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authorAlejandro Piñeiro <apinheiro@igalia.com>2018-06-26 16:32:30 +0200
committerAlejandro Piñeiro <apinheiro@igalia.com>2018-08-21 11:06:12 +0200
commit9f7d793ad6b936ebaac2ffcd9841d4b430f9728a (patch)
treedeb81b5e1fdad6f0fbd80959218df6a5e30602a9
parentde2a38b49b96d3bfee51c976264d3584fbb8726a (diff)
arb_gl_spirv: add test that mixes atomic counters with a normal uniform
Under ARB_gl_spirv, most uniforms require a explicit location. There are some exceptions like atomic counters. In that case, some drivers like mesa, still sets internally a location for those. This test purpose is checking that mixing "normal" uniforms with uniforms without location works properly, or at least in a basic case. Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
-rw-r--r--tests/spec/arb_gl_spirv/execution/uniform/atomic-uint-mixing-with-normal-uniforms.shader_test197
-rw-r--r--tests/spec/arb_gl_spirv/execution/uniform/atomic-uint-several-slots.shader_test197
2 files changed, 394 insertions, 0 deletions
diff --git a/tests/spec/arb_gl_spirv/execution/uniform/atomic-uint-mixing-with-normal-uniforms.shader_test b/tests/spec/arb_gl_spirv/execution/uniform/atomic-uint-mixing-with-normal-uniforms.shader_test
new file mode 100644
index 000000000..5029dd561
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/execution/uniform/atomic-uint-mixing-with-normal-uniforms.shader_test
@@ -0,0 +1,197 @@
+# Test that have several "normal" uniforms with explicit location, and
+# several uniform atomic counter, that has not explicit location. For
+# the latter mesa assigns a internal location. Development test, to
+# ensure that they are properly assigned.
+
+[require]
+SPIRV YES
+GL >= 4.5
+GLSL >= 4.50
+GL_ARB_gl_spirv
+
+[vertex shader passthrough]
+
+[fragment shader spirv]
+; Automatically generated from the GLSL by shader_test_spirv.py. DO NOT EDIT
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 59
+; Schema: 0
+ OpCapability Shader
+ OpCapability AtomicStorage
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %main "main" %color
+ OpExecutionMode %main OriginLowerLeft
+ OpSource GLSL 450
+ OpDecorate %color Location 0
+ OpDecorate %a0 Offset 0
+ OpDecorate %a0 DescriptorSet 0
+ OpDecorate %a0 Binding 0
+ OpDecorate %u0 Location 2
+ OpDecorate %u0 DescriptorSet 0
+ OpDecorate %u0 Binding 1
+ OpDecorate %a1 Offset 4
+ OpDecorate %a1 DescriptorSet 0
+ OpDecorate %a1 Binding 0
+ OpDecorate %u1 Location 4
+ OpDecorate %u1 DescriptorSet 0
+ OpDecorate %u1 Binding 2
+ OpDecorate %a2 Offset 8
+ OpDecorate %a2 DescriptorSet 0
+ OpDecorate %a2 Binding 0
+ OpDecorate %u2 Location 7
+ OpDecorate %u2 DescriptorSet 0
+ OpDecorate %u2 Binding 3
+ OpDecorate %a3 Offset 12
+ OpDecorate %a3 DescriptorSet 0
+ OpDecorate %a3 Binding 0
+ OpDecorate %u3 Location 10
+ OpDecorate %u3 DescriptorSet 0
+ OpDecorate %u3 Binding 4
+ %void = OpTypeVoid
+ %3 = OpTypeFunction %void
+ %float = OpTypeFloat 32
+ %v4float = OpTypeVector %float 4
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+ %color = OpVariable %_ptr_Output_v4float Output
+ %float_0 = OpConstant %float 0
+ %float_1 = OpConstant %float 1
+ %12 = OpConstantComposite %v4float %float_0 %float_1 %float_0 %float_1
+ %uint = OpTypeInt 32 0
+%_ptr_Function_uint = OpTypePointer Function %uint
+%_ptr_AtomicCounter_uint = OpTypePointer AtomicCounter %uint
+ %a0 = OpVariable %_ptr_AtomicCounter_uint AtomicCounter
+ %uint_1 = OpConstant %uint 1
+ %uint_0 = OpConstant %uint 0
+ %bool = OpTypeBool
+%_ptr_UniformConstant_v4float = OpTypePointer UniformConstant %v4float
+ %u0 = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %a1 = OpVariable %_ptr_AtomicCounter_uint AtomicCounter
