[Piglit] [PATCH 3/3] arb_compute_shader: Test compute shader synchronization.
Nicolai Hähnle
nhaehnle at gmail.com
Tue Apr 12 14:42:39 UTC 2016
From a quick skim, the tests look good to me.
However, for the synchronization/barrier one, I'd appreciate if you'd
add a "sanity check" mode similar to the barrier tests for shader
images. That is, a mode in which the barriers *aren't* emitted, so that
one can easily see whether/how the tests really do require the barriers.
Cheers,
Nicolai
On 11.04.2016 08:45, Bas Nieuwenhuizen wrote:
> Signed-off-by: Bas Nieuwenhuizen <bas at basnieuwenhuizen.nl>
> ---
> tests/all.py | 1 +
> tests/spec/arb_compute_shader/CMakeLists.gl.txt | 1 +
> tests/spec/arb_compute_shader/synchronization.c | 658 ++++++++++++++++++++++++
> 3 files changed, 660 insertions(+)
> create mode 100644 tests/spec/arb_compute_shader/synchronization.c
>
> diff --git a/tests/all.py b/tests/all.py
> index 72c540c..ca1f319 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -4256,6 +4256,7 @@ with profile.group_manager(
> g(['arb_compute_shader-zero-dispatch-size'], 'zero-dispatch-size')
> g(['arb_compute_shader-conditional-dispatch'], 'conditional-dispatch')
> g(['arb_compute_shader-large-block-size'], 'large-block-size')
> + g(['arb_compute_shader-synchronization'], 'synchronization')
>
> with profile.group_manager(
> PiglitGLTest,
> diff --git a/tests/spec/arb_compute_shader/CMakeLists.gl.txt b/tests/spec/arb_compute_shader/CMakeLists.gl.txt
> index a264626..8932941 100644
> --- a/tests/spec/arb_compute_shader/CMakeLists.gl.txt
> +++ b/tests/spec/arb_compute_shader/CMakeLists.gl.txt
> @@ -20,5 +20,6 @@ piglit_add_executable (arb_compute_shader-render-and-compute render-and-compute.
> piglit_add_executable (arb_compute_shader-zero-dispatch-size zero-dispatch-size.c ${depends})
> piglit_add_executable (arb_compute_shader-conditional-dispatch conditional-dispatch.c)
> piglit_add_executable (arb_compute_shader-large-block-size large-block-size.c)
> +piglit_add_executable (arb_compute_shader-synchronization synchronization.c)
>
> # vim: ft=cmake:
> diff --git a/tests/spec/arb_compute_shader/synchronization.c b/tests/spec/arb_compute_shader/synchronization.c
> new file mode 100644
> index 0000000..43dda95
> --- /dev/null
> +++ b/tests/spec/arb_compute_shader/synchronization.c
> @@ -0,0 +1,658 @@
> +/*
> + * Copyright 2016 Bas Nieuwenhuizen
> + *
> + * 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.
