Commit 58f67be0 by jchen10 Committed by Commit Bot

ES31 program query: support AtomicCounterBuffer and UniformBlock

Calculates atomic counter buffer's shader reference according to its child counters. Merges GL_UNIFORM_BLOCK_* queries to GL_*. Refreshes deqp_gles31_test_expectations. BUG=angleproject:1920 TEST=angle_end2end_tests:ProgramInterfaceTest* dEQP-GLES31.functional.state_query.program.active_atomic_counter_buffers_get_programiv dEQP-GLES31.functional.layout_binding.ubo.* Change-Id: Ia23ddfef5f5dd7e15628f4c259273e1c01c14d80 Reviewed-on: https://chromium-review.googlesource.com/715436 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
parent a8b73ed0
......@@ -1659,6 +1659,11 @@ GLuint Program::getActiveUniformBlockCount() const
return static_cast<GLuint>(mState.mUniformBlocks.size());
}
GLuint Program::getActiveAtomicCounterBufferCount() const
{
return static_cast<GLuint>(mState.mAtomicCounterBuffers.size());
}
GLuint Program::getActiveShaderStorageBlockCount() const
{
return static_cast<GLuint>(mState.mShaderStorageBlocks.size());
......@@ -2006,6 +2011,7 @@ bool Program::linkAtomicCounterBuffers()
buffer.memberIndexes.push_back(index);
uniform.bufferIndex = bufferIndex;
found = true;
buffer.unionReferencesWith(uniform);
break;
}
}
......@@ -2014,6 +2020,7 @@ bool Program::linkAtomicCounterBuffers()
AtomicCounterBuffer atomicCounterBuffer;
atomicCounterBuffer.binding = uniform.binding;
atomicCounterBuffer.memberIndexes.push_back(index);
atomicCounterBuffer.unionReferencesWith(uniform);
mState.mAtomicCounterBuffers.push_back(atomicCounterBuffer);
uniform.bufferIndex = static_cast<int>(mState.mAtomicCounterBuffers.size() - 1);
}
......
......@@ -496,6 +496,7 @@ class Program final : angle::NonCopyable, public LabeledObject
void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
GLuint getActiveUniformBlockCount() const;
GLuint getActiveAtomicCounterBufferCount() const;
GLuint getActiveShaderStorageBlockCount() const;
GLint getActiveUniformBlockMaxLength() const;
......
......@@ -46,7 +46,7 @@ void StaticallyUsed::setStaticUse(GLenum shaderType, bool used)
}
}
void StaticallyUsed::unionWith(const StaticallyUsed &other)
void StaticallyUsed::unionReferencesWith(const StaticallyUsed &other)
{
vertexStaticUse |= other.vertexStaticUse;
fragmentStaticUse |= other.fragmentStaticUse;
......
......@@ -29,7 +29,7 @@ struct StaticallyUsed
StaticallyUsed &operator=(const StaticallyUsed &rhs);
void setStaticUse(GLenum shaderType, bool used);
void unionWith(const StaticallyUsed &other);
void unionReferencesWith(const StaticallyUsed &other);
bool vertexStaticUse;
bool fragmentStaticUse;
......
......@@ -543,11 +543,13 @@ GLint QueryProgramInterfaceActiveResources(const Program *program, GLenum progra
case GL_UNIFORM_BLOCK:
return clampCast<GLint>(program->getState().getUniformBlocks().size());
case GL_ATOMIC_COUNTER_BUFFER:
return clampCast<GLint>(program->getState().getAtomicCounterBuffers().size());
// TODO(jie.a.chen@intel.com): more interfaces.
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_BUFFER_VARIABLE:
case GL_SHADER_STORAGE_BLOCK:
case GL_ATOMIC_COUNTER_BUFFER:
UNIMPLEMENTED();
return 0;
......@@ -613,10 +615,12 @@ GLint QueryProgramInterfaceMaxNumActiveVariables(const Program *program, GLenum
case GL_UNIFORM_BLOCK:
return FindMaxSize(program->getState().getUniformBlocks(),
&InterfaceBlock::memberIndexes);
case GL_ATOMIC_COUNTER_BUFFER:
return FindMaxSize(program->getState().getAtomicCounterBuffers(),
&AtomicCounterBuffer::memberIndexes);
// TODO(jie.a.chen@intel.com): more interfaces.
