Add fragment storage texel buffers to pipeline barrier tests
authorMika Isojärvi <misojarvi@google.com>
Wed, 7 Sep 2016 21:42:24 +0000 (14:42 -0700)
committerPyry Haulos <phaulos@google.com>
Thu, 20 Oct 2016 18:19:41 +0000 (14:19 -0400)
Change-Id: Id1ea453508d36b10908e46e79c4a7c2e4f7add5b

external/vulkancts/modules/vulkan/memory/vktMemoryPipelineBarrierTests.cpp

index 0e4927f..9014808 100644 (file)
@@ -6743,6 +6743,248 @@ void RenderFragmentUniformTexelBuffer::verify (VerifyRenderPassContext& context,
        }
 }
 
+class RenderFragmentStorageTexelBuffer : public RenderPassCommand
+{
+public:
+                                                                       RenderFragmentStorageTexelBuffer        (void) {}
+                                                                       ~RenderFragmentStorageTexelBuffer       (void);
+
+       const char*                                             getName                                                         (void) const { return "RenderFragmentStorageTexelBuffer"; }
+       void                                                    logPrepare                                                      (TestLog&, size_t) const;
+       void                                                    logSubmit                                                       (TestLog&, size_t) const;
+       void                                                    prepare                                                         (PrepareRenderPassContext&);
+       void                                                    submit                                                          (SubmitContext& context);
+       void                                                    verify                                                          (VerