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/*-------------------------------------------------------------------------
* OpenGL Conformance Test Suite
* -----------------------------
*
* Copyright (c) 2014-2017 The Khronos Group Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/ /*!
* \file gl4cShaderBallotTests.cpp
* \brief Conformance tests for the ARB_shader_ballot functionality.
*/ /*-------------------------------------------------------------------*/
#include "gl4cShaderBallotTests.hpp"
#include "glcContext.hpp"
#include "gluContextInfo.hpp"
#include "gluDefs.hpp"
#include "gluDrawUtil.hpp"
#include "gluObjectWrapper.hpp"
#include "gluProgramInterfaceQuery.hpp"
#include "gluShaderProgram.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
#include "tcuRenderTarget.hpp"
namespace gl4cts
{
ShaderBallotBaseTestCase::ShaderPipeline::ShaderPipeline(glu::ShaderType testedShader,
const std::string& contentSnippet,
std::map<std::string, std::string> specMap)
: m_programRender(NULL), m_programCompute(NULL), m_testedShader(testedShader), m_specializationMap(specMap)
{
std::string testedHeadPart = "#extension GL_ARB_shader_ballot : enable\n"
"#extension GL_ARB_gpu_shader_int64 : enable\n";
std::string testedContentPart = contentSnippet;
// vertex shader parts
m_shaders[glu::SHADERTYPE_VERTEX].push_back("#version 450 core\n");
m_shaders[glu::SHADERTYPE_VERTEX].push_back(m_testedShader == glu::SHADERTYPE_VERTEX ? testedHeadPart : "");
m_shaders[glu::SHADERTYPE_VERTEX].push_back("in highp vec2 inPosition;\n"
"in highp vec4 inColor;\n"
"out highp vec3 vsPosition;\n"
"out highp vec4 vsColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(inPosition, 0.0, 1.0);\n"
" vsPosition = vec3(inPosition, 0.0);\n"
" vec4 outColor = vec4(0.0); \n");
m_shaders[glu::SHADERTYPE_VERTEX].push_back(m_testedShader == glu::SHADERTYPE_VERTEX ? testedContentPart :
" outColor = inColor;\n");
m_shaders[glu::SHADERTYPE_VERTEX].push_back(" vsColor = outColor;\n"
"}\n");
// fragment shader parts
m_shaders[glu::SHADERTYPE_FRAGMENT].push_back("#version 450 core\n");
m_shaders[glu::SHADERTYPE_FRAGMENT].push_back(m_testedShader == glu::SHADERTYPE_FRAGMENT ? testedHeadPart : "");
m_shaders[glu::SHADERTYPE_FRAGMENT].push_back("in highp vec4 gsColor;\n"
"out highp vec4 fsColor;\n"
"void main()\n"
"{\n"
" vec4 outColor = vec4(0.0); \n");
m_shaders[glu::SHADERTYPE_FRAGMENT].push_back(
m_testedShader == glu::SHADERTYPE_FRAGMENT ? testedContentPart : " outColor = gsColor;\n");
m_shaders[glu::SHADERTYPE_FRAGMENT].push_back(" fsColor = outColor;\n"
"}\n");
// tessellation control shader parts
m_shaders[glu::SHADERTYPE_TESSELLATION_CONTROL].push_back("#version 450 core\n");
m_shaders[glu::SHADERTYPE_TESSELLATION_CONTROL].push_back(
m_testedShader == glu::SHADERTYPE_TESSELLATION_CONTROL ? testedHeadPart : "");
m_shaders[glu::SHADERTYPE_TESSELLATION_CONTROL].push_back(
"layout(vertices = 3) out;\n"
"in highp vec4 vsColor[];\n"
"in highp vec3 vsPosition[];\n"
"out highp vec3 tcsPosition[];\n"
"out highp vec4 tcsColor[];\n"
"void main()\n"
"{\n"
" tcsPosition[gl_InvocationID] = vsPosition[gl_InvocationID];\n"
" vec4 outColor = vec4(0.0);\n");
m_shaders[glu::SHADERTYPE_TESSELLATION_CONTROL].push_back(m_testedShader == glu::SHADERTYPE_TESSELLATION_CONTROL ?