case GL_SHADER_STORAGE_BLOCK:
case GL_ATOMIC_COUNTER_BUFFER:
UNIMPLEMENTED();
return 0;
......@@ -652,6 +656,117 @@ GLenum GetUniformPropertyEnum(GLenum prop)
}
}
GLenum GetUniformBlockPropertyEnum(GLenum prop)
{
switch (prop)
{
case GL_UNIFORM_BLOCK_BINDING:
return GL_BUFFER_BINDING;
case GL_UNIFORM_BLOCK_DATA_SIZE:
return GL_BUFFER_DATA_SIZE;
case GL_UNIFORM_BLOCK_NAME_LENGTH:
return GL_NAME_LENGTH;
case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
return GL_NUM_ACTIVE_VARIABLES;
case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
return GL_ACTIVE_VARIABLES;
case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
return GL_REFERENCED_BY_VERTEX_SHADER;
case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
return GL_REFERENCED_BY_FRAGMENT_SHADER;
default:
return prop;
}
}
void GetShaderVariableBufferResourceProperty(const ShaderVariableBuffer &buffer,
GLenum pname,
GLint *params,
GLsizei bufSize,
GLsizei *outputPosition)
{
switch (pname)
{
case GL_BUFFER_BINDING:
params[(*outputPosition)++] = buffer.binding;
break;
case GL_BUFFER_DATA_SIZE:
params[(*outputPosition)++] = clampCast<GLint>(buffer.dataSize);
break;
case GL_NUM_ACTIVE_VARIABLES:
params[(*outputPosition)++] = buffer.numActiveVariables();
break;
case GL_ACTIVE_VARIABLES:
for (size_t memberIndex = 0;
memberIndex < buffer.memberIndexes.size() && *outputPosition < bufSize;
++memberIndex)
{
params[(*outputPosition)++] = clampCast<GLint>(buffer.memberIndexes[memberIndex]);
}
break;
case GL_REFERENCED_BY_VERTEX_SHADER:
params[(*outputPosition)++] = static_cast<GLint>(buffer.vertexStaticUse);
break;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
params[(*outputPosition)++] = static_cast<GLint>(buffer.fragmentStaticUse);
break;
case GL_REFERENCED_BY_COMPUTE_SHADER:
params[(*outputPosition)++] = static_cast<GLint>(buffer.computeStaticUse);
break;
default:
UNREACHABLE();
break;
}
}
void GetInterfaceBlockResourceProperty(const InterfaceBlock &block,
GLenum pname,
GLint *params,
GLsizei bufSize,
GLsizei *outputPosition)
{
if (pname == GL_NAME_LENGTH)
{
params[(*outputPosition)++] = clampCast<GLint>(block.nameWithArrayIndex().size() + 1);
return;
}
GetShaderVariableBufferResourceProperty(block, pname, params, bufSize, outputPosition);
}
void GetUniformBlockResourceProperty(const Program *program,
GLuint blockIndex,
GLenum pname,
GLint *params,
GLsizei bufSize,
GLsizei *outputPosition)
{
ASSERT(*outputPosition < bufSize);
const auto &block = program->getUniformBlockByIndex(blockIndex);
GetInterfaceBlockResourceProperty(block, pname, params, bufSize, outputPosition);
}
void GetAtomicCounterBufferResourceProperty(const Program *program,
GLuint index,
GLenum pname,
GLint *params,
GLsizei bufSize,
GLsizei *outputPosition)
{
ASSERT(*outputPosition < bufSize);
const auto &buffer = program->getState().getAtomicCounterBuffers()[index];
GetShaderVariableBufferResourceProperty(buffer, pname, params, bufSize, outputPosition);
}
} // anonymous namespace
void QueryFramebufferAttachmentParameteriv(const Framebuffer *framebuffer,
......@@ -861,6 +976,9 @@ void QueryProgramiv(const Context *context, const Program *program, GLenum pname
params[2] = localSize[2];
}
break;
case GL_ACTIVE_ATOMIC_COUNTER_BUFFERS:
*params = program->getActiveAtomicCounterBufferCount();
break;
default:
UNREACHABLE();
break;
......@@ -1044,39 +1162,9 @@ void QueryActiveUniformBlockiv(const Program *program,
GLenum pname,
GLint *params)
{
const InterfaceBlock &uniformBlock = program->getUniformBlockByIndex(uniformBlockIndex);
switch (pname)
{
case GL_UNIFORM_BLOCK_BINDING:
*params = clampCast<GLint>(program->getUniformBlockBinding(uniformBlockIndex));
break;
case GL_UNIFORM_BLOCK_DATA_SIZE:
*params = clampCast<GLint>(uniformBlock.dataSize);
