#ifndef _ESEXTCGPUSHADER5IMAGESARRAYINDEXING_HPP #define _ESEXTCGPUSHADER5IMAGESARRAYINDEXING_HPP /*------------------------------------------------------------------------- * OpenGL Conformance Test Suite * ----------------------------- * * Copyright (c) 2014-2016 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 * \brief */ /*-------------------------------------------------------------------*/ /*! * \file esextcGPUShader5ImagesArrayIndexing.hpp * \brief GPUShader5 Images Array Indexing (Test 2) */ /*-------------------------------------------------------------------*/ #include "../esextcTestCaseBase.hpp" namespace glcts { /** "Test 2" from CTS_EXT_gpu_shader5. Description follows * * Test whether indexing into an array of images using constant * expressions works as expected. * * Category: API, * Functional Test, * * Get the maximum size of work group in x and y direction by computing: * * unsigned int max_wgs_x = 0; * glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 0, &max_wgs_x); * * unsigned int max_wgs_y = 0; * glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 1, &max_wgs_y); * * Write a compute shader with an array of 4 uimage2D image handlers. * The work group size should be (max_wgs_x, max_wgs_y, 1). * * For each of the uimage2D image handlers bind a (max_wgs_x, max_wgs_y) * image texture with GL_RGBA32UI internal format. Data of the textures * should be set to (1,1,1,1). * * In the compute shader perform operations: * * uvec4 texel0 = imageLoad(image[0], ivec2(gl_LocalInvocationID.x, * gl_LocalInvocationID.y) ); * * uvec4 texel1 = imageLoad(image[1], ivec2(gl_LocalInvocationID.x, * gl_LocalInvocationID.y) ); * * uvec4 texel2 = imageLoad(image[2], ivec2(gl_LocalInvocationID.x, * gl_LocalInvocationID.y) ); * * uvec4 texel3 = imageLoad(image[3], ivec2(gl_LocalInvocationID.x, * gl_LocalInvocationID.y) ); * * uvec4 addon = uvec4(gl_LocalInvocationID.x+gl_LocalInvocationID.y); * * imageStore(image[0], ivec2( gl_LocalInvocationID.x, * gl_LocalInvocationID.y), texel0 + addon); * * imageStore(image[1], ivec2( gl_LocalInvocationID.x, * gl_LocalInvocationID.y), texel1 + addon); * * imageStore(image[2], ivec2( gl_LocalInvocationID.x, * gl_LocalInvocationID.y), texel2 + addon); * * imageStore(image[3], ivec2( gl_LocalInvocationID.x, * gl_LocalInvocationID.y), texel3 + addon); * * Create a program from the above compute shader, use it * and call glDispatchCompute(1, 1, 1); * * Read back the data from the textures corresponding to image units. * * The test is successful if for each texture and for each texel * in the texture we get (x,y) -> (x+y+1, x+y+1, x+y+1, x+y+1). */ class GPUShader5ImagesArrayIndexing : public TestCaseBase { public: /* Public methods */ GPUShader5ImagesArrayIndexing(Context& context, const ExtParameters& extParams, const char* name, const char* description); virtual ~GPUShader5ImagesArrayIndexing() { } virtual IterateResult iterate(void); virtual void deinit(void); private: /* Private methods */ void initTest(void); /* Private static variables */ static const glw::GLuint m_array_size; static const glw::GLint m_texture_n_components; /* Private variables */ glw::GLuint m_compute_shader_id; glw::GLuint* m_data_buffer; glw::GLuint m_program_id; glw::GLint m_texture_height; glw::GLint m_texture_width; glw::GLuint* m_to_ids; glw::GLuint m_fbo_id; /* Private functions */ std::string getComputeShaderCode(const std::string& layout_size_x, const std::string& layout_size_y); }; } // namespace glcts #endif // _ESEXTCGPUSHADER5IMAGESARRAYINDEXING_HPP