1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
|
//TEST:SIMPLE(filecheck=CHECK_GLSL): -allow-glsl -stage compute -entry computeMain -target glsl
//TEST:SIMPLE(filecheck=CHECK_SPV): -allow-glsl -stage compute -entry computeMain -target spirv -emit-spirv-directly
//TEST(compute, vulkan):COMPARE_COMPUTE(filecheck-buffer=BUF):-vk -compute -entry computeMain -allow-glsl
//TEST(compute, vulkan):COMPARE_COMPUTE(filecheck-buffer=BUF):-vk -compute -entry computeMain -allow-glsl -emit-spirv-directly
// shader_atomic_float2 is currently a very new extension; most hardware lacks
// this extension and will fail this test if attempting to use atomic_float2
// operations.
// #define TEST_when_shader_atomic_float2_is_available
//TEST_INPUT:ubuffer(data=[0], stride=4):out,name=outputBuffer
buffer MyBlockName2
{
uint data[1];
} outputBuffer;
layout(local_size_x = 1) in;
//TEST_INPUT: set image_1d = RWTexture1D(format=R32Float, size=4, content=one, mipMaps = 1)
uniform layout(binding=0,r32f) image1D image_1d;
//TEST_INPUT: set image_buffer = RWTextureBuffer(format=R32Float, stride=4, data=[1.0f 1.0f 1.0f 1.0f])
uniform layout(binding=1,r32f) imageBuffer image_buffer;
//TEST_INPUT: set image_1dArray = RWTexture1D(format=R32Float, size=4, content=one, mipMaps = 1, arrayLength=2)
uniform layout(binding=2,r32f) image1DArray image_1dArray;
//TEST_INPUT: set image_2d = RWTexture2D(format=R32Float, size=4, content=one, mipMaps = 1)
uniform layout(binding=3,r32f) image2D image_2d;
//TEST_INPUT: set image_2dRect = RWTexture2D(format=R32Float, size=4, content=one, mipMaps = 1)
uniform layout(binding=4,r32f) image2DRect image_2dRect;
//TEST_INPUT: set image_2dMultiSample = RWTexture2D(format=R32Float, size=4, content=one, mipMaps = 1, sampleCount = two)
uniform layout(binding=5,r32f) image2DMS image_2dMultiSample;
//TEST_INPUT: set image_2dArray = RWTexture2D(format=R32Float, size=4, content=one, mipMaps = 1, arrayLength=2)
uniform layout(binding=6,r32f) image2DArray image_2dArray;
//TEST_INPUT: set image_3d = RWTexture3D(format=R32Float, size=4, content=one, mipMaps = 1)
uniform layout(binding=7,r32f) image3D image_3d;
//TEST_INPUT: set image_cube = RWTextureCube(format=R32Float, size=4, content=one, mipMaps = 1)
uniform layout(binding=8,r32f) imageCube image_cube;
//TEST_INPUT: set image_cubeArray = RWTextureCube(format=R32Float, size=4, content=one, mipMaps = 1, arrayLength=2)
uniform layout(binding=9,r32f) imageCubeArray image_cubeArray;
//TEST_INPUT: set image_2dMultiSampleArray = RWTexture2D(format=R32Float, size=4, content=one, mipMaps = 1, arrayLength=2, sampleCount = two)
uniform layout(binding=10,r32f) image2DMSArray image_2dMultiSampleArray;
bool checkAllImageSize()
{
return true
&& imageSize(image_1d) == int(4)
&& imageSize(image_buffer) == int(4)
&& imageSize(image_1dArray) == ivec2(4, 2)
&& imageSize(image_2d) == ivec2(4)
&& imageSize(image_2dArray) == ivec3(4, 4, 2)
&& imageSize(image_2dRect) == ivec2(4)
&& imageSize(image_2dMultiSample) == ivec2(4)
&& imageSize(image_3d) == ivec3(4)
&& imageSize(image_cube) == ivec2(4)
&& imageSize(image_cubeArray) == ivec3(4, 4, 2)
&& imageSize(image_2dMultiSampleArray) == ivec3(4, 4, 2)
;
}
bool checkAllImageLoad()
{
return true
&& imageLoad(image_1d, 0).x == 1
&& imageLoad(image_buffer, 0).x == 1
&& imageLoad(image_1dArray, ivec2(0)).x == 1
&& imageLoad(image_2d, ivec2(0)).x == 1
&& imageLoad(image_2dRect, ivec2(0)).x == 1
&& imageLoad(image_2dMultiSample, ivec2(0), 1).x == 1
&& imageLoad(image_2dArray, ivec3(0)).x == 1
&& imageLoad(image_3d, ivec3(0)).x == 1
&& imageLoad(image_cube, ivec3(0)).x == 1
&& imageLoad(image_cubeArray, ivec3(0)).x == 1
