1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2018 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker // ParallelShaderCompileTest.cpp : Tests of the GL_KHR_parallel_shader_compile extension.
8*8975f5c5SAndroid Build Coastguard Worker
9*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/ANGLETest.h"
10*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
11*8975f5c5SAndroid Build Coastguard Worker
12*8975f5c5SAndroid Build Coastguard Worker #include "util/random_utils.h"
13*8975f5c5SAndroid Build Coastguard Worker #include "util/test_utils.h"
14*8975f5c5SAndroid Build Coastguard Worker
15*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
16*8975f5c5SAndroid Build Coastguard Worker
17*8975f5c5SAndroid Build Coastguard Worker namespace
18*8975f5c5SAndroid Build Coastguard Worker {
19*8975f5c5SAndroid Build Coastguard Worker
20*8975f5c5SAndroid Build Coastguard Worker namespace
21*8975f5c5SAndroid Build Coastguard Worker {
22*8975f5c5SAndroid Build Coastguard Worker
23*8975f5c5SAndroid Build Coastguard Worker constexpr int kTaskCount = 32;
24*8975f5c5SAndroid Build Coastguard Worker constexpr unsigned int kPollInterval = 100;
25*8975f5c5SAndroid Build Coastguard Worker
26*8975f5c5SAndroid Build Coastguard Worker } // anonymous namespace
27*8975f5c5SAndroid Build Coastguard Worker
28*8975f5c5SAndroid Build Coastguard Worker class ParallelShaderCompileTest : public ANGLETest<>
29*8975f5c5SAndroid Build Coastguard Worker {
30*8975f5c5SAndroid Build Coastguard Worker protected:
ParallelShaderCompileTest()31*8975f5c5SAndroid Build Coastguard Worker ParallelShaderCompileTest()
32*8975f5c5SAndroid Build Coastguard Worker {
33*8975f5c5SAndroid Build Coastguard Worker setWindowWidth(128);
34*8975f5c5SAndroid Build Coastguard Worker setWindowHeight(128);
35*8975f5c5SAndroid Build Coastguard Worker setConfigRedBits(8);
36*8975f5c5SAndroid Build Coastguard Worker setConfigGreenBits(8);
37*8975f5c5SAndroid Build Coastguard Worker setConfigBlueBits(8);
38*8975f5c5SAndroid Build Coastguard Worker setConfigAlphaBits(8);
39*8975f5c5SAndroid Build Coastguard Worker }
40*8975f5c5SAndroid Build Coastguard Worker
ensureParallelShaderCompileExtensionAvailable()41*8975f5c5SAndroid Build Coastguard Worker bool ensureParallelShaderCompileExtensionAvailable()
42*8975f5c5SAndroid Build Coastguard Worker {
43*8975f5c5SAndroid Build Coastguard Worker if (IsGLExtensionRequestable("GL_KHR_parallel_shader_compile"))
44*8975f5c5SAndroid Build Coastguard Worker {
45*8975f5c5SAndroid Build Coastguard Worker glRequestExtensionANGLE("GL_KHR_parallel_shader_compile");
46*8975f5c5SAndroid Build Coastguard Worker }
47*8975f5c5SAndroid Build Coastguard Worker
48*8975f5c5SAndroid Build Coastguard Worker if (!IsGLExtensionEnabled("GL_KHR_parallel_shader_compile"))
49*8975f5c5SAndroid Build Coastguard Worker {
50*8975f5c5SAndroid Build Coastguard Worker return false;
51*8975f5c5SAndroid Build Coastguard Worker }
52*8975f5c5SAndroid Build Coastguard Worker return true;
53*8975f5c5SAndroid Build Coastguard Worker }
54*8975f5c5SAndroid Build Coastguard Worker
55*8975f5c5SAndroid Build Coastguard Worker class Task
56*8975f5c5SAndroid Build Coastguard Worker {
57*8975f5c5SAndroid Build Coastguard Worker public:
Task(int id)58*8975f5c5SAndroid Build Coastguard Worker Task(int id) : mID(id) {}
~Task()59*8975f5c5SAndroid Build Coastguard Worker virtual ~Task() {}
60*8975f5c5SAndroid Build Coastguard Worker
61*8975f5c5SAndroid Build Coastguard Worker virtual bool compile() = 0;
62*8975f5c5SAndroid Build Coastguard Worker virtual bool isCompileCompleted() = 0;
63*8975f5c5SAndroid Build Coastguard Worker virtual bool link() = 0;
