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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (GLImpl, ShaderTranspiler): reconcile the compute work-group limits glGetIntegeri_v and glslang advertise
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@@ -994,6 +994,68 @@ void main() {
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MG_State::pGLContext = Move(previousContext);
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}
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// KHR-GL43.compute_shader.max: the test queries every GL_MAX_COMPUTE_* value through the API and
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// then makes a compute shader compare the matching gl_MaxCompute* constant against it. The two
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// used to be independent tables and gl_MaxComputeWorkGroupSize.z disagreed - glslang compiled
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// against a permissive 1024 while the context advertises the 64 the GL 4.6 minimum (and every ES
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// driver) reports.
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TEST(GetterSanity, ComputeWorkGroupQueriesMatchShaderCompilerLimits) {
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using namespace MobileGL;
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auto previousContext = Move(MG_State::pGLContext);
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auto previousBackend = Move(MG_Backend::pActiveBackendObject);
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MG_State::pGLContext = MakeUnique<MG_State::GLState::GLContext>();
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MG_Backend::pActiveBackendObject = MakeUnique<DynamicParameterBackend>(MG_Backend::DynamicBackendParameters{});
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GLint size[3] = {0, 0, 0};
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GLint count[3] = {0, 0, 0};
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for (GLuint index = 0; index < 3; ++index) {
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MG_Impl::GLImpl::GetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, index, &size[index]);
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MG_Impl::GLImpl::GetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, index, &count[index]);
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}
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EXPECT_EQ(MG_Impl::GLImpl::GetError(), GL_NO_ERROR);
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// A negative array size is a compile error, so the stage only compiles when EVERY component
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// of both built-in constants equals what the query above reported. Two-sided by construction:
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// a resource table that is too permissive fails it exactly like one that is too tight.
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const String source = R"(#version 430 core
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layout(local_size_x = 1) in;
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const int mgAgree = (gl_MaxComputeWorkGroupSize == ivec3()" +
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std::to_string(size[0]) + ", " + std::to_string(size[1]) + ", " +
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std::to_string(size[2]) + R"() &&
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gl_MaxComputeWorkGroupCount == ivec3()" +
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std::to_string(count[0]) + ", " + std::to_string(count[1]) + ", " +
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std::to_string(count[2]) + R"()) ? 1 : -1;
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int mgProbe[mgAgree];
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void main() {
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mgProbe[0] = 0;
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}
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)";
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auto compiled = MG_Util::ShaderTranspiler::ShaderCompiler::CompileShader({
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.shaderType = GL_COMPUTE_SHADER,
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.sourceStr = source,
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});
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EXPECT_TRUE(compiled) << (compiled ? "" : compiled.error().log);
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// The z ceiling is also what glslang checks a declared local_size_z against, so it has to
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// reject one invocation past the advertised limit and accept the limit itself.
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const String atLimit = "#version 430 core\nlayout(local_size_z = " + std::to_string(size[2]) +
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") in;\nvoid main() {}\n";
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const String pastLimit = "#version 430 core\nlayout(local_size_z = " + std::to_string(size[2] + 1) +
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") in;\nvoid main() {}\n";
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EXPECT_TRUE(MG_Util::ShaderTranspiler::ShaderCompiler::CompileShader({
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.shaderType = GL_COMPUTE_SHADER,
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.sourceStr = atLimit,
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}));
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EXPECT_FALSE(MG_Util::ShaderTranspiler::ShaderCompiler::CompileShader({
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.shaderType = GL_COMPUTE_SHADER,
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.sourceStr = pastLimit,
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}));
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MG_Backend::pActiveBackendObject = Move(previousBackend);
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MG_State::pGLContext = Move(previousContext);
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}
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TEST(GetterSanity, ReportsKhrSubgroupDynamicParameters) {
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using namespace MobileGL;
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