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 = |
Olli Etuaho | 7caa80e | 2017-11-14 15:03:14 +0200 | [diff] [blame^] | 67 | R"(#version 310 es |
| 68 | precision mediump sampler2D; |
| 69 | layout(local_size_x=1) in; |
| 70 | uniform int myUniformInt; |
| 71 | uniform sampler2D myUniformSampler; |
| 72 | layout(rgba32i) uniform highp writeonly iimage2D imageOut; |
| 73 | void main() |
| 74 | { |
| 75 | int q = myUniformInt; |
| 76 | vec4 v = textureLod(myUniformSampler, vec2(0.0), 0.0); |
| 77 | imageStore(imageOut, ivec2(0), ivec4(v) * q); |
| 78 | })"; |
Martin Radev | 4c4c8e7 | 2016-08-04 12:25:34 +0300 | [diff] [blame] | 79 | |
| 80 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 81 | |
Olli Etuaho | 7caa80e | 2017-11-14 15:03:14 +0200 | [diff] [blame^] | 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 | |
Olli Etuaho | 7caa80e | 2017-11-14 15:03:14 +0200 | [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 | |
Yunchao He | 70b715c | 2017-11-07 14:59:15 +0800 | [diff] [blame] | 138 | EXPECT_EQ(GL_FALSE, linkStatus); |
Martin Radev | 4c4c8e7 | 2016-08-04 12:25:34 +0300 | [diff] [blame] | 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 | |
Yunchao He | 70b715c | 2017-11-07 14:59:15 +0800 | [diff] [blame] | 195 | // Attach a vertex and fragment shader and link, but dispatch compute. |
| 196 | TEST_P(ComputeShaderTest, DispatchComputeWithRenderingProgram) |
| 197 | { |
| 198 | const std::string vsSource = |
| 199 | "#version 310 es\n" |
| 200 | "void main()\n" |
| 201 | "{\n" |
| 202 | "}\n"; |
| 203 | |
| 204 | const std::string fsSource = |
| 205 | "#version 310 es\n" |
| 206 | "void main()\n" |
| 207 | "{\n" |
| 208 | "}\n"; |
| 209 | |
| 210 | GLuint program = glCreateProgram(); |
| 211 | |
| 212 | GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource); |
| 213 | GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource); |
| 214 | |
| 215 | EXPECT_NE(0u, vs); |
| 216 | EXPECT_NE(0u, fs); |
| 217 | |
| 218 | glAttachShader(program, vs); |
| 219 | glDeleteShader(vs); |
| 220 | |
| 221 | glAttachShader(program, fs); |
| 222 | glDeleteShader(fs); |
| 223 | |
| 224 | glLinkProgram(program); |
| 225 | |
| 226 | GLint linkStatus; |
| 227 | glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); |
| 228 | EXPECT_EQ(GL_TRUE, linkStatus); |
| 229 | |
| 230 | EXPECT_GL_NO_ERROR(); |
| 231 | |
| 232 | glUseProgram(program); |
| 233 | glDispatchCompute(8, 4, 2); |
| 234 | EXPECT_GL_ERROR(GL_INVALID_OPERATION); |
| 235 | } |
| 236 | |
Xinghua Cao | b123938 | 2016-12-13 15:07:05 +0800 | [diff] [blame] | 237 | // Access all compute shader special variables. |
| 238 | TEST_P(ComputeShaderTest, AccessAllSpecialVariables) |
| 239 | { |
| 240 | const std::string csSource = |
Olli Etuaho | 7caa80e | 2017-11-14 15:03:14 +0200 | [diff] [blame^] | 241 | R"(#version 310 es |
| 242 | layout(local_size_x=4, local_size_y=3, local_size_z=2) in; |
| 243 | layout(rgba32ui) uniform highp writeonly uimage2D imageOut; |
| 244 | void main() |
| 245 | { |
| 246 | uvec3 temp1 = gl_NumWorkGroups; |
| 247 | uvec3 temp2 = gl_WorkGroupSize; |
| 248 | uvec3 temp3 = gl_WorkGroupID; |
| 249 | uvec3 temp4 = gl_LocalInvocationID; |
| 250 | uvec3 temp5 = gl_GlobalInvocationID; |
| 251 | uint temp6 = gl_LocalInvocationIndex; |
| 252 | imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), uvec4(temp1 + temp2 + temp3 + temp4 + temp5, temp6)); |
| 253 | })"; |
Xinghua Cao | b123938 | 2016-12-13 15:07:05 +0800 | [diff] [blame] | 254 | |
| 255 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 256 | } |
| 257 | |
| 258 | // Access part compute shader special variables. |
| 259 | TEST_P(ComputeShaderTest, AccessPartSpecialVariables) |
| 260 | { |
| 261 | const std::string csSource = |
