/*------------------------------------------------------------------------- * OpenGL Conformance Test Suite * ----------------------------- * * Copyright (c) 2014-2017 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 gl4cShaderBallotTests.cpp * \brief Conformance tests for the ARB_shader_ballot functionality. */ /*-------------------------------------------------------------------*/ #include "gl4cShaderBallotTests.hpp" #include "glcContext.hpp" #include "gluContextInfo.hpp" #include "gluDefs.hpp" #include "gluDrawUtil.hpp" #include "gluObjectWrapper.hpp" #include "gluProgramInterfaceQuery.hpp" #include "gluShaderProgram.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "tcuRenderTarget.hpp" namespace gl4cts { ShaderBallotBaseTestCase::ShaderPipeline::ShaderPipeline(glu::ShaderType testedShader, const std::string& contentSnippet, std::map specMap) : m_programRender(NULL), m_programCompute(NULL), m_testedShader(testedShader), m_specializationMap(specMap) { std::string testedHeadPart = "#extension GL_ARB_shader_ballot : enable\n" "#extension GL_ARB_gpu_shader_int64 : enable\n"; std::string testedContentPart = contentSnippet; // vertex shader parts m_shaders[glu::SHADERTYPE_VERTEX].push_back("#version 450 core\n"); m_shaders[glu::SHADERTYPE_VERTEX].push_back(m_testedShader == glu::SHADERTYPE_VERTEX ? testedHeadPart : ""); m_shaders[glu::SHADERTYPE_VERTEX].push_back("in highp vec2 inPosition;\n" "in highp vec4 inColor;\n" "out highp vec3 vsPosition;\n" "out highp vec4 vsColor;\n" "void main()\n" "{\n" " gl_Position = vec4(inPosition, 0.0, 1.0);\n" " vsPosition = vec3(inPosition, 0.0);\n" " vec4 outColor = vec4(0.0); \n"); m_shaders[glu::SHADERTYPE_VERTEX].push_back(m_testedShader == glu::SHADERTYPE_VERTEX ? testedContentPart : " outColor = inColor;\n"); m_shaders[glu::SHADERTYPE_VERTEX].push_back(" vsColor = outColor;\n" "}\n"); // fragment shader parts m_shaders[glu::SHADERTYPE_FRAGMENT].push_back("#version 450 core\n"); m_shaders[glu::SHADERTYPE_FRAGMENT].push_back(m_testedShader == glu::SHADERTYPE_FRAGMENT ? testedHeadPart : ""); m_shaders[glu::SHADERTYPE_FRAGMENT].push_back("in highp vec4 gsColor;\n" "out highp vec4 fsColor;\n" "void main()\n" "{\n" " vec4 outColor = vec4(0.0); \n"); m_shaders[glu::SHADERTYPE_FRAGMENT].push_back( m_testedShader == glu::SHADERTYPE_FRAGMENT ? testedContentPart : " outColor = gsColor;\n"); m_shaders[glu::SHADERTYPE_FRAGMENT].push_back(" fsColor = outColor;\n" "}\n"); // tessellation control shader parts m_shaders[glu::SHADERTYPE_TESSELLATION_CONTROL].push_back("#version 450 core\n"); m_shaders[glu::SHADERTYPE_TESSELLATION_CONTROL].push_back( m_testedShader == glu::SHADERTYPE_TESSELLATION_CONTROL ? testedHeadPart : ""); m_shaders[glu::SHADERTYPE_TESSELLATION_CONTROL].push_back( "layout(vertices = 3) out;\n" "in highp vec4 vsColor[];\n" "in highp vec3 vsPosition[];\n" "out highp vec3 tcsPosition[];\n" "out highp vec4 tcsColor[];\n" "void main()\n" "{\n" " tcsPosition[gl_InvocationID] = vsPosition[gl_InvocationID];\n" " vec4 outColor = vec4(0.0);\n"); m_shaders[glu::SHADERTYPE_TESSELLATION_CONTROL].push_back(m_testedShader == glu::SHADERTYPE_TESSELLATION_CONTROL ? testedContentPart : " outColor = vsColor[gl_InvocationID];\n"); m_shaders[glu::SHADERTYPE_TESSELLATION_CONTROL].push_back(" tcsColor[gl_InvocationID] = outColor;\n" " gl_TessLevelInner[0] = 3;\n" " gl_TessLevelOuter[0] = 3;\n" " gl_TessLevelOuter[1] = 3;\n" " gl_TessLevelOuter[2] = 3;\n" "}\n"); // tessellation