+ %uint_3 = OpConstant %uint 3
+ %u1 = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %a2 = OpVariable %_ptr_AtomicCounter_uint AtomicCounter
+ %uint_5 = OpConstant %uint 5
+ %u2 = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %a3 = OpVariable %_ptr_AtomicCounter_uint AtomicCounter
+ %uint_7 = OpConstant %uint 7
+ %u3 = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %main = OpFunction %void None %3
+ %5 = OpLabel
+ %uival0 = OpVariable %_ptr_Function_uint Function
+ %uival1 = OpVariable %_ptr_Function_uint Function
+ %uival2 = OpVariable %_ptr_Function_uint Function
+ %uival3 = OpVariable %_ptr_Function_uint Function
+ OpStore %color %12
+ %20 = OpAtomicLoad %uint %a0 %uint_1 %uint_0
+ OpStore %uival0 %20
+ %21 = OpLoad %uint %uival0
+ %23 = OpINotEqual %bool %21 %uint_1
+ OpSelectionMerge %25 None
+ OpBranchConditional %23 %24 %25
+ %24 = OpLabel
+ %28 = OpLoad %v4float %u0
+ OpStore %color %28
+ OpBranch %25
+ %25 = OpLabel
+ %31 = OpAtomicLoad %uint %a1 %uint_1 %uint_0
+ OpStore %uival1 %31
+ %32 = OpLoad %uint %uival1
+ %34 = OpINotEqual %bool %32 %uint_3
+ OpSelectionMerge %36 None
+ OpBranchConditional %34 %35 %36
+ %35 = OpLabel
+ %38 = OpLoad %v4float %u1
+ OpStore %color %38
+ OpBranch %36
+ %36 = OpLabel
+ %41 = OpAtomicLoad %uint %a2 %uint_1 %uint_0
+ OpStore %uival2 %41
+ %42 = OpLoad %uint %uival2
+ %44 = OpINotEqual %bool %42 %uint_5
+ OpSelectionMerge %46 None
+ OpBranchConditional %44 %45 %46
+ %45 = OpLabel
+ %48 = OpLoad %v4float %u2
+ OpStore %color %48
+ OpBranch %46
+ %46 = OpLabel
+ %51 = OpAtomicLoad %uint %a3 %uint_1 %uint_0
+ OpStore %uival3 %51
+ %52 = OpLoad %uint %uival3
+ %54 = OpINotEqual %bool %52 %uint_7
+ OpSelectionMerge %56 None
+ OpBranchConditional %54 %55 %56
+ %55 = OpLabel
+ %58 = OpLoad %v4float %u3
+ OpStore %color %58
+ OpBranch %56
+ %56 = OpLabel
+ OpReturn
+ OpFunctionEnd
+
+[fragment shader]
+#version 450
+
+layout (location = 2) uniform vec4 u0;
+layout (location = 4) uniform vec4 u1;
+layout (location = 7) uniform vec4 u2;
+layout (location = 10) uniform vec4 u3;
+
+layout(binding = 0) uniform atomic_uint a0;
+layout(binding = 0) uniform atomic_uint a1;
+layout(binding = 0) uniform atomic_uint a2;
+layout(binding = 0) uniform atomic_uint a3;
+
+layout (location = 0) out vec4 color;
+
+void main()
+{
+ color = vec4(0.0, 1.0, 0.0, 1.0);
+
+ uint uival0 = atomicCounter(a0);
+ if (uival0 != 1) {
+ color = u0;
+ }
+
+ uint uival1 = atomicCounter(a1);
+ if (uival1 != 3) {
+ color = u1;
+ }
+
+ uint uival2 = atomicCounter(a2);
+ if (uival2 != 5) {
+ color = u2;
+ }
+
+ uint uival3 = atomicCounter(a3);
+ if (uival3 != 7) {
+ color = u3;
+ }
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+
+uniform vec4 2 1.0 0.0 0.0 1.0
+uniform vec4 4 1.0 0.0 0.0 1.0
+uniform vec4 7 1.0 0.0 0.0 1.0
+uniform vec4 10 1.0 0.0 0.0 1.0
+
+atomic counters 8
+
+atomic counter 0 0 1
+atomic counter 0 1 3
+atomic counter 0 2 5
+atomic counter 0 3 7
+
+draw rect -1 -1 2 2
+
+probe atomic counter 0 == 1
+probe atomic counter 1 == 3
+probe atomic counter 2 == 5
+probe atomic counter 3 == 7
+
+probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/arb_gl_spirv/execution/uniform/atomic-uint-several-slots.shader_test b/tests/spec/arb_gl_spirv/execution/uniform/atomic-uint-several-slots.shader_test
new file mode 100644
index 000000000..5029dd561
--- /dev/null
+++ b/tests/spec/arb_gl_spirv/execution/uniform/atomic-uint-several-slots.shader_test
@@ -0,0 +1,197 @@
+# Test that have several "normal" uniforms with explicit location, and
+# several uniform atomic counter, that has not explicit location. For
+# the latter mesa assigns a internal location. Development test, to
+# ensure that they are properly assigned.
