mirror of
https://github.com/MobileGL-Dev/MobileGL
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487 lines
23 KiB
C++
487 lines
23 KiB
C++
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ImageLoadStoreSsoScenario.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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//
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// Scenario - IMAGE UNIFORMS REACHED THROUGH A PROGRAM PIPELINE.
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//
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// KHR-GL42.shader_image_load_store.advanced-sso-simple reduced to its mechanism. An ARRAY of
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// image uniforms lives in a separable FRAGMENT program; the application assigns each element its
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// own image unit with glProgramUniform1i, on a program that is not current and whose pipeline is
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// not even bound yet; the draw then goes through the pipeline, i.e. through the flattened
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// composite program (MG_State/GLState/Core.cpp, GetProgramForDraw) rather than through the stage
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// program the units were written to.
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//
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// Three separate things have to survive that indirection, and each one is a different mechanism:
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//
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// 1. the units themselves, which are per-program state on a DIFFERENT object from the one the
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// draw reads (the composite mirror carries them);
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// 2. the units as seen by a backend that cannot take them at draw time - Espryt has to BAKE an
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// image unit into the ESSL it generates, because ES forbids glUniform1i on image uniforms,
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// so a change has to invalidate the generated program;
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// 3. per-ELEMENT assignment, which is what makes this different from every sampler case: the
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// four elements of g_image[] are four locations with four different units, and nothing may
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// collapse them to the array's base.
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//
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// Two pipelines that SHARE their vertex stage program and differ only in the fragment one are
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// used exactly as the conformance case does, because that is what makes the composite cache and
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// the stage programs' separate uniform storage both load-bearing at once.
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#include <string>
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#include <vector>
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#include "../Harness/HeadlessGL.h"
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#include "../Harness/ScenarioFixture.h"
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#ifdef GLAPI
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#undef GLAPI
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#endif
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glcorearb.h>
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#undef GL_GLEXT_PROTOTYPES
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namespace MGITest {
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namespace {
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constexpr const char* kSsoVS = R"(#version 420 core
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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switch (gl_VertexID)
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{
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case 0: gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); break;
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case 1: gl_Position = vec4( 1.0, -1.0, 0.0, 1.0); break;
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case 2: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
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case 3: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
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}
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}
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)";
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// The conformance case's two fragment programs: one with an explicit format qualifier,
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// one writeonly with none. Both write every element of a four-image array and discard.
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constexpr const char* kImageFS0 = R"(#version 420 core
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layout(rgba32f) uniform image2D g_image[4];
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void main()
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{
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for (int i = 0; i < g_image.length(); ++i) {
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imageStore(g_image[i], ivec2(gl_FragCoord), vec4(1.0));
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}
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discard;
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}
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)";
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constexpr const char* kImageFS1 = R"(#version 420 core
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writeonly uniform image2D g_image[4];
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void main()
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{
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for (int i = 0; i < g_image.length(); ++i) {
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imageStore(g_image[i], ivec2(gl_FragCoord), vec4(2.0));
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}
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discard;
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}
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)";
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class ImageLoadStoreSsoScenario : public ScenarioTest {
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protected:
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void TearDown() override {
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if (!Ready()) return;
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glBindProgramPipeline(0);
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glUseProgram(0);
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for (GLuint p : m_programs) glDeleteProgram(p);
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for (GLuint p : m_pipelines) glDeleteProgramPipelines(1, &p);
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m_programs.clear();
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m_pipelines.clear();
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}
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GLuint MakeSeparable(GLenum stage, const char* source) {
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const GLuint program = glCreateShaderProgramv(stage, 1, &source);
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if (program != 0) m_programs.push_back(program);
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EXPECT_EQ(FirstGLError(), 0u)
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<< "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec << ") left a GL error";
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GLint linked = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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char log[2048] = {};
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glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
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ADD_FAILURE() << "glCreateShaderProgramv(stage 0x" << std::hex << stage << std::dec
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<< ") did not link: " << log;
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return 0;
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}
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return program;
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}
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GLuint MakePipeline() {
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GLuint pipeline = 0;
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glGenProgramPipelines(1, &pipeline);
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m_pipelines.push_back(pipeline);
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return pipeline;
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}
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// Espryt reaches the GPU through an ES driver, and ES forbids glUniform1i on an
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// image uniform: the unit has to be BAKED into the generated ESSL as
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// layout(binding = N) (RebindImageUniformsToFrontendUnits, MG_Backend/DirectGLES).
