#ifndef _ESEXTCGPUSHADER5SSBOARRAYINDEXING_HPP #define _ESEXTCGPUSHADER5SSBOARRAYINDEXING_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 esextcGPUShader5SSBOArrayIndexing.hpp * \brief GPUShader5 SSBO Array Indexing (Test 5) */ /*-------------------------------------------------------------------*/ #include "../esextcTestCaseBase.hpp" namespace glcts { /** Implementation of Test 5 from CTS_EXT_gpu_shader5. Description follows * * Test whether indexing into an array of SSBOs using dynamically uniform * integer expressions works as expected. * * Category: API, * Functional Test, * * Write a compute shader with an array of four SSBOs. * The work group size should be 3x3 * * shared Buffer ComputeSSBO { * uint value; * } computeSSBO[4]; * * Initialize a set of buffer objects to be assigned as SSBO data sources. * Set the buffer objects' data to zeros. * * Add a uniform variable: * * uniform uint index; * * In the compute shader perform operations: * * uint id = gl_LocalInvocationID.x * local_size_y + gl_LocalInvocationID.y; * * for(uint i = 0; i < local_size_x * local_size_y; ++i) * { * if(id == i) * { * computeSSBO[index].value += id; * } * memoryBarrier(); * } * * Create a program from the above compute shader and use it. * * Execute: * * glUniform1ui( indexLocation, 1); * glDispatchCompute(1, 1, 1); * glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); * * glUniform1ui( indexLocation, 3); * glDispatchCompute(1, 1, 1); * glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); * * Map the buffer object's data storage to program memory using glMapBuffer * for all four buffer objects. * * The test is successful if the values read from mapped buffers * corresponding to computeSSBO[1].value and computeSSBO[3].value and equal * to 36 and the values corresponding to computeSSBO[0].value and * computeSSBO[2].value are equal to 0. */ class GPUShader5SSBOArrayIndexing : public TestCaseBase { public: /* Public functions */ GPUShader5SSBOArrayIndexing(Context& context, const ExtParameters& extParams, const char* name, const char* description); virtual ~GPUShader5SSBOArrayIndexing() { } virtual IterateResult iterate(void); virtual void deinit(void); private: /* Private variables */ static const char* m_compute_shader_code; static const glw::GLuint m_n_arrays; glw::GLuint m_compute_shader_id; glw::GLuint m_program_id; glw::GLuint* m_ssbo_buffer_ids; /* Private functions */ void initTest(void); }; } // namespace glcts #endif // _ESEXTCGPUSHADER5SSBOARRAYINDEXING_HPP