[Piglit] [PATCHv2 10/23] arb_shader_image_load_store: Import host memory barrier tests.

Francisco Jerez currojerez at riseup.net
Tue Feb 3 09:31:35 PST 2015


Jordan Justen <jordan.l.justen at intel.com> writes:

> 8-10 and 21 Reviewed-by: Jordan Justen <jordan.l.justen at intel.com>
>
> These are some challenging tests to review, but they seem very
> thorough.
>
> For the rest, I think you should proceed with your plan and commit
> them without an r-b.
>
Thank you Jordan, I've added your R-b tags and pushed the series.

> -Jordan
>
> On 2015-01-31 07:41:32, Francisco Jerez wrote:
>> Add tests for the glMemoryBarrier() API which provides a way to
>> serialize shader memory transactions issued by previous drawing
>> commands with respect to subsequent GL commands.
>> 
>> v2: Skip indirect draw and transform feedback tests when the
>>     extensions they rely on are not supported.
>> ---
>>  tests/all.py                                       |    1 +
>>  tests/quick.py                                     |    1 +
>>  .../arb_shader_image_load_store/CMakeLists.gl.txt  |    1 +
>>  .../arb_shader_image_load_store/host-mem-barrier.c | 1063 ++++++++++++++++++++
>>  4 files changed, 1066 insertions(+)
>>  create mode 100644 tests/spec/arb_shader_image_load_store/host-mem-barrier.c
>> 
>> diff --git a/tests/all.py b/tests/all.py
>> index 0e8101f..041bac8 100644
>> --- a/tests/all.py
>> +++ b/tests/all.py
>> @@ -4431,6 +4431,7 @@ arb_shader_image_load_store['bitcast'] = PiglitGLTest('arb_shader_image_load_sto
>>  arb_shader_image_load_store['coherency'] = PiglitGLTest('arb_shader_image_load_store-coherency', run_concurrent=True)
>>  arb_shader_image_load_store['dead-fragments'] = PiglitGLTest('arb_shader_image_load_store-dead-fragments', run_concurrent=True)
>>  arb_shader_image_load_store['early-z'] = PiglitGLTest('arb_shader_image_load_store-early-z', run_concurrent=True)
>> +arb_shader_image_load_store['host-mem-barrier'] = PiglitGLTest('arb_shader_image_load_store-host-mem-barrier', run_concurrent=True)
>>  
>>  profile.tests['hiz'] = hiz
>>  profile.tests['fast_color_clear'] = fast_color_clear
>> diff --git a/tests/quick.py b/tests/quick.py
>> index 2f0d690..72b3b19 100644
>> --- a/tests/quick.py
>> +++ b/tests/quick.py
>> @@ -14,3 +14,4 @@ del profile.tests['shaders']['glsl-vs-inline-explosion']
>>  del profile.tests['shaders']['glsl-vs-unroll-explosion']
>>  
>>  profile.tests['spec']['ARB_shader_image_load_store']['coherency'].command += ["--quick"]
>> +profile.tests['spec']['ARB_shader_image_load_store']['host-mem-barrier'].command += ["--quick"]
>> diff --git a/tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt b/tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt
>> index 874afac..814a585 100644
>> --- a/tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt
>> +++ b/tests/spec/arb_shader_image_load_store/CMakeLists.gl.txt
>> @@ -17,5 +17,6 @@ piglit_add_executable(arb_shader_image_load_store-bitcast bitcast.c ${depends})
>>  piglit_add_executable(arb_shader_image_load_store-coherency coherency.c ${depends})
>>  piglit_add_executable(arb_shader_image_load_store-dead-fragments dead-fragments.c ${depends})
>>  piglit_add_executable(arb_shader_image_load_store-early-z early-z.c ${depends})
>> +piglit_add_executable(arb_shader_image_load_store-host-mem-barrier host-mem-barrier.c ${depends})
>>  
>>  # vim: ft=cmake:
>> diff --git a/tests/spec/arb_shader_image_load_store/host-mem-barrier.c b/tests/spec/arb_shader_image_load_store/host-mem-barrier.c
>> new file mode 100644
>> index 0000000..ee0d650
>> --- /dev/null
>> +++ b/tests/spec/arb_shader_image_load_store/host-mem-barrier.c
>> @@ -0,0 +1,1063 @@
>> +/*
>> + * Copyright (C) 2014 Intel Corporation
>> + *
>> + * Permission is hereby granted, free of charge, to any person obtaining a
>> + * copy of this software and associated documentation files (the "Software"),
>> + * to deal in the Software without restriction, including without limitation
>> + * the rights to use, copy, modify, merge, publish, distribute, sublicense,
>> + * and/or sell copies of the Software, and to permit persons to whom the
>> + * Software is furnished to do so, subject to the following conditions:
>> + *
>> + * The above copyright notice and this permission notice (including the next
>> + * paragraph) shall be included in all copies or substantial portions of the
>> + * Software.