+
+[require]
+SPIRV YES
+GL >= 4.5
+GLSL >= 4.50
+GL_ARB_gl_spirv
+
+[vertex shader passthrough]
+
+[fragment shader spirv]
+; Automatically generated from the GLSL by shader_test_spirv.py. DO NOT EDIT
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 59
+; Schema: 0
+ OpCapability Shader
+ OpCapability AtomicStorage
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %main "main" %color
+ OpExecutionMode %main OriginLowerLeft
+ OpSource GLSL 450
+ OpDecorate %color Location 0
+ OpDecorate %a0 Offset 0
+ OpDecorate %a0 DescriptorSet 0
+ OpDecorate %a0 Binding 0
+ OpDecorate %u0 Location 2
+ OpDecorate %u0 DescriptorSet 0
+ OpDecorate %u0 Binding 1
+ OpDecorate %a1 Offset 4
+ OpDecorate %a1 DescriptorSet 0
+ OpDecorate %a1 Binding 0
+ OpDecorate %u1 Location 4
+ OpDecorate %u1 DescriptorSet 0
+ OpDecorate %u1 Binding 2
+ OpDecorate %a2 Offset 8
+ OpDecorate %a2 DescriptorSet 0
+ OpDecorate %a2 Binding 0
+ OpDecorate %u2 Location 7
+ OpDecorate %u2 DescriptorSet 0
+ OpDecorate %u2 Binding 3
+ OpDecorate %a3 Offset 12
+ OpDecorate %a3 DescriptorSet 0
+ OpDecorate %a3 Binding 0
+ OpDecorate %u3 Location 10
+ OpDecorate %u3 DescriptorSet 0
+ OpDecorate %u3 Binding 4
+ %void = OpTypeVoid
+ %3 = OpTypeFunction %void
+ %float = OpTypeFloat 32
+ %v4float = OpTypeVector %float 4
+%_ptr_Output_v4float = OpTypePointer Output %v4float
+ %color = OpVariable %_ptr_Output_v4float Output
+ %float_0 = OpConstant %float 0
+ %float_1 = OpConstant %float 1
+ %12 = OpConstantComposite %v4float %float_0 %float_1 %float_0 %float_1
+ %uint = OpTypeInt 32 0
+%_ptr_Function_uint = OpTypePointer Function %uint
+%_ptr_AtomicCounter_uint = OpTypePointer AtomicCounter %uint
+ %a0 = OpVariable %_ptr_AtomicCounter_uint AtomicCounter
+ %uint_1 = OpConstant %uint 1
+ %uint_0 = OpConstant %uint 0
+ %bool = OpTypeBool
+%_ptr_UniformConstant_v4float = OpTypePointer UniformConstant %v4float
+ %u0 = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %a1 = OpVariable %_ptr_AtomicCounter_uint AtomicCounter
+ %uint_3 = OpConstant %uint 3
+ %u1 = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %a2 = OpVariable %_ptr_AtomicCounter_uint AtomicCounter
+ %uint_5 = OpConstant %uint 5
+ %u2 = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %a3 = OpVariable %_ptr_AtomicCounter_uint AtomicCounter
+ %uint_7 = OpConstant %uint 7
+ %u3 = OpVariable %_ptr_UniformConstant_v4float UniformConstant
+ %main = OpFunction %void None %3
+ %5 = OpLabel
+ %uival0 = OpVariable %_ptr_Function_uint Function
+ %uival1 = OpVariable %_ptr_Function_uint Function