evaluation shader parts m_shaders[glu::SHADERTYPE_TESSELLATION_EVALUATION].push_back("#version 450 core\n"); m_shaders[glu::SHADERTYPE_TESSELLATION_EVALUATION].push_back( m_testedShader == glu::SHADERTYPE_TESSELLATION_EVALUATION ? testedHeadPart : ""); m_shaders[glu::SHADERTYPE_TESSELLATION_EVALUATION].push_back("layout(triangles, equal_spacing, cw) in;\n" "in highp vec3 tcsPosition[];\n" "in highp vec4 tcsColor[];\n" "out highp vec4 tesColor;\n" "void main()\n" "{\n" " vec3 p0 = gl_TessCoord.x * tcsPosition[0];\n" " vec3 p1 = gl_TessCoord.y * tcsPosition[1];\n" " vec3 p2 = gl_TessCoord.z * tcsPosition[2];\n" " vec4 outColor = vec4(0.0);\n"); m_shaders[glu::SHADERTYPE_TESSELLATION_EVALUATION].push_back( m_testedShader == glu::SHADERTYPE_TESSELLATION_EVALUATION ? testedContentPart : " outColor = tcsColor[0];\n"); m_shaders[glu::SHADERTYPE_TESSELLATION_EVALUATION].push_back(" tesColor = outColor;\n" " gl_Position = vec4(normalize(p0 + p1 + p2), 1.0);\n" "}\n"); // geometry shader parts m_shaders[glu::SHADERTYPE_GEOMETRY].push_back("#version 450 core\n"); m_shaders[glu::SHADERTYPE_GEOMETRY].push_back(m_testedShader == glu::SHADERTYPE_GEOMETRY ? testedHeadPart : ""); m_shaders[glu::SHADERTYPE_GEOMETRY].push_back("layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 3) out;\n" "in highp vec4 tesColor[];\n" "out highp vec4 gsColor;\n" "void main()\n" "{\n" " for (int i = 0; i<3; i++)\n" " {\n" " gl_Position = gl_in[i].gl_Position;\n" " vec4 outColor = vec4(0.0);\n"); m_shaders[glu::SHADERTYPE_GEOMETRY].push_back( m_testedShader == glu::SHADERTYPE_GEOMETRY ? testedContentPart : " outColor = tesColor[i];\n"); m_shaders[glu::SHADERTYPE_GEOMETRY].push_back(" gsColor = outColor;\n" " EmitVertex();\n" " }\n" " EndPrimitive();\n" "}\n"); // compute shader parts m_shaders[glu::SHADERTYPE_COMPUTE].push_back("#version 450 core\n"); m_shaders[glu::SHADERTYPE_COMPUTE].push_back(m_testedShader == glu::SHADERTYPE_COMPUTE ? testedHeadPart : ""); m_shaders[glu::SHADERTYPE_COMPUTE].push_back( "layout(rgba32f, binding = 1) writeonly uniform highp image2D destImage;\n" "layout (local_size_x = 16, local_size_y = 16) in;\n" "void main (void)\n" "{\n" "vec4 outColor = vec4(0.0);\n"); m_shaders[glu::SHADERTYPE_COMPUTE].push_back(m_testedShader == glu::SHADERTYPE_COMPUTE ? testedContentPart : ""); m_shaders[glu::SHADERTYPE_COMPUTE].push_back("imageStore(destImage, ivec2(gl_GlobalInvocationID.xy), outColor);\n" "}\n"); // create shader chunks for (unsigned int shaderType = 0; shaderType <= glu::SHADERTYPE_COMPUTE; ++shaderType) { m_shaderChunks[shaderType] = new char*[m_shaders[shaderType].size()]; for (unsigned int i = 0; i < m_shaders[i].size(); ++i) { m_shaderChunks[shaderType][i] = (char*)m_shaders[shaderType][i].data(); } } } ShaderBallotBaseTestCase::ShaderPipeline::~ShaderPipeline() { if (m_programRender) { delete m_programRender; } if (m_programCompute) { delete m_programCompute; } for (unsigned int shaderType = 0; shaderType <= glu::SHADERTYPE_COMPUTE; ++shaderType) { delete[] m_shaderChunks[shaderType]; } } const char* const* ShaderBallotBaseTestCase::ShaderPipeline::getShaderParts(glu::ShaderType shaderType) const { return m_shaderChunks[shaderType]; } unsigned int ShaderBallotBaseTestCase::ShaderPipeline::getShaderPartsCount(glu::ShaderType shaderType) const { return static_cast(m_shaders[shaderType].size()); } void ShaderBallotBaseTestCase::ShaderPipeline::renderQuad(deqp::Context& context) { const