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// One qualifier is all an ARRAY declaration can carry, and ESSL then gives the
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// array's elements the CONSECUTIVE units N, N+1, N+2, ... - so a per-element
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// assignment that is not consecutive (the conformance case uses 0, 2, 4, 6) has no
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// spelling in a single declaration.
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//
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// RemapImageArrayElementUnits repairs it by SPLITTING the array into one scalar
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// image uniform per element, each carrying its own binding, which costs exactly the
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// four image uniforms the application declared. (It used to WIDEN the array to cover
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// the whole span instead, which cost seven for those four elements and had to be
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// declined on a stage that could not afford them - hence the budget gate that used
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// to be here.) DirectVulkan needs no rewrite at all.
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bool PerElementImageUnitsAreHonoured() const {
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if (Gl().BackendName() == "DirectVulkan") return true;
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GLint maxFragmentImageUniforms = 0;
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glGetIntegerv(GL_MAX_FRAGMENT_IMAGE_UNIFORMS, &maxFragmentImageUniforms);
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while (glGetError() != GL_NO_ERROR) {
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}
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// One per element of the four-element array either fragment program declares.
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return maxFragmentImageUniforms >= 4;
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}
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// The scenarios below need image load/store at all; a driver without it should skip
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// rather than fail.
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bool ImagesAreUsable() const {
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GLint maxImageUnits = 0;
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glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
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while (glGetError() != GL_NO_ERROR) {
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}
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return maxImageUnits >= 8;
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}
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std::vector<GLuint> m_programs;
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std::vector<GLuint> m_pipelines;
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};
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} // namespace
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// The whole conformance shape in one case: two pipelines sharing a vertex stage, four image
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// array elements each pointed at a different unit through glProgramUniform1i, eight layers of
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// one array texture bound one per unit, and every layer checked.
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//
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// Layers alternate 1.0 / 2.0 because the two fragment programs interleave their units
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// (0,2,4,6 and 1,3,5,7) - so a defect that collapses an image array to its base element, or
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// that loses the units on the way to the composite, does not merely dim the result: it puts
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// the wrong VALUE in a layer and names which one.
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TEST_F(ImageLoadStoreSsoScenario, PerElementImageUnitsReachAPipelineDraw) {
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if (!Ready()) return;
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if (!ImagesAreUsable()) GTEST_SKIP() << "fewer than 8 image units";
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if (!PerElementImageUnitsAreHonoured()) {
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GTEST_SKIP() << "fewer than 4 fragment image uniforms: the array under test does not fit";
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}
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HeadlessGL& gl = Gl();
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constexpr int kWidth = 8;
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constexpr int kHeight = 8;
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constexpr int kLayers = 8;
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const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSsoVS);
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const GLuint fs0 = MakeSeparable(GL_FRAGMENT_SHADER, kImageFS0);
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const GLuint fs1 = MakeSeparable(GL_FRAGMENT_SHADER, kImageFS1);
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if (vs == 0 || fs0 == 0 || fs1 == 0) return;
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// Per ELEMENT, by name, on programs that are neither current nor attached to a bound
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// pipeline yet - exactly the conformance call order.