>> + *
>> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
>> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
>> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
>> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
>> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
>> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
>> + * IN THE SOFTWARE.
>> + */
>> +
>> +/** @file host-mem-barrier.c
>> + *
>> + * Unlike other GL API objects, images are not implicitly synchronized
>> + * with subsequent GL operations.  The glMemoryBarrier() API is provided
>> + * to serialize shader memory transactions issued by previous drawing
>> + * commands with respect to a given set of subsequent GL commands
>> + * specified as a bit set.
>> + *
>> + * This test should cause several kinds of data hazard situations
>> + * deliberately (RaW, WaR, WaW) between image loads and stores and other
>> + * parts of the pipeline including vertex, element and indirect command
>> + * fetch, shader uniform buffer, image and atomic counter access, texture
>> + * sampling, pixel transfer operations, texture and buffer update
>> + * commands, framebuffer writes and reads and transform feedback output.
>> + *
>> + * The test is repeated for different execution sizes to account for
>> + * implementations with varying levels of parallelism and with caches
>> + * of different sizes.  Unless running in "quick" mode a series of
>> + * control tests is executed which inhibits all glMemoryBarrier()
>> + * calls in order to make sure that the test is leading to data
>> + * hazards, since otherwise the main test is not meaningful.  The
>> + * control test always passes as it is expected to misrender.
>> + */
>> +
>> +#include "common.h"
>> +
>> +/** Maximum image width. */
>> +#define L 64
>> +
>> +/** Maximum number of pixels. */
>> +#define N (L * L)
>> +
>> +PIGLIT_GL_TEST_CONFIG_BEGIN
>> +
>> +config.supports_gl_core_version = 32;
>> +
>> +config.window_width = L;
>> +config.window_height = L;
>> +config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
>> +
>> +PIGLIT_GL_TEST_CONFIG_END
>> +
>> +static char *
>> +common_hunk(const struct image_info img)
>> +{
>> +        return concat(hunk("#extension GL_ARB_shader_atomic_counters : enable\n"),
>> +                      image_hunk(img, ""),
>> +                      hunk("#define RED DATA_T(1, 0, 0, 1)\n"
>> +                           "#define GREEN DATA_T(0, 1, 0, 1)\n"
>> +                           "\n"
>> +                           "uniform IMAGE_T src_img;\n"
>> +                           "uniform IMAGE_T dst_img;\n"
>> +                           "uniform int pass;\n"), NULL);
>> +}
>> +
>> +struct image_barrier_info {
>> +        /** Test name. */
>> +        const char *name;
>> +
>> +        /** Invoke a memory barrier affecting the specified units. */
>> +        bool (*run_barrier)(GLbitfield barriers);
>> +
>> +        /** Informative "control" test with no barriers whose result
>> +         * is ignored. */
>> +        bool control_test;
>> +};
>> +
>> +static bool
>> +run_barrier_none(GLbitfield barriers)
>> +{
>> +        return true;
>> +}
>> +
>> +static bool
>> +run_barrier_one(GLbitfield barriers)
>> +{
>> +        glMemoryBarrier(barriers);
>> +        return piglit_check_gl_error(GL_NO_ERROR);
>> +}
>> +
>> +static bool
>> +run_barrier_full(GLbitfield barriers)
>> +{
>> +        glMemoryBarrier(GL_ALL_BARRIER_BITS);
>> +        return piglit_check_gl_error(GL_NO_ERROR);
>> +}
>> +
>> +const struct image_barrier_info image_barriers[] = {
>> +        { "control", run_barrier_none, true },
>> +        { "one bit", run_barrier_one, false },
>> +        { "full", run_barrier_full, false },
>> +        { 0 }
>> +};
>> +
>> +static bool
>> +check_fb_green(const struct grid_info grid)
>> +{
>> +        uint32_t pixels[N][4];
>> +
>> +        return download_result(grid, pixels[0]) &&
>> +                check_pixels(image_info_for_grid(grid),
>> +                             pixels[0], 0, 1, 0, 1);
>> +}
>> +
>> +static bool
>> +check_img_green(const struct image_info img)
>> +{
>> +        uint32_t pixels[N][4];
>> +
>> +        return download_image(img, 1, pixels[0]) &&
>> +                check_pixels(img, pixels[0], 0, 1, 0, 1);
>> +}
>> +
>> +static bool
>> +init_common(const struct grid_info grid, const struct image_info img,
>> +            GLuint prog)
>> +{
>> +        uint32_t pixels[N][4];
>> +
>> +        if (!init_pixels(img, pixels[0], 0, 1, 0, 1) ||
>> +            !upload_image(img, 0, pixels[0]) ||
>> +            !init_pixels(img, pixels[0], 66, 66, 66, 66) ||
>> +            !upload_image(img, 1, pixels[0]))
>> +                return false;
>> +
>> +        set_uniform_int(prog, "src_img", 0);
>> +        set_uniform_int(prog, "dst_img", 1);
>> +        set_uniform_int(prog, "pass", 0);
>> +
>> +        return init_fb(grid);
>> +}
>> +
>> +static bool
>> +run_test_vertex_array_raw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_VERTEX_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
>> +        static GLuint vao, vbo;