> + */
> +
> +/*
> + * Tests whether reads and writes are synchronized properly for compute shaders.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> + config.supports_gl_core_version = 42;
> +
> + config.window_width = 320;
> + config.window_height = 320;
> + config.window_visual = PIGLIT_GL_VISUAL_RGB;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +const char *compute_ssbo_write_source =
> + "#version 420\n"
> + "#extension GL_ARB_compute_shader : require\n"
> + "#extension GL_ARB_shader_storage_buffer_object : require\n"
> + "layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;\n"
> + "layout(binding = 1, std430) buffer Out {\n"
> + " int out_arr[];\n"
> + "};\n"
> + "uniform int value;\n"
> + "void main() {\n"
> + " out_arr[gl_GlobalInvocationID.x] = value;\n"
> + "}\n";
> +
> +const char *compute_ssbo_copy_source =
> + "#version 420\n"
> + "#extension GL_ARB_compute_shader : require\n"
> + "#extension GL_ARB_shader_storage_buffer_object : require\n"
> + "layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;\n"
> + "layout(binding = 0, std430) buffer In {\n"
> + " int in_arr[];\n"
> + "};\n"
> + "layout(binding = 1, std430) buffer Out {\n"
> + " int out_arr[];\n"
> + "};\n"
> + "void main() {\n"
> + " out_arr[gl_GlobalInvocationID.x] =\n"
> + " in_arr[gl_GlobalInvocationID.x];\n"
> + "}\n";
> +
> +const char *compute_image_write_source =
> + "#version 420\n"
> + "#extension GL_ARB_compute_shader : require\n"
> + "layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;\n"
> + "layout(binding = 1, r32i) uniform iimage2D out_img;\n"
> + "uniform int value;\n"
> + "void main() {\n"
> + " imageStore(out_img, ivec2(gl_GlobalInvocationID.xy), ivec4(value));\n"
> + "}\n";
> +
> +const char *compute_image_copy_source =
> + "#version 420\n"
> + "#extension GL_ARB_compute_shader : require\n"
> + "layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;\n"
> + "layout(binding = 0, r32i) uniform iimage2D in_img;\n"
> + "layout(binding = 1, r32i) uniform iimage2D out_img;\n"
> + "void main() {\n"
> + " imageStore(out_img, ivec2(gl_GlobalInvocationID.xy),\n"
> + " imageLoad(in_img, ivec2(gl_GlobalInvocationID.xy)));\n"
> + "}\n";
> +
> +const char *vs_passthrough =
> + "#version 420\n"
> + "in vec4 piglit_vertex;\n"
> + "void main() {\n"
> + " gl_Position = piglit_vertex;\n"
> + "}\n";
> +
> +const char *graphics_ssbo_write_source =
> + "#version 420\n"
> + "#extension GL_ARB_shader_storage_buffer_object : require\n"
> + "layout(binding = 1, std430) buffer Out {\n"
> + " int out_arr[];\n"
> + "};\n"
> + "uniform int value;\n"
> + "void main() {\n"
> + " int index = int(gl_FragCoord.y) * 64 + int(gl_FragCoord.x);\n"
> + " out_arr[index] = value;\n"
> + "}\n";
> +
> +const char *graphics_ssbo_copy_source =
> + "#version 420\n"
> + "#extension GL_ARB_shader_storage_buffer_object : require\n"
> + "layout(binding = 0, std430) buffer In {\n"
> + " int in_arr[];\n"
> + "};\n"
> + "layout(binding = 1, std430) buffer Out {\n"
> + " int out_arr[];\n"
> + "};\n"
> + "void main() {\n"
> + " int index = int(gl_FragCoord.y) * 64 + int(gl_FragCoord.x);\n"
> + " out_arr[index] = in_arr[index];\n"
> + "}\n";
> +
> +const char *graphics_image_write_source =
> + "#version 420\n"
> + "#extension GL_ARB_shader_storage_buffer_object : require\n"
> + "layout(binding = 1, r32i) uniform iimage2D out_img;\n"
> + "uniform int value;\n"