testedContentPart :
" outColor = vsColor[gl_InvocationID];\n");
m_shaders[glu::SHADERTYPE_TESSELLATION_CONTROL].push_back(" tcsColor[gl_InvocationID] = outColor;\n"
" gl_TessLevelInner[0] = 3;\n"
" gl_TessLevelOuter[0] = 3;\n"
" gl_TessLevelOuter[1] = 3;\n"
" gl_TessLevelOuter[2] = 3;\n"
"}\n");
// tessellation evaluation shader parts
m_shaders[glu::SHADERTYPE_TESSELLATION_EVALUATION].push_back("#version 450 core\n");
m_shaders[glu::SHADERTYPE_TESSELLATION_EVALUATION].push_back(
m_testedShader == glu::SHADERTYPE_TESSELLATION_EVALUATION ? testedHeadPart : "");
m_shaders[glu::SHADERTYPE_TESSELLATION_EVALUATION].push_back("layout(triangles, equal_spacing, cw) in;\n"
"in highp vec3 tcsPosition[];\n"
"in highp vec4 tcsColor[];\n"
"out highp vec4 tesColor;\n"
"void main()\n"
"{\n"
" vec3 p0 = gl_TessCoord.x * tcsPosition[0];\n"
" vec3 p1 = gl_TessCoord.y * tcsPosition[1];\n"
" vec3 p2 = gl_TessCoord.z * tcsPosition[2];\n"
" vec4 outColor = vec4(0.0);\n");
m_shaders[glu::SHADERTYPE_TESSELLATION_EVALUATION].push_back(
m_testedShader == glu::SHADERTYPE_TESSELLATION_EVALUATION ? testedContentPart : " outColor = tcsColor[0];\n");
m_shaders[glu::SHADERTYPE_TESSELLATION_EVALUATION].push_back(" tesColor = outColor;\n"
" gl_Position = vec4(normalize(p0 + p1 + p2), 1.0);\n"
"}\n");
// geometry shader parts
m_shaders[glu::SHADERTYPE_GEOMETRY].push_back("#version 450 core\n");
m_shaders[glu::SHADERTYPE_GEOMETRY].push_back(m_testedShader == glu::SHADERTYPE_GEOMETRY ? testedHeadPart : "");
m_shaders[glu::SHADERTYPE_GEOMETRY].push_back("layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 3) out;\n"
"in highp vec4 tesColor[];\n"
"out highp vec4 gsColor;\n"
"void main()\n"
"{\n"
" for (int i = 0; i<3; i++)\n"
" {\n"
" gl_Position = gl_in[i].gl_Position;\n"
" vec4 outColor = vec4(0.0);\n");
m_shaders[glu::SHADERTYPE_GEOMETRY].push_back(
m_testedShader == glu::SHADERTYPE_GEOMETRY ? testedContentPart : " outColor = tesColor[i];\n");
m_shaders[glu::SHADERTYPE_GEOMETRY].push_back(" gsColor = outColor;\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"
"}\n");
// compute shader parts
m_shaders[glu::SHADERTYPE_COMPUTE].push_back("#version 450 core\n");
m_shaders[glu::SHADERTYPE_COMPUTE].push_back(m_testedShader == glu::SHADERTYPE_COMPUTE ? testedHeadPart : "");
m_shaders[glu::SHADERTYPE_COMPUTE].push_back(
"layout(rgba32f, binding = 1) writeonly uniform highp image2D destImage;\n"
"layout (local_size_x = 16, local_size_y = 16) in;\n"
"void main (void)\n"
"{\n"
"vec4 outColor = vec4(0.0);\n");
m_shaders[glu::SHADERTYPE_COMPUTE].push_back(m_testedShader == glu::SHADERTYPE_COMPUTE ? testedContentPart : "");
m_shaders[glu::SHADERTYPE_COMPUTE].push_back("imageStore(destImage, ivec2(gl_GlobalInvocationID.xy), outColor);\n"
"}\n");
// create shader chunks
for (unsigned int shaderType = 0; shaderType <= glu::SHADERTYPE_COMPUTE; ++shaderType)
{
m_shaderChunks[shaderType] = new char*[m_shaders[shaderType].size()];
for (unsigned int i = 0; i < m_shaders[i].size(); ++i)
{
m_shaderChunks[shaderType][i] = (char*)m_shaders[shaderType][i].data();
}
}
}
ShaderBallotBaseTestCase::ShaderPipeline::~ShaderPipeline()
{
if (m_programRender)
{
delete m_programRender;
}
if (m_programCompute)
{
delete m_programCompute;
}
for (unsigned int shaderType = 0; shaderType <= glu::SHADERTYPE_COMPUTE; ++shaderType)