postLink()64*8975f5c5SAndroid Build Coastguard Worker virtual void postLink() {}
65*8975f5c5SAndroid Build Coastguard Worker virtual void runAndVerify(ParallelShaderCompileTest *test) = 0;
66*8975f5c5SAndroid Build Coastguard Worker
isLinkCompleted()67*8975f5c5SAndroid Build Coastguard Worker bool isLinkCompleted()
68*8975f5c5SAndroid Build Coastguard Worker {
69*8975f5c5SAndroid Build Coastguard Worker GLint status;
70*8975f5c5SAndroid Build Coastguard Worker glGetProgramiv(mProgram, GL_COMPLETION_STATUS_KHR, &status);
71*8975f5c5SAndroid Build Coastguard Worker return (status == GL_TRUE);
72*8975f5c5SAndroid Build Coastguard Worker }
73*8975f5c5SAndroid Build Coastguard Worker
74*8975f5c5SAndroid Build Coastguard Worker protected:
InsertRandomString(const std::string & source)75*8975f5c5SAndroid Build Coastguard Worker static std::string InsertRandomString(const std::string &source)
76*8975f5c5SAndroid Build Coastguard Worker {
77*8975f5c5SAndroid Build Coastguard Worker RNG rng;
78*8975f5c5SAndroid Build Coastguard Worker std::ostringstream ostream;
79*8975f5c5SAndroid Build Coastguard Worker ostream << source << "\n// Random string to fool program cache: " << rng.randomInt()
80*8975f5c5SAndroid Build Coastguard Worker << "\n";
81*8975f5c5SAndroid Build Coastguard Worker return ostream.str();
82*8975f5c5SAndroid Build Coastguard Worker }
83*8975f5c5SAndroid Build Coastguard Worker
CompileShader(GLenum type,const std::string & source)84*8975f5c5SAndroid Build Coastguard Worker static GLuint CompileShader(GLenum type, const std::string &source)
85*8975f5c5SAndroid Build Coastguard Worker {
86*8975f5c5SAndroid Build Coastguard Worker GLuint shader = glCreateShader(type);
87*8975f5c5SAndroid Build Coastguard Worker
88*8975f5c5SAndroid Build Coastguard Worker const char *sourceArray[1] = {source.c_str()};
89*8975f5c5SAndroid Build Coastguard Worker glShaderSource(shader, 1, sourceArray, nullptr);
90*8975f5c5SAndroid Build Coastguard Worker glCompileShader(shader);
91*8975f5c5SAndroid Build Coastguard Worker return shader;
92*8975f5c5SAndroid Build Coastguard Worker }
93*8975f5c5SAndroid Build Coastguard Worker
RecompileShader(GLuint shader,const std::string & source)94*8975f5c5SAndroid Build Coastguard Worker static void RecompileShader(GLuint shader, const std::string &source)
95*8975f5c5SAndroid Build Coastguard Worker {
96*8975f5c5SAndroid Build Coastguard Worker const char *sourceArray[1] = {source.c_str()};
97*8975f5c5SAndroid Build Coastguard Worker glShaderSource(shader, 1, sourceArray, nullptr);
98*8975f5c5SAndroid Build Coastguard Worker glCompileShader(shader);
99*8975f5c5SAndroid Build Coastguard Worker }
100*8975f5c5SAndroid Build Coastguard Worker
CheckShader(GLuint shader)101*8975f5c5SAndroid Build Coastguard Worker static bool CheckShader(GLuint shader)
102*8975f5c5SAndroid Build Coastguard Worker {
103*8975f5c5SAndroid Build Coastguard Worker GLint compileResult;
104*8975f5c5SAndroid Build Coastguard Worker glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
105*8975f5c5SAndroid Build Coastguard Worker
106*8975f5c5SAndroid Build Coastguard Worker if (compileResult == 0)
107*8975f5c5SAndroid Build Coastguard Worker {
108*8975f5c5SAndroid Build Coastguard Worker GLint infoLogLength;
109*8975f5c5SAndroid Build Coastguard Worker glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
110*8975f5c5SAndroid Build Coastguard Worker
111*8975f5c5SAndroid Build Coastguard Worker // Info log length includes the null terminator, so 1 means that the info log is an
112*8975f5c5SAndroid Build Coastguard Worker // empty string.