> + "void main() {\n"
> + " imageStore(out_img, ivec2(gl_FragCoord.xy), ivec4(value));\n"
> + "}\n";
> +
> +const char *graphics_image_copy_source =
> + "#version 420\n"
> + "#extension GL_ARB_shader_storage_buffer_object : require\n"
> + "layout(binding = 0, r32i) uniform iimage2D in_img;\n"
> + "layout(binding = 1, r32i) uniform iimage2D out_img;\n"
> + "void main() {\n"
> + " imageStore(out_img, ivec2(gl_FragCoord.xy),\n"
> + " imageLoad(in_img, ivec2(gl_FragCoord.xy)));\n"
> + "}\n";
> +
> +const char *graphics_fbo_write_source =
> + "#version 420\n"
> + "#extension GL_ARB_shader_storage_buffer_object : require\n"
> + "layout(binding = 1, r32i) uniform iimage2D out_img;\n"
> + "uniform int value;\n"
> + "out int dest;\n"
> + "void main() {\n"
> + " dest = value;\n"
> + "}\n";
> +
> +const char *graphics_fbo_copy_source =
> + "#version 420\n"
> + "#extension GL_ARB_shader_storage_buffer_object : require\n"
> + "layout(binding = 0, r32i) uniform iimage2D in_img;\n"
> + "out int dest;\n"
> + "void main() {\n"
> + " dest = imageLoad(in_img, ivec2(gl_FragCoord.xy)).x;\n"
> + "}\n";
> +
> +const char *vs_write_source =
> + "#version 420\n"
> + "out int out_value;\n"
> + "uniform int value;\n"
> + "void main() {\n"
> + " out_value = value;\n"
> + " gl_Position = vec4(0.0);\n"
> + "}\n";
> +
> +const char *vs_copy_source =
> + "#version 420\n"
> + "#extension GL_ARB_shader_storage_buffer_object : require\n"
> + "out int out_value;\n"
> + "in int in_value;\n"
> + "void main() {\n"
> + " out_value = in_value;\n"
> + " gl_Position = vec4(0.0);\n"
> + "}\n";
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + return PIGLIT_FAIL;
> +}
> +
> +struct test_context {
> + GLuint compute_ssbo_write;
> + GLuint compute_ssbo_copy;
> +
> + GLuint compute_image_write;
> + GLuint compute_image_copy;
> +
> + GLuint graphics_ssbo_write;
> + GLuint graphics_ssbo_copy;
> +
> + GLuint graphics_image_write;
> + GLuint graphics_image_copy;
> +
> + GLuint graphics_feedback_write;
> + GLuint graphics_feedback_copy;
> +
> + GLuint graphics_fbo_write;
> + GLuint graphics_fbo_copy;
> +
> + GLuint buffers[2];
> + GLuint textures[2];
> +
> + GLuint empty_fbo;
> + GLuint fbos[2];
> +};
> +
> +static unsigned create_compute_program(const char *source)
> +{
> + GLuint shader, prog;
> +
> + shader = piglit_compile_shader_text(GL_COMPUTE_SHADER, source);
> + prog = piglit_link_simple_program_multiple_shaders(shader, 0);
> + glDeleteShader(shader);
> +
> + return prog;
> +}
> +
> +
> +static unsigned create_feedback_program(const char *source)
> +{
> + GLuint prog, shader;
> + const GLchar *feedback = "out_value";
> +
> + shader = piglit_compile_shader_text(GL_VERTEX_SHADER, source);
> +
> + prog = glCreateProgram();
> + glAttachShader(prog, shader);
> +
> + glTransformFeedbackVaryings(prog, 1, &feedback, GL_INTERLEAVED_ATTRIBS);
> +
> + glLinkProgram(prog);
> + return prog;
> +}
> +
> +static void init_test_context(struct test_context *ctx)
> +{
> + int i;
> +
> + ctx->compute_ssbo_write = create_compute_program(compute_ssbo_write_source);
> + ctx->compute_ssbo_copy = create_compute_program(compute_ssbo_copy_source);
> + ctx->compute_image_write = create_compute_program(compute_image_write_source);
> + ctx->compute_image_copy = create_compute_program(compute_image_copy_source);
> + ctx->graphics_ssbo_write =
> + piglit_build_simple_program(vs_passthrough,