>> +        GLuint prog = generate_program(
>> +                grid, GL_VERTEX_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("in vec4 piglit_texcoord;\n"
>> +                            "\n"
>> +                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        if (pass == 1) {\n"
>> +                            "                return piglit_texcoord;\n"
>> +                            "        } else {\n"
>> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
>> +                            "                return x;\n"
>> +                            "        }\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog) &&
>> +                generate_grid_arrays(&vao, &vbo,
>> +                                     1.0 / l - 1.0, 1.0 / l - 1.0,
>> +                                     2.0 / l, 2.0 / l, l, l);
>> +
>> +        /* Bind the image as texcoord vbo simultaneously. */
>> +        glBindBuffer(GL_ARRAY_BUFFER, get_buffer(1));
>> +        glVertexAttribPointer(PIGLIT_ATTRIB_TEX, 4, GL_FLOAT, GL_FALSE,
>> +                               0, 0);
>> +        glEnableVertexAttribArray(PIGLIT_ATTRIB_TEX);
>> +
>> +        /* First pass: render green to the vbo. */
>> +        glDrawArrays(GL_POINTS, 0, l * l);
>> +
>> +        /* Barrier. */
>> +        bar->run_barrier(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
>> +
>> +        /* Second pass: check that the texcoords are all green
>> +         * (read-after-write). */
>> +        set_uniform_int(prog, "pass", 1);
>> +        glDrawArrays(GL_POINTS, 0, l * l);
>> +
>> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
>> +                check_fb_green(grid);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_element_array_raw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_BUFFER, GL_R32UI, l, l);
>> +        static GLuint vao, vbo;
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        if (pass == 1) {\n"
>> +                            "                return GRID_T(GREEN);\n"
>> +                            "        } else {\n"
>> +                            "                imageStore(dst_img, IMAGE_ADDR(idx),"
>> +                            "                           DATA_T(IMAGE_ADDR(idx)));\n"
>> +                            "                return x;\n"
>> +                            "        }\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog) &&
>> +                generate_grid_arrays(&vao, &vbo,
>> +                                     1.0 / l - 1.0, 1.0 / l - 1.0,
>> +                                     2.0 / l, 2.0 / l, l, l);
>> +
>> +        /* Bind the image as element buffer simultaneously. */
>> +        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, get_buffer(1));
>> +
>> +        /* First pass: write sequential indices to the element buffer. */
>> +        glDrawArrays(GL_POINTS, 0, l * l);
>> +
>> +        /* Barrier. */
>> +        bar->run_barrier(GL_ELEMENT_ARRAY_BARRIER_BIT);
>> +
>> +        /* Second pass: render the generated element buffer
>> +         * (read-after-write). */
>> +        set_uniform_int(prog, "pass", 1);
>> +        glDrawElements(GL_POINTS, l * l, GL_UNSIGNED_INT, 0);
>> +
>> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
>> +                check_fb_green(grid);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_ubo_raw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("layout(std140) uniform u {\n"
>> +                            "        vec4 xs[N];\n"
>> +                            "};\n"
>> +                            "\n"
>> +                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        if (pass == 1) {\n"
>> +                            "                return xs[IMAGE_ADDR(idx)];\n"
>> +                            "        } else {\n"
>> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
>> +                            "                return x;\n"
>> +                            "        }\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +
>> +        /* Bind the image as uniform buffer simultaneously. */
>> +        glBindBufferBase(GL_UNIFORM_BUFFER, 0, get_buffer(1));
>> +
>> +        /* First pass: render green to the uniform buffer. */
>> +        ret &= draw_grid(grid, prog) &&
>> +
>> +                /* Barrier. */
>> +                bar->run_barrier(GL_UNIFORM_BARRIER_BIT) &&
>> +
>> +                /* Second pass: check that the uniforms are all green
>> +                 * (read-after-write). */
>> +                set_uniform_int(prog, "pass", 1) &&
>> +                draw_grid(grid, prog) &&
>> +                check_fb_green(grid);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_tex_fetch_raw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("uniform sampler2D tex;\n"
>> +                            "\n"
>> +                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        if (pass == 1) {\n"
>> +                            "                return texelFetch(tex, idx, 0);\n"
>> +                            "        } else {\n"
>> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
