// // 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. // // ShaderImage_test.cpp: // Tests for images // #include "GLSLANG/ShaderLang.h" #include "angle_gl.h" #include "compiler/translator/StaticType.h" #include "gtest/gtest.h" #include "tests/test_utils/ShaderCompileTreeTest.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 &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 ImmutableString &imageName, TBasicType imageType, TLayoutImageInternalFormat internalFormat, bool readonly, bool writeonly, bool coherent, bool restrictQualifier, bool volatileQualifier, int binding) { const TIntermSymbol *myImageNode = FindSymbolNode(astRoot, imageName); ASSERT_NE(nullptr, myImageNode); ASSERT_EQ(imageType, myImageNode->getBasicType()); 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); ASSERT_EQ(binding, myImageType.getLayoutQualifier().binding); } } // namespace class ShaderImageTest : public ShaderCompileTreeTest { public: ShaderImageTest() {} protected: void SetUp() override { ShaderCompileTreeTest::SetUp(); mExtraCompileOptions |= SH_VARIABLES; } ::GLenum getShaderType() const override { return GL_COMPUTE_SHADER; } ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; } }; // 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, binding = 1) uniform highp readonly image2D myImage;\n" "void main() {\n" " ivec2 sz = imageSize(myImage);\n" "}"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed" << mInfoLog; } CheckExportedImageUniform(getUniforms(), 0, GL_IMAGE_2D, "myImage"); CheckImageDeclaration(mASTRoot, ImmutableString("myImage"), EbtImage2D, EiifRGBA32F, true, false, false, false, false, 1); } // 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, binding = 3) uniform highp writeonly readonly uimage3D myImage;\n" "void main() {\n" " ivec3 sz = imageSize(myImage);\n" "}"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed" << mInfoLog; } CheckExportedImageUniform(getUniforms(), 0, GL_UNSIGNED_INT_IMAGE_3D, "myImage"); CheckImageDeclaration(mASTRoot, ImmutableString("myImage"), EbtUImage3D, EiifRGBA32UI, true, true, false, false, false, 3); } // 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 std::string mangledName2D = "imageLoad("; mangledName2D += StaticType::GetBasic()->getMangledName(); mangledName2D += StaticType::GetBasic()->getMangledName(); CheckImageLoadCall(mASTRoot, mangledName2D.c_str(), EbtImage2D, 2); // imageLoad call with image3D passed std::string mangledName3D = "imageLoad("; mangledName3D += StaticType::GetBasic()->getMangledName(); mangledName3D += StaticType::GetBasic()->getMangledName(); CheckImageLoadCall(mASTRoot, mangledName3D.c_str(), 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 std::string mangledName2D = "imageStore("; mangledName2D += StaticType::GetBasic()->getMangledName(); mangledName2D += StaticType::GetBasic()->getMangledName(); mangledName2D += StaticType::GetBasic()->getMangledName(); CheckImageStoreCall(mASTRoot, mangledName2D.c_str(), EbtImage2D, 2, EbtFloat, 4); // imageStore call with image2DArray std::string mangledName2DArray = "imageStore("; mangledName2DArray += StaticType::GetBasic()->getMangledName(); mangledName2DArray += StaticType::GetBasic()->getMangledName(); mangledName2DArray += StaticType::GetBasic()->getMangledName(); CheckImageStoreCall(mASTRoot, mangledName2DArray.c_str(), 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" " imageSize(image1);\n" " imageSize(image2);\n" " imageSize(image3);\n" "}"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed" << mInfoLog; } CheckImageDeclaration(mASTRoot, ImmutableString("image1"), EbtImage2D, EiifRGBA32F, true, false, true, false, false, -1); CheckImageDeclaration(mASTRoot, ImmutableString("image2"), EbtImage2D, EiifRGBA32F, false, true, true, false, true, -1); CheckImageDeclaration(mASTRoot, ImmutableString("image3"), EbtImage2D, EiifRGBA32F, true, true, true, true, true, -1); }