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const int units0[4] = {0, 2, 4, 6};
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const int units1[4] = {1, 3, 5, 7};
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for (int i = 0; i < 4; ++i) {
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const std::string name = "g_image[" + std::to_string(i) + "]";
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const GLint loc0 = glGetUniformLocation(fs0, name.c_str());
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const GLint loc1 = glGetUniformLocation(fs1, name.c_str());
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ASSERT_NE(loc0, -1) << "fs0 has no location for " << name;
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ASSERT_NE(loc1, -1) << "fs1 has no location for " << name;
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glProgramUniform1i(fs0, loc0, units0[i]);
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glProgramUniform1i(fs1, loc1, units1[i]);
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}
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ASSERT_EQ(FirstGLError(), 0u) << "assigning image units with glProgramUniform1i errored";
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const GLuint pipeline0 = MakePipeline();
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const GLuint pipeline1 = MakePipeline();
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glUseProgramStages(pipeline0, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipeline0, GL_FRAGMENT_SHADER_BIT, fs0);
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glUseProgramStages(pipeline1, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipeline1, GL_FRAGMENT_SHADER_BIT, fs1);
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ASSERT_EQ(FirstGLError(), 0u) << "pipeline setup errored";
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GLuint texture = 0;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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const std::vector<float> zeros(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, 0.0f);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA32F, kWidth, kHeight, kLayers, 0, GL_RGBA, GL_FLOAT, zeros.data());
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ASSERT_EQ(FirstGLError(), 0u) << "creating the RGBA32F array texture errored";
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// One LAYER of the array texture per unit, which is what makes each element's unit
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// independently observable in the readback.
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for (int unit = 0; unit < kLayers; ++unit) {
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glBindImageTexture(static_cast<GLuint>(unit), texture, 0, GL_FALSE, unit, GL_READ_WRITE, GL_RGBA32F);
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}
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ASSERT_EQ(FirstGLError(), 0u) << "glBindImageTexture errored";
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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BindDefaultFramebuffer();
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glViewport(0, 0, kWidth, kHeight);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glUseProgram(0);
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glBindProgramPipeline(pipeline0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindProgramPipeline(pipeline1);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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EXPECT_EQ(FirstGLError(), 0u) << "the two pipeline draws leaked a GL error";
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std::vector<float> readback(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, -1.0f);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_FLOAT, readback.data());
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ASSERT_EQ(FirstGLError(), 0u) << "reading the array texture back errored";
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// Even layers were written through fs0's units, odd layers through fs1's.
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for (int layer = 0; layer < kLayers; ++layer) {
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const float expected = (layer % 2) ? 2.0f : 1.0f;
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int offenders = 0;
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float firstSeen = 0.0f;
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for (int y = 0; y < kHeight; ++y) {
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for (int x = 0; x < kWidth; ++x) {
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const size_t base =
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(static_cast<size_t>(layer) * kHeight * kWidth + static_cast<size_t>(y) * kWidth + x) * 4;
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for (int c = 0; c < 4; ++c) {
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if (readback[base + c] != expected) {
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if (offenders == 0) firstSeen = readback[base + c];
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++offenders;
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}
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}
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}
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}
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EXPECT_EQ(offenders, 0) << "layer " << layer << " (image unit " << layer << ") expected " << expected
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<< " but " << offenders << " components differ; first was " << firstSeen;
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}
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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glDeleteTextures(1, &texture);
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gl.EndFrame();
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}
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// An image ARRAY sharing a program with another descriptor, which is the shape that makes
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// the SPIR-V binding remap load-bearing.
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//
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// The remap (ProgramFactory::RemapDescriptorBindingsForVulkan) is what unifies bindings
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// across stages and normalises every descriptor onto set 0; glslang hands it per-stage
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// numbering that starts at 0 in EACH stage. It used to refuse any descriptor array that was
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// not a UBO, and its only complaint was an assert that compiles out above DEBUG - so a
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// release build carried on with the un-remapped numbering and a program holding an image
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// array plus a second descriptor could see the two alias onto one binding, while a DEBUG
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// build trapped on the very same program.
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//
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// A case with ONE descriptor cannot see any of that: with a single resource there is nothing
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// to collide with and skipping the remap is indistinguishable from running it. Hence this
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// one - an image array AND a uniform block in the same fragment program, with the block
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// supplying the value that gets stored, so a mis-assigned binding shows up as the wrong
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// colour rather than as nothing at all.