>> +                            "                return x;\n"
>> +                            "        }\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +
>> +        /* Bind the image as texture simultaneously. */
>> +        glActiveTexture(GL_TEXTURE0);
>> +        glBindTexture(GL_TEXTURE_2D, get_texture(1));
>> +        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
>> +        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
>> +
>> +        /* First pass: render green to the uniform buffer. */
>> +        ret &= draw_grid(grid, prog) &&
>> +
>> +                /* Barrier. */
>> +                bar->run_barrier(GL_TEXTURE_FETCH_BARRIER_BIT) &&
>> +                set_uniform_int(prog, "pass", 1) &&
>> +
>> +                /* Second pass: check that the texture is green
>> +                 * (read-after-write). */
>> +                draw_grid(grid, prog) &&
>> +                check_fb_green(grid);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_image_raw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        if (pass == 1) {\n"
>> +                            "                return imageLoad(dst_img, IMAGE_ADDR(idx));\n"
>> +                            "        } else {\n"
>> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
>> +                            "                return x;\n"
>> +                            "        }\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog) &&
>> +
>> +                /* First pass: render green to the image. */
>> +                draw_grid(grid, prog) &&
>> +
>> +                /* Barrier. */
>> +                bar->run_barrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT) &&
>> +
>> +                /* Second pass: check that the image is green
>> +                 * (read-after-write). */
>> +                set_uniform_int(prog, "pass", 1) &&
>> +                draw_grid(grid, prog) &&
>> +                check_fb_green(grid);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_image_war(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        if (pass == 1) {\n"
>> +                            "                imageStore(src_img, IMAGE_ADDR(idx), RED);\n"
>> +                            "        } else {\n"
>> +                            "                imageStore(dst_img, IMAGE_ADDR(idx),"
>> +                            "                           imageLoad(src_img, IMAGE_ADDR(idx)));\n"
>> +                            "        }\n"
>> +                            "        return x;\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog) &&
>> +
>> +                /* First pass: read back the source image. */
>> +                draw_grid(grid, prog) &&
>> +
>> +                /* Barrier. */
>> +                bar->run_barrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT) &&
>> +
>> +                /* Second pass: render red to the source image
>> +                 * (write-after-read). */
>> +                set_uniform_int(prog, "pass", 1) &&
>> +                draw_grid(grid, prog) &&
>> +
>> +                /* Check that the read-back results from the first
>> +                 * pass are green. */
>> +                check_img_green(img);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_indirect_raw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_VERTEX_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32UI, l, l);
>> +        static GLuint vao, vbo;
>> +        GLuint prog = generate_program(
>> +                grid, GL_VERTEX_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        if (pass == 1) {\n"
>> +                            "                return GRID_T(gl_InstanceID == 2 ? GREEN : RED);\n"
>> +                            "        } else {\n"
>> +                            "                imageStore(dst_img, IMAGE_ADDR(idx),"
>> +                            "                           DATA_T(1, 3, IMAGE_ADDR(idx), 0));\n"
>> +                            "                return x;\n"
>> +                            "        }\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog) &&
>> +                generate_grid_arrays(&vao, &vbo,
>> +                                     1.0 / l - 1.0, 1.0 / l - 1.0,
>> +                                     2.0 / l, 2.0 / l, l, l);
>> +
>> +        /* Bind the image as indirect command buffer
>> +         * simultaneously. */
>> +        glBindBuffer(GL_DRAW_INDIRECT_BUFFER, get_buffer(1));
>> +
>> +        /* First pass: Render instanced draw commands to the indirect
>> +         * buffer. */
>> +        glDrawArrays(GL_POINTS, 0, l * l);
>> +
>> +        /* Barrier. */
>> +        bar->run_barrier(GL_COMMAND_BARRIER_BIT);
>> +
>> +        /* Second pass: render the generated indirect buffer
>> +         * (read-after-write). */
>> +        set_uniform_int(prog, "pass", 1);
>> +        glMultiDrawArraysIndirect(GL_POINTS, 0, l * l, 0);
>> +
>> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
>> +                check_fb_green(grid);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_pixel_raw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