113*8975f5c5SAndroid Build Coastguard Worker if (infoLogLength > 1)
114*8975f5c5SAndroid Build Coastguard Worker {
115*8975f5c5SAndroid Build Coastguard Worker std::vector<GLchar> infoLog(infoLogLength);
116*8975f5c5SAndroid Build Coastguard Worker glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr,
117*8975f5c5SAndroid Build Coastguard Worker &infoLog[0]);
118*8975f5c5SAndroid Build Coastguard Worker std::cerr << "shader compilation failed: " << &infoLog[0];
119*8975f5c5SAndroid Build Coastguard Worker }
120*8975f5c5SAndroid Build Coastguard Worker else
121*8975f5c5SAndroid Build Coastguard Worker {
122*8975f5c5SAndroid Build Coastguard Worker std::cerr << "shader compilation failed. <Empty log message>";
123*8975f5c5SAndroid Build Coastguard Worker }
124*8975f5c5SAndroid Build Coastguard Worker std::cerr << std::endl;
125*8975f5c5SAndroid Build Coastguard Worker }
126*8975f5c5SAndroid Build Coastguard Worker return (compileResult == GL_TRUE);
127*8975f5c5SAndroid Build Coastguard Worker }
128*8975f5c5SAndroid Build Coastguard Worker
129*8975f5c5SAndroid Build Coastguard Worker GLuint mProgram;
130*8975f5c5SAndroid Build Coastguard Worker int mID;
131*8975f5c5SAndroid Build Coastguard Worker };
132*8975f5c5SAndroid Build Coastguard Worker
133*8975f5c5SAndroid Build Coastguard Worker template <typename T>
134*8975f5c5SAndroid Build Coastguard Worker class TaskRunner
135*8975f5c5SAndroid Build Coastguard Worker {
136*8975f5c5SAndroid Build Coastguard Worker public:
TaskRunner()137*8975f5c5SAndroid Build Coastguard Worker TaskRunner() {}
~TaskRunner()138*8975f5c5SAndroid Build Coastguard Worker ~TaskRunner() {}
139*8975f5c5SAndroid Build Coastguard Worker
run(ParallelShaderCompileTest * test,unsigned int pollInterval)140*8975f5c5SAndroid Build Coastguard Worker void run(ParallelShaderCompileTest *test, unsigned int pollInterval)
141*8975f5c5SAndroid Build Coastguard Worker {
142*8975f5c5SAndroid Build Coastguard Worker
143*8975f5c5SAndroid Build Coastguard Worker std::vector<std::unique_ptr<T>> compileTasks;
144*8975f5c5SAndroid Build Coastguard Worker for (int i = 0; i < kTaskCount; ++i)
145*8975f5c5SAndroid Build Coastguard Worker {
146*8975f5c5SAndroid Build Coastguard Worker std::unique_ptr<T> task(new T(i));
147*8975f5c5SAndroid Build Coastguard Worker bool isCompiling = task->compile();
148*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(isCompiling);
149*8975f5c5SAndroid Build Coastguard Worker compileTasks.push_back(std::move(task));
150*8975f5c5SAndroid Build Coastguard Worker }
151*8975f5c5SAndroid Build Coastguard Worker
152*8975f5c5SAndroid Build Coastguard Worker std::vector<std::unique_ptr<T>> linkTasks;
153*8975f5c5SAndroid Build Coastguard Worker while (!compileTasks.empty())
154*8975f5c5SAndroid Build Coastguard Worker {
155*8975f5c5SAndroid Build Coastguard Worker for (unsigned int i = 0; i < compileTasks.size();)
156*8975f5c5SAndroid Build Coastguard Worker {
157*8975f5c5SAndroid Build Coastguard Worker auto &task = compileTasks[i];
158*8975f5c5SAndroid Build Coastguard Worker
159*8975f5c5SAndroid Build Coastguard Worker if (task->isCompileCompleted())
160*8975f5c5SAndroid Build Coastguard Worker {
161*8975f5c5SAndroid Build Coastguard Worker bool isLinking = task->link();
162*8975f5c5SAndroid Build Coastguard Worker task->postLink();
163*8975f5c5SAndroid Build Coastguard Worker ASSERT_TRUE(isLinking);
164*8975f5c5SAndroid Build Coastguard Worker linkTasks.push_back(std::move(task));
165*8975f5c5SAndroid Build Coastguard Worker compileTasks.erase(compileTasks.begin() + i);
166*8975f5c5SAndroid Build Coastguard Worker continue;
167*8975f5c5SAndroid Build Coastguard Worker }
168*8975f5c5SAndroid Build Coastguard Worker ++i;