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TEST_F(ImageLoadStoreSsoScenario, AnImageArrayAlongsideAnotherDescriptorKeepsBothBindings) {
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if (!Ready()) return;
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if (!ImagesAreUsable()) GTEST_SKIP() << "fewer than 8 image units";
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// The defect this guards is the SPIR-V descriptor remap, which only Magma has; the units
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// here are consecutive on purpose, so on Espryt this would exercise nothing the case
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// above does not. Scoped by what it TESTS rather than by the image-array widening, which
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// it deliberately never triggers.
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if (Gl().BackendName() != "DirectVulkan") {
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GTEST_SKIP() << "the descriptor binding remap under test is DirectVulkan's";
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}
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HeadlessGL& gl = Gl();
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constexpr int kWidth = 8;
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constexpr int kHeight = 8;
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constexpr int kLayers = 2;
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static const char* kMixedFS = R"(#version 420 core
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layout(rgba32f) uniform image2D g_image[2];
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layout(std140) uniform Value { vec4 u_value; };
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void main()
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{
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for (int i = 0; i < g_image.length(); ++i) {
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imageStore(g_image[i], ivec2(gl_FragCoord), u_value);
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}
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discard;
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}
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)";
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const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSsoVS);
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const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kMixedFS);
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if (vs == 0 || fs == 0) return;
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// Consecutive units here on purpose: this case is about the two descriptor KINDS
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// coexisting, not about non-consecutive assignment, which the case above covers.
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for (int i = 0; i < 2; ++i) {
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const std::string name = "g_image[" + std::to_string(i) + "]";
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const GLint loc = glGetUniformLocation(fs, name.c_str());
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ASSERT_NE(loc, -1) << "no location for " << name;
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glProgramUniform1i(fs, loc, i);
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}
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const GLfloat value[4] = {7.0f, 7.0f, 7.0f, 7.0f};
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GLuint ubo = 0;
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glGenBuffers(1, &ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(value), value, GL_STATIC_DRAW);
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const GLuint blockIndex = glGetUniformBlockIndex(fs, "Value");
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ASSERT_NE(blockIndex, GL_INVALID_INDEX);
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glUniformBlockBinding(fs, blockIndex, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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ASSERT_EQ(FirstGLError(), 0u) << "uniform block setup errored";
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const GLuint pipeline = MakePipeline();
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glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
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GLuint texture = 0;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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const std::vector<float> zeros(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, 0.0f);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA32F, kWidth, kHeight, kLayers, 0, GL_RGBA, GL_FLOAT, zeros.data());
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glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindImageTexture(1, texture, 0, GL_FALSE, 1, GL_READ_WRITE, GL_RGBA32F);
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ASSERT_EQ(FirstGLError(), 0u) << "image texture setup errored";
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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BindDefaultFramebuffer();
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glViewport(0, 0, kWidth, kHeight);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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glUseProgram(0);
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glBindProgramPipeline(pipeline);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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EXPECT_EQ(FirstGLError(), 0u) << "the mixed-descriptor pipeline draw leaked a GL error";
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std::vector<float> readback(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, -1.0f);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_FLOAT, readback.data());
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ASSERT_EQ(FirstGLError(), 0u) << "reading the array texture back errored";
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for (int layer = 0; layer < kLayers; ++layer) {
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int offenders = 0;
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float firstSeen = 0.0f;
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for (size_t i = 0; i < static_cast<size_t>(kWidth) * kHeight * 4; ++i) {
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const size_t index = static_cast<size_t>(layer) * kHeight * kWidth * 4 + i;
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if (readback[index] != 7.0f) {
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if (offenders == 0) firstSeen = readback[index];
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++offenders;
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}
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}
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EXPECT_EQ(offenders, 0) << "layer " << layer << ": " << offenders
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<< " components are not the uniform block's value; first was " << firstSeen
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<< " (an image-array binding and a uniform block did not both survive)";
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}
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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glDeleteTextures(1, &texture);
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glDeleteBuffers(1, &ubo);
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gl.EndFrame();
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}
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// The same units, reassigned BETWEEN draws through the same pipeline. This is the half that
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// the composite cache key change put weight on: the composite object now survives a
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// glProgramUniform1i, so nothing rebuilds by accident and the new unit has to be carried by
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// the refresh path (and, on Espryt, by regenerating the program the unit is baked into).