>> +                            "        return x;\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +        uint32_t pixels[N][4];
>> +        GLuint tex;
>> +
>> +        /* Bind the image as pixel unpack buffer simultaneously. */
>> +        glGenTextures(1, &tex);
>> +        glBindTexture(GL_TEXTURE_2D, tex);
>> +        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, get_buffer(1));
>> +
>> +        /* First pass: render green to the image. */
>> +        draw_grid(grid, prog);
>> +
>> +        /* Barrier. */
>> +        bar->run_barrier(GL_PIXEL_BUFFER_BARRIER_BIT);
>> +
>> +        /* Second pass: use the result as pixel source
>> +         * (read-after-write). */
>> +        glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
>> +                     l, l, 0, img.format->pixel_format,
>> +                     img.format->pixel_type, 0);
>> +        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
>> +
>> +        /* Check that the resulting texture is green. */
>> +        glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
>> +                      image_base_type(img.format), pixels);
>> +
>> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
>> +                check_pixels(img, pixels[0], 0, 1, 0, 1);
>> +
>> +        glDeleteTextures(1, &tex);
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_pixel_waw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        imageStore(dst_img, IMAGE_ADDR(idx), RED);\n"
>> +                            "        return x;\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +        uint32_t pixels[N][4];
>> +        GLuint tex;
>> +
>> +        init_pixels(img, pixels[0], 0, 1, 0, 1);
>> +
>> +        glGenTextures(1, &tex);
>> +        glBindTexture(GL_TEXTURE_2D, tex);
>> +        glTexImage2D(GL_TEXTURE_2D, 0, img.format->format,
>> +                     l, l, 0, img.format->pixel_format,
>> +                     image_base_type(img.format), pixels);
>> +
>> +        /* Bind the image as pixel pack buffer simultaneously. */
>> +        glBindBuffer(GL_PIXEL_PACK_BUFFER, get_buffer(1));
>> +
>> +        /* First pass: render red to the image. */
>> +        draw_grid(grid, prog);
>> +
>> +        /* Barrier. */
>> +        bar->run_barrier(GL_PIXEL_BUFFER_BARRIER_BIT);
>> +
>> +        /* Second pass: use the image as pixel destination filling it
>> +         * with green (write-after-write). */
>> +        glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
>> +                      img.format->pixel_type, 0);
>> +        glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
>> +
>> +        /* Check that the resulting image is green. */
>> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
>> +                check_img_green(img);
>> +
>> +        glDeleteTextures(1, &tex);
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_tex_update_raw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
>> +                            "        return x;\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +        uint32_t pixels[N][4];
>> +
>> +        glBindTexture(GL_TEXTURE_2D, get_texture(1));
>> +
>> +        /* First pass: render green to the image. */
>> +        draw_grid(grid, prog);
>> +
>> +        /* Barrier. */
>> +        bar->run_barrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
>> +
>> +        /* Read back the result (read-after-write). */
>> +        glGetTexImage(GL_TEXTURE_2D, 0, img.format->pixel_format,
>> +                      image_base_type(img.format), pixels);
>> +
>> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
>> +                check_pixels(img, pixels[0], 0, 1, 0, 1);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_tex_update_waw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        imageStore(dst_img, IMAGE_ADDR(idx),"
>> +                            "                   (idx.y >= H / 2 ? GREEN : RED));\n"
>> +                            "        return x;\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +        uint32_t pixels[N][4];
>> +
>> +        init_pixels(set_image_size(img, l, l / 2, 1, 1),
>> +                    pixels[0], 0, 1, 0, 1);
>> +
>> +        glBindTexture(GL_TEXTURE_2D, get_texture(1));
>> +
>> +        /* First pass: render red to the first half of the image,
>> +         * green to the second half. */
>> +        draw_grid(grid, prog);
>> +
>> +        /* Barrier. */
>> +        bar->run_barrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
>> +
>> +        /* Fill the first half with green (write-after-write). */
>> +        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, l, l / 2,
>> +                        img.format->pixel_format, image_base_type(img.format),
>> +                        pixels);
>> +
>> +        /* Check that the resulting image is green. */
>> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
>> +                check_img_green(img);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_buf_update_raw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
