Martin Radev | 4c4c8e7 | 2016-08-04 12:25:34 +0300 | [diff] [blame] | 1 | // |
| 2 | // Copyright 2016 The ANGLE Project Authors. All rights reserved. |
| 3 | // Use of this source code is governed by a BSD-style license that can be |
| 4 | // found in the LICENSE file. |
| 5 | // |
| 6 | // ComputeShaderTest: |
| 7 | // Compute shader specific tests. |
| 8 | |
| 9 | #include "test_utils/ANGLETest.h" |
| 10 | #include "test_utils/gl_raii.h" |
| 11 | #include <vector> |
| 12 | |
| 13 | using namespace angle; |
| 14 | |
| 15 | namespace |
| 16 | { |
| 17 | |
| 18 | class ComputeShaderTest : public ANGLETest |
| 19 | { |
| 20 | protected: |
| 21 | ComputeShaderTest() {} |
| 22 | }; |
| 23 | |
| 24 | class ComputeShaderTestES3 : public ANGLETest |
| 25 | { |
| 26 | protected: |
| 27 | ComputeShaderTestES3() {} |
| 28 | }; |
| 29 | |
| 30 | // link a simple compute program. It should be successful. |
| 31 | TEST_P(ComputeShaderTest, LinkComputeProgram) |
| 32 | { |
| 33 | const std::string csSource = |
| 34 | "#version 310 es\n" |
| 35 | "layout(local_size_x=1) in;\n" |
| 36 | "void main()\n" |
| 37 | "{\n" |
| 38 | "}\n"; |
| 39 | |
| 40 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 41 | |
| 42 | EXPECT_GL_NO_ERROR(); |
| 43 | } |
| 44 | |
| 45 | // link a simple compute program. There is no local size and linking should fail. |
| 46 | TEST_P(ComputeShaderTest, LinkComputeProgramNoLocalSizeLinkError) |
| 47 | { |
| 48 | const std::string csSource = |
| 49 | "#version 310 es\n" |
| 50 | "void main()\n" |
| 51 | "{\n" |
| 52 | "}\n"; |
| 53 | |
| 54 | GLuint program = CompileComputeProgram(csSource, false); |
| 55 | EXPECT_EQ(0u, program); |
| 56 | |
| 57 | glDeleteProgram(program); |
| 58 | |
| 59 | EXPECT_GL_NO_ERROR(); |
| 60 | } |
| 61 | |
| 62 | // link a simple compute program. |
| 63 | // make sure that uniforms and uniform samplers get recorded |
| 64 | TEST_P(ComputeShaderTest, LinkComputeProgramWithUniforms) |
| 65 | { |
| 66 | const std::string csSource = |
| 67 | "#version 310 es\n" |
| 68 | "precision mediump sampler2D;\n" |
| 69 | "layout(local_size_x=1) in;\n" |
| 70 | "uniform int myUniformInt;\n" |
| 71 | "uniform sampler2D myUniformSampler;\n" |
| 72 | "void main()\n" |
| 73 | "{\n" |
| 74 | "int q = myUniformInt;\n" |
| 75 | "texture(myUniformSampler, vec2(0.0));\n" |
| 76 | "}\n"; |
| 77 | |
| 78 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 79 | |
Jamie Madill | 54164b0 | 2017-08-28 15:17:37 -0400 | [diff] [blame] | 80 | // It's not possible to validate uniforms are present since they are unreferenced. |
| 81 | // TODO(jmadill): Make uniforms referenced. |
| 82 | // GLint uniformLoc = glGetUniformLocation(program.get(), "myUniformInt"); |
| 83 | // EXPECT_NE(-1, uniformLoc); |
Martin Radev | 4c4c8e7 | 2016-08-04 12:25:34 +0300 | [diff] [blame] | 84 | |
Jamie Madill | 54164b0 | 2017-08-28 15:17:37 -0400 | [diff] [blame] | 85 | // uniformLoc = glGetUniformLocation(program.get(), "myUniformSampler"); |
| 86 | // EXPECT_NE(-1, uniformLoc); |
Martin Radev | 4c4c8e7 | 2016-08-04 12:25:34 +0300 | [diff] [blame] | 87 | |
| 88 | EXPECT_GL_NO_ERROR(); |
| 89 | } |
| 90 | |
| 91 | // Attach both compute and non-compute shaders. A link time error should occur. |
| 92 | // OpenGL ES 3.10, 7.3 Program Objects |
| 93 | TEST_P(ComputeShaderTest, AttachMultipleShaders) |
| 94 | { |
| 95 | const std::string csSource = |
| 96 | "#version 310 es\n" |
| 97 | "layout(local_size_x=1) in;\n" |
| 98 | "void main()\n" |
| 99 | "{\n" |