Olli Etuaho | 7caa80e | 2017-11-14 15:03:14 +0200 | [diff] [blame^] | 262 | R"(#version 310 es |
| 263 | layout(local_size_x=4, local_size_y=3, local_size_z=2) in; |
| 264 | layout(rgba32ui) uniform highp writeonly uimage2D imageOut; |
| 265 | void main() |
| 266 | { |
| 267 | uvec3 temp1 = gl_WorkGroupSize; |
| 268 | uvec3 temp2 = gl_WorkGroupID; |
| 269 | uint temp3 = gl_LocalInvocationIndex; |
| 270 | imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), uvec4(temp1 + temp2, temp3)); |
| 271 | })"; |
Xinghua Cao | b123938 | 2016-12-13 15:07:05 +0800 | [diff] [blame] | 272 | |
| 273 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 274 | } |
| 275 | |
Xinghua Cao | 73badc0 | 2017-03-29 19:14:53 +0800 | [diff] [blame] | 276 | // Use glDispatchCompute to define work group count. |
| 277 | TEST_P(ComputeShaderTest, DispatchCompute) |
Xinghua Cao | 2b39659 | 2017-03-29 15:36:04 +0800 | [diff] [blame] | 278 | { |
| 279 | const std::string csSource = |
Olli Etuaho | 7caa80e | 2017-11-14 15:03:14 +0200 | [diff] [blame^] | 280 | R"(#version 310 es |
| 281 | layout(local_size_x=4, local_size_y=3, local_size_z=2) in; |
| 282 | layout(rgba32ui) uniform highp writeonly uimage2D imageOut; |
| 283 | void main() |
| 284 | { |
| 285 | uvec3 temp = gl_NumWorkGroups; |
| 286 | imageStore(imageOut, ivec2(0), uvec4(temp, 0u)); |
| 287 | })"; |
Xinghua Cao | 2b39659 | 2017-03-29 15:36:04 +0800 | [diff] [blame] | 288 | |
| 289 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 290 | |
| 291 | glUseProgram(program.get()); |
| 292 | glDispatchCompute(8, 4, 2); |
| 293 | EXPECT_GL_NO_ERROR(); |
| 294 | } |
| 295 | |
Xinghua Cao | 65ec0b2 | 2017-03-28 16:10:52 +0800 | [diff] [blame] | 296 | // Use image uniform to write texture in compute shader, and verify the content is expected. |
| 297 | TEST_P(ComputeShaderTest, BindImageTexture) |
| 298 | { |
Xinghua Cao | 0328b57 | 2017-06-26 15:51:36 +0800 | [diff] [blame] | 299 | ANGLE_SKIP_TEST_IF(IsD3D11()); |
Xinghua Cao | 65ec0b2 | 2017-03-28 16:10:52 +0800 | [diff] [blame] | 300 | |
| 301 | GLTexture mTexture[2]; |
| 302 | GLFramebuffer mFramebuffer; |
| 303 | const std::string csSource = |
| 304 | "#version 310 es\n" |
| 305 | "layout(local_size_x=2, local_size_y=2, local_size_z=1) in;\n" |
| 306 | "layout(r32ui, binding = 0) writeonly uniform highp uimage2D uImage[2];" |
| 307 | "void main()\n" |
| 308 | "{\n" |
| 309 | " imageStore(uImage[0], ivec2(gl_LocalInvocationIndex, gl_WorkGroupID.x), uvec4(100, 0, " |
| 310 | "0, 0));" |
| 311 | " imageStore(uImage[1], ivec2(gl_LocalInvocationIndex, gl_WorkGroupID.x), uvec4(100, 0, " |
| 312 | "0, 0));" |
| 313 | "}\n"; |
| 314 | |
| 315 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 316 | glUseProgram(program.get()); |
| 317 | int width = 4, height = 2; |
| 318 | GLuint inputValues[] = {200, 200, 200, 200, 200, 200, 200, 200}; |
| 319 | |
| 320 | glBindTexture(GL_TEXTURE_2D, mTexture[0]); |
| 321 | glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width, height); |
| 322 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, |
| 323 | inputValues); |
| 324 | EXPECT_GL_NO_ERROR(); |
| 325 | |
| 326 | glBindImageTexture(0, mTexture[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI); |
| 327 | EXPECT_GL_NO_ERROR(); |
| 328 | |
| 329 | glBindTexture(GL_TEXTURE_2D, mTexture[1]); |
| 330 | glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width, height); |
| 331 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, |
| 332 | inputValues); |
| 333 | EXPECT_GL_NO_ERROR(); |
| 334 | |
| 335 | glBindImageTexture(1, mTexture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI); |
| 336 | EXPECT_GL_NO_ERROR(); |
| 337 | |
| 338 | glDispatchCompute(2, 1, 1); |