>> +                            "        return x;\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +        uint32_t pixels[N][4];
>> +
>> +        glBindBuffer(GL_TEXTURE_BUFFER, get_buffer(1));
>> +
>> +        /* First pass: render green to the image. */
>> +        draw_grid(grid, prog);
>> +
>> +        /* Barrier. */
>> +        bar->run_barrier(GL_BUFFER_UPDATE_BARRIER_BIT);
>> +
>> +        /* Read back the result (read-after-write). */
>> +        glGetBufferSubData(GL_TEXTURE_BUFFER, 0,
>> +                           4 * l * l * sizeof(uint32_t), pixels[0]);
>> +
>> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
>> +                check_pixels(img, pixels[0], 0, 1, 0, 1);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_buf_update_waw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        imageStore(dst_img, IMAGE_ADDR(idx),"
>> +                            "                   (idx.y >= H / 2 ? GREEN : RED));\n"
>> +                            "        return x;\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +        uint32_t pixels[N][4];
>> +
>> +        init_pixels(set_image_size(img, l * l / 2, 1, 1, 1),
>> +                    pixels[0], 0, 1, 0, 1);
>> +        glBindBuffer(GL_TEXTURE_BUFFER, get_buffer(1));
>> +
>> +        /* First pass: render red to the first half of the image,
>> +         * green to the second half. */
>> +        draw_grid(grid, prog);
>> +
>> +        /* Barrier. */
>> +        bar->run_barrier(GL_BUFFER_UPDATE_BARRIER_BIT);
>> +
>> +        /* Fill the first half with green (write-after-write). */
>> +        glBufferSubData(GL_TEXTURE_BUFFER, 0, 4 * l * l / 2 * sizeof(uint32_t),
>> +                        pixels);
>> +
>> +        /* Check that the resulting image is green. */
>> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
>> +                check_img_green(img);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_fb_raw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
>> +                            "        return x;\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +        uint32_t pixels[N][4];
>> +        GLuint fb;
>> +
>> +        glGenFramebuffers(1, &fb);
>> +        glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
>> +
>> +        /* Bind the image as color attachment of the read framebuffer
>> +         * simultaneously. */
>> +        glFramebufferTexture(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
>> +                             get_texture(1), 0);
>> +
>> +        /* First pass: render green to the image. */
>> +        draw_grid(grid, prog);
>> +
>> +        /* Barrier. */
>> +        bar->run_barrier(GL_FRAMEBUFFER_BARRIER_BIT);
>> +
>> +        /* Read back and check the result from the read
>> +         * framebuffer (read-after-write). */
>> +        glReadPixels(0, 0, l, l, img.format->pixel_format,
>> +                     image_base_type(img.format), pixels);
>> +
>> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
>> +                check_pixels(img, pixels[0], 0, 1, 0, 1);
>> +
>> +        glDeleteFramebuffers(1, &fb);
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_fb_waw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_2D, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        if (pass == 1) {\n"
>> +                            "                return GREEN;"
>> +                            "        } else {\n"
>> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), RED);\n"
>> +                            "                return RED;\n"
>> +                            "        }\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +        GLuint fb;
>> +
>> +        glGenFramebuffers(1, &fb);
>> +        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
>> +
>> +        /* Bind the image as color attachment of the framebuffer
>> +         * simultaneously. */
>> +        glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
>> +                             get_texture(1), 0);
>> +
>> +        /* First pass: render red to the image. */
>> +        ret &= draw_grid(grid, prog) &&
>> +
>> +                /* Barrier. */
>> +                bar->run_barrier(GL_FRAMEBUFFER_BARRIER_BIT) &&
>> +
>> +                /* Second pass: render green to the framebuffer
>> +                 * (write-after-write). */
>> +                set_uniform_int(prog, "pass", 1) &&
>> +                draw_grid(grid, prog) &&
>> +
>> +                /* Check that the resulting image is green. */
>> +                check_img_green(img);
>> +
>> +        glDeleteFramebuffers(1, &fb);
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +setup_xfb_varying(GLuint prog, const char *varying)
>> +{
>> +        glTransformFeedbackVaryings(prog, 1, &varying, GL_INTERLEAVED_ATTRIBS);
>> +        glLinkProgram(prog);
>> +
>> +        return piglit_check_gl_error(GL_NO_ERROR);
>> +}
>> +
>> +static bool
>> +run_test_xfb_waw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_VERTEX_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32F, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_VERTEX_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        if (pass == 1) {\n"
