1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
|
//
// Copyright (c) 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.
//
// ShaderImage_test.cpp:
// Tests for images
//
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "compiler/translator/TranslatorESSL.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
namespace
{
// Checks that the imageStore call with mangled name imageStoreMangledName exists in the AST.
// Further each argument is checked whether it matches the expected properties given the compiled
// shader.
void CheckImageStoreCall(TIntermNode *astRoot,
const TString &imageStoreMangledName,
TBasicType imageType,
int storeLocationNominalSize,
TBasicType storeValueType,
int storeValueNominalSize)
{
const TIntermAggregate *imageStoreFunctionCall =
FindFunctionCallNode(astRoot, imageStoreMangledName);
ASSERT_NE(nullptr, imageStoreFunctionCall);
const TIntermSequence *storeArguments = imageStoreFunctionCall->getSequence();
ASSERT_EQ(3u, storeArguments->size());
const TIntermTyped *storeArgument1Typed = (*storeArguments)[0]->getAsTyped();
ASSERT_EQ(imageType, storeArgument1Typed->getBasicType());
const TIntermTyped *storeArgument2Typed = (*storeArguments)[1]->getAsTyped();
ASSERT_EQ(EbtInt, storeArgument2Typed->getBasicType());
ASSERT_EQ(storeLocationNominalSize, storeArgument2Typed->getNominalSize());
const TIntermTyped *storeArgument3Typed = (*storeArguments)[2]->getAsTyped();
ASSERT_EQ(storeValueType, storeArgument3Typed->getBasicType());
ASSERT_EQ(storeValueNominalSize, storeArgument3Typed->getNominalSize());
}
// Checks that the imageLoad call with mangled name imageLoadMangledName exists in the AST.
// Further each argument is checked whether it matches the expected properties given the compiled
// shader.
void CheckImageLoadCall(TIntermNode *astRoot,
const TString &imageLoadMangledName,
TBasicType imageType,
int loadLocationNominalSize)
{
const TIntermAggregate *imageLoadFunctionCall =
FindFunctionCallNode(astRoot, imageLoadMangledName);
ASSERT_NE(nullptr, imageLoadFunctionCall);
const TIntermSequence *loadArguments = imageLoadFunctionCall->getSequence();
ASSERT_EQ(2u, loadArguments->size());
const TIntermTyped *loadArgument1Typed = (*loadArguments)[0]->getAsTyped();
ASSERT_EQ(imageType, loadArgument1Typed->getBasicType());
const TIntermTyped *loadArgument2Typed = (*loadArguments)[1]->getAsTyped();
ASSERT_EQ(EbtInt, loadArgument2Typed->getBasicType());
ASSERT_EQ(loadLocationNominalSize, loadArgument2Typed->getNominalSize());
}
// Checks whether the image is properly exported as a uniform by the compiler.
void CheckExportedImageUniform(const std::vector<sh::Uniform> &uniforms,
size_t uniformIndex,
::GLenum imageTypeGL,
const TString &imageName)
{
ASSERT_EQ(1u, uniforms.size());
const auto &imageUniform = uniforms[uniformIndex];
ASSERT_EQ(imageTypeGL, imageUniform.type);
ASSERT_STREQ(imageUniform.name.c_str(), imageName.c_str());
}
// Checks whether the image is saved in the AST as a node with the correct properties given the
// shader.
void CheckImageDeclaration(TIntermNode *astRoot,
const TString &imageName,
TBasicType imageType,
TLayoutImageInternalFormat internalFormat,
bool readonly,
bool writeonly,
bool coherent,
bool restrictQualifier,
bool volatileQualifier)
{
const TIntermSymbol *myImageNode = FindSymbolNode(astRoot, imageName, imageType);
ASSERT_NE(nullptr, myImageNode);
const TType &myImageType = myImageNode->getType();
TLayoutQualifier myImageLayoutQualifier = myImageType.getLayoutQualifier();
ASSERT_EQ(internalFormat, myImageLayoutQualifier.imageInternalFormat);
TMemoryQualifier myImageMemoryQualifier = myImageType.getMemoryQualifier();
ASSERT_EQ(readonly, myImageMemoryQualifier.readonly);
ASSERT_EQ(writeonly, myImageMemoryQualifier.writeonly);
ASSERT_EQ(coherent, myImageMemoryQualifier.coherent);
ASSERT_EQ(restrictQualifier, myImageMemoryQualifier.restrictQualifier);
ASSERT_EQ(volatileQualifier, myImageMemoryQualifier.volatileQualifier);
}
} // namespace
class ShaderImageTest : public testing::Test
{
public:
ShaderImageTest() {}
protected:
virtual void SetUp()
{
ShBuiltInResources resources;
sh::InitBuiltInResources(&resources);
mTranslator = new sh::TranslatorESSL(GL_COMPUTE_SHADER, SH_GLES3_1_SPEC);
ASSERT_TRUE(mTranslator->Init(resources));
}
virtual void TearDown() { delete mTranslator; }
// Return true when compilation succeeds
bool compile(const std::string &shaderString)
{
const char *shaderStrings[] = {shaderString.c_str()};
mASTRoot = mTranslator->compileTreeForTesting(shaderStrings, 1,
SH_INTERMEDIATE_TREE | SH_VARIABLES);
TInfoSink &infoSink = mTranslator->getInfoSink();
mInfoLog = infoSink.info.c_str();
return mASTRoot != nullptr;
}
protected:
std::string mTranslatedCode;
std::string mInfoLog;
sh::TranslatorESSL *mTranslator;
TIntermNode *mASTRoot;
};
// Test that an image2D is properly parsed and exported as a uniform.