glw::Functions& gl = context.getRenderContext().getFunctions(); deUint16 const quadIndices[] = { 0, 1, 2, 2, 1, 3 }; float const position[] = { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }; glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("inPosition", 2, 4, 0, position) }; this->use(context); glu::PrimitiveList primitiveList = glu::pr::Patches(DE_LENGTH_OF_ARRAY(quadIndices), quadIndices); glu::draw(context.getRenderContext(), m_programRender->getProgram(), DE_LENGTH_OF_ARRAY(vertexArrays), vertexArrays, primitiveList); GLU_EXPECT_NO_ERROR(gl.getError(), "glu::draw error"); } void ShaderBallotBaseTestCase::ShaderPipeline::executeComputeShader(deqp::Context& context) { const glw::Functions& gl = context.getRenderContext().getFunctions(); const glu::Texture outputTexture(context.getRenderContext()); gl.useProgram(m_programCompute->getProgram()); // output image gl.bindTexture(GL_TEXTURE_2D, *outputTexture); gl.texStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32UI, 16, 16); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); GLU_EXPECT_NO_ERROR(gl.getError(), "Uploading image data failed"); // bind image gl.bindImageTexture(1, *outputTexture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32UI); GLU_EXPECT_NO_ERROR(gl.getError(), "Image setup failed"); // dispatch compute gl.dispatchCompute(1, 1, 1); GLU_EXPECT_NO_ERROR(gl.getError(), "glDispatchCompute()"); gl.memoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT); GLU_EXPECT_NO_ERROR(gl.getError(), "glMemoryBarrier()"); // render output texture std::string vs = "#version 450 core\n" "in highp vec2 position;\n" "in vec2 inTexcoord;\n" "out vec2 texcoord;\n" "void main()\n" "{\n" " texcoord = inTexcoord;\n" " gl_Position = vec4(position, 0.0, 1.0);\n" "}\n"; std::string fs = "#version 450 core\n" "uniform sampler2D sampler;\n" "in vec2 texcoord;\n" "out vec4 color;\n" "void main()\n" "{\n" " color = texture(sampler, texcoord);\n" "}\n"; glu::ProgramSources sources; sources.sources[glu::SHADERTYPE_VERTEX].push_back(vs); sources.sources[glu::SHADERTYPE_FRAGMENT].push_back(fs); glu::ShaderProgram renderShader(context.getRenderContext(), sources); if (!m_programRender->isOk()) { TCU_FAIL("Shader compilation failed"); } gl.bindTexture(GL_TEXTURE_2D, *outputTexture); GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture() call failed."); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl.useProgram(renderShader.getProgram()); gl.uniform1i(gl.getUniformLocation(renderShader.getProgram(), "sampler"), 0); GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i failed"); deUint16 const quadIndices[] = { 0, 1, 2, 2, 1, 3 }; float const position[] = { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }; float const texCoord[] = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("position", 2, 4, 0, position), glu::va::Float("inTexcoord", 2, 4, 0, texCoord) }; glu::draw(context.getRenderContext(), renderShader.getProgram(), DE_LENGTH_OF_ARRAY(vertexArrays), vertexArrays, glu::pr::TriangleStrip(DE_LENGTH_OF_ARRAY(quadIndices), quadIndices)); GLU_EXPECT_NO_ERROR(gl.getError(), "glu::draw error"); } void ShaderBallotBaseTestCase::ShaderPipeline::use(deqp::Context& context) { const glw::Functions& gl = context.getRenderContext().getFunctions(); gl.useProgram(m_programRender->getProgram()); GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram failed"); } void ShaderBallotBaseTestCase::ShaderPipeline::test(deqp::Context& context) { if (m_testedShader == glu::SHADERTYPE_COMPUTE) { executeComputeShader(context); } else { renderQuad(context); } } void ShaderBallotBaseTestCase::createShaderPrograms(ShaderPipeline& pipeline) { glu::ProgramSources sourcesRender; for (unsigned int i = 0; i < glu::SHADERTYPE_COMPUTE; ++i) { glu::ShaderType shaderType = (glu::ShaderType)i; std::map::const_iterator mapIter; for (mapIter = pipeline.getSpecializationMap().begin(); mapIter != pipeline.getSpecializationMap().end(); mapIter++) m_specializationMap[mapIter->first] = mapIter->second; std::string shader = specializeShader(pipeline.getShaderPartsCount(shaderType), pipeline.getShaderParts(shaderType)); sourcesRender.sources[i].push_back(shader); } glu::ShaderProgram* programRender = new glu::ShaderProgram(m_context.getRenderContext(), sourcesRender); if (!programRender->isOk()) { TCU_FAIL("Shader compilation failed"); } glu::ProgramSources sourcesCompute; m_specializationMap.insert(pipeline.getSpecializationMap().begin(), pipeline.getSpecializationMap().end()); std::string shaderCompute = specializeShader(pipeline.getShaderPartsCount(glu::SHADERTYPE_COMPUTE), pipeline.getShaderParts(glu::SHADERTYPE_COMPUTE)); sourcesCompute.sources[glu::SHADERTYPE_COMPUTE].push_back(shaderCompute); glu::ShaderProgram* programCompute = new glu::ShaderProgram(m_context.getRenderContext(), sourcesCompute); if (!programCompute->isOk()) { TCU_FAIL("Shader compilation failed"); } pipeline.setShaderPrograms(programRender, programCompute); } ShaderBallotBaseTestCase::~ShaderBallotBaseTestCase() { for (ShaderPipelineIter iter = m_shaderPipelines.begin(); iter != m_shaderPipelines.end(); ++iter) { delete *iter; } } bool ShaderBallotBaseTestCase::validateScreenPixels(deqp::Context& context, tcu::Vec4 desiredColor, tcu::Vec4 ignoredColor) { const glw::Functions& gl = context.getRenderContext().getFunctions(); const tcu::RenderTarget renderTarget = context.getRenderContext().getRenderTarget(); tcu::IVec2 size(renderTarget.getWidth(), renderTarget.getHeight()); glw::GLfloat* pixels = new glw::GLfloat[size.x() * size.y() * 4]; // clear buffer for (int x = 0; x < size.x(); ++x) { for (int y = 0; y < size.y(); ++y) { int mappedPixelPosition = y * size.x() + x; pixels[mappedPixelPosition * 4 + 0] = -1.0f; pixels[mappedPixelPosition * 4 + 1] = -1.0f; pixels[mappedPixelPosition * 4 + 2] = -1.0f; pixels[mappedPixelPosition * 4 + 3] = -1.0f; } } // read pixels gl.readPixels(0, 0, size.x(), size.y(), GL_RGBA, GL_FLOAT, pixels); // validate pixels bool rendered = false; for (int x = 0; x < size.x(); ++x) { for (int y = 0; y < size.y(); ++y) { int mappedPixelPosition = y * size.x() + x; tcu::Vec4 color(pixels[mappedPixelPosition * 4 + 0], pixels[mappedPixelPosition * 4 + 1], pixels[mappedPixelPosition * 4 + 2], pixels[mappedPixelPosition * 4 + 3]); if (!ShaderBallotBaseTestCase::validateColor(color, ignoredColor)) { rendered = true; if (!ShaderBallotBaseTestCase::validateColor(color, desiredColor)) { return false; } } } } delete[] pixels; return rendered; } bool ShaderBallotBaseTestCase::validateScreenPixelsSameColor(deqp::Context& context, tcu::Vec4 ignoredColor) { const glw::Functions& gl = context.getRenderContext().getFunctions(); const tcu::RenderTarget renderTarget = context.getRenderContext().getRenderTarget(); glw::GLfloat* topLeftPixel = new glw::GLfloat[4]; topLeftPixel[0] = -1.0f; topLeftPixel[1] = -1.0f; topLeftPixel[2] = -1.0f; topLeftPixel[3] = -1.0f; // read