>> +                            "                return GREEN;\n"
>> +                            "        } else {\n"
>> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), RED);\n"
>> +                            "                return x;\n"
>> +                            "        }\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && setup_xfb_varying(prog, "vcolor") &&
>> +                init_common(grid, img, prog);
>> +        GLuint xfb;
>> +
>> +        glGenTransformFeedbacks(1, &xfb);
>> +        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
>> +
>> +        /* Bind the image as transform feedback buffer
>> +         * simultaneously. */
>> +        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, get_buffer(1));
>> +        glBeginTransformFeedback(GL_POINTS);
>> +        glPauseTransformFeedback();
>> +
>> +        /* First pass: render red to the image. */
>> +        draw_grid(grid, prog);
>> +
>> +        /* Barrier. */
>> +        bar->run_barrier(GL_TRANSFORM_FEEDBACK_BARRIER_BIT);
>> +
>> +        /* Second pass: Write out the vcolor output to the transform
>> +         * feedback buffer (write-after-write). */
>> +        set_uniform_int(prog, "pass", 1);
>> +        glResumeTransformFeedback();
>> +        draw_grid(grid, prog);
>> +        glEndTransformFeedback();
>> +
>> +        /* Check that the resulting image is green. */
>> +        ret &= piglit_check_gl_error(GL_NO_ERROR) &&
>> +                check_img_green(img);
>> +
>> +        glDeleteTransformFeedbacks(1, &xfb);
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_atom_raw(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32UI, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("layout(binding=0, offset=0) uniform atomic_uint c[4];\n"
>> +                            "\n"
>> +                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        if (pass == 1) {\n"
>> +                            "                return GRID_T(atomicCounter(c[0]),"
>> +                            "                              atomicCounter(c[1]),"
>> +                            "                              atomicCounter(c[2]),"
>> +                            "                              atomicCounter(c[3]));\n"
>> +                            "        } else {\n"
>> +                            "                imageStore(dst_img, IMAGE_ADDR(idx), GREEN);\n"
>> +                            "                return x;\n"
>> +                            "        }\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +
>> +        /* Bind the image as atomic counter buffer simultaneously. */
>> +        glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, get_buffer(1));
>> +
>> +        /* First pass: render green to the image. */
>> +        ret &= draw_grid(grid, prog) &&
>> +
>> +                /* Barrier. */
>> +                bar->run_barrier(GL_ATOMIC_COUNTER_BARRIER_BIT) &&
>> +
>> +                /* Second pass: Check that the atomic counters read
>> +                 * back green (read-after-write). */
>> +                set_uniform_int(prog, "pass", 1) &&
>> +                draw_grid(grid, prog) &&
>> +                check_fb_green(grid);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static bool
>> +run_test_atom_war(const struct image_barrier_info *bar, unsigned l)
>> +{
>> +        const struct grid_info grid =
>> +                grid_info(GL_FRAGMENT_SHADER, GL_RGBA32F, l, l);
>> +        const struct image_info img =
>> +                image_info(GL_TEXTURE_BUFFER, GL_RGBA32UI, l, l);
>> +        GLuint prog = generate_program(
>> +                grid, GL_FRAGMENT_SHADER,
>> +                concat(common_hunk(img),
>> +                       hunk("layout(binding=0, offset=0) uniform atomic_uint c[4];\n"
>> +                            "\n"
>> +                            "GRID_T op(ivec2 idx, GRID_T x) {\n"
>> +                            "        if (pass == 1) {\n"
>> +                            "                atomicCounterIncrement(c[0]);"
>> +                            "                atomicCounterIncrement(c[1]);"
>> +                            "                atomicCounterIncrement(c[2]);"
>> +                            "                atomicCounterIncrement(c[3]);\n"
>> +                            "        } else {\n"
>> +                            "                imageStore(dst_img, IMAGE_ADDR(idx),"
>> +                            "                           imageLoad(src_img, IMAGE_ADDR(idx)));\n"
>> +                            "        }\n"
>> +                            "        return x;\n"
>> +                            "}\n"), NULL));
>> +        bool ret = prog && init_common(grid, img, prog);
>> +
>> +        /* Bind the image as atomic counter buffer simultaneously. */
>> +        glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, get_buffer(0));
>> +
>> +        /* First pass: read back the source image. */
>> +        ret &= draw_grid(grid, prog) &&
>> +