break;
case GL_UNIFORM_BLOCK_NAME_LENGTH:
*params = clampCast<GLint>(uniformBlock.nameWithArrayIndex().size() + 1);
break;
case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
*params = clampCast<GLint>(uniformBlock.memberIndexes.size());
break;
case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
for (size_t blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberIndexes.size();
blockMemberIndex++)
{
params[blockMemberIndex] =
clampCast<GLint>(uniformBlock.memberIndexes[blockMemberIndex]);
}
break;
case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
*params = static_cast<GLint>(uniformBlock.vertexStaticUse);
break;
case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
*params = static_cast<GLint>(uniformBlock.fragmentStaticUse);
break;
default:
UNREACHABLE();
break;
}
GLenum prop = GetUniformBlockPropertyEnum(pname);
QueryProgramResourceiv(program, GL_UNIFORM_BLOCK, uniformBlockIndex, 1, &prop,
std::numeric_limits<GLsizei>::max(), nullptr, params);
}
void QueryInternalFormativ(const TextureCaps &format, GLenum pname, GLsizei bufSize, GLint *params)
......@@ -1317,8 +1405,10 @@ GLuint QueryProgramResourceIndex(const Program *program,
case GL_UNIFORM:
return program->getState().getUniformIndexFromName(name);
// TODO(jie.a.chen@intel.com): more interfaces.
case GL_UNIFORM_BLOCK:
return program->getUniformBlockIndex(name);
// TODO(jie.a.chen@intel.com): more interfaces.
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_BUFFER_VARIABLE:
case GL_SHADER_STORAGE_BLOCK:
......@@ -1352,8 +1442,11 @@ void QueryProgramResourceName(const Program *program,
program->getUniformResourceName(index, bufSize, length, name);
break;
// TODO(jie.a.chen@intel.com): more interfaces.
case GL_UNIFORM_BLOCK:
program->getActiveUniformBlockName(index, bufSize, length, name);
break;
// TODO(jie.a.chen@intel.com): more interfaces.
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_BUFFER_VARIABLE:
case GL_SHADER_STORAGE_BLOCK:
......@@ -1380,14 +1473,6 @@ GLint QueryProgramResourceLocation(const Program *program,
case GL_UNIFORM:
return program->getState().getUniformLocation(name);
// TODO(jie.a.chen@intel.com): more interfaces.
case GL_UNIFORM_BLOCK:
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_BUFFER_VARIABLE:
case GL_SHADER_STORAGE_BLOCK:
UNIMPLEMENTED();
return -1;
default:
UNREACHABLE();
return -1;
......@@ -1412,34 +1497,37 @@ void QueryProgramResourceiv(const Program *program,
return;
}
GLsizei count = std::min(propCount, bufSize);
if (length != nullptr)
{
*length = count;
}
for (GLsizei i = 0; i < count; i++)
GLsizei pos = 0;
for (GLsizei i = 0; i < propCount; i++)
{
switch (programInterface)
{
case GL_PROGRAM_INPUT:
params[i] = GetInputResourceProperty(program, index, props[i]);
++pos;
break;
case GL_PROGRAM_OUTPUT:
params[i] = GetOutputResourceProperty(program, index, props[i]);
++pos;
break;
case GL_UNIFORM:
params[i] = GetUniformResourceProperty(program, index, props[i]);
++pos;
break;
case GL_UNIFORM_BLOCK:
GetUniformBlockResourceProperty(program, index, props[i], params, bufSize, &pos);
break;
case GL_ATOMIC_COUNTER_BUFFER:
GetAtomicCounterBufferResourceProperty(program, index, props[i], params, bufSize,
&pos);
break;
// TODO(jie.a.chen@intel.com): more interfaces.
case GL_UNIFORM_BLOCK:
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_BUFFER_VARIABLE:
case GL_SHADER_STORAGE_BLOCK:
case GL_ATOMIC_COUNTER_BUFFER:
UNIMPLEMENTED();
params[i] = GL_INVALID_VALUE;
break;
......@@ -1448,6 +1536,17 @@ void QueryProgramResourceiv(const Program *program,
UNREACHABLE();
params[i] = GL_INVALID_VALUE;
}
if (pos == bufSize)
{
// Most properties return one value, but GL_ACTIVE_VARIABLES returns an array of values.