pixel gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_FLOAT, topLeftPixel); tcu::Vec4 desiredColor(topLeftPixel[0], topLeftPixel[1], topLeftPixel[2], topLeftPixel[3]); delete[] topLeftPixel; // validation return ShaderBallotBaseTestCase::validateScreenPixels(context, desiredColor, ignoredColor); } bool ShaderBallotBaseTestCase::validateColor(tcu::Vec4 testedColor, tcu::Vec4 desiredColor) { const float epsilon = 0.008f; return de::abs(testedColor.x() - desiredColor.x()) < epsilon && de::abs(testedColor.y() - desiredColor.y()) < epsilon && de::abs(testedColor.z() - desiredColor.z()) < epsilon && de::abs(testedColor.w() - desiredColor.w()) < epsilon; } /** Constructor. * * @param context Rendering context */ ShaderBallotAvailabilityTestCase::ShaderBallotAvailabilityTestCase(deqp::Context& context) : ShaderBallotBaseTestCase(context, "ShaderBallotAvailability", "Implements verification of availability for new build-in features") { std::string colorShaderSnippet = " float red = gl_SubGroupSizeARB / 64.0f;\n" " float green = 1.0f - (gl_SubGroupInvocationARB / float(gl_SubGroupSizeARB));\n" " float blue = float(ballotARB(true) % 256) / 256.0f;\n" " outColor = readInvocationARB(vec4(red, green, blue, 1.0f), gl_SubGroupInvocationARB);\n"; for (unsigned int i = 0; i <= glu::SHADERTYPE_COMPUTE; ++i) { m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, colorShaderSnippet)); } } /** Initializes the test */ void ShaderBallotAvailabilityTestCase::init() { } /** Executes test iteration. * * @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed. */ tcu::TestNode::IterateResult ShaderBallotAvailabilityTestCase::iterate() { if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_shader_ballot") || !m_context.getContextInfo().isExtensionSupported("GL_ARB_gpu_shader_int64")) { m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported"); return STOP; } for (ShaderPipelineIter iter = m_shaderPipelines.begin(); iter != m_shaderPipelines.end(); ++iter) { createShaderPrograms(**iter); } const glw::Functions& gl = m_context.getRenderContext().getFunctions(); for (ShaderPipelineIter pipelineIter = m_shaderPipelines.begin(); pipelineIter != m_shaderPipelines.end(); ++pipelineIter) { gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f); gl.clear(GL_COLOR_BUFFER_BIT); (*pipelineIter)->test(m_context); gl.flush(); } m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); return STOP; } /** Constructor. * * @param context Rendering context */ ShaderBallotBitmasksTestCase::ShaderBallotBitmasksTestCase(deqp::Context& context) : ShaderBallotBaseTestCase(context, "ShaderBallotBitmasks", "Implements verification of values of gl_SubGroup*MaskARB variables") { m_maskVars["gl_SubGroupEqMaskARB"] = "=="; m_maskVars["gl_SubGroupGeMaskARB"] = ">="; m_maskVars["gl_SubGroupGtMaskARB"] = ">"; m_maskVars["gl_SubGroupLeMaskARB"] = "<="; m_maskVars["gl_SubGroupLtMaskARB"] = "<"; std::string colorShaderSnippet = " uint64_t mask = 0;\n" " for(uint i = 0; i < gl_SubGroupSizeARB; ++i)\n" " {\n" " if(i ${MASK_OPERATOR} gl_SubGroupInvocationARB)\n" " mask = mask | (1ul << i);\n" " }\n" " float color = (${MASK_VAR} ^ mask) == 0ul ? 