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TEST_F(ImageLoadStoreSsoScenario, ReassigningAnImageUnitBetweenDrawsReachesTheNextDraw) {
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if (!Ready()) return;
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if (!ImagesAreUsable()) GTEST_SKIP() << "fewer than 8 image units";
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HeadlessGL& gl = Gl();
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constexpr int kWidth = 8;
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constexpr int kHeight = 8;
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constexpr int kLayers = 2;
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static const char* kSingleImageFS = R"(#version 420 core
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layout(rgba32f) uniform image2D g_image;
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void main()
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{
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imageStore(g_image, ivec2(gl_FragCoord), vec4(3.0));
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discard;
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}
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)";
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const GLuint vs = MakeSeparable(GL_VERTEX_SHADER, kSsoVS);
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const GLuint fs = MakeSeparable(GL_FRAGMENT_SHADER, kSingleImageFS);
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if (vs == 0 || fs == 0) return;
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|
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const GLuint pipeline = MakePipeline();
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glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs);
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|
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GLuint texture = 0;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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const std::vector<float> zeros(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, 0.0f);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA32F, kWidth, kHeight, kLayers, 0, GL_RGBA, GL_FLOAT, zeros.data());
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glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glBindImageTexture(1, texture, 0, GL_FALSE, 1, GL_READ_WRITE, GL_RGBA32F);
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ASSERT_EQ(FirstGLError(), 0u) << "image texture setup errored";
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|
|
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
|
|
BindDefaultFramebuffer();
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|
glViewport(0, 0, kWidth, kHeight);
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glDisable(GL_SCISSOR_TEST);
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|
glDisable(GL_DEPTH_TEST);
|
|
glUseProgram(0);
|
|
glBindProgramPipeline(pipeline);
|
|
|
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const GLint location = glGetUniformLocation(fs, "g_image");
|
|
ASSERT_NE(location, -1);
|
|
|
|
// Draw one against unit 0 (layer 0)...
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|
glProgramUniform1i(fs, location, 0);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
// ...and draw two against unit 1 (layer 1), with the composite already built and cached.
|
|
glProgramUniform1i(fs, location, 1);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
|
EXPECT_EQ(FirstGLError(), 0u) << "the two pipeline draws leaked a GL error";
|
|
|
|
std::vector<float> readback(static_cast<size_t>(kWidth) * kHeight * kLayers * 4, -1.0f);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
|
|
glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_FLOAT, readback.data());
|
|
ASSERT_EQ(FirstGLError(), 0u) << "reading the array texture back errored";
|
|
|
|
for (int layer = 0; layer < kLayers; ++layer) {
|
|
int offenders = 0;
|
|
float firstSeen = 0.0f;
|
|
for (size_t i = 0; i < static_cast<size_t>(kWidth) * kHeight * 4; ++i) {
|
|
const size_t index = static_cast<size_t>(layer) * kHeight * kWidth * 4 + i;
|
|
if (readback[index] != 3.0f) {
|
|
if (offenders == 0) firstSeen = readback[index];
|
|
++offenders;
|
|
}
|
|
}
|
|
EXPECT_EQ(offenders, 0) << "layer " << layer << " was not written; " << offenders
|
|
<< " components differ, first was " << firstSeen
|
|
<< " (the image unit reassignment did not reach the draw)";
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
glDeleteVertexArrays(1, &vao);
|
|
glDeleteTextures(1, &texture);
|
|
gl.EndFrame();
|
|
}
|
|
} // namespace MGITest
|