Commit 155bfd11 by Qin Jiajia Committed by Commit Bot

Fix that same resource is bound on SRV and UAV simultaneously

This change makes sure that resource being set to UnorderedAccessView slot is not bound on ShaderResourceView and resource being set to shader resource slot is not bound on UnorderedAccessView. Bug: angleproject:2768 Change-Id: I52fc5bf5e76ccf8be61c59b2195459728f95e536 Reviewed-on: https://chromium-review.googlesource.com/1201324Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
parent 73599543
......@@ -728,7 +728,10 @@ gl::RangeUI ProgramD3D::getUsedImageRange(gl::ShaderType type, bool readonly) co
{
case gl::ShaderType::Compute:
return readonly ? mUsedComputeReadonlyImageRange : mUsedComputeImageRange;
// TODO(xinghua.cao@intel.com): add image range of vertex shader and pixel shader.
// TODO(xinghua.cao@intel.com): add real image range of vertex shader and pixel shader.
case gl::ShaderType::Vertex:
case gl::ShaderType::Fragment:
return {0, 0};
default:
UNREACHABLE();
return {0, 0};
......
......@@ -289,8 +289,8 @@ class StateManager11 final : angle::NonCopyable
angle::Result syncProgram(const gl::Context *context, gl::PrimitiveMode drawMode);
angle::Result syncTextures(const gl::Context *context);
angle::Result applyTexturesForSamplers(const gl::Context *context, gl::ShaderType shaderType);
angle::Result applyTexturesForImages(const gl::Context *context, gl::ShaderType shaderType);
angle::Result applyTexturesForSRVs(const gl::Context *context, gl::ShaderType shaderType);
angle::Result applyTexturesForUAVs(const gl::Context *context, gl::ShaderType shaderType);
angle::Result syncTexturesForCompute(const gl::Context *context);
angle::Result setSamplerState(const gl::Context *context,
......
......@@ -1687,6 +1687,122 @@ TEST_P(ComputeShaderTest, UniformBuffer)
}
}
// Test that storing data to image and then loading the same image data works correctly.
TEST_P(ComputeShaderTest, StoreImageThenLoad)
{
const char kCSSource[] =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
void main()
{
uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
})";
constexpr GLuint kInputValues[3][1] = {{300}, {200}, {100}};
GLTexture texture[3];
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[0]);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[1]);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[2]);
EXPECT_GL_NO_ERROR();
ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
glUseProgram(program.get());
glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
glBindImageTexture(0, texture[1], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
glBindImageTexture(1, texture[2], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
GLuint outputValue;
GLFramebuffer framebuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[2], 0);
glReadPixels(0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &outputValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(300u, outputValue);
}
// Test that loading image data and then storing data to the same image works correctly.
TEST_P(ComputeShaderTest, LoadImageThenStore)
{
const char kCSSource[] =
R"(#version 310 es
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
void main()
{
uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
})";
constexpr GLuint kInputValues[3][1] = {{300}, {200}, {100}};
GLTexture texture[3];
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[0]);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[1]);
EXPECT_GL_NO_ERROR();
glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[2]);
EXPECT_GL_NO_ERROR();
ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
glUseProgram(program.get());
glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
glBindImageTexture(0, texture[2], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
glBindImageTexture(1, texture[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
EXPECT_GL_NO_ERROR();
GLuint outputValue;
GLFramebuffer framebuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[0], 0);
glReadPixels(0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &outputValue);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(100u, outputValue);
}
// Check that it is not possible to create a compute shader when the context does not support ES
// 3.10
TEST_P(ComputeShaderTestES3, NotSupported)
......
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