зеркало из https://github.com/AvaloniaUI/angle.git
Re-land: "ES31: Add vector and matrix support in SSBO for D3D"
Re-land skips ProgramInterfaceTestES31.GetProgramInterface/ES3_1_D3D11 to pass the bots. In fact, ProgramInterfaceTestES31.GetProgramInterface/ES3_1_D3D11 is not a regression. The reverted CL added more SSBO features and triggered the failure. To enable ProgramInterfaceTestES31.GetProgramInterface/ES3_1_D3D11, we should support SSBO in render pipeline. This needs to bind SSBO to UAV registers in link time instead of compile time since output variables also occupies the UAVs. Let's enable this test when we support SSBO in render pipeline. Currently, we shouldn't block the SSBO implementation in some common features. Bug: angleproject:1951 Change-Id: Ic339e8327e79335e6db1d86bedf0072635976f5f Reviewed-on: https://chromium-review.googlesource.com/c/1282277 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
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a8a25d1746
Коммит
1d8a783c9d
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@ -9,18 +9,51 @@
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#include "compiler/translator/ShaderStorageBlockFunctionHLSL.h"
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#include "compiler/translator/UtilsHLSL.h"
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#include "compiler/translator/blocklayout.h"
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#include "compiler/translator/blocklayoutHLSL.h"
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#include "compiler/translator/util.h"
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namespace sh
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{
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namespace
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{
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unsigned int GetMatrixStride(const TType &type)
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{
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sh::Std140BlockEncoder std140Encoder;
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sh::HLSLBlockEncoder hlslEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED, false);
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sh::BlockLayoutEncoder *encoder = nullptr;
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if (type.getLayoutQualifier().blockStorage == EbsStd140)
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{
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encoder = &std140Encoder;
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}
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else
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{
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// TODO(jiajia.qin@intel.com): add std430 support. http://anglebug.com/1951
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encoder = &hlslEncoder;
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}
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const bool isRowMajorLayout = (type.getLayoutQualifier().matrixPacking == EmpRowMajor);
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std::vector<unsigned int> arraySizes;
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auto *typeArraySizes = type.getArraySizes();
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if (typeArraySizes != nullptr)
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{
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arraySizes.assign(typeArraySizes->begin(), typeArraySizes->end());
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}
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const BlockMemberInfo &memberInfo =
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encoder->encodeType(GLVariableType(type), arraySizes, isRowMajorLayout);
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return memberInfo.matrixStride;
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}
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} // anonymous namespace
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// static
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void ShaderStorageBlockFunctionHLSL::OutputSSBOLoadFunctionBody(
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TInfoSinkBase &out,
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const ShaderStorageBlockFunction &ssboFunction)
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{
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if (ssboFunction.type.isScalar())
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{
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TString convertString;
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const char *convertString;
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switch (ssboFunction.type.getBasicType())
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{
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case EbtFloat:
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@ -37,17 +70,39 @@ void ShaderStorageBlockFunctionHLSL::OutputSSBOLoadFunctionBody(
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break;
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default:
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UNREACHABLE();
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break;
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}
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out << " " << ssboFunction.typeString << " result = " << convertString
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<< "buffer.Load(loc));\n";
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out << " return result;\n";
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return;
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}
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// TODO(jiajia.qin@intel.com): Process all possible return types.
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out << " return 1.0;\n";
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out << " " << ssboFunction.typeString << " result";
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if (ssboFunction.type.isScalar())
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{
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out << " = " << convertString << "buffer.Load(loc));\n";
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}
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else if (ssboFunction.type.isVector())
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{
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out << " = " << convertString << "buffer.Load" << ssboFunction.type.getNominalSize()
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<< "(loc));\n";
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}
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else if (ssboFunction.type.isMatrix())
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{
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unsigned int matrixStride = GetMatrixStride(ssboFunction.type);
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out << " = {";
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for (int rowIndex = 0; rowIndex < ssboFunction.type.getRows(); rowIndex++)
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{
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out << "asfloat(buffer.Load" << ssboFunction.type.getCols() << "(loc +"
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<< rowIndex * matrixStride << ")), ";
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}
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out << "};\n";
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}
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else
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{
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// TODO(jiajia.qin@intel.com): Process all possible return types. http://anglebug.com/1951
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out << ";\n";
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}
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out << " return result;\n";
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return;
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}
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// static
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@ -59,8 +114,24 @@ void ShaderStorageBlockFunctionHLSL::OutputSSBOStoreFunctionBody(
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{
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out << " buffer.Store(loc, asuint(value));\n";
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}
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// TODO(jiajia.qin@intel.com): Process all possible return types.
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else if (ssboFunction.type.isVector())
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{
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out << " buffer.Store" << ssboFunction.type.getNominalSize()
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<< "(loc, asuint(value));\n";
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}
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else if (ssboFunction.type.isMatrix())
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{
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unsigned int matrixStride = GetMatrixStride(ssboFunction.type);
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for (int rowIndex = 0; rowIndex < ssboFunction.type.getRows(); rowIndex++)
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{
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out << " buffer.Store" << ssboFunction.type.getCols() << "(loc +"
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<< rowIndex * matrixStride << ", asuint(value[" << rowIndex << "]));\n";
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}
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}
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else
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{
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// TODO(jiajia.qin@intel.com): Process all possible return types. http://anglebug.com/1951
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}
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}
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bool ShaderStorageBlockFunctionHLSL::ShaderStorageBlockFunction::operator<(
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@ -253,6 +253,10 @@ TEST_P(ProgramInterfaceTestES31, GetResource)
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// Tests glGetProgramInterfaceiv.