1.0 : 0.0;\n" " outColor = vec4(color, color, color, 1.0);\n"; for (MaskVarIter maskIter = m_maskVars.begin(); maskIter != m_maskVars.end(); maskIter++) { for (unsigned int i = 0; i <= glu::SHADERTYPE_COMPUTE; ++i) { std::map specMap; specMap["MASK_VAR"] = maskIter->first; specMap["MASK_OPERATOR"] = maskIter->second; m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, colorShaderSnippet, specMap)); } } } /** Initializes the test */ void ShaderBallotBitmasksTestCase::init() { } /** Executes test iteration. * * @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed. */ tcu::TestNode::IterateResult ShaderBallotBitmasksTestCase::iterate() { if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_shader_ballot") || !m_context.getContextInfo().isExtensionSupported("GL_ARB_gpu_shader_int64")) { m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported"); return STOP; } for (ShaderPipelineIter iter = m_shaderPipelines.begin(); iter != m_shaderPipelines.end(); ++iter) { createShaderPrograms(**iter); } const glw::Functions& gl = m_context.getRenderContext().getFunctions(); for (ShaderPipelineIter pipelineIter = m_shaderPipelines.begin(); pipelineIter != m_shaderPipelines.end(); ++pipelineIter) { gl.clearColor(1.0f, 0.0f, 0.0f, 1.0f); gl.clear(GL_COLOR_BUFFER_BIT); (*pipelineIter)->test(m_context); gl.flush(); bool validationResult = ShaderBallotBaseTestCase::validateScreenPixels( m_context, tcu::Vec4(1.0f, 1.0f, 1.0f, 1.0f), tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); TCU_CHECK_MSG(validationResult, "Bitmask value is not correct"); } m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); return STOP; } /** Constructor. * * @param context Rendering context */ ShaderBallotFunctionBallotTestCase::ShaderBallotFunctionBallotTestCase(deqp::Context& context) : ShaderBallotBaseTestCase(context, "ShaderBallotFunctionBallot", "Implements verification of ballotARB calls and returned results") { std::string ballotFalseSnippet = " uint64_t result = ballotARB(false);\n" " float color = result == 0ul ? 1.0 : 0.0;\n" " outColor = vec4(color, color, color, 1.0);\n"; std::string ballotTrueSnippet = " uint64_t result = ballotARB(true);\n" " float color = result != 0ul ? 1.0 : 0.0;\n" " uint64_t invocationBit = 1ul << gl_SubGroupInvocationARB;\n" " color *= float(invocationBit & result);\n" " outColor = vec4(color, color, color, 1.0);\n"; std::string ballotMixedSnippet = " bool param = (gl_SubGroupInvocationARB % 2) == 0ul;\n" " uint64_t result = ballotARB(param);\n" " float color = (param && result != 0ul) || !param ? 1.0 : 0.0;\n" " outColor = vec4(color, color, color, 1.0);\n"; for (unsigned int i = 0; i <= glu::SHADERTYPE_COMPUTE; ++i) { m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, ballotFalseSnippet)); m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, ballotTrueSnippet)); m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, ballotMixedSnippet)); } } /** Initializes the test */ void ShaderBallotFunctionBallotTestCase::init() { } /** Executes test iteration. * * @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed. */ tcu::TestNode::IterateResult ShaderBallotFunctionBallotTestCase::iterate() { if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_shader_ballot") || !m_context.getContextInfo().isExtensionSupported("GL_ARB_gpu_shader_int64")) { m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported"); return STOP; } for (ShaderPipelineIter iter = m_shaderPipelines.begin(); iter != m_shaderPipelines.end(); ++iter) { createShaderPrograms(**iter); } const glw::Functions& gl = m_context.getRenderContext().getFunctions(); for (ShaderPipelineIter pipelineIter = m_shaderPipelines.begin(); pipelineIter != m_shaderPipelines.end(); ++pipelineIter) { gl.clearColor(1.0f, 0.0f, 