> + graphics_ssbo_write_source);
> + ctx->graphics_ssbo_copy =
> + piglit_build_simple_program(vs_passthrough,
> + graphics_ssbo_copy_source);
> + ctx->graphics_image_write =
> + piglit_build_simple_program(vs_passthrough,
> + graphics_image_write_source);
> + ctx->graphics_image_copy =
> + piglit_build_simple_program(vs_passthrough,
> + graphics_image_copy_source);
> + ctx->graphics_fbo_write =
> + piglit_build_simple_program(vs_passthrough,
> + graphics_fbo_write_source);
> + ctx->graphics_fbo_copy =
> + piglit_build_simple_program(vs_passthrough,
> + graphics_fbo_copy_source);
> + ctx->graphics_feedback_write = create_feedback_program(vs_write_source);
> + ctx->graphics_feedback_copy = create_feedback_program(vs_copy_source);
> +
> + glGenBuffers(2, ctx->buffers);
> + for (i = 0; i < 2; ++i) {
> + glBindBuffer(GL_SHADER_STORAGE_BUFFER, ctx->buffers[i]);
> + glBufferData(GL_SHADER_STORAGE_BUFFER, 16384, NULL,
> + GL_STREAM_DRAW);
> + }
> +
> + glGenTextures(2, ctx->textures);
> + glGenFramebuffers(2, ctx->fbos);
> +
> + for (i = 0; i < 2; ++i) {
> + glBindTexture(GL_TEXTURE_2D, ctx->textures[i]);
> + glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32I, 64, 64);
> +
> + glBindFramebuffer(GL_FRAMEBUFFER, ctx->fbos[i]);
> + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
> + GL_TEXTURE_2D, ctx->textures[i], 0);
> + }
> +
> + glGenFramebuffers(1, &ctx->empty_fbo);
> + glBindFramebuffer(GL_FRAMEBUFFER, ctx->empty_fbo);
> + glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 64);
> + glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 64);
> + glBindFramebuffer(GL_FRAMEBUFFER, 0);
> +
> +}
> +
> +static void deinit_test_context(struct test_context *ctx)
> +{
> + glDeleteProgram(ctx->compute_ssbo_write);
> + glDeleteProgram(ctx->compute_ssbo_copy);
> + glDeleteProgram(ctx->compute_image_write);
> + glDeleteProgram(ctx->compute_image_copy);
> + glDeleteProgram(ctx->graphics_ssbo_write);
> + glDeleteProgram(ctx->graphics_ssbo_copy);
> + glDeleteProgram(ctx->graphics_image_write);
> + glDeleteProgram(ctx->graphics_image_copy);
> + glDeleteProgram(ctx->graphics_feedback_write);
> + glDeleteProgram(ctx->graphics_feedback_copy);
> + glDeleteProgram(ctx->graphics_fbo_write);
> + glDeleteProgram(ctx->graphics_fbo_copy);
> +
> + glDeleteBuffers(2, ctx->buffers);
> + glDeleteTextures(2, ctx->textures);
> +
> + glDeleteFramebuffers(1, &ctx->empty_fbo);
> + glDeleteFramebuffers(2, ctx->fbos);
> +}
> +
> +static void setup_test(struct test_context *ctx)
> +{
> + int i;
> + int clear_colors[4] = {0};
> +
> + for(i = 0; i < 2; ++i) {
> + int *data;
> + glBindBuffer(GL_SHADER_STORAGE_BUFFER, ctx->buffers[i]);
> + data = (int*)glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_WRITE_ONLY);
> +
> + memset(data, i ? 127 : 0, 16384);
> +
> + glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
> + }
> + glViewport(0, 0, 64, 64);
> + for(i = 0; i < 2; ++i) {
> + glBindFramebuffer(GL_FRAMEBUFFER, ctx->fbos[i]);
> + glClearBufferiv(GL_COLOR, 0, clear_colors);
> + }
> + glFinish();
> +}
> +
> +static bool check_buffer(struct test_context *ctx, unsigned buffer, int value,
> + const char *test_name)
> +{
> + int *data;
> + int i;
> + bool result = true;
> +
> + glFinish();
> +
> + glBindBuffer(GL_SHADER_STORAGE_BUFFER, ctx->buffers[buffer]);
> + data = (int*)glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
> +
> + for (i = 0; i < 4096; ++i)