+ %uival2 = OpVariable %_ptr_Function_uint Function
+ %uival3 = OpVariable %_ptr_Function_uint Function
+ OpStore %color %12
+ %20 = OpAtomicLoad %uint %a0 %uint_1 %uint_0
+ OpStore %uival0 %20
+ %21 = OpLoad %uint %uival0
+ %23 = OpINotEqual %bool %21 %uint_1
+ OpSelectionMerge %25 None
+ OpBranchConditional %23 %24 %25
+ %24 = OpLabel
+ %28 = OpLoad %v4float %u0
+ OpStore %color %28
+ OpBranch %25
+ %25 = OpLabel
+ %31 = OpAtomicLoad %uint %a1 %uint_1 %uint_0
+ OpStore %uival1 %31
+ %32 = OpLoad %uint %uival1
+ %34 = OpINotEqual %bool %32 %uint_3
+ OpSelectionMerge %36 None
+ OpBranchConditional %34 %35 %36
+ %35 = OpLabel
+ %38 = OpLoad %v4float %u1
+ OpStore %color %38
+ OpBranch %36
+ %36 = OpLabel
+ %41 = OpAtomicLoad %uint %a2 %uint_1 %uint_0
+ OpStore %uival2 %41
+ %42 = OpLoad %uint %uival2
+ %44 = OpINotEqual %bool %42 %uint_5
+ OpSelectionMerge %46 None
+ OpBranchConditional %44 %45 %46
+ %45 = OpLabel
+ %48 = OpLoad %v4float %u2
+ OpStore %color %48
+ OpBranch %46
+ %46 = OpLabel
+ %51 = OpAtomicLoad %uint %a3 %uint_1 %uint_0
+ OpStore %uival3 %51
+ %52 = OpLoad %uint %uival3
+ %54 = OpINotEqual %bool %52 %uint_7
+ OpSelectionMerge %56 None
+ OpBranchConditional %54 %55 %56
+ %55 = OpLabel
+ %58 = OpLoad %v4float %u3
+ OpStore %color %58
+ OpBranch %56
+ %56 = OpLabel
+ OpReturn
+ OpFunctionEnd
+
+[fragment shader]
+#version 450
+
+layout (location = 2) uniform vec4 u0;
+layout (location = 4) uniform vec4 u1;
+layout (location = 7) uniform vec4 u2;
+layout (location = 10) uniform vec4 u3;
+
+layout(binding = 0) uniform atomic_uint a0;
+layout(binding = 0) uniform atomic_uint a1;
+layout(binding = 0) uniform atomic_uint a2;
+layout(binding = 0) uniform atomic_uint a3;
+
+layout (location = 0) out vec4 color;
+
+void main()
+{
+ color = vec4(0.0, 1.0, 0.0, 1.0);
+
+ uint uival0 = atomicCounter(a0);
+ if (uival0 != 1) {
+ color = u0;
+ }
+
+ uint uival1 = atomicCounter(a1);
+ if (uival1 != 3) {
+ color = u1;
+ }
+
+ uint uival2 = atomicCounter(a2);
+ if (uival2 != 5) {
+ color = u2;
+ }
+
+ uint uival3 = atomicCounter(a3);
+ if (uival3 != 7) {
+ color = u3;
+ }
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+
+uniform vec4 2 1.0 0.0 0.0 1.0
+uniform vec4 4 1.0 0.0 0.0 1.0
+uniform vec4 7 1.0 0.0 0.0 1.0
+uniform vec4 10 1.0 0.0 0.0 1.0
+
+atomic counters 8
+
+atomic counter 0 0 1
+atomic counter 0 1 3
+atomic counter 0 2 5
+atomic counter 0 3 7
+
+draw rect -1 -1 2 2
+
+probe atomic counter 0 == 1
+probe atomic counter 1 == 3
+probe atomic counter 2 == 5
+probe atomic counter 3 == 7
+
+probe all rgba 0.0 1.0 0.0 1.0