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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/gl_tests/ComputeShaderTest.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/ComputeShaderTest.cpp')
-rwxr-xr-x | gfx/angle/src/tests/gl_tests/ComputeShaderTest.cpp | 226 |
1 files changed, 226 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/ComputeShaderTest.cpp b/gfx/angle/src/tests/gl_tests/ComputeShaderTest.cpp new file mode 100755 index 000000000..61b1146c2 --- /dev/null +++ b/gfx/angle/src/tests/gl_tests/ComputeShaderTest.cpp @@ -0,0 +1,226 @@ +// +// 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) +{ + if (IsIntel() && IsLinux()) + { + std::cout << "Test skipped on Intel Linux due to failures." << std::endl; + return; + } + + 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) +{ + if (IsIntel() && IsLinux()) + { + std::cout << "Test skipped on Intel Linux due to failures." << std::endl; + return; + } + 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) +{ + if (IsIntel() && IsLinux()) + { + std::cout << "Test skipped on Intel Linux due to failures." << std::endl; + return; + } + 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) +{ + if (IsIntel() && IsLinux()) + { + std::cout << "Test skipped on Intel Linux due to failures." << std::endl; + return; + } + 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(); +} + +// 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()); +ANGLE_INSTANTIATE_TEST(ComputeShaderTestES3, ES3_OPENGL(), ES3_OPENGLES()); + +} // namespace |