| 100 | "}\n"; |
| 101 | |
| 102 | const std::string vsSource = |
| 103 | "#version 310 es\n" |
| 104 | "void main()\n" |
| 105 | "{\n" |
| 106 | "}\n"; |
| 107 | |
| 108 | const std::string fsSource = |
| 109 | "#version 310 es\n" |
| 110 | "void main()\n" |
| 111 | "{\n" |
| 112 | "}\n"; |
| 113 | |
| 114 | GLuint program = glCreateProgram(); |
| 115 | |
| 116 | GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource); |
| 117 | GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource); |
| 118 | GLuint cs = CompileShader(GL_COMPUTE_SHADER, csSource); |
| 119 | |
| 120 | EXPECT_NE(0u, vs); |
| 121 | EXPECT_NE(0u, fs); |
| 122 | EXPECT_NE(0u, cs); |
| 123 | |
| 124 | glAttachShader(program, vs); |
| 125 | glDeleteShader(vs); |
| 126 | |
| 127 | glAttachShader(program, fs); |
| 128 | glDeleteShader(fs); |
| 129 | |
| 130 | glAttachShader(program, cs); |
| 131 | glDeleteShader(cs); |
| 132 | |
| 133 | glLinkProgram(program); |
| 134 | |
| 135 | GLint linkStatus; |
| 136 | glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); |
| 137 | |
| 138 | EXPECT_EQ(0, linkStatus); |
| 139 | |
| 140 | EXPECT_GL_NO_ERROR(); |
| 141 | } |
| 142 | |
| 143 | // Attach a vertex, fragment and compute shader. |
| 144 | // Query for the number of attached shaders and check the count. |
| 145 | TEST_P(ComputeShaderTest, AttachmentCount) |
| 146 | { |
Martin Radev | 4c4c8e7 | 2016-08-04 12:25:34 +0300 | [diff] [blame] | 147 | const std::string csSource = |
| 148 | "#version 310 es\n" |
| 149 | "layout(local_size_x=1) in;\n" |
| 150 | "void main()\n" |
| 151 | "{\n" |
| 152 | "}\n"; |
| 153 | |
| 154 | const std::string vsSource = |
| 155 | "#version 310 es\n" |
| 156 | "void main()\n" |
| 157 | "{\n" |
| 158 | "}\n"; |
| 159 | |
| 160 | const std::string fsSource = |
| 161 | "#version 310 es\n" |
| 162 | "void main()\n" |
| 163 | "{\n" |
| 164 | "}\n"; |
| 165 | |
| 166 | GLuint program = glCreateProgram(); |
| 167 | |
| 168 | GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource); |
| 169 | GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource); |
| 170 | GLuint cs = CompileShader(GL_COMPUTE_SHADER, csSource); |
| 171 | |
| 172 | EXPECT_NE(0u, vs); |
| 173 | EXPECT_NE(0u, fs); |
| 174 | EXPECT_NE(0u, cs); |
| 175 | |
| 176 | glAttachShader(program, vs); |
| 177 | glDeleteShader(vs); |
| 178 | |
| 179 | glAttachShader(program, fs); |
| 180 | glDeleteShader(fs); |
| 181 | |
| 182 | glAttachShader(program, cs); |
| 183 | glDeleteShader(cs); |
| 184 | |
| 185 | GLint numAttachedShaders; |
| 186 | glGetProgramiv(program, GL_ATTACHED_SHADERS, &numAttachedShaders); |
| 187 | |
| 188 | EXPECT_EQ(3, numAttachedShaders); |
| 189 | |
| 190 | glDeleteProgram(program); |
| 191 | |
| 192 | EXPECT_GL_NO_ERROR(); |
| 193 | } |
| 194 | |
Xinghua Cao | b123938 | 2016-12-13 15:07:05 +0800 | [diff] [blame] | 195 | // Access all compute shader special variables. |
| 196 | TEST_P(ComputeShaderTest, AccessAllSpecialVariables) |
| 197 | { |
| 198 | const std::string csSource = |
| 199 | "#version 310 es\n" |
| 200 | "layout(local_size_x=4, local_size_y=3, local_size_z=2) in;\n" |
| 201 | "void main()\n" |
| 202 | "{\n" |
| 203 | " uvec3 temp1 = gl_NumWorkGroups;\n" |
| 204 | " uvec3 temp2 = gl_WorkGroupSize;\n" |
| 205 | " uvec3 temp3 = gl_WorkGroupID;\n" |
| 206 | " uvec3 temp4 = gl_LocalInvocationID;\n" |
| 207 | " uvec3 temp5 = gl_GlobalInvocationID;\n" |
| 208 | " uint temp6 = gl_LocalInvocationIndex;\n" |
| 209 | "}\n"; |
| 210 | |