0.0f, 1.0f); gl.clear(GL_COLOR_BUFFER_BIT); (*pipelineIter)->test(m_context); gl.flush(); bool validationResult = ShaderBallotBaseTestCase::validateScreenPixels( m_context, tcu::Vec4(1.0f, 1.0f, 1.0f, 1.0f), tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); TCU_CHECK_MSG(validationResult, "Value returned from ballotARB function is not correct"); } m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); return STOP; } /** Constructor. * * @param context Rendering context */ ShaderBallotFunctionReadTestCase::ShaderBallotFunctionReadTestCase(deqp::Context& context) : ShaderBallotBaseTestCase(context, "ShaderBallotFunctionRead", "Implements verification of readInvocationARB and readFirstInvocationARB function calls") { std::string readFirstInvSnippet = "float color = 1.0f - (gl_SubGroupInvocationARB / float(gl_SubGroupSizeARB));\n" "outColor = readFirstInvocationARB(vec4(color, color, color, 1.0f));\n"; std::string readInvSnippet = "float color = 1.0 - (gl_SubGroupInvocationARB / float(gl_SubGroupSizeARB));\n" "uvec2 parts = unpackUint2x32(ballotARB(true));\n" "uint invocation;\n" "if (parts.x != 0) {\n" " invocation = findLSB(parts.x);\n" "} else {\n" " invocation = findLSB(parts.y) + 32;\n" "}\n" "outColor = readInvocationARB(vec4(color, color, color, 1.0f), invocation);\n"; for (unsigned int i = 0; i <= glu::SHADERTYPE_COMPUTE; ++i) { m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, readFirstInvSnippet)); m_shaderPipelines.push_back(new ShaderPipeline((glu::ShaderType)i, readInvSnippet)); } } /** Initializes the test */ void ShaderBallotFunctionReadTestCase::init() { } /** Executes test iteration. * * @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed. */ tcu::TestNode::IterateResult ShaderBallotFunctionReadTestCase::iterate() { if (!m_context.getContextInfo().isExtensionSupported("GL_ARB_shader_ballot") || !m_context.getContextInfo().isExtensionSupported("GL_ARB_gpu_shader_int64")) { m_testCtx.setTestResult(QP_TEST_RESULT_NOT_SUPPORTED, "Not supported"); return STOP; } for (ShaderPipelineIter iter = m_shaderPipelines.begin(); iter != m_shaderPipelines.end(); ++iter) { createShaderPrograms(**iter); } const glw::Functions& gl = m_context.getRenderContext().getFunctions(); const tcu::RenderTarget renderTarget = m_context.getRenderContext().getRenderTarget(); gl.clearColor(1.0f, 0.0f, 0.0f, 1.0f); gl.viewport(0, 0, 2, 2); for (ShaderPipelineIter pipelineIter = m_shaderPipelines.begin(); pipelineIter != m_shaderPipelines.end(); ++pipelineIter) { gl.clear(GL_COLOR_BUFFER_BIT); (*pipelineIter)->test(m_context); gl.flush(); bool validationResult = ShaderBallotBaseTestCase::validateScreenPixelsSameColor(m_context, tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); TCU_CHECK_MSG(validationResult, "Read functions result is not correct"); } m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); return STOP; } /** Constructor. * * @param context Rendering context. **/ ShaderBallotTests::ShaderBallotTests(deqp::Context& context) : TestCaseGroup(context, "shader_ballot_tests", "Verify conformance of CTS_ARB_shader_ballot implementation") { } /** Initializes the shader_ballot test group. * **/ void ShaderBallotTests::init(void) { addChild(new ShaderBallotAvailabilityTestCase(m_context)); addChild(new ShaderBallotBitmasksTestCase(m_context)); addChild(new ShaderBallotFunctionBallotTestCase(m_context)); addChild(new ShaderBallotFunctionReadTestCase(m_context)); } } /* glcts namespace */