169*8975f5c5SAndroid Build Coastguard Worker }
170*8975f5c5SAndroid Build Coastguard Worker if (pollInterval != 0)
171*8975f5c5SAndroid Build Coastguard Worker {
172*8975f5c5SAndroid Build Coastguard Worker angle::Sleep(pollInterval);
173*8975f5c5SAndroid Build Coastguard Worker }
174*8975f5c5SAndroid Build Coastguard Worker }
175*8975f5c5SAndroid Build Coastguard Worker
176*8975f5c5SAndroid Build Coastguard Worker while (!linkTasks.empty())
177*8975f5c5SAndroid Build Coastguard Worker {
178*8975f5c5SAndroid Build Coastguard Worker for (unsigned int i = 0; i < linkTasks.size();)
179*8975f5c5SAndroid Build Coastguard Worker {
180*8975f5c5SAndroid Build Coastguard Worker auto &task = linkTasks[i];
181*8975f5c5SAndroid Build Coastguard Worker
182*8975f5c5SAndroid Build Coastguard Worker if (task->isLinkCompleted())
183*8975f5c5SAndroid Build Coastguard Worker {
184*8975f5c5SAndroid Build Coastguard Worker task->runAndVerify(test);
185*8975f5c5SAndroid Build Coastguard Worker linkTasks.erase(linkTasks.begin() + i);
186*8975f5c5SAndroid Build Coastguard Worker continue;
187*8975f5c5SAndroid Build Coastguard Worker }
188*8975f5c5SAndroid Build Coastguard Worker else
189*8975f5c5SAndroid Build Coastguard Worker {
190*8975f5c5SAndroid Build Coastguard Worker task->postLink();
191*8975f5c5SAndroid Build Coastguard Worker }
192*8975f5c5SAndroid Build Coastguard Worker ++i;
193*8975f5c5SAndroid Build Coastguard Worker }
194*8975f5c5SAndroid Build Coastguard Worker if (pollInterval != 0)
195*8975f5c5SAndroid Build Coastguard Worker {
196*8975f5c5SAndroid Build Coastguard Worker angle::Sleep(pollInterval);
197*8975f5c5SAndroid Build Coastguard Worker }
198*8975f5c5SAndroid Build Coastguard Worker }
199*8975f5c5SAndroid Build Coastguard Worker }
200*8975f5c5SAndroid Build Coastguard Worker };
201*8975f5c5SAndroid Build Coastguard Worker
202*8975f5c5SAndroid Build Coastguard Worker class ClearColorWithDraw : public Task
203*8975f5c5SAndroid Build Coastguard Worker {
204*8975f5c5SAndroid Build Coastguard Worker public:
ClearColorWithDraw(int taskID)205*8975f5c5SAndroid Build Coastguard Worker ClearColorWithDraw(int taskID) : Task(taskID)
206*8975f5c5SAndroid Build Coastguard Worker {
207*8975f5c5SAndroid Build Coastguard Worker auto color = static_cast<GLubyte>(taskID * 255 / kTaskCount);
208*8975f5c5SAndroid Build Coastguard Worker mColor = {color, color, color, 255};
209*8975f5c5SAndroid Build Coastguard Worker }
210*8975f5c5SAndroid Build Coastguard Worker
compile()211*8975f5c5SAndroid Build Coastguard Worker bool compile() override
212*8975f5c5SAndroid Build Coastguard Worker {
213*8975f5c5SAndroid Build Coastguard Worker mVertexShader =
214*8975f5c5SAndroid Build Coastguard Worker CompileShader(GL_VERTEX_SHADER, InsertRandomString(essl1_shaders::vs::Simple()));
215*8975f5c5SAndroid Build Coastguard Worker mFragmentShader = CompileShader(GL_FRAGMENT_SHADER,
216*8975f5c5SAndroid Build Coastguard Worker InsertRandomString(essl1_shaders::fs::UniformColor()));
217*8975f5c5SAndroid Build Coastguard Worker return (mVertexShader != 0 && mFragmentShader != 0);
218*8975f5c5SAndroid Build Coastguard Worker }
219*8975f5c5SAndroid Build Coastguard Worker
isCompileCompleted()220*8975f5c5SAndroid Build Coastguard Worker bool isCompileCompleted() override
221*8975f5c5SAndroid Build Coastguard Worker {
222*8975f5c5SAndroid Build Coastguard Worker GLint status;
223*8975f5c5SAndroid Build Coastguard Worker glGetShaderiv(mVertexShader, GL_COMPLETION_STATUS_KHR, &status);
224*8975f5c5SAndroid Build Coastguard Worker if (status == GL_TRUE)
225*8975f5c5SAndroid Build Coastguard Worker {
226*8975f5c5SAndroid Build Coastguard Worker glGetShaderiv(mFragmentShader, GL_COMPLETION_STATUS_KHR, &status);