| 339 | EXPECT_GL_NO_ERROR(); |
| 340 | |
| 341 | glUseProgram(0); |
| 342 | GLuint outputValues[2][8]; |
| 343 | GLuint expectedValue = 100; |
| 344 | glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer); |
| 345 | |
| 346 | glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture[0], |
| 347 | 0); |
| 348 | EXPECT_GL_NO_ERROR(); |
| 349 | glReadPixels(0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues[0]); |
| 350 | EXPECT_GL_NO_ERROR(); |
| 351 | |
| 352 | glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture[1], |
| 353 | 0); |
| 354 | EXPECT_GL_NO_ERROR(); |
| 355 | glReadPixels(0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues[1]); |
| 356 | EXPECT_GL_NO_ERROR(); |
| 357 | |
| 358 | for (int i = 0; i < width * height; i++) |
| 359 | { |
| 360 | EXPECT_EQ(expectedValue, outputValues[0][i]); |
| 361 | EXPECT_EQ(expectedValue, outputValues[1][i]); |
| 362 | } |
| 363 | } |
| 364 | |
Xinghua Cao | 0328b57 | 2017-06-26 15:51:36 +0800 | [diff] [blame] | 365 | // When declare a image array without a binding qualifier, all elements are bound to unit zero. |
| 366 | TEST_P(ComputeShaderTest, ImageArrayWithoutBindingQualifier) |
| 367 | { |
| 368 | ANGLE_SKIP_TEST_IF(IsD3D11()); |
| 369 | |
| 370 | // TODO(xinghua.cao@intel.com): On AMD desktop OpenGL, bind two image variables to unit 0, |
| 371 | // only one variable is valid. |
Corentin Wallez | 2bde919 | 2017-07-28 14:15:01 -0400 | [diff] [blame] | 372 | ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL()); |
Xinghua Cao | 0328b57 | 2017-06-26 15:51:36 +0800 | [diff] [blame] | 373 | |
| 374 | GLTexture mTexture; |
| 375 | GLFramebuffer mFramebuffer; |
| 376 | const std::string csSource = |
| 377 | "#version 310 es\n" |
| 378 | "layout(local_size_x=2, local_size_y=2, local_size_z=1) in;\n" |
| 379 | "layout(r32ui) writeonly uniform highp uimage2D uImage[2];" |
| 380 | "void main()\n" |
| 381 | "{\n" |
| 382 | " imageStore(uImage[0], ivec2(gl_LocalInvocationIndex, 0), uvec4(100, 0, 0, 0));" |
| 383 | " imageStore(uImage[1], ivec2(gl_LocalInvocationIndex, 1), uvec4(100, 0, 0, 0));" |
| 384 | "}\n"; |
| 385 | |
| 386 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 387 | glUseProgram(program.get()); |
| 388 | constexpr int kTextureWidth = 4, kTextureHeight = 2; |
| 389 | GLuint inputValues[] = {200, 200, 200, 200, 200, 200, 200, 200}; |
| 390 | |
| 391 | glBindTexture(GL_TEXTURE_2D, mTexture); |
| 392 | glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kTextureWidth, kTextureHeight); |
| 393 | glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTextureWidth, kTextureHeight, GL_RED_INTEGER, |
| 394 | GL_UNSIGNED_INT, inputValues); |
| 395 | EXPECT_GL_NO_ERROR(); |
| 396 | |
| 397 | glBindImageTexture(0, mTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI); |
| 398 | glDispatchCompute(1, 1, 1); |
| 399 | EXPECT_GL_NO_ERROR(); |
| 400 | |
| 401 | glUseProgram(0); |
| 402 | glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer); |
| 403 | |
| 404 | glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0); |
| 405 | GLuint outputValues[8]; |
| 406 | glReadPixels(0, 0, kTextureWidth, kTextureHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, |
| 407 | outputValues); |
| 408 | EXPECT_GL_NO_ERROR(); |
| 409 | |
| 410 | GLuint expectedValue = 100; |
| 411 | for (int i = 0; i < kTextureWidth * kTextureHeight; i++) |
| 412 | { |
| 413 | EXPECT_EQ(expectedValue, outputValues[i]); |
| 414 | } |
| 415 | } |
| 416 | |
Xinghua Cao | 711b7a1 | 2017-10-09 13:38:12 +0800 | [diff] [blame] | 417 | // imageLoad functions |
| 418 | TEST_P(ComputeShaderTest, ImageLoad) |
| 419 | { |
| 420 | const std::string csSource = |
Olli Etuaho | 7caa80e | 2017-11-14 15:03:14 +0200 | [diff] [blame^] | 421 | R"(#version 310 es |