> + if (data[i] != value) {
> + result = false;
> + break;
> + }
> +
> + glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
> +
> + piglit_report_subtest_result(result ? PIGLIT_PASS : PIGLIT_FAIL,
> + "%s", test_name);
> +
> + return result;
> +}
> +
> +static bool check_image(struct test_context *ctx, unsigned image, int value,
> + const char *test_name)
> +{
> + int *data = malloc(64 * 64 * sizeof(int));
> + int i;
> + bool result = true;
> +
> + glFinish();
> +
> + glBindTexture(GL_TEXTURE_2D, ctx->textures[image]);
> + glGetTexImage(GL_TEXTURE_2D, 0, GL_RED_INTEGER, GL_INT, data);
> +
> + for (i = 0; i < 4096; ++i)
> + if (data[i] != value) {
> + result = false;
> + break;
> + }
> + piglit_report_subtest_result(result ? PIGLIT_PASS : PIGLIT_FAIL,
> + "%s", test_name);
> +
> + free(data);
> + return result;
> +}
> +
> +static void compute_ssbo_write(struct test_context *ctx, int value)
> +{
> + glUseProgram(ctx->compute_ssbo_write);
> + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, ctx->buffers[0]);
> + glUniform1i(glGetUniformLocation(ctx->compute_ssbo_write, "value"), value);
> + glDispatchCompute(16, 1, 1);
> +
> +}
> +
> +static void compute_ssbo_copy(struct test_context *ctx)
> +{
> + glUseProgram(ctx->compute_ssbo_copy);
> + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ctx->buffers[0]);
> + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, ctx->buffers[1]);
> + glDispatchCompute(16, 1, 1);
> +
> +}
> +
> +static void compute_image_write(struct test_context *ctx, int value)
> +{
> + glUseProgram(ctx->compute_image_write);
> + glBindImageTexture(1, ctx->textures[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32I);
> + glUniform1i(glGetUniformLocation(ctx->compute_image_write, "value"), value);
> + glDispatchCompute(4, 4, 1);
> +
> +}
> +
> +static void compute_image_copy(struct test_context *ctx)
> +{
> + glUseProgram(ctx->compute_image_copy);
> + glBindImageTexture(0, ctx->textures[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32I);
> + glBindImageTexture(1, ctx->textures[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32I);
> + glDispatchCompute(4, 4, 1);
> +
> +}
> +
> +static void graphics_ssbo_write(struct test_context *ctx, int value)
> +{
> + glUseProgram(ctx->graphics_ssbo_write);
> + glBindFramebuffer(GL_FRAMEBUFFER, ctx->empty_fbo);
> + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, ctx->buffers[0]);
> + glUniform1i(glGetUniformLocation(ctx->graphics_ssbo_write, "value"), value);
> + piglit_draw_rect(-1, -1, 2, 2);
> +
> +}
> +
> +static void graphics_ssbo_copy(struct test_context *ctx)
> +{
> + glUseProgram(ctx->graphics_ssbo_copy);
> + glBindFramebuffer(GL_FRAMEBUFFER, ctx->empty_fbo);
> + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ctx->buffers[0]);
> + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, ctx->buffers[1]);
> + piglit_draw_rect(-1, -1, 2, 2);
> +
> +}
> +
> +static void graphics_image_write(struct test_context *ctx, int value)
> +{
> + glUseProgram(ctx->graphics_image_write);
> + glBindFramebuffer(GL_FRAMEBUFFER, ctx->empty_fbo);
> + glBindImageTexture(1, ctx->textures[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32I);
> + glUniform1i(glGetUniformLocation(ctx->graphics_image_write, "value"), value);
> + piglit_draw_rect(-1, -1, 2, 2);
> +
> +}
> +
> +static void graphics_image_copy(struct test_context *ctx)
> +{