227*8975f5c5SAndroid Build Coastguard Worker return (status == GL_TRUE);
228*8975f5c5SAndroid Build Coastguard Worker }
229*8975f5c5SAndroid Build Coastguard Worker return false;
230*8975f5c5SAndroid Build Coastguard Worker }
231*8975f5c5SAndroid Build Coastguard Worker
link()232*8975f5c5SAndroid Build Coastguard Worker bool link() override
233*8975f5c5SAndroid Build Coastguard Worker {
234*8975f5c5SAndroid Build Coastguard Worker mProgram = 0;
235*8975f5c5SAndroid Build Coastguard Worker if (CheckShader(mVertexShader) && CheckShader(mFragmentShader))
236*8975f5c5SAndroid Build Coastguard Worker {
237*8975f5c5SAndroid Build Coastguard Worker mProgram = glCreateProgram();
238*8975f5c5SAndroid Build Coastguard Worker glAttachShader(mProgram, mVertexShader);
239*8975f5c5SAndroid Build Coastguard Worker glAttachShader(mProgram, mFragmentShader);
240*8975f5c5SAndroid Build Coastguard Worker glLinkProgram(mProgram);
241*8975f5c5SAndroid Build Coastguard Worker }
242*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(mVertexShader);
243*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(mFragmentShader);
244*8975f5c5SAndroid Build Coastguard Worker return (mProgram != 0);
245*8975f5c5SAndroid Build Coastguard Worker }
246*8975f5c5SAndroid Build Coastguard Worker
runAndVerify(ParallelShaderCompileTest * test)247*8975f5c5SAndroid Build Coastguard Worker void runAndVerify(ParallelShaderCompileTest *test) override
248*8975f5c5SAndroid Build Coastguard Worker {
249*8975f5c5SAndroid Build Coastguard Worker glClearColor(0, 0, 0, 0);
250*8975f5c5SAndroid Build Coastguard Worker glClear(GL_COLOR_BUFFER_BIT);
251*8975f5c5SAndroid Build Coastguard Worker glDisable(GL_DEPTH_TEST);
252*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
253*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
254*8975f5c5SAndroid Build Coastguard Worker GLint colorUniformLocation =
255*8975f5c5SAndroid Build Coastguard Worker glGetUniformLocation(mProgram, essl1_shaders::ColorUniform());
256*8975f5c5SAndroid Build Coastguard Worker ASSERT_NE(colorUniformLocation, -1);
257*8975f5c5SAndroid Build Coastguard Worker auto normalizeColor = mColor.toNormalizedVector();
258*8975f5c5SAndroid Build Coastguard Worker glUniform4fv(colorUniformLocation, 1, normalizeColor.data());
259*8975f5c5SAndroid Build Coastguard Worker test->drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
260*8975f5c5SAndroid Build Coastguard Worker EXPECT_PIXEL_COLOR_EQ(test->getWindowWidth() / 2, test->getWindowHeight() / 2, mColor);
261*8975f5c5SAndroid Build Coastguard Worker glUseProgram(0);
262*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(mProgram);
263*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
264*8975f5c5SAndroid Build Coastguard Worker }
265*8975f5c5SAndroid Build Coastguard Worker
266*8975f5c5SAndroid Build Coastguard Worker protected:
recompile()267*8975f5c5SAndroid Build Coastguard Worker void recompile()
268*8975f5c5SAndroid Build Coastguard Worker {
269*8975f5c5SAndroid Build Coastguard Worker RecompileShader(mVertexShader, essl1_shaders::vs::Simple());
270*8975f5c5SAndroid Build Coastguard Worker RecompileShader(mFragmentShader, essl1_shaders::fs::UniformColor());
271*8975f5c5SAndroid Build Coastguard Worker }
272*8975f5c5SAndroid Build Coastguard Worker
273*8975f5c5SAndroid Build Coastguard Worker private:
274*8975f5c5SAndroid Build Coastguard Worker GLuint mVertexShader;
275*8975f5c5SAndroid Build Coastguard Worker GLuint mFragmentShader;
276*8975f5c5SAndroid Build Coastguard Worker GLColor mColor;
277*8975f5c5SAndroid Build Coastguard Worker };
278*8975f5c5SAndroid Build Coastguard Worker
279*8975f5c5SAndroid Build Coastguard Worker class ClearColorWithDrawRecompile : public ClearColorWithDraw