&& imageLoad(image_cubeArray, ivec3(0)).x == 1
&& imageLoad(image_2dMultiSampleArray, ivec3(0), 1).x == 1
;
}
bool resetAllImageValues()
{
imageStore(image_1d, 0, vec4(1));
imageStore(image_buffer, 0, vec4(1));
imageStore(image_1dArray, ivec2(0), vec4(1));
imageStore(image_2d, ivec2(0), vec4(1));
imageStore(image_2dRect, ivec2(0), vec4(1));
imageStore(image_2dMultiSample, ivec2(0), 1, vec4(1));
imageStore(image_2dArray, ivec3(0), vec4(1));
imageStore(image_3d, ivec3(0), vec4(1));
imageStore(image_cube, ivec3(0), vec4(1));
imageStore(image_cubeArray, ivec3(0), vec4(1));
imageStore(image_2dMultiSampleArray, ivec3(0), 1, vec4(1));
return true;
}
float load_image_1d()
{
return imageLoad(image_1d, 0).x;
}
float load_image_buffer()
{
return imageLoad(image_buffer, 0).x;
}
float load_image_1dArray()
{
return imageLoad(image_1dArray, ivec2(0)).x;
}
float load_image_2d()
{
return imageLoad(image_2d, ivec2(0)).x;
}
float load_image_2dRect()
{
return imageLoad(image_2dRect, ivec2(0)).x;
}
float load_image_2dMultiSample()
{
return imageLoad(image_2dMultiSample, ivec2(0), 1).x;
}
float load_image_2dArray()
{
return imageLoad(image_2dArray, ivec3(0)).x;
}
float load_image_3d()
{
return imageLoad(image_3d, ivec3(0)).x;
}
float load_image_cube()
{
return imageLoad(image_cube, ivec3(0)).x;
}
float load_image_cubeArray()
{
return imageLoad(image_cubeArray, ivec3(0)).x;
}
float load_image_2dMultiSampleArray()
{
return imageLoad(image_2dMultiSampleArray, ivec3(0), 1).x;
}
// requires ImageLoad test to pass
bool checkAllImageStore()
{
bool loadCheck = true;
imageStore(image_1d, 0, vec4(0));
loadCheck = loadCheck && load_image_1d() == 0;
imageStore(image_buffer, 0, vec4(0));
loadCheck = loadCheck && load_image_buffer() == 0;
imageStore(image_1dArray, ivec2(0), vec4(0));
loadCheck = loadCheck && load_image_1dArray() == 0;
imageStore(image_2d, ivec2(0), vec4(0));
loadCheck = loadCheck && load_image_2d() == 0;
imageStore(image_2dRect, ivec2(0), vec4(0));
loadCheck = loadCheck && load_image_2dRect() == 0;
imageStore(image_2dMultiSample, ivec2(0), 1, vec4(0));
loadCheck = loadCheck && load_image_2dMultiSample() == 0;
imageStore(image_2dArray, ivec3(0), vec4(0));
loadCheck = loadCheck && load_image_2dArray() == 0;
imageStore(image_3d, ivec3(0), vec4(0));
loadCheck = loadCheck && load_image_3d() == 0;
imageStore(image_cube, ivec3(0), vec4(0));
loadCheck = loadCheck && load_image_cube() == 0;
imageStore(image_cubeArray, ivec3(0), vec4(0));
loadCheck = loadCheck && load_image_cubeArray() == 0;
imageStore(image_2dMultiSampleArray, ivec3(0), 1, vec4(0));
loadCheck = loadCheck && load_image_2dMultiSampleArray() == 0;
resetAllImageValues();
return loadCheck;
}
bool checkAllImageSamples()
{
resetAllImageValues();
return true
&& imageSamples(image_2dMultiSample) == 2
&& imageSamples(image_2dMultiSampleArray) == 2
;
}
bool checkAllImageAtomicAdd()
{
resetAllImageValues();
return true
&& imageAtomicAdd(image_1d, 0, 0.0f) == 1
&& load_image_1d() == 1
&& imageAtomicAdd(image_buffer, 0, 2.0f) == 1
&& load_image_buffer() == 3
&& imageAtomicAdd(image_1dArray, ivec2(0), 0.0f) == 1
&& load_image_1dArray() == 1
&& imageAtomicAdd(image_2d, ivec2(0), 2.0f) == 1
&& load_image_2d() == 3
&& imageAtomicAdd(image_2dRect, ivec2(0), 2.0f) == 1
&& load_image_2dRect() == 3
&& imageAtomicAdd(image_2dMultiSample, ivec2(0), 1, 2.0f) == 1
&& load_image_2dMultiSample() == 3
&& imageAtomicAdd(image_2dArray, ivec3(0), 0.0f) == 1
&& load_image_2dArray() == 1
&& imageAtomicAdd(image_3d, ivec3(0), 2.0f) == 1
&& load_image_3d() == 3
&& imageAtomicAdd(image_cube, ivec3(0), 2.0f) == 1
&& load_image_cube() == 3
&& imageAtomicAdd(image_cubeArray, ivec3(0), 2.0f) == 1