> + glUseProgram(ctx->graphics_image_copy);
> + glBindFramebuffer(GL_FRAMEBUFFER, ctx->empty_fbo);
> + glBindImageTexture(0, ctx->textures[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32I);
> + glBindImageTexture(1, ctx->textures[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32I);
> + piglit_draw_rect(-1, -1, 2, 2);
> +}
> +
> +static void graphics_fbo_write(struct test_context *ctx, int value)
> +{
> + glUseProgram(ctx->graphics_fbo_write);
> + glBindFramebuffer(GL_FRAMEBUFFER, ctx->fbos[0]);
> + glUniform1i(glGetUniformLocation(ctx->graphics_fbo_write, "value"), value);
> + piglit_draw_rect(-1, -1, 2, 2);
> +
> +}
> +
> +static void graphics_fbo_copy(struct test_context *ctx)
> +{
> + glUseProgram(ctx->graphics_fbo_copy);
> + glBindFramebuffer(GL_FRAMEBUFFER, ctx->fbos[1]);
> + glBindImageTexture(0, ctx->textures[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32I);
> + piglit_draw_rect(-1, -1, 2, 2);
> +}
> +
> +static void graphics_feedback_write(struct test_context *ctx, int value)
> +{
> + glUseProgram(ctx->graphics_feedback_write);
> + glBindFramebuffer(GL_FRAMEBUFFER, ctx->empty_fbo);
> + glUniform1i(glGetUniformLocation(ctx->graphics_feedback_write, "value"), value);
> + glEnable(GL_RASTERIZER_DISCARD);
> + glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, ctx->buffers[0]);
> + glBeginTransformFeedback(GL_POINTS);
> + glDrawArrays(GL_POINTS, 0, 4096);
> + glEndTransformFeedback();
> + glDisable(GL_RASTERIZER_DISCARD);
> +}
> +
> +static void graphics_feedback_copy(struct test_context *ctx)
> +{
> + glUseProgram(ctx->graphics_feedback_copy);
> + glBindFramebuffer(GL_FRAMEBUFFER, ctx->empty_fbo);
> + glEnable(GL_RASTERIZER_DISCARD);
> + glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, ctx->buffers[1]);
> + glBeginTransformFeedback(GL_POINTS);
> + glEnableVertexAttribArray(0);
> + glBindBuffer(GL_ARRAY_BUFFER, ctx->buffers[0]);
> + glVertexAttribIPointer(0, 1, GL_INT, 4, 0);
> + glDrawArrays(GL_POINTS, 0, 4096);
> + glEndTransformFeedback();
> + glDisableVertexAttribArray(0);
> + glDisable(GL_RASTERIZER_DISCARD);
> +}
> +
> +struct method {
> + void (*write)(struct test_context*, int);
> + void (*copy)(struct test_context*);
> + const char *name;
> +};
> +
> +static struct method buffer_methods[] = {
> + {compute_ssbo_write, compute_ssbo_copy, "compute-ssbo"},
> + {graphics_ssbo_write, graphics_ssbo_copy, "graphics-ssbo"},
> + {graphics_feedback_write, graphics_feedback_copy, "graphics-feedback"}
> +};
> +
> +static struct method image_methods[] = {
> + {compute_image_write, compute_image_copy, "compute-image"},
> + {graphics_image_write, graphics_image_copy, "graphics-image"},
> + {graphics_fbo_write, graphics_fbo_copy, "graphics-fbo"}
> +};
> +
> +static void synchronize(void* a, void *b) {
> + bool need_memory_barrier = false;
> + GLbitfield memory_barrier_bits = 0;
> +
> + if (a == compute_ssbo_write || a == graphics_ssbo_write ||
> + b == compute_ssbo_write || b == graphics_ssbo_write ||
> + a == compute_image_write || a == graphics_image_write ||
> + b == compute_image_write || b == graphics_image_write)
> + need_memory_barrier = true;
> +
> + if (b == compute_ssbo_write || b == compute_ssbo_copy ||
> + b == graphics_ssbo_write || b == graphics_ssbo_copy)
> + memory_barrier_bits |= GL_SHADER_STORAGE_BARRIER_BIT;
> +
> + if (b == compute_image_write || b == compute_image_copy ||
