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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/ComputeShaderTest.cpp')
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diff --git a/gfx/angle/src/tests/gl_tests/ComputeShaderTest.cpp b/gfx/angle/src/tests/gl_tests/ComputeShaderTest.cpp
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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)
+{
+ 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