImage2DInput, ivec2(gl_LocalInvocationID.xy));\n"
" ivec4 resultCube = imageLoad(mImageCubeInput, ivec3(gl_LocalInvocationID.xyz));\n"
" uvec4 result3d = imageLoad(mImage3DInput, ivec3(gl_LocalInvocationID.xyz));\n"
"}\n";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
EXPECT_GL_NO_ERROR();
}
// imageStore functions
TEST_P(ComputeShaderTest, ImageStore)
{
const std::string csSource =
"#version 310 es\n"
"layout(local_size_x=8) in;\n"
"layout(rgba16f) uniform highp writeonly imageCube mImageCubeOutput;\n"
"layout(r32f) uniform highp writeonly image3D mImage3DOutput;\n"
"layout(rgba8ui) uniform highp writeonly uimage2DArray mImage2DArrayOutput;\n"
"void main()\n"
"{\n"
" imageStore(mImageCubeOutput, ivec3(gl_LocalInvocationID.xyz), vec4(0.0));\n"
" imageStore(mImage3DOutput, ivec3(gl_LocalInvocationID.xyz), vec4(0.0));\n"
" imageStore(mImage2DArrayOutput, ivec3(gl_LocalInvocationID.xyz), uvec4(0));\n"
"}\n";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
EXPECT_GL_NO_ERROR();
}
// imageSize functions
TEST_P(ComputeShaderTest, ImageSize)
{
const std::string csSource =
"#version 310 es\n"
"layout(local_size_x=8) in;\n"
"layout(rgba8) uniform highp readonly imageCube mImageCubeInput;\n"
"layout(r32i) uniform highp readonly iimage2D mImage2DInput;\n"
"layout(rgba16ui) uniform highp readonly uimage2DArray mImage2DArrayInput;\n"
"void main()\n"
"{\n"
" ivec2 sizeCube = imageSize(mImageCubeInput);\n"
" ivec2 size2D = imageSize(mImage2DInput);\n"
" ivec3 size2DArray = imageSize(mImage2DArrayInput);\n"
"}\n";
ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
EXPECT_GL_NO_ERROR();
}
// 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