>> +                /* Barrier. */
>> +                bar->run_barrier(GL_ATOMIC_COUNTER_BARRIER_BIT) &&
>> +
>> +                /* Second pass: Modify the source image using atomic
>> +                 * counter increments (write-after-read). */
>> +                set_uniform_int(prog, "pass", 1) &&
>> +                draw_grid(grid, prog) &&
>> +
>> +                /* Check that the read-back results from the first
>> +                 * pass are green. */
>> +                check_img_green(img);
>> +
>> +        glDeleteProgram(prog);
>> +        return ret;
>> +}
>> +
>> +static void
>> +barrier_subtest(enum piglit_result *status, bool guard,
>> +                bool (*run)(const struct image_barrier_info *, unsigned),
>> +                const char *name, const struct image_barrier_info *bar,
>> +                unsigned l)
>> +{
>> +        subtest(status, guard, run(bar, l) || bar->control_test,
>> +                "%s/%s barrier test/%dx%d", name, bar->name, l, l);
>> +}
>> +
>> +void
>> +piglit_init(int argc, char **argv)
>> +{
>> +        const bool quick = (argc >= 2 && !strcmp(argv[1], "--quick"));
>> +        const struct image_barrier_info *bar;
>> +        enum piglit_result status = PIGLIT_PASS;
>> +        unsigned l;
>> +
>> +        piglit_require_extension("GL_ARB_shader_image_load_store");
>> +        piglit_require_extension("GL_ARB_shader_atomic_counters");
>> +
>> +        for (l = 4; l <= L; l *= 4) {
>> +                for (bar = image_barriers; bar->name; ++bar) {
>> +                        if (quick && bar->control_test)
>> +                                continue;
>> +
>> +                        barrier_subtest(&status,
>> +                                        get_image_stage(GL_VERTEX_SHADER),
>> +                                        run_test_vertex_array_raw,
>> +                                        "Vertex array/RaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_element_array_raw,
>> +                                        "Element array/RaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_ubo_raw,
>> +                                        "Uniform buffer/RaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_tex_fetch_raw,
>> +                                        "Texture fetch/RaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_image_raw,
>> +                                        "Image/RaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_image_war,
>> +                                        "Image/WaR", bar, l);
>> +
>> +                        barrier_subtest(&status,
>> +                                        (get_image_stage(GL_VERTEX_SHADER) &&
>> +                                         piglit_is_extension_supported(
>> +                                                 "GL_ARB_draw_indirect")),
>> +                                        run_test_indirect_raw,
>> +                                        "Indirect/RaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_pixel_raw,
>> +                                        "Pixel/RaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_pixel_waw,
>> +                                        "Pixel/WaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_tex_update_raw,
>> +                                        "Texture update/RaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_tex_update_waw,
>> +                                        "Texture update/WaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_buf_update_raw,
>> +                                        "Buffer update/RaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_buf_update_waw,
>> +                                        "Buffer update/WaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_fb_raw,
>> +                                        "Framebuffer/RaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_fb_waw,
>> +                                        "Framebuffer/WaW", bar, l);
>> +
>> +                        barrier_subtest(&status,
>> +                                        (get_image_stage(GL_VERTEX_SHADER) &&
>> +                                         piglit_is_extension_supported(
>> +                                                 "GL_ARB_transform_feedback2")),
>> +                                        run_test_xfb_waw,
>> +                                        "Transform feedback/WaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_atom_raw,
>> +                                        "Atomic counter/RaW", bar, l);
>> +
>> +                        barrier_subtest(&status, true, run_test_atom_war,
>> +                                        "Atomic counter/WaR", bar, l);
>> +                }
>> +        }
>> +
>> +        piglit_report_result(status);
>> +}
>> +
>> +enum piglit_result
>> +piglit_display(void)
>> +{
>> +        return PIGLIT_FAIL;
>> +}
>> -- 
>> 2.1.3
>> 
>> _______________________________________________
>> Piglit mailing list
>> Piglit at lists.freedesktop.org
>> http://lists.freedesktop.org/mailman/listinfo/piglit
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