// This checks not to break buffer bounds for such case.
break;
}
}
if (length != nullptr)
{
*length = pos;
}
}
......
......@@ -4153,6 +4153,7 @@ bool ValidateGetProgramivBase(ValidationContext *context,
case GL_PROGRAM_SEPARABLE:
case GL_COMPUTE_WORK_GROUP_SIZE:
case GL_ACTIVE_ATOMIC_COUNTER_BUFFERS:
if (context->getClientVersion() < Version(3, 1))
{
ANGLE_VALIDATION_ERR(context, InvalidEnum(), ES31Required);
......
......@@ -260,12 +260,16 @@ bool ValidateProgramResourceIndex(const Program *programObject,
case GL_UNIFORM:
return (index < static_cast<GLuint>(programObject->getActiveUniformCount()));
// TODO(jie.a.chen@intel.com): more interfaces.
case GL_UNIFORM_BLOCK:
return (index < programObject->getActiveUniformBlockCount());
case GL_ATOMIC_COUNTER_BUFFER:
return (index < programObject->getActiveAtomicCounterBufferCount());
// TODO(jie.a.chen@intel.com): more interfaces.
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_BUFFER_VARIABLE:
case GL_SHADER_STORAGE_BLOCK:
case GL_ATOMIC_COUNTER_BUFFER:
UNIMPLEMENTED();
return false;
......
......@@ -28,6 +28,8 @@
1659 NVIDIA OPENGL : dEQP-GLES31.functional.draw_indirect.random.10 = SKIP
1659 NVIDIA OPENGL : dEQP-GLES31.functional.draw_indirect.random.15 = SKIP
1659 NVIDIA OPENGL : dEQP-GLES31.functional.draw_indirect.random.18 = SKIP
1920 NVIDIA OPENGL : dEQP-GLES31.functional.layout_binding.ubo.vertex_binding_array = SKIP
1920 NVIDIA D3D11 : dEQP-GLES31.functional.layout_binding.ubo.vertex_binding_max = SKIP
1442 OPENGL D3D11 : dEQP-GLES31.functional.program_interface_query.transform_feedback_varying.resource_list.vertex_fragment.builtin_gl_position = SKIP
1442 OPENGL D3D11 : dEQP-GLES31.functional.program_interface_query.transform_feedback_varying.resource_list.vertex_fragment.default_block_struct_member = SKIP
1442 OPENGL D3D11 : dEQP-GLES31.functional.program_interface_query.transform_feedback_varying.array_size.vertex_fragment.default_block_struct_member = SKIP
......@@ -80,6 +82,8 @@
1442 D3D11 : dEQP-GLES31.functional.debug.error_groups.case_3 = SKIP
1442 D3D11 : dEQP-GLES31.functional.debug.error_groups.case_9 = SKIP
1442 D3D11 : dEQP-GLES31.functional.debug.error_groups.case_10 = SKIP
1442 D3D11 : dEQP-GLES31.functional.state_query.program.active_atomic_counter_buffers_get_programiv = FAIL
1442 D3D11 : dEQP-GLES31.functional.layout_binding.ubo.* = FAIL
// OPENGL Failing Tests
1665 WIN NVIDIA OPENGL : dEQP-GLES31.functional.draw_indirect.negative.command_offset_not_in_buffer_unsigned32_wrap = FAIL
......@@ -1254,7 +1258,6 @@
1442 OPENGL D3D11 : dEQP-GLES31.functional.state_query.internal_format.partial_query.num_sample_counts = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.state_query.internal_format.partial_query.samples = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.state_query.program.program_separable_get_programiv = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.state_query.program.active_atomic_counter_buffers_get_programiv = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.state_query.program_pipeline.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.synchronization.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.geometry_linked_vertices_out = FAIL