| 211 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 212 | } |
| 213 | |
| 214 | // Access part compute shader special variables. |
| 215 | TEST_P(ComputeShaderTest, AccessPartSpecialVariables) |
| 216 | { |
| 217 | const std::string csSource = |
| 218 | "#version 310 es\n" |
| 219 | "layout(local_size_x=4, local_size_y=3, local_size_z=2) in;\n" |
| 220 | "void main()\n" |
| 221 | "{\n" |
| 222 | " uvec3 temp1 = gl_WorkGroupSize;\n" |
| 223 | " uvec3 temp2 = gl_WorkGroupID;\n" |
| 224 | " uint temp3 = gl_LocalInvocationIndex;\n" |
| 225 | "}\n"; |
| 226 | |
| 227 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 228 | } |
| 229 | |
Xinghua Cao | 73badc0 | 2017-03-29 19:14:53 +0800 | [diff] [blame] | 230 | // Use glDispatchCompute to define work group count. |
| 231 | TEST_P(ComputeShaderTest, DispatchCompute) |
Xinghua Cao | 2b39659 | 2017-03-29 15:36:04 +0800 | [diff] [blame] | 232 | { |
| 233 | const std::string csSource = |
| 234 | "#version 310 es\n" |
| 235 | "layout(local_size_x=4, local_size_y=3, local_size_z=2) in;\n" |
| 236 | "void main()\n" |
| 237 | "{\n" |
Xinghua Cao | 73badc0 | 2017-03-29 19:14:53 +0800 | [diff] [blame] | 238 | " uvec3 temp = gl_NumWorkGroups;\n" |
Xinghua Cao | 2b39659 | 2017-03-29 15:36:04 +0800 | [diff] [blame] | 239 | "}\n"; |
| 240 | |
| 241 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 242 | |
| 243 | glUseProgram(program.get()); |
| 244 | glDispatchCompute(8, 4, 2); |
| 245 | EXPECT_GL_NO_ERROR(); |
| 246 | } |
| 247 | |
Xinghua Cao | 65ec0b2 | 2017-03-28 16:10:52 +0800 | [diff] [blame] | 248 | // Use image uniform to write texture in compute shader, and verify the content is expected. |
| 249 | TEST_P(ComputeShaderTest, BindImageTexture) |
| 250 | { |
Xinghua Cao | 0328b57 | 2017-06-26 15:51:36 +0800 | [diff] [blame] | 251 | ANGLE_SKIP_TEST_IF(IsD3D11()); |
Xinghua Cao | 65ec0b2 | 2017-03-28 16:10:52 +0800 | [diff] [blame] | 252 | |
| 253 | GLTexture mTexture[2]; |
| 254 | GLFramebuffer mFramebuffer; |
| 255 | const std::string csSource = |
| 256 | "#version 310 es\n" |
| 257 | "layout(local_size_x=2, local_size_y=2, local_size_z=1) in;\n" |
| 258 | "layout(r32ui, binding = 0) writeonly uniform highp uimage2D uImage[2];" |
| 259 | "void main()\n" |
| 260 | "{\n" |
| 261 | " imageStore(uImage[0], ivec2(gl_LocalInvocationIndex, gl_WorkGroupID.x), uvec4(100, 0, " |
| 262 | "0, 0));" |
| 263 | " imageStore(uImage[1], ivec2(gl_LocalInvocationIndex, gl_WorkGroupID.x), uvec4(100, 0, " |
| 264 | "0, 0));" |
| 265 | "}\n"; |
| 266 | |
| 267 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 268 | glUseProgram(program.get()); |
| 269 | int width = 4, height = 2; |
| 270 | GLuint inputValues[] = {200, 200, 200, 200, 200, 200, 200, 200}; |
| 271 | |
| 272 | glBindTexture(GL_TEXTURE_2D, mTexture[0]); |
| 273 | glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width, height); |
| 274 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, |
| 275 | inputValues); |
| 276 | EXPECT_GL_NO_ERROR(); |
| 277 | |
| 278 | glBindImageTexture(0, mTexture[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI); |
| 279 | EXPECT_GL_NO_ERROR(); |
| 280 | |
| 281 | glBindTexture(GL_TEXTURE_2D, mTexture[1]); |
| 282 | glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width, height); |
| 283 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, |
| 284 | inputValues); |
| 285 | EXPECT_GL_NO_ERROR(); |
| 286 | |
| 287 | glBindImageTexture(1, mTexture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI); |
| 288 | EXPECT_GL_NO_ERROR(); |