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TEST_P(ProgramInterfaceTestES31, GetProgramInterface)
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{
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// TODO(jiajia.qin@intel.com): Don't skip this test once SSBO are supported on render pipeline.
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// http://anglebug.com/1951
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ANGLE_SKIP_TEST_IF(IsD3D11());
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const std::string &fragmentShaderSource =
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"#version 310 es\n"
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"precision highp float;\n"
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@ -190,6 +190,129 @@ TEST_P(ShaderStorageBufferTest31, ShaderStorageBufferReadWrite)
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EXPECT_GL_NO_ERROR();
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}
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// Test that access/write to vector data in shader storage buffer.
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TEST_P(ShaderStorageBufferTest31, ShaderStorageBufferVector)
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{
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constexpr char kComputeShaderSource[] =
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R"(#version 310 es
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layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
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layout(std140, binding = 0) buffer blockIn {
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uvec2 data;
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} instanceIn;
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layout(std140, binding = 1) buffer blockOut {
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uvec2 data;
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} instanceOut;
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void main()
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{
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instanceOut.data[0] = instanceIn.data[0];
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instanceOut.data[1] = instanceIn.data[1];
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}
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)";
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ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShaderSource);
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glUseProgram(program.get());
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constexpr unsigned int kComponentCount = 2;
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constexpr unsigned int kBytesPerComponent = sizeof(unsigned int);
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constexpr unsigned int kExpectedValues[kComponentCount] = {3u, 4u};
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// Create shader storage buffer
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GLBuffer shaderStorageBuffer[2];
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer[0]);
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glBufferData(GL_SHADER_STORAGE_BUFFER, kComponentCount * kBytesPerComponent, kExpectedValues,
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GL_STATIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer[1]);
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glBufferData(GL_SHADER_STORAGE_BUFFER, kComponentCount * kBytesPerComponent, nullptr,
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GL_STATIC_DRAW);
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// Bind shader storage buffer
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, shaderStorageBuffer[0]);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, shaderStorageBuffer[1]);
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glDispatchCompute(1, 1, 1);
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glFinish();
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// Read back shader storage buffer
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer[1]);
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const GLuint *ptr = reinterpret_cast<const GLuint *>(glMapBufferRange(
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GL_SHADER_STORAGE_BUFFER, 0, kComponentCount * kBytesPerComponent, GL_MAP_READ_BIT));
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for (unsigned int idx = 0; idx < kComponentCount; idx++)
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{
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EXPECT_EQ(kExpectedValues[idx], *(ptr + idx));
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}
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EXPECT_GL_NO_ERROR();
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}
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// Test that access/write to matrix data in shader storage buffer.
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TEST_P(ShaderStorageBufferTest31, ShaderStorageBufferMatrix)
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{
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constexpr char kComputeShaderSource[] =
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R"(#version 310 es
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layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
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layout(std140, binding = 0) buffer blockIn {
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mat2x3 data;
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} instanceIn;
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layout(std140, binding = 1) buffer blockOut {
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mat2x3 data;
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} instanceOut;
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void main()
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{
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instanceOut.data[0][0] = instanceIn.data[0][0];
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instanceOut.data[0][1] = instanceIn.data[0][1];
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instanceOut.data[0][2] = instanceIn.data[0][2];
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instanceOut.data[1][0] = instanceIn.data[1][0];
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instanceOut.data[1][1] = instanceIn.data[1][1];
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instanceOut.data[1][2] = instanceIn.data[1][2];
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}
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)";
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ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShaderSource);
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glUseProgram(program.get());
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constexpr unsigned int kColumns = 2;
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constexpr unsigned int kRows = 3;
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constexpr unsigned int kBytesPerComponent = sizeof(float);
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constexpr unsigned int kVectorStride = 16;
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// kVectorStride / kBytesPerComponent is used instead of kRows is because std140 layout requires
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// that base alignment and stride of arrays of scalars and vectors are rounded up a multiple of
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// the base alignment of a vec4.
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constexpr float kInputDada[kColumns][kVectorStride / kBytesPerComponent] = {
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{0.1, 0.2, 0.3, 0.0}, {0.4, 0.5, 0.6, 0.0}};
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// Create shader storage buffer
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GLBuffer shaderStorageBuffer[2];
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer[0]);
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glBufferData(GL_SHADER_STORAGE_BUFFER, kColumns * kVectorStride, kInputDada, GL_STATIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer[1]);
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glBufferData(GL_SHADER_STORAGE_BUFFER, kColumns * kVectorStride, nullptr, GL_STATIC_DRAW);
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// Bind shader storage buffer
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, shaderStorageBuffer[0]);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, shaderStorageBuffer[1]);
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glDispatchCompute(1, 1, 1);
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glFinish();
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// Read back shader storage buffer
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constexpr float kExpectedValues[kColumns][kRows] = {{0.1, 0.2, 0.3}, {0.4, 0.5, 0.6}};
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer[1]);
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const GLfloat *ptr = reinterpret_cast<const GLfloat *>(
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glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, kColumns * kVectorStride, GL_MAP_READ_BIT));
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for (unsigned int idx = 0; idx < kColumns; idx++)
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{
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for (unsigned int idy = 0; idy < kRows; idy++)
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{
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EXPECT_EQ(kExpectedValues[idx][idy],
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*(ptr + idx * (kVectorStride / kBytesPerComponent) + idy));
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}
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}
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EXPECT_GL_NO_ERROR();
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}
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// Test atomic memory functions.
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TEST_P(ShaderStorageBufferTest31, AtomicMemoryFunctions)
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{
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