......@@ -1305,7 +1308,6 @@
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.shader_directive.tessellation_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.object_labels.program_pipeline = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.program_interface_query.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.layout_binding.ubo.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.layout_binding.ssbo.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.layout_binding.image.image2d.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.layout_binding.image.image3d.* = FAIL
......@@ -159,9 +159,9 @@ TEST_P(ProgramInterfaceTestES31, GetResourceLocation)
ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
std::array<GLenum, 5> invalidInterfaces = {{GL_UNIFORM_BLOCK, GL_TRANSFORM_FEEDBACK_VARYING,
GL_BUFFER_VARIABLE, GL_SHADER_STORAGE_BLOCK,
GL_ATOMIC_COUNTER_BUFFER}};
GLenum invalidInterfaces[] = {GL_UNIFORM_BLOCK, GL_TRANSFORM_FEEDBACK_VARYING,
GL_BUFFER_VARIABLE, GL_SHADER_STORAGE_BLOCK,
GL_ATOMIC_COUNTER_BUFFER};
GLint location;
for (auto &invalidInterface : invalidInterfaces)
{
......@@ -221,16 +221,21 @@ TEST_P(ProgramInterfaceTestES31, GetResource)
EXPECT_GL_NO_ERROR();
EXPECT_NE(GL_INVALID_INDEX, index);
constexpr int kPropCount = 7;
std::array<GLint, kPropCount> params;
GLenum props[] = {GL_TYPE,
GL_ARRAY_SIZE,
GL_LOCATION,
GL_NAME_LENGTH,
GL_REFERENCED_BY_VERTEX_SHADER,
GL_REFERENCED_BY_FRAGMENT_SHADER,
GL_REFERENCED_BY_COMPUTE_SHADER};
GLsizei propCount = static_cast<GLsizei>(ArraySize(props));
GLint params[ArraySize(props)];
GLsizei length;
std::array<GLenum, kPropCount> props = {
{GL_TYPE, GL_ARRAY_SIZE, GL_LOCATION, GL_NAME_LENGTH, GL_REFERENCED_BY_VERTEX_SHADER,
GL_REFERENCED_BY_FRAGMENT_SHADER, GL_REFERENCED_BY_COMPUTE_SHADER}};
glGetProgramResourceiv(program, GL_PROGRAM_INPUT, index, kPropCount, props.data(), kPropCount,
&length, params.data());
glGetProgramResourceiv(program, GL_PROGRAM_INPUT, index, propCount, props, propCount, &length,
params);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kPropCount, length);
EXPECT_EQ(propCount, length);
EXPECT_EQ(GL_FLOAT_VEC4, params[0]); // type
EXPECT_EQ(1, params[1]); // array_size
EXPECT_EQ(3, params[2]); // location
......@@ -242,10 +247,11 @@ TEST_P(ProgramInterfaceTestES31, GetResource)
index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "oColor[0]");
EXPECT_GL_NO_ERROR();
EXPECT_NE(index, GL_INVALID_INDEX);
glGetProgramResourceiv(program, GL_PROGRAM_OUTPUT, index, kPropCount, props.data(),
kPropCount - 1, &length, params.data());
// bufSize is smaller than propCount.