| 289 | |
| 290 | glDispatchCompute(2, 1, 1); |
| 291 | EXPECT_GL_NO_ERROR(); |
| 292 | |
| 293 | glUseProgram(0); |
| 294 | GLuint outputValues[2][8]; |
| 295 | GLuint expectedValue = 100; |
| 296 | glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer); |
| 297 | |
| 298 | glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture[0], |
| 299 | 0); |
| 300 | EXPECT_GL_NO_ERROR(); |
| 301 | glReadPixels(0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues[0]); |
| 302 | EXPECT_GL_NO_ERROR(); |
| 303 | |
| 304 | glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture[1], |
| 305 | 0); |
| 306 | EXPECT_GL_NO_ERROR(); |
| 307 | glReadPixels(0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues[1]); |
| 308 | EXPECT_GL_NO_ERROR(); |
| 309 | |
| 310 | for (int i = 0; i < width * height; i++) |
| 311 | { |
| 312 | EXPECT_EQ(expectedValue, outputValues[0][i]); |
| 313 | EXPECT_EQ(expectedValue, outputValues[1][i]); |
| 314 | } |
| 315 | } |
| 316 | |
Xinghua Cao | 0328b57 | 2017-06-26 15:51:36 +0800 | [diff] [blame] | 317 | // When declare a image array without a binding qualifier, all elements are bound to unit zero. |
| 318 | TEST_P(ComputeShaderTest, ImageArrayWithoutBindingQualifier) |
| 319 | { |
| 320 | ANGLE_SKIP_TEST_IF(IsD3D11()); |
| 321 | |
| 322 | // TODO(xinghua.cao@intel.com): On AMD desktop OpenGL, bind two image variables to unit 0, |
| 323 | // only one variable is valid. |
Corentin Wallez | 2bde919 | 2017-07-28 14:15:01 -0400 | [diff] [blame] | 324 | ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL()); |
Xinghua Cao | 0328b57 | 2017-06-26 15:51:36 +0800 | [diff] [blame] | 325 | |
| 326 | GLTexture mTexture; |
| 327 | GLFramebuffer mFramebuffer; |
| 328 | const std::string csSource = |
| 329 | "#version 310 es\n" |
| 330 | "layout(local_size_x=2, local_size_y=2, local_size_z=1) in;\n" |
| 331 | "layout(r32ui) writeonly uniform highp uimage2D uImage[2];" |
| 332 | "void main()\n" |
| 333 | "{\n" |
| 334 | " imageStore(uImage[0], ivec2(gl_LocalInvocationIndex, 0), uvec4(100, 0, 0, 0));" |
| 335 | " imageStore(uImage[1], ivec2(gl_LocalInvocationIndex, 1), uvec4(100, 0, 0, 0));" |
| 336 | "}\n"; |
| 337 | |
| 338 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 339 | glUseProgram(program.get()); |
| 340 | constexpr int kTextureWidth = 4, kTextureHeight = 2; |
| 341 | GLuint inputValues[] = {200, 200, 200, 200, 200, 200, 200, 200}; |
| 342 | |
| 343 | glBindTexture(GL_TEXTURE_2D, mTexture); |
| 344 | glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kTextureWidth, kTextureHeight); |
| 345 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTextureWidth, kTextureHeight, GL_RED_INTEGER, |
| 346 | GL_UNSIGNED_INT, inputValues); |
| 347 | EXPECT_GL_NO_ERROR(); |
| 348 | |
| 349 | glBindImageTexture(0, mTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI); |
| 350 | glDispatchCompute(1, 1, 1); |
| 351 | EXPECT_GL_NO_ERROR(); |
| 352 | |
| 353 | glUseProgram(0); |
| 354 | glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer); |
| 355 | |
| 356 | glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0); |
| 357 | GLuint outputValues[8]; |
| 358 | glReadPixels(0, 0, kTextureWidth, kTextureHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, |
| 359 | outputValues); |
| 360 | EXPECT_GL_NO_ERROR(); |
| 361 | |
| 362 | GLuint expectedValue = 100; |
| 363 | for (int i = 0; i < kTextureWidth * kTextureHeight; i++) |
| 364 | { |
| 365 | EXPECT_EQ(expectedValue, outputValues[i]); |
| 366 | } |