280*8975f5c5SAndroid Build Coastguard Worker {
281*8975f5c5SAndroid Build Coastguard Worker public:
ClearColorWithDrawRecompile(int taskID)282*8975f5c5SAndroid Build Coastguard Worker ClearColorWithDrawRecompile(int taskID) : ClearColorWithDraw(taskID) {}
283*8975f5c5SAndroid Build Coastguard Worker
postLink()284*8975f5c5SAndroid Build Coastguard Worker void postLink() override { recompile(); }
285*8975f5c5SAndroid Build Coastguard Worker };
286*8975f5c5SAndroid Build Coastguard Worker
287*8975f5c5SAndroid Build Coastguard Worker class ImageLoadStore : public Task
288*8975f5c5SAndroid Build Coastguard Worker {
289*8975f5c5SAndroid Build Coastguard Worker public:
ImageLoadStore(int taskID)290*8975f5c5SAndroid Build Coastguard Worker ImageLoadStore(int taskID) : Task(taskID) {}
~ImageLoadStore()291*8975f5c5SAndroid Build Coastguard Worker ~ImageLoadStore() {}
292*8975f5c5SAndroid Build Coastguard Worker
compile()293*8975f5c5SAndroid Build Coastguard Worker bool compile() override
294*8975f5c5SAndroid Build Coastguard Worker {
295*8975f5c5SAndroid Build Coastguard Worker const char kCSSource[] = R"(#version 310 es
296*8975f5c5SAndroid Build Coastguard Worker layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
297*8975f5c5SAndroid Build Coastguard Worker layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
298*8975f5c5SAndroid Build Coastguard Worker layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
299*8975f5c5SAndroid Build Coastguard Worker void main()
300*8975f5c5SAndroid Build Coastguard Worker {
301*8975f5c5SAndroid Build Coastguard Worker uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
302*8975f5c5SAndroid Build Coastguard Worker imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
303*8975f5c5SAndroid Build Coastguard Worker })";
304*8975f5c5SAndroid Build Coastguard Worker
305*8975f5c5SAndroid Build Coastguard Worker mShader = CompileShader(GL_COMPUTE_SHADER, InsertRandomString(kCSSource));
306*8975f5c5SAndroid Build Coastguard Worker return mShader != 0;
307*8975f5c5SAndroid Build Coastguard Worker }
308*8975f5c5SAndroid Build Coastguard Worker
isCompileCompleted()309*8975f5c5SAndroid Build Coastguard Worker bool isCompileCompleted() override
310*8975f5c5SAndroid Build Coastguard Worker {
311*8975f5c5SAndroid Build Coastguard Worker GLint status;
312*8975f5c5SAndroid Build Coastguard Worker glGetShaderiv(mShader, GL_COMPLETION_STATUS_KHR, &status);
313*8975f5c5SAndroid Build Coastguard Worker return status == GL_TRUE;
314*8975f5c5SAndroid Build Coastguard Worker }
315*8975f5c5SAndroid Build Coastguard Worker
link()316*8975f5c5SAndroid Build Coastguard Worker bool link() override
317*8975f5c5SAndroid Build Coastguard Worker {
318*8975f5c5SAndroid Build Coastguard Worker mProgram = 0;
319*8975f5c5SAndroid Build Coastguard Worker if (CheckShader(mShader))
320*8975f5c5SAndroid Build Coastguard Worker {
321*8975f5c5SAndroid Build Coastguard Worker mProgram = glCreateProgram();
322*8975f5c5SAndroid Build Coastguard Worker glAttachShader(mProgram, mShader);
323*8975f5c5SAndroid Build Coastguard Worker glLinkProgram(mProgram);
324*8975f5c5SAndroid Build Coastguard Worker }
325*8975f5c5SAndroid Build Coastguard Worker glDeleteShader(mShader);
326*8975f5c5SAndroid Build Coastguard Worker return mProgram != 0;
327*8975f5c5SAndroid Build Coastguard Worker }
328*8975f5c5SAndroid Build Coastguard Worker
runAndVerify(ParallelShaderCompileTest * test)329*8975f5c5SAndroid Build Coastguard Worker void runAndVerify(ParallelShaderCompileTest *test) override
330*8975f5c5SAndroid Build Coastguard Worker {
331*8975f5c5SAndroid Build Coastguard Worker // Taken from ComputeShaderTest.StoreImageThenLoad.