glGetProgramResourceiv(program, GL_PROGRAM_OUTPUT, index, propCount, props, propCount - 1,
&length, params);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kPropCount - 1, length);
EXPECT_EQ(propCount - 1, length);
EXPECT_EQ(GL_FLOAT_VEC4, params[0]); // type
EXPECT_EQ(4, params[1]); // array_size
EXPECT_EQ(2, params[2]); // location
......@@ -255,7 +261,7 @@ TEST_P(ProgramInterfaceTestES31, GetResource)
GLenum invalidOutputProp = GL_OFFSET;
glGetProgramResourceiv(program, GL_PROGRAM_OUTPUT, index, 1, &invalidOutputProp, 1, &length,
params.data());
params);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
......@@ -374,17 +380,25 @@ TEST_P(ProgramInterfaceTestES31, GetUniformProperties)
EXPECT_GL_NO_ERROR();
EXPECT_EQ(12, location);
constexpr int kPropCount = 13;
std::array<GLint, kPropCount> params;
std::array<GLenum, kPropCount> props = {
{GL_TYPE, GL_ARRAY_SIZE, GL_LOCATION, GL_NAME_LENGTH, GL_REFERENCED_BY_VERTEX_SHADER,
GL_REFERENCED_BY_FRAGMENT_SHADER, GL_REFERENCED_BY_COMPUTE_SHADER, GL_ARRAY_STRIDE,
GL_BLOCK_INDEX, GL_IS_ROW_MAJOR, GL_MATRIX_STRIDE, GL_OFFSET,
GL_ATOMIC_COUNTER_BUFFER_INDEX}};
glGetProgramResourceiv(program, GL_UNIFORM, index, kPropCount, props.data(), kPropCount,
&length, params.data());
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kPropCount, length);
GLenum props[] = {GL_TYPE,
GL_ARRAY_SIZE,
GL_LOCATION,
GL_NAME_LENGTH,
GL_REFERENCED_BY_VERTEX_SHADER,
GL_REFERENCED_BY_FRAGMENT_SHADER,
GL_REFERENCED_BY_COMPUTE_SHADER,
GL_ARRAY_STRIDE,
GL_BLOCK_INDEX,
GL_IS_ROW_MAJOR,
GL_MATRIX_STRIDE,
GL_OFFSET,
GL_ATOMIC_COUNTER_BUFFER_INDEX};
GLsizei propCount = static_cast<GLsizei>(ArraySize(props));
GLint params[ArraySize(props)];
glGetProgramResourceiv(program, GL_UNIFORM, index, propCount, props, propCount, &length,
params);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(propCount, length);
EXPECT_EQ(GL_FLOAT_VEC4, params[0]); // type
EXPECT_EQ(1, params[1]); // array_size
EXPECT_EQ(12, params[2]); // location
......@@ -412,10 +426,10 @@ TEST_P(ProgramInterfaceTestES31, GetUniformProperties)
EXPECT_GL_NO_ERROR();
EXPECT_EQ(-1, location);
glGetProgramResourceiv(program, GL_UNIFORM, index, kPropCount, props.data(), kPropCount,
&length, params.data());
glGetProgramResourceiv(program, GL_UNIFORM, index, propCount, props, propCount, &length,
params);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(kPropCount, length);
EXPECT_EQ(propCount, length);
EXPECT_EQ(GL_UNSIGNED_INT_ATOMIC_COUNTER, params[0]); // type
EXPECT_EQ(1, params[1]); // array_size
EXPECT_EQ(-1, params[2]); // location
......@@ -431,6 +445,141 @@ TEST_P(ProgramInterfaceTestES31, GetUniformProperties)
EXPECT_NE(-1, params[12]); // atomic_counter_buffer_index
}
// Tests the resource property query for uniform block can be done correctly.
TEST_P(ProgramInterfaceTestES31, GetUniformBlockProperties)
{
const std::string &vertexShaderSource =
"#version 310 es\n"
"in vec2 position;\n"
"out vec2 v;\n"
"layout(binding = 2) uniform blockName {\n"
" float f1;\n"
" float f2;\n"
"} instanceName;\n"
"void main() {\n"
" v = vec2(instanceName.f1, instanceName.f2);\n"
" gl_Position = vec4(position, 0, 1);\n"
"}";
const std::string &fragmentShaderSource =
"#version 310 es\n"
"precision highp float;\n"
"in vec2 v;\n"
"out vec4 color;\n"
"void main() {\n"
" color = vec4(v, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
GLuint index = glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, "blockName");
EXPECT_GL_NO_ERROR();
EXPECT_NE(GL_INVALID_INDEX, index);
GLchar name[64];
GLsizei length;
glGetProgramResourceName(program, GL_UNIFORM_BLOCK, index, sizeof(name), &length, name);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(9, length);
EXPECT_EQ("blockName", std::string(name));
GLenum props[] = {GL_BUFFER_BINDING,
GL_BUFFER_DATA_SIZE,
GL_NAME_LENGTH,
GL_NUM_ACTIVE_VARIABLES,
GL_ACTIVE_VARIABLES,
GL_REFERENCED_BY_VERTEX_SHADER,
GL_REFERENCED_BY_FRAGMENT_SHADER,
GL_REFERENCED_BY_COMPUTE_SHADER};
GLsizei propCount = static_cast<GLsizei>(ArraySize(props));
constexpr int kBufSize = 256;
GLint params[kBufSize];
GLint magic = 0xBEEF;
// Tests bufSize is respected even some prop returns more than one value.