| 422 | layout(local_size_x=8) in; |
| 423 | layout(rgba8) uniform highp readonly image2D mImage2DInput; |
| 424 | layout(rgba16i) uniform highp readonly iimageCube mImageCubeInput; |
| 425 | layout(rgba32ui) uniform highp readonly uimage3D mImage3DInput; |
| 426 | layout(r32i) uniform highp writeonly iimage2D imageOut; |
| 427 | void main() |
| 428 | { |
| 429 | vec4 result2d = imageLoad(mImage2DInput, ivec2(gl_LocalInvocationID.xy)); |
| 430 | ivec4 resultCube = imageLoad(mImageCubeInput, ivec3(gl_LocalInvocationID.xyz)); |
| 431 | uvec4 result3d = imageLoad(mImage3DInput, ivec3(gl_LocalInvocationID.xyz)); |
| 432 | imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), ivec4(result2d) + resultCube + ivec4(result3d)); |
| 433 | })"; |
Xinghua Cao | 711b7a1 | 2017-10-09 13:38:12 +0800 | [diff] [blame] | 434 | |
| 435 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 436 | EXPECT_GL_NO_ERROR(); |
| 437 | } |
| 438 | |
| 439 | // imageStore functions |
| 440 | TEST_P(ComputeShaderTest, ImageStore) |
| 441 | { |
| 442 | const std::string csSource = |
| 443 | "#version 310 es\n" |
| 444 | "layout(local_size_x=8) in;\n" |
| 445 | "layout(rgba16f) uniform highp writeonly imageCube mImageCubeOutput;\n" |
| 446 | "layout(r32f) uniform highp writeonly image3D mImage3DOutput;\n" |
| 447 | "layout(rgba8ui) uniform highp writeonly uimage2DArray mImage2DArrayOutput;\n" |
| 448 | "void main()\n" |
| 449 | "{\n" |
| 450 | " imageStore(mImageCubeOutput, ivec3(gl_LocalInvocationID.xyz), vec4(0.0));\n" |
| 451 | " imageStore(mImage3DOutput, ivec3(gl_LocalInvocationID.xyz), vec4(0.0));\n" |
| 452 | " imageStore(mImage2DArrayOutput, ivec3(gl_LocalInvocationID.xyz), uvec4(0));\n" |
| 453 | "}\n"; |
| 454 | |
| 455 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 456 | EXPECT_GL_NO_ERROR(); |
| 457 | } |
| 458 | |
| 459 | // imageSize functions |
| 460 | TEST_P(ComputeShaderTest, ImageSize) |
| 461 | { |
| 462 | const std::string csSource = |
Olli Etuaho | 7caa80e | 2017-11-14 15:03:14 +0200 | [diff] [blame^] | 463 | R"(#version 310 es |
| 464 | layout(local_size_x=8) in; |
| 465 | layout(rgba8) uniform highp readonly imageCube mImageCubeInput; |
| 466 | layout(r32i) uniform highp readonly iimage2D mImage2DInput; |
| 467 | layout(rgba16ui) uniform highp readonly uimage2DArray mImage2DArrayInput; |
| 468 | layout(r32i) uniform highp writeonly iimage2D imageOut; |
| 469 | void main() |
| 470 | { |
| 471 | ivec2 sizeCube = imageSize(mImageCubeInput); |
| 472 | ivec2 size2D = imageSize(mImage2DInput); |
| 473 | ivec3 size2DArray = imageSize(mImage2DArrayInput); |
| 474 | imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), ivec4(sizeCube, size2D.x, size2DArray.x)); |
| 475 | })"; |
Xinghua Cao | 711b7a1 | 2017-10-09 13:38:12 +0800 | [diff] [blame] | 476 | |
| 477 | ANGLE_GL_COMPUTE_PROGRAM(program, csSource); |
| 478 | EXPECT_GL_NO_ERROR(); |
| 479 | } |
| 480 | |
Martin Radev | 4c4c8e7 | 2016-08-04 12:25:34 +0300 | [diff] [blame] | 481 | // Check that it is not possible to create a compute shader when the context does not support ES |
| 482 | // 3.10 |
| 483 | TEST_P(ComputeShaderTestES3, NotSupported) |
| 484 | { |
| 485 | GLuint computeShaderHandle = glCreateShader(GL_COMPUTE_SHADER); |
| 486 | EXPECT_EQ(0u, computeShaderHandle); |
| 487 | EXPECT_GL_ERROR(GL_INVALID_ENUM); |
| 488 | } |
| 489 | |
Xinghua Cao | b123938 | 2016-12-13 15:07:05 +0800 | [diff] [blame] | 490 | ANGLE_INSTANTIATE_TEST(ComputeShaderTest, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11()); |
Martin Radev | 4c4c8e7 | 2016-08-04 12:25:34 +0300 | [diff] [blame] | 491 | ANGLE_INSTANTIATE_TEST(ComputeShaderTestES3, ES3_OPENGL(), ES3_OPENGLES()); |
| 492 | |
| 493 | } // namespace |