> + b == graphics_image_write || b == graphics_image_copy ||
> + b == graphics_fbo_copy)
> + memory_barrier_bits |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
> +
> + if (b == graphics_feedback_copy)
> + memory_barrier_bits |= GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT;
> +
> + if (b == graphics_feedback_write)
> + memory_barrier_bits |= GL_TRANSFORM_FEEDBACK_BARRIER_BIT;
> +
> + if (b == graphics_fbo_write)
> + memory_barrier_bits |= GL_FRAMEBUFFER_BARRIER_BIT;
> +
> + if (need_memory_barrier)
> + glMemoryBarrier(memory_barrier_bits);
> +}
> +static bool test_buffers(struct test_context *ctx, const struct method* a,
> + const struct method *b)
> +{
> + bool result = true;
> + char name[1024];
> +
> + setup_test(ctx);
> + a->write(ctx, 1);
> + synchronize(a->write, b->copy);
> + b->copy(ctx);
> + sprintf(name, "%s-%s-read-after-write", a->name, b->name);
> + result &= check_buffer(ctx, 1, 1, name);
> +
> + setup_test(ctx);
> + a->write(ctx, 1);
> + synchronize(a->write, b->write);
> + b->write(ctx, 2);
> + sprintf(name, "%s-%s-write-after-write", a->name, b->name);
> + result &= check_buffer(ctx, 0, 2, name);
> +
> + setup_test(ctx);
> + a->copy(ctx);
> + synchronize(a->copy, b->write);
> + b->write(ctx, 2);
> + sprintf(name, "%s-%s-write-after-read", a->name, b->name);
> + result &= check_buffer(ctx, 1, 0, name);
> +
> + return result;
> +}
> +
> +static bool test_images(struct test_context *ctx, const struct method* a,
> + const struct method *b)
> +{
> + bool result = true;
> + char name[1024];
> +
> + setup_test(ctx);
> + a->write(ctx, 1);
> + synchronize(a->write, b->copy);
> + b->copy(ctx);
> + sprintf(name, "%s-%s-read-after-write", a->name, b->name);
> + result &= check_image(ctx, 1, 1, name);
> +
> + setup_test(ctx);
> + a->write(ctx, 1);
> + synchronize(a->write, b->write);
> + b->write(ctx, 2);
> + sprintf(name, "%s-%s-write-after-write", a->name, b->name);
> + result &= check_image(ctx, 0, 2, name);
> +
> + setup_test(ctx);
> + a->copy(ctx);
> + synchronize(a->copy, b->write);
> + b->write(ctx, 2);
> + sprintf(name, "%s-%s-write-after-read", a->name, b->name);
> + result &= check_image(ctx, 1, 0, name);
> +
> + return result;
> +}
> +
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> + struct test_context ctx;
> + bool result = true;
> + GLuint vao;
> + int i, j;
> + int buffer_method_count = sizeof(buffer_methods) /
> + sizeof(buffer_methods[0]);
> + int image_method_count = sizeof(image_methods) /
> + sizeof(image_methods[0]);
> +
> + piglit_require_gl_version(42);
> + piglit_require_extension("GL_ARB_compute_shader");
> + piglit_require_extension("GL_ARB_shader_storage_buffer_object");
> + piglit_require_extension("GL_ARB_framebuffer_no_attachments");
> +
> + glGenVertexArrays(1, &vao);
> + glBindVertexArray(vao);
> +
> + init_test_context(&ctx);
> + for (i = 0; i < buffer_method_count; ++i) {
> + for (j = 0; j < buffer_method_count; ++j) {
> + result &= test_buffers(&ctx, &buffer_methods[i],
> + &buffer_methods[j]);
> + }
> + }
> + for (i = 0; i < image_method_count; ++i) {
> + for (j = 0; j < image_method_count; ++j) {
> + result &= test_images(&ctx, &image_methods[i],
> + &image_methods[j]);
> + }
> + }
> + deinit_test_context(&ctx);
> +
> + glDeleteVertexArrays(1, &vao);
> + piglit_report_result(result ? PIGLIT_PASS : PIGLIT_FAIL);
> +}
>
More information about the Piglit
mailing list