TEST_F(ShaderImageTest, Image2DDeclaration)
{
const std::string &shaderString =
"#version 310 es\n"
"layout(local_size_x = 4) in;\n"
"layout(rgba32f) uniform highp readonly image2D myImage;\n"
"void main() {\n"
" ivec2 sz = imageSize(myImage);\n"
"}";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed" << mInfoLog;
}
CheckExportedImageUniform(mTranslator->getUniforms(), 0, GL_IMAGE_2D, "myImage");
CheckImageDeclaration(mASTRoot, "myImage", EbtImage2D, EiifRGBA32F, true, false, false, false,
false);
}
// Test that an image3D is properly parsed and exported as a uniform.
TEST_F(ShaderImageTest, Image3DDeclaration)
{
const std::string &shaderString =
"#version 310 es\n"
"layout(local_size_x = 4) in;\n"
"layout(rgba32ui) uniform highp writeonly readonly uimage3D myImage;\n"
"void main() {\n"
" ivec3 sz = imageSize(myImage);\n"
"}";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed" << mInfoLog;
}
CheckExportedImageUniform(mTranslator->getUniforms(), 0, GL_UNSIGNED_INT_IMAGE_3D, "myImage");
CheckImageDeclaration(mASTRoot, "myImage", EbtUImage3D, EiifRGBA32UI, true, true, false, false,
false);
}
// Check that imageLoad calls get correctly parsed.
TEST_F(ShaderImageTest, ImageLoad)
{
const std::string &shaderString =
"#version 310 es\n"
"layout(local_size_x = 4) in;\n"
"layout(rgba32f) uniform highp readonly image2D my2DImageInput;\n"
"layout(rgba32i) uniform highp readonly iimage3D my3DImageInput;\n"
"void main() {\n"
" vec4 result = imageLoad(my2DImageInput, ivec2(gl_LocalInvocationID.xy));\n"
" ivec4 result2 = imageLoad(my3DImageInput, ivec3(gl_LocalInvocationID.xyz));\n"
"}";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed" << mInfoLog;
}
// imageLoad call with image2D passed
CheckImageLoadCall(mASTRoot, "imageLoad(im21;vi2;", EbtImage2D, 2);
// imageLoad call with image3D passed
CheckImageLoadCall(mASTRoot, "imageLoad(iim31;vi3;", EbtIImage3D, 3);
}
// Check that imageStore calls get correctly parsed.
TEST_F(ShaderImageTest, ImageStore)
{
const std::string &shaderString =
"#version 310 es\n"
"layout(local_size_x = 4) in;\n"
"layout(rgba32f) uniform highp writeonly image2D my2DImageOutput;\n"
"layout(rgba32ui) uniform highp writeonly uimage2DArray my2DImageArrayOutput;\n"
"void main() {\n"
" imageStore(my2DImageOutput, ivec2(gl_LocalInvocationID.xy), vec4(0.0));\n"
" imageStore(my2DImageArrayOutput, ivec3(gl_LocalInvocationID.xyz), uvec4(0));\n"
"}";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed" << mInfoLog;
}
// imageStore call with image2D
CheckImageStoreCall(mASTRoot, "imageStore(im21;vi2;vf4;", EbtImage2D, 2, EbtFloat, 4);
// imageStore call with image2DArray
CheckImageStoreCall(mASTRoot, "imageStore(uim2a1;vi3;vu4;", EbtUImage2DArray, 3, EbtUInt, 4);
}
// Check that memory qualifiers are correctly parsed.
TEST_F(ShaderImageTest, ImageMemoryQualifiers)
{
const std::string &shaderString =
"#version 310 es\n"
"layout(local_size_x = 4) in;"
"layout(rgba32f) uniform highp coherent readonly image2D image1;\n"
"layout(rgba32f) uniform highp volatile writeonly image2D image2;\n"
"layout(rgba32f) uniform highp volatile restrict readonly writeonly image2D image3;\n"
"void main() {\n"
"}";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed" << mInfoLog;
}
CheckImageDeclaration(mASTRoot, "image1", EbtImage2D, EiifRGBA32F, true, false, true, false,
false);
CheckImageDeclaration(mASTRoot, "image2", EbtImage2D, EiifRGBA32F, false, true, true, false,
true);
CheckImageDeclaration(mASTRoot, "image3", EbtImage2D, EiifRGBA32F, true, true, true, true,
true);
}
|