Commit eb06814d by Xinghua Cao Committed by Commit Bot

Correct barriers of glMemoryBarrier in test cases

Some test cases use wrong barriers when calling glMemoryBarrier. Bug: angleproject:2280 Change-Id: I0750c1eba84ed8af32091f7ecd5bdbd2b32fd397 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1687591Reviewed-by: 's avatarJiajia Qin <jiajia.qin@intel.com> Reviewed-by: 's avatarShahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
parent 1ebe6014
...@@ -225,7 +225,7 @@ TEST_P(AtomicCounterBufferTest31, AtomicCounterIncrementAndDecrement) ...@@ -225,7 +225,7 @@ TEST_P(AtomicCounterBufferTest31, AtomicCounterIncrementAndDecrement)
glDispatchCompute(1, 1, 1); glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR(); EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_ATOMIC_COUNTER_BARRIER_BIT); glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer); glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
void *mappedBuffer = void *mappedBuffer =
...@@ -281,7 +281,7 @@ void main() ...@@ -281,7 +281,7 @@ void main()
glDispatchCompute(1, 1, 1); glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR(); EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_ATOMIC_COUNTER_BARRIER_BIT); glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
for (unsigned int ii = 0; ii < kBufferCount; ++ii) for (unsigned int ii = 0; ii < kBufferCount; ++ii)
{ {
......
...@@ -320,14 +320,14 @@ void main() ...@@ -320,14 +320,14 @@ void main()
glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI); glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
glDispatchCompute(1, 1, 1); glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
EXPECT_GL_NO_ERROR(); EXPECT_GL_NO_ERROR();
glBindImageTexture(0, texture[1], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI); 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); glBindImageTexture(1, texture[2], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
glDispatchCompute(1, 1, 1); glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT); glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
EXPECT_GL_NO_ERROR(); EXPECT_GL_NO_ERROR();
GLuint outputValue; GLuint outputValue;
......
...@@ -737,7 +737,7 @@ void main() { ...@@ -737,7 +737,7 @@ void main() {
glDispatchCompute(1, 1, 1); glDispatchCompute(1, 1, 1);
EXPECT_GL_NO_ERROR(); EXPECT_GL_NO_ERROR();
glMemoryBarrier(GL_ATOMIC_COUNTER_BARRIER_BIT); glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer); glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
void *mappedBuffer = void *mappedBuffer =
......
...@@ -349,7 +349,7 @@ void main() ...@@ -349,7 +349,7 @@ void main()
glDispatchCompute(1, 1, 1); glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer);
const void *bufferData = const void *bufferData =
...@@ -362,7 +362,7 @@ void main() ...@@ -362,7 +362,7 @@ void main()
// Running shader twice to make sure that the buffer gets updated correctly 123->124->125 // Running shader twice to make sure that the buffer gets updated correctly 123->124->125
glDispatchCompute(1, 1, 1); glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT | GL_PIXEL_BUFFER_BARRIER_BIT);
bufferData = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, kBytesPerComponent, GL_MAP_READ_BIT); bufferData = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, kBytesPerComponent, GL_MAP_READ_BIT);
...@@ -451,7 +451,7 @@ void main() ...@@ -451,7 +451,7 @@ void main()
EXPECT_GL_NO_ERROR(); EXPECT_GL_NO_ERROR();
glDispatchCompute(1, 1, 1); glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer);
...@@ -460,7 +460,7 @@ void main() ...@@ -460,7 +460,7 @@ void main()
EXPECT_GL_NO_ERROR(); EXPECT_GL_NO_ERROR();
glDispatchCompute(1, 1, 1); glDispatchCompute(1, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
// Read back shader storage buffer // Read back shader storage buffer
constexpr unsigned int kExpectedValues[2] = {3u, 4u}; constexpr unsigned int kExpectedValues[2] = {3u, 4u};
......
...@@ -150,7 +150,7 @@ void DispatchComputePerfBenchmark::drawBenchmark() ...@@ -150,7 +150,7 @@ void DispatchComputePerfBenchmark::drawBenchmark()
for (unsigned int it = 0; it < params.iterationsPerStep; it++) for (unsigned int it = 0; it < params.iterationsPerStep; it++)
{ {
glDispatchCompute(mDispatchX, mDispatchY, 1); glDispatchCompute(mDispatchX, mDispatchY, 1);
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
} }
ASSERT_GL_NO_ERROR(); ASSERT_GL_NO_ERROR();
} }
......
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