332*8975f5c5SAndroid Build Coastguard Worker constexpr GLuint kInputValues[3][1] = {{300}, {200}, {100}};
333*8975f5c5SAndroid Build Coastguard Worker GLTexture texture[3];
334*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture[0]);
335*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
336*8975f5c5SAndroid Build Coastguard Worker glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT,
337*8975f5c5SAndroid Build Coastguard Worker kInputValues[0]);
338*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
339*8975f5c5SAndroid Build Coastguard Worker
340*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture[1]);
341*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
342*8975f5c5SAndroid Build Coastguard Worker glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT,
343*8975f5c5SAndroid Build Coastguard Worker kInputValues[1]);
344*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
345*8975f5c5SAndroid Build Coastguard Worker
346*8975f5c5SAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture[2]);
347*8975f5c5SAndroid Build Coastguard Worker glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
348*8975f5c5SAndroid Build Coastguard Worker glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT,
349*8975f5c5SAndroid Build Coastguard Worker kInputValues[2]);
350*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
351*8975f5c5SAndroid Build Coastguard Worker
352*8975f5c5SAndroid Build Coastguard Worker glUseProgram(mProgram);
353*8975f5c5SAndroid Build Coastguard Worker
354*8975f5c5SAndroid Build Coastguard Worker glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
355*8975f5c5SAndroid Build Coastguard Worker glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
356*8975f5c5SAndroid Build Coastguard Worker
357*8975f5c5SAndroid Build Coastguard Worker glDispatchCompute(1, 1, 1);
358*8975f5c5SAndroid Build Coastguard Worker glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
359*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
360*8975f5c5SAndroid Build Coastguard Worker
361*8975f5c5SAndroid Build Coastguard Worker glBindImageTexture(0, texture[1], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
362*8975f5c5SAndroid Build Coastguard Worker glBindImageTexture(1, texture[2], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
363*8975f5c5SAndroid Build Coastguard Worker
364*8975f5c5SAndroid Build Coastguard Worker glDispatchCompute(1, 1, 1);
365*8975f5c5SAndroid Build Coastguard Worker glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
366*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
367*8975f5c5SAndroid Build Coastguard Worker
368*8975f5c5SAndroid Build Coastguard Worker GLuint outputValue;
369*8975f5c5SAndroid Build Coastguard Worker GLFramebuffer framebuffer;
370*8975f5c5SAndroid Build Coastguard Worker glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
371*8975f5c5SAndroid Build Coastguard Worker glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
372*8975f5c5SAndroid Build Coastguard Worker texture[2], 0);
373*8975f5c5SAndroid Build Coastguard Worker glReadPixels(0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &outputValue);
374*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
375*8975f5c5SAndroid Build Coastguard Worker
376*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(300u, outputValue);
377*8975f5c5SAndroid Build Coastguard Worker
378*8975f5c5SAndroid Build Coastguard Worker glUseProgram(0);
379*8975f5c5SAndroid Build Coastguard Worker glDeleteProgram(mProgram);
380*8975f5c5SAndroid Build Coastguard Worker ASSERT_GL_NO_ERROR();
381*8975f5c5SAndroid Build Coastguard Worker }
382*8975f5c5SAndroid Build Coastguard Worker
383*8975f5c5SAndroid Build Coastguard Worker private:
384*8975f5c5SAndroid Build Coastguard Worker GLuint mShader;
385*8975f5c5SAndroid Build Coastguard Worker };
386*8975f5c5SAndroid Build Coastguard Worker };
387*8975f5c5SAndroid Build Coastguard Worker
388*8975f5c5SAndroid Build Coastguard Worker // Test basic functionality of GL_KHR_parallel_shader_compile
TEST_P(ParallelShaderCompileTest,Basic)389*8975f5c5SAndroid Build Coastguard Worker TEST_P(ParallelShaderCompileTest, Basic)
390*8975f5c5SAndroid Build Coastguard Worker {
391*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!ensureParallelShaderCompileExtensionAvailable());
392*8975f5c5SAndroid Build Coastguard Worker
393*8975f5c5SAndroid Build Coastguard Worker GLint count = 0;
394*8975f5c5SAndroid Build Coastguard Worker glMaxShaderCompilerThreadsKHR(8);
395*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
396*8975f5c5SAndroid Build Coastguard Worker glGetIntegerv(GL_MAX_SHADER_COMPILER_THREADS_KHR, &count);
397*8975f5c5SAndroid Build Coastguard Worker EXPECT_GL_NO_ERROR();
398*8975f5c5SAndroid Build Coastguard Worker EXPECT_EQ(8, count);
399*8975f5c5SAndroid Build Coastguard Worker }
400*8975f5c5SAndroid Build Coastguard Worker
401*8975f5c5SAndroid Build Coastguard Worker // Test to compile and link many programs in parallel.