&& load_image_cubeArray() == 3
&& imageAtomicAdd(image_2dMultiSampleArray, ivec3(0), 1, 2) == 1
&& load_image_2dMultiSampleArray() == 3
;
}
bool checkAllImageAtomicExchange()
{
resetAllImageValues();
return true
&& imageAtomicExchange(image_1d, 0, 0.0f) == 1
&& load_image_1d() == 0
&& imageAtomicExchange(image_buffer, 0, 2.0f) == 1
&& load_image_buffer() == 2
&& imageAtomicExchange(image_1dArray, ivec2(0), 0.0f) == 1
&& load_image_1dArray() == 0
&& imageAtomicExchange(image_2d, ivec2(0), 2.0f) == 1
&& load_image_2d() == 2
&& imageAtomicExchange(image_2dRect, ivec2(0), 2.0f) == 1
&& load_image_2dRect() == 2
&& imageAtomicExchange(image_2dMultiSample, ivec2(0), 1, 2.0f) == 1
&& load_image_2dMultiSample() == 2
&& imageAtomicExchange(image_2dArray, ivec3(0), 0.0f) == 1
&& load_image_2dArray() == 0
&& imageAtomicExchange(image_3d, ivec3(0), 2.0f) == 1
&& load_image_3d() == 2
&& imageAtomicExchange(image_cube, ivec3(0), 2.0f) == 1
&& load_image_cube() == 2
&& imageAtomicExchange(image_cubeArray, ivec3(0), 2.0f) == 1
&& load_image_cubeArray() == 2
&& imageAtomicExchange(image_2dMultiSampleArray, ivec3(0), 1, 2.0f) == 1
&& load_image_2dMultiSampleArray() == 2
;
}
#ifdef TEST_when_shader_atomic_float2_is_available
bool checkAllImageAtomicMin()
{
resetAllImageValues();
return true
&& imageAtomicMin(image_1d, 0, 0.0f) == 1
&& load_image_1d() == 0
&& imageAtomicMin(image_buffer, 0, 2.0f) == 1
&& load_image_buffer() == 1
&& imageAtomicMin(image_1dArray, ivec2(0), 0.0f) == 1
&& load_image_1dArray() == 0
&& imageAtomicMin(image_2d, ivec2(0), 2.0f) == 1
&& load_image_2d() == 1
&& imageAtomicMin(image_2dRect, ivec2(0), 2.0f) == 1
&& load_image_2dRect() == 1
&& imageAtomicMin(image_2dMultiSample, ivec2(0), 1, 2.0f) == 1
&& load_image_2dMultiSample() == 1
&& imageAtomicMin(image_2dArray, ivec3(0), 0.0f) == 1
&& load_image_2dArray() == 0
&& imageAtomicMin(image_3d, ivec3(0), 2.0f) == 1
&& load_image_3d() == 1
&& imageAtomicMin(image_cube, ivec3(0), 2.0f) == 1
&& load_image_cube() == 1
&& imageAtomicMin(image_cubeArray, ivec3(0), 2.0f) == 1
&& load_image_cubeArray() == 1
&& imageAtomicMin(image_2dMultiSampleArray, ivec3(0), 1, 2.0f) == 1
&& load_image_2dMultiSampleArray() == 1
;
}
bool checkAllImageAtomicMax()
{
resetAllImageValues();
return true
&& imageAtomicMax(image_1d, 0, 0) == 1
&& load_image_1d() == 1
&& imageAtomicMax(image_buffer, 0, 2) == 1
&& load_image_buffer() == 2
&& imageAtomicMax(image_1dArray, ivec2(0), 0.0f) == 1
&& load_image_1dArray() == 1
&& imageAtomicMax(image_2d, ivec2(0), 2.0f) == 1
&& load_image_2d() == 2
&& imageAtomicMax(image_2dRect, ivec2(0), 2.0f) == 1
&& load_image_2dRect() == 2
&& imageAtomicMax(image_2dMultiSample, ivec2(0), 1, 2.0f) == 1
&& load_image_2dMultiSample() == 2
&& imageAtomicMax(image_2dArray, ivec3(0), 0.0f) == 1
&& load_image_2dArray() == 1
&& imageAtomicMax(image_3d, ivec3(0), 2.0f) == 1
&& load_image_3d() == 2
&& imageAtomicMax(image_cube, ivec3(0), 2.0f) == 1
&& load_image_cube() == 2
&& imageAtomicMax(image_cubeArray, ivec3(0), 2.0f) == 1
&& load_image_cubeArray() == 2
&& imageAtomicMax(image_2dMultiSampleArray, ivec3(0), 1, 2.0f) == 1
&& load_image_2dMultiSampleArray() == 2
;
}
#endif // #ifdef TEST_when_shader_atomic_float2_is_available
// CHECK_GLSL: void main(
// CHECK_SPV: OpEntryPoint
void computeMain()
{
outputBuffer.data[0] = true
&& checkAllImageSize()
&& checkAllImageLoad()
&& checkAllImageStore()
&& checkAllImageSamples()
&& checkAllImageAtomicAdd()
&& checkAllImageAtomicExchange()
#ifdef TEST_when_shader_atomic_float2_is_available
&& checkAllImageAtomicMin()
&& checkAllImageAtomicMax()
#endif // #ifdef TEST_when_shader_atomic_float2_is_available
;
// BUF: 1
}
|