params[propCount] = magic;
glGetProgramResourceiv(program, GL_UNIFORM_BLOCK, index, propCount, props, propCount, &length,
params);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(propCount, length);
EXPECT_EQ(2, params[0]); // buffer_binding
EXPECT_NE(0, params[1]); // buffer_data_size
EXPECT_EQ(10, params[2]); // name_length
EXPECT_EQ(2, params[3]); // num_active_variables
EXPECT_LE(0, params[4]); // index of 'f1' or 'f2'
EXPECT_LE(0, params[5]); // index of 'f1' or 'f2'
EXPECT_EQ(1, params[6]); // referenced_by_vertex_shader
EXPECT_EQ(0, params[7]); // referenced_by_fragment_shader
EXPECT_EQ(magic, params[8]);
glGetProgramResourceiv(program, GL_UNIFORM_BLOCK, index, propCount, props, kBufSize, &length,
params);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(propCount + 1, length);
EXPECT_EQ(0, params[8]); // referenced_by_compute_shader
// bufSize is reached in middle of outputting values for GL_ACTIVE_VARIABLES.
GLenum actvieVariablesProperty = GL_ACTIVE_VARIABLES;
params[1] = magic;
glGetProgramResourceiv(program, GL_UNIFORM_BLOCK, index, 1, &actvieVariablesProperty, 1,
&length, params);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(1, length);
EXPECT_LE(0, params[0]); // index of 'f1' or 'f2'
EXPECT_EQ(magic, params[1]);
}
// Tests atomic counter buffer qeury works correctly.
TEST_P(ProgramInterfaceTestES31, QueryAtomicCounteBuffer)
{
const std::string &vertShader =
"#version 310 es\n"
"precision highp float;\n"
"layout(binding = 2, offset = 0) uniform atomic_uint vcounter;\n"
"in highp vec4 a_position;\n"
"void main()\n"
"{\n"
" atomicCounterIncrement(vcounter);\n"
" gl_Position = a_position;\n"
"}\n";
const std::string &fragShader =
"#version 310 es\n"
"precision highp float;\n"
"layout(binding = 2, offset = 4) uniform atomic_uint fcounter;\n"
"out highp vec4 my_color;\n"
"void main()\n"
"{\n"
" atomicCounterDecrement(fcounter);\n"
" my_color = vec4(0.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, vertShader, fragShader);
GLint num;
glGetProgramInterfaceiv(program, GL_ATOMIC_COUNTER_BUFFER, GL_ACTIVE_RESOURCES, &num);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(1, num);
glGetProgramInterfaceiv(program, GL_ATOMIC_COUNTER_BUFFER, GL_MAX_NUM_ACTIVE_VARIABLES, &num);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(2, num);
GLenum props[] = {GL_BUFFER_BINDING, GL_NUM_ACTIVE_VARIABLES, GL_REFERENCED_BY_VERTEX_SHADER,
GL_REFERENCED_BY_FRAGMENT_SHADER, GL_REFERENCED_BY_COMPUTE_SHADER};
GLsizei propCount = static_cast<GLsizei>(ArraySize(props));
GLint params[ArraySize(props)];
GLsizei length = 0;
glGetProgramResourceiv(program, GL_ATOMIC_COUNTER_BUFFER, 0, propCount, props, propCount,
&length, params);
EXPECT_GL_NO_ERROR();
EXPECT_EQ(propCount, length);
EXPECT_EQ(2, params[0]); // buffer_binding
EXPECT_EQ(2, params[1]); // num_active_variables
EXPECT_EQ(1, params[2]); // referenced_by_vertex_shader
EXPECT_EQ(1, params[3]); // referenced_by_fragment_shader
EXPECT_EQ(0, params[4]); // referenced_by_compute_shader
}
ANGLE_INSTANTIATE_TEST(ProgramInterfaceTestES31, ES31_OPENGL(), ES31_OPENGLES());
} // anonymous namespace
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