TEST_P(ParallelShaderCompileTest,LinkAndDrawManyPrograms)402*8975f5c5SAndroid Build Coastguard Worker TEST_P(ParallelShaderCompileTest, LinkAndDrawManyPrograms)
403*8975f5c5SAndroid Build Coastguard Worker {
404*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!ensureParallelShaderCompileExtensionAvailable());
405*8975f5c5SAndroid Build Coastguard Worker
406*8975f5c5SAndroid Build Coastguard Worker TaskRunner<ClearColorWithDraw> runner;
407*8975f5c5SAndroid Build Coastguard Worker runner.run(this, kPollInterval);
408*8975f5c5SAndroid Build Coastguard Worker }
409*8975f5c5SAndroid Build Coastguard Worker
410*8975f5c5SAndroid Build Coastguard Worker // Tests no crash in case that the Shader starts another compile while the Program being attached
411*8975f5c5SAndroid Build Coastguard Worker // to is still linking.
412*8975f5c5SAndroid Build Coastguard Worker // crbug.com/1317673
TEST_P(ParallelShaderCompileTest,LinkProgramAndRecompileShader)413*8975f5c5SAndroid Build Coastguard Worker TEST_P(ParallelShaderCompileTest, LinkProgramAndRecompileShader)
414*8975f5c5SAndroid Build Coastguard Worker {
415*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!ensureParallelShaderCompileExtensionAvailable());
416*8975f5c5SAndroid Build Coastguard Worker
417*8975f5c5SAndroid Build Coastguard Worker TaskRunner<ClearColorWithDrawRecompile> runner;
418*8975f5c5SAndroid Build Coastguard Worker runner.run(this, 0);
419*8975f5c5SAndroid Build Coastguard Worker }
420*8975f5c5SAndroid Build Coastguard Worker
421*8975f5c5SAndroid Build Coastguard Worker class ParallelShaderCompileTestES31 : public ParallelShaderCompileTest
422*8975f5c5SAndroid Build Coastguard Worker {};
423*8975f5c5SAndroid Build Coastguard Worker
424*8975f5c5SAndroid Build Coastguard Worker // Test to compile and link many computing programs in parallel.
TEST_P(ParallelShaderCompileTestES31,LinkAndDispatchManyPrograms)425*8975f5c5SAndroid Build Coastguard Worker TEST_P(ParallelShaderCompileTestES31, LinkAndDispatchManyPrograms)
426*8975f5c5SAndroid Build Coastguard Worker {
427*8975f5c5SAndroid Build Coastguard Worker // Flaky on Win NVIDIA D3D11. http://anglebug.com/40096580
428*8975f5c5SAndroid Build Coastguard Worker // Suspectable to the flakyness of http://anglebug.com/40096579.
429*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
430*8975f5c5SAndroid Build Coastguard Worker
431*8975f5c5SAndroid Build Coastguard Worker // TODO(http://anglebug.com/42264192): Fails on Linux+Intel+OpenGL
432*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsOpenGL());
433*8975f5c5SAndroid Build Coastguard Worker
434*8975f5c5SAndroid Build Coastguard Worker ANGLE_SKIP_TEST_IF(!ensureParallelShaderCompileExtensionAvailable());
435*8975f5c5SAndroid Build Coastguard Worker
436*8975f5c5SAndroid Build Coastguard Worker TaskRunner<ImageLoadStore> runner;
437*8975f5c5SAndroid Build Coastguard Worker runner.run(this, kPollInterval);
438*8975f5c5SAndroid Build Coastguard Worker }
439*8975f5c5SAndroid Build Coastguard Worker
440*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES2(ParallelShaderCompileTest);
441*8975f5c5SAndroid Build Coastguard Worker
442*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ParallelShaderCompileTestES31);
443*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ES31(ParallelShaderCompileTestES31);
444*8975f5c5SAndroid Build Coastguard Worker
445*8975f5c5SAndroid Build Coastguard Worker } // namespace
446