| 367 | } |
| 368 | |
Xinghua Cao | 711b7a1 | 2017-10-09 13:38:12 +0800 | [diff] [blame^] | 369 | // imageLoad functions |
| 370 | TEST_P(ComputeShaderTest, ImageLoad) |
| 371 | { |
| 372 | const std::string csSource = |
| 373 | "#version 310 es\n" |
| 374 | "layout(local_size_x=8) in;\n" |
| 375 | "layout(rgba8) uniform highp readonly image2D mImage2DInput;\n" |
| 376 | "layout(rgba16i) uniform highp readonly iimageCube mImageCubeInput;\n" |
| 377 | "layout(rgba32ui) uniform highp readonly uimage3D mImage3DInput;\n" |
| 378 | "void main()\n" |
| 379 | "{\n" |
| 380 | " vec4 result2d = imageLoad(mImage2DInput, ivec2(gl_LocalInvocationID.xy));\n" |
| 381 | " ivec4 resultCube = imageLoad(mImageCubeInput, ivec3(gl_LocalInvocationID.xyz));\n" |
| 382 | " uvec4 result3d = imageLoad(mImage3DInput, ivec3(gl_LocalInvocationID.xyz));\n" |
| 383 | "}\n"; |
| 384 | |
| 385 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 386 | EXPECT_GL_NO_ERROR(); |
| 387 | } |
| 388 | |
| 389 | // imageStore functions |
| 390 | TEST_P(ComputeShaderTest, ImageStore) |
| 391 | { |
| 392 | const std::string csSource = |
| 393 | "#version 310 es\n" |
| 394 | "layout(local_size_x=8) in;\n" |
| 395 | "layout(rgba16f) uniform highp writeonly imageCube mImageCubeOutput;\n" |
| 396 | "layout(r32f) uniform highp writeonly image3D mImage3DOutput;\n" |
| 397 | "layout(rgba8ui) uniform highp writeonly uimage2DArray mImage2DArrayOutput;\n" |
| 398 | "void main()\n" |
| 399 | "{\n" |
| 400 | " imageStore(mImageCubeOutput, ivec3(gl_LocalInvocationID.xyz), vec4(0.0));\n" |
| 401 | " imageStore(mImage3DOutput, ivec3(gl_LocalInvocationID.xyz), vec4(0.0));\n" |
| 402 | " imageStore(mImage2DArrayOutput, ivec3(gl_LocalInvocationID.xyz), uvec4(0));\n" |
| 403 | "}\n"; |
| 404 | |
| 405 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 406 | EXPECT_GL_NO_ERROR(); |
| 407 | } |
| 408 | |
| 409 | // imageSize functions |
| 410 | TEST_P(ComputeShaderTest, ImageSize) |
| 411 | { |
| 412 | const std::string csSource = |
| 413 | "#version 310 es\n" |
| 414 | "layout(local_size_x=8) in;\n" |
| 415 | "layout(rgba8) uniform highp readonly imageCube mImageCubeInput;\n" |
| 416 | "layout(r32i) uniform highp readonly iimage2D mImage2DInput;\n" |
| 417 | "layout(rgba16ui) uniform highp readonly uimage2DArray mImage2DArrayInput;\n" |
| 418 | "void main()\n" |
| 419 | "{\n" |
| 420 | " ivec2 sizeCube = imageSize(mImageCubeInput);\n" |
| 421 | " ivec2 size2D = imageSize(mImage2DInput);\n" |
| 422 | " ivec3 size2DArray = imageSize(mImage2DArrayInput);\n" |
| 423 | "}\n"; |
| 424 | |
| 425 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 426 | EXPECT_GL_NO_ERROR(); |
| 427 | } |
| 428 | |
Martin Radev | 4c4c8e7 | 2016-08-04 12:25:34 +0300 | [diff] [blame] | 429 | // Check that it is not possible to create a compute shader when the context does not support ES |
| 430 | // 3.10 |
| 431 | TEST_P(ComputeShaderTestES3, NotSupported) |
| 432 | { |
| 433 | GLuint computeShaderHandle = glCreateShader(GL_COMPUTE_SHADER); |
| 434 | EXPECT_EQ(0u, computeShaderHandle); |
| 435 | EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| 436 | } |
| 437 | |
Xinghua Cao | b123938 | 2016-12-13 15:07:05 +0800 | [diff] [blame] | 438 | ANGLE_INSTANTIATE_TEST(ComputeShaderTest, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11()); |
Martin Radev | 4c4c8e7 | 2016-08-04 12:25:34 +0300 | [diff] [blame] | 439 | ANGLE_INSTANTIATE_TEST(ComputeShaderTestES3, ES3_OPENGL(), ES3_OPENGLES()); |
| 440 | |
| 441 | } // namespace |