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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);
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();
}
// 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