{
delete[] m_shaderChunks[shaderType];
}
}
const char* const* ShaderBallotBaseTestCase::ShaderPipeline::getShaderParts(glu::ShaderType shaderType) const
{
return m_shaderChunks[shaderType];
}
unsigned int ShaderBallotBaseTestCase::ShaderPipeline::getShaderPartsCount(glu::ShaderType shaderType) const
{
return static_cast<unsigned int>(m_shaders[shaderType].size());
}
void ShaderBallotBaseTestCase::ShaderPipeline::renderQuad(deqp::Context& context)
{
const glw::Functions& gl = context.getRenderContext().getFunctions();
deUint16 const quadIndices[] = { 0, 1, 2, 2, 1, 3 };
float const position[] = { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f };
glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("inPosition", 2, 4, 0, position) };
this->use(context);
glu::PrimitiveList primitiveList = glu::pr::Patches(DE_LENGTH_OF_ARRAY(quadIndices), quadIndices);
glu::draw(context.getRenderContext(), m_programRender->getProgram(), DE_LENGTH_OF_ARRAY(vertexArrays), vertexArrays,
primitiveList);
GLU_EXPECT_NO_ERROR(gl.getError(), "glu::draw error");
}
void ShaderBallotBaseTestCase::ShaderPipeline::executeComputeShader(deqp::Context& context)
{
const glw::Functions& gl = context.getRenderContext().getFunctions();
const glu::Texture outputTexture(context.getRenderContext());
gl.useProgram(m_programCompute->getProgram());
// output image
gl.bindTexture(GL_TEXTURE_2D, *outputTexture);
gl.texStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32UI, 16, 16);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLU_EXPECT_NO_ERROR(gl.getError(), "Uploading image data failed");
// bind image
gl.bindImageTexture(1, *outputTexture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32UI);
GLU_EXPECT_NO_ERROR(gl.getError(), "Image setup failed");
// dispatch compute
gl.dispatchCompute(1, 1, 1);
GLU_EXPECT_NO_ERROR(gl.getError(), "glDispatchCompute()");
gl.memoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
GLU_EXPECT_NO_ERROR(gl.getError(), "glMemoryBarrier()");
// render output texture
std::string vs = "#version 450 core\n"
"in highp vec2 position;\n"
"in vec2 inTexcoord;\n"
"out vec2 texcoord;\n"
"void main()\n"
"{\n"
" texcoord = inTexcoord;\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
"}\n";
std::string fs = "#version 450 core\n"
"uniform sampler2D sampler;\n"
"in vec2 texcoord;\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
" color = texture(sampler, texcoord);\n"
"}\n";
glu::ProgramSources sources;
sources.sources[glu::SHADERTYPE_VERTEX].push_back(vs);
sources.sources[glu::SHADERTYPE_FRAGMENT].push_back(fs);
glu::ShaderProgram renderShader(context.getRenderContext(), sources);
if (!m_programRender->isOk())
{
TCU_FAIL("Shader compilation failed");
}
gl.bindTexture(GL_TEXTURE_2D, *outputTexture);
GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture() call failed.");
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.useProgram(renderShader.getProgram());
gl.uniform1i(gl.getUniformLocation(renderShader.getProgram(), "sampler"), 0);
GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i failed");
deUint16 const quadIndices[] = { 0, 1, 2, 2, 1, 3 };
float const position[] = { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f };
float const texCoord[] = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f };
glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("position", 2, 4, 0, position),
glu::va::Float("inTexcoord", 2, 4, 0, texCoord) };
glu::draw(context.getRenderContext(), renderShader.getProgram(), DE_LENGTH_OF_ARRAY(vertexArrays), vertexArrays,
glu::pr::TriangleStrip(DE_LENGTH_OF_ARRAY(quadIndices), quadIndices));
GLU_EXPECT_NO_ERROR(gl.getError(), "glu::draw error");
}
void ShaderBallotBaseTestCase::ShaderPipeline::use(deqp::Context& context)
{
const glw::Functions& gl = context.getRenderContext().getFunctions();
gl.useProgram(m_programRender->getProgram());
GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram failed");
}
void ShaderBallotBaseTestCase::ShaderPipeline::test(deqp::Context& context)
{
if (m_testedShader == glu::SHADERTYPE_COMPUTE)
{
executeComputeShader(context);
}
else
{
renderQuad(context);
}
}
void ShaderBallotBaseTestCase::createShaderPrograms(ShaderPipeline& pipeline)
{
glu::ProgramSources sourcesRender;
for (unsigned int i = 0; i < glu::SHADERTYPE_COMPUTE; ++i)
{
glu::ShaderType shaderType = (glu::ShaderType)i;
std::map<std::string, std::string>::const_iterator mapIter;
for (mapIter = pipeline.getSpecializationMap().begin(); mapIter != pipeline.getSpecializationMap().end();
mapIter++)
m_specializationMap[mapIter->first] = mapIter->second;
std::string shader =
specializeShader(pipeline.getShaderPartsCount(shaderType), pipeline.getShaderParts(shaderType));
sourcesRender.sources[i].push_back(shader);
}
glu::ShaderProgram* programRender = new glu::ShaderProgram(m_context.getRenderContext(), sourcesRender);
if (!programRender->isOk())
{
TCU_FAIL("Shader compilation failed");
}
glu::ProgramSources sourcesCompute;
m_specializationMap.insert(pipeline.getSpecializationMap().begin(), pipeline.getSpecializationMap().end());
std::string shaderCompute = specializeShader(pipeline.getShaderPartsCount(glu::SHADERTYPE_COMPUTE),
pipeline.getShaderParts(glu::SHADERTYPE_COMPUTE));
sourcesCompute.sources[glu::SHADERTYPE_COMPUTE].push_back(shaderCompute);
glu::ShaderProgram* programCompute = new glu::ShaderProgram(m_context.getRenderContext(), sourcesCompute);
if (!programCompute->isOk())
{
TCU_FAIL("Shader compilation failed");
}
pipeline.setShaderPrograms(programRender, programCompute);
}
ShaderBallotBaseTestCase::~ShaderBallotBaseTestCase()
{
for (ShaderPipelineIter iter = m_shaderPipelines.begin(); iter != m_shaderPipelines.end(); ++iter)
{
delete *iter;
}
}
bool ShaderBallotBaseTestCase::validateScreenPixels(deqp::Context& context, tcu::Vec4 desiredColor,
tcu::Vec4 ignoredColor)
{
const glw::Functions& gl = context.getRenderContext().getFunctions();
const tcu::RenderTarget renderTarget = context.getRenderContext().getRenderTarget();
tcu::IVec2 size(renderTarget.getWidth(), renderTarget.getHeight());
glw::GLfloat* pixels = new glw::GLfloat[size.x() * size.y() * 4];
// clear buffer
for (int x = 0; x < size.x(); ++x)
{
for (int y = 0; y < size.y(); ++y)
{
int mappedPixelPosition = y * size.x() + x;
pixels[mappedPixelPosition * 4 + 0] = -1.0f;
pixels[mappedPixelPosition * 4 + 1] = -1.0f;
pixels[mappedPixelPosition * 4 + 2] = -1.0f;
pixels[mappedPixelPosition * 4 + 3] = -1.0f;
}
}
// read pixels
gl.readPixels(0, 0, size.x(), size.y(), GL_RGBA, GL_FLOAT, pixels);
// validate pixels
bool rendered = false;
for (int x = 0; x < size.x(); ++x)
{
for (int y = 0; y < size.y(); ++y)
{
int mappedPixelPosition = y * size.x() + x;
tcu::Vec4 color(pixels[mappedPixelPosition * 4 + 0], pixels[mappedPixelPosition * 4 + 1],
pixels[mappedPixelPosition * 4 + 2], pixels[mappedPixelPosition * 4 + 3]);
if (!ShaderBallotBaseTestCase::validateColor(color, ignoredColor))
{
rendered = true;
if (!ShaderBallotBaseTestCase::validateColor(color, desiredColor))
{
return false;
}
}
}
}
delete[] pixels;
return rendered;
}
bool ShaderBallotBaseTestCase::validateScreenPixelsSameColor(deqp::Context& context, tcu::Vec4 ignoredColor)
{
const glw::Functions& gl = context.getRenderContext().getFunctions();
const tcu::RenderTarget renderTarget = context.getRenderContext().getRenderTarget();
tcu::IVec2 size(renderTarget.getWidth(), renderTarget.getHeight());
glw::GLfloat* centerPixel = new glw::GLfloat[4];
centerPixel[0] = -1.0f;
centerPixel[1] = -1.0f;
centerPixel[2] = -1.0f;
centerPixel[3] = -1.0f;
// read pixel
gl.readPixels(size.x() / 2, size.y() / 2, 1, 1, GL_RGBA, GL_FLOAT, centerPixel);
tcu::Vec4 desiredColor(centerPixel[0], centerPixel[1], centerPixel[2], centerPixel[3]);
delete[] centerPixel;
// validation
return ShaderBallotBaseTestCase::validateScreenPixels(context, desiredColor, ignoredColor);
}
bool ShaderBallotBaseTestCase::validateColor(tcu::Vec4 testedColor, tcu::Vec4 desiredColor)
{
const float epsilon = 0.008f;
return de::abs(testedColor.x() - desiredColor.x()) < epsilon &&
de::abs(testedColor.y() - desiredColor.y()) < epsilon &&
de::abs(testedColor.z() - desiredColor.z()) < epsilon &&
de::abs(testedColor.w() - desiredColor.w()) < epsilon;
}
/** Constructor.
*
* @param context Rendering context
*/
ShaderBallotAvailabilityTestCase::ShaderBallotAvailabilityTestCase(deqp::Context& context)
: ShaderBallotBaseTestCase(context, "ShaderBallotAvailability",
"Implements verification of availability for new build-in features")
{
std::string colorShaderSnippet =
" float red = gl_SubGroupSizeARB / 64.0f;\n"
" float green = 1.0f - (gl_SubGroupInvocationARB / float(gl_SubGroupSizeARB));\n"
" float blue = float(ballotARB(true) % 256) / 256.0f;\n"
" outColor = readInvocationARB(vec4(red, green, blue, 1.0f), gl_SubGroupInvocationARB);\n";
for (unsigned int i = 0; i <= glu::SHADERTYPE_COMPUTE; ++i)
{
m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, colorShaderSnippet));
}
}
/** Initializes the test
*/
void ShaderBallotAvailabilityTestCase::init()
{
}
/** Executes test iteration.
*
* @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed.
*/
tcu::TestNode::IterateResult ShaderBallotAvailabilityTestCase::iterate()
{
if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_shader_ballot") ||
!m_context.getContextInfo().isExtensionSupported("GL_ARB_gpu_shader_int64"))
{
m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported");
return STOP;
}
for (ShaderPipelineIter iter = m_shaderPipelines.begin(); iter != m_shaderPipelines.end(); ++iter)
{
createShaderPrograms(**iter);
}
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
for (ShaderPipelineIter pipelineIter = m_shaderPipelines.begin(); pipelineIter != m_shaderPipelines.end();
++pipelineIter)
{
gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.clear(GL_COLOR_BUFFER_BIT);
(*pipelineIter)->test(m_context);
gl.flush();
}
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
return STOP;
}
/** Constructor.
*
* @param context Rendering context
*/
ShaderBallotBitmasksTestCase::ShaderBallotBitmasksTestCase(deqp::Context& context)
: ShaderBallotBaseTestCase(context, "ShaderBallotBitmasks",
"Implements verification of values of gl_SubGroup*MaskARB variables")
{
m_maskVars["gl_SubGroupEqMaskARB"] = "==";
m_maskVars["gl_SubGroupGeMaskARB"] = ">=";
m_maskVars["gl_SubGroupGtMaskARB"] = ">";
m_maskVars["gl_SubGroupLeMaskARB"] = "<=";
m_maskVars["gl_SubGroupLtMaskARB"] = "<";
std::string colorShaderSnippet = " uint64_t mask = 0;\n"
" for(uint i = 0; i < gl_SubGroupSizeARB; ++i)\n"
" {\n"
" if(i ${MASK_OPERATOR} gl_SubGroupInvocationARB)\n"
" mask = mask | (1ul << i);\n"
" }\n"
" float color = (${MASK_VAR} ^ mask) == 0ul ? 1.0 : 0.0;\n"
" outColor = vec4(color, color, color, 1.0);\n";
for (MaskVarIter maskIter = m_maskVars.begin(); maskIter != m_maskVars.end(); maskIter++)
{
for (unsigned int i = 0; i <= glu::SHADERTYPE_COMPUTE; ++i)
{
std::map<std::string, std::string> specMap;
specMap["MASK_VAR"] = maskIter->first;
specMap["MASK_OPERATOR"] = maskIter->second;
m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, colorShaderSnippet, specMap));
}
}
}
/** Initializes the test
*/
void ShaderBallotBitmasksTestCase::init()
{
}
/** Executes test iteration.
*
* @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed.
*/
tcu::TestNode::IterateResult ShaderBallotBitmasksTestCase::iterate()
{
if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_shader_ballot") ||
!m_context.getContextInfo().isExtensionSupported("GL_ARB_gpu_shader_int64"))
{
m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported");
return STOP;
}
for (ShaderPipelineIter iter = m_shaderPipelines.begin(); iter != m_shaderPipelines.end(); ++iter)
{
createShaderPrograms(**iter);
}
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
for (ShaderPipelineIter pipelineIter = m_shaderPipelines.begin(); pipelineIter != m_shaderPipelines.end();
++pipelineIter)
{
gl.clearColor(1.0f, 0.0f, 0.0f, 1.0f);
gl.clear(GL_COLOR_BUFFER_BIT);
(*pipelineIter)->test(m_context);
gl.flush();
bool validationResult = ShaderBallotBaseTestCase::validateScreenPixels(
m_context, tcu::Vec4(1.0f, 1.0f, 1.0f, 1.0f), tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f));
TCU_CHECK_MSG(validationResult, "Bitmask value is not correct");
}
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
return STOP;
}
/** Constructor.
*
* @param context Rendering context
*/
ShaderBallotFunctionBallotTestCase::ShaderBallotFunctionBallotTestCase(deqp::Context& context)
: ShaderBallotBaseTestCase(context, "ShaderBallotFunctionBallot",
"Implements verification of ballotARB calls and returned results")
{
std::string ballotFalseSnippet = " uint64_t result = ballotARB(false);\n"
" float color = result == 0ul ? 1.0 : 0.0;\n"
" outColor = vec4(color, color, color, 1.0);\n";
std::string ballotTrueSnippet = " uint64_t result = ballotARB(true);\n"
" float color = result != 0ul ? 1.0 : 0.0;\n"
" uint64_t invocationBit = 1ul << gl_SubGroupInvocationARB;\n"
" color *= float(invocationBit & result);\n"
" outColor = vec4(color, color, color, 1.0);\n";
std::string ballotMixedSnippet = " bool param = (gl_SubGroupInvocationARB % 2) == 0ul;\n"
" uint64_t result = ballotARB(param);\n"
" float color = (param && result != 0ul) || !param ? 1.0 : 0.0;\n"
" outColor = vec4(color, color, color, 1.0);\n";
for (unsigned int i = 0; i <= glu::SHADERTYPE_COMPUTE; ++i)
{
m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, ballotFalseSnippet));
m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, ballotTrueSnippet));
m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, ballotMixedSnippet));
}
}
/** Initializes the test
*/
void ShaderBallotFunctionBallotTestCase::init()
{
}
/** Executes test iteration.
*
* @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed.
*/
tcu::TestNode::IterateResult ShaderBallotFunctionBallotTestCase::iterate()
{
if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_shader_ballot") ||
!m_context.getContextInfo().isExtensionSupported("GL_ARB_gpu_shader_int64"))
{
m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported");
return STOP;
}
for (ShaderPipelineIter iter = m_shaderPipelines.begin(); iter != m_shaderPipelines.end(); ++iter)
{
createShaderPrograms(**iter);
}
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
for (ShaderPipelineIter pipelineIter = m_shaderPipelines.begin(); pipelineIter != m_shaderPipelines.end();
++pipelineIter)
{
gl.clearColor(1.0f, 0.0f, 0.0f, 1.0f);
gl.clear(GL_COLOR_BUFFER_BIT);
(*pipelineIter)->test(m_context);
gl.flush();
bool validationResult = ShaderBallotBaseTestCase::validateScreenPixels(
m_context, tcu::Vec4(1.0f, 1.0f, 1.0f, 1.0f), tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f));
TCU_CHECK_MSG(validationResult, "Value returned from ballotARB function is not correct");
}
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
return STOP;
}
/** Constructor.
*
* @param context Rendering context
*/
ShaderBallotFunctionReadTestCase::ShaderBallotFunctionReadTestCase(deqp::Context& context)
: ShaderBallotBaseTestCase(context, "ShaderBallotFunctionRead",
"Implements verification of readInvocationARB and readFirstInvocationARB function calls")
{
std::string readFirstInvSnippet = "float color = 1.0f - (gl_SubGroupInvocationARB / float(gl_SubGroupSizeARB));\n"
"outColor = readFirstInvocationARB(vec4(color, color, color, 1.0f));\n";
std::string readInvSnippet = "float color = 1.0 - (gl_SubGroupInvocationARB / float(gl_SubGroupSizeARB));\n"
"uvec2 parts = unpackUint2x32(ballotARB(true));\n"
"uint invocation;\n"
"if (parts.x != 0) {\n"
" invocation = findLSB(parts.x);\n"
"} else {\n"
" invocation = findLSB(parts.y) + 32;\n"
"}\n"
"outColor = readInvocationARB(vec4(color, color, color, 1.0f), invocation);\n";
for (unsigned int i = 0; i <= glu::SHADERTYPE_COMPUTE; ++i)
{
m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, readFirstInvSnippet));
m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, readInvSnippet));
}
}
/** Initializes the test
*/
void ShaderBallotFunctionReadTestCase::init()
{
}
/** Executes test iteration.
*
* @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed.
*/
tcu::TestNode::IterateResult ShaderBallotFunctionReadTestCase::iterate()
{
if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_shader_ballot") ||
!m_context.getContextInfo().isExtensionSupported("GL_ARB_gpu_shader_int64"))
{
m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported");
return STOP;
}
for (ShaderPipelineIter iter = m_shaderPipelines.begin(); iter != m_shaderPipelines.end(); ++iter)
{
createShaderPrograms(**iter);
}
const glw::Functions& gl = m_context.getRenderContext().getFunctions();
const tcu::RenderTarget renderTarget = m_context.getRenderContext().getRenderTarget();
gl.clearColor(1.0f, 0.0f, 0.0f, 1.0f);
gl.viewport(renderTarget.getWidth() / 2 - 1, renderTarget.getHeight() / 2 - 1, 2, 2);
for (ShaderPipelineIter pipelineIter = m_shaderPipelines.begin(); pipelineIter != m_shaderPipelines.end();
++pipelineIter)
{
gl.clear(GL_COLOR_BUFFER_BIT);
(*pipelineIter)->test(m_context);
gl.flush();
bool validationResult =
ShaderBallotBaseTestCase::validateScreenPixelsSameColor(m_context, tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f));
TCU_CHECK_MSG(validationResult, "Read functions result is not correct");
}
m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
return STOP;
}
/** Constructor.
*
* @param context Rendering context.
**/
ShaderBallotTests::ShaderBallotTests(deqp::Context& context)
: TestCaseGroup(context, "shader_ballot_tests", "Verify conformance of CTS_ARB_shader_ballot implementation")
{
}
/** Initializes the shader_ballot test group.
*
**/
void ShaderBallotTests::init(void)
{
addChild(new ShaderBallotAvailabilityTestCase(m_context));
addChild(new ShaderBallotBitmasksTestCase(m_context));
addChild(new ShaderBallotFunctionBallotTestCase(m_context));
addChild(new ShaderBallotFunctionReadTestCase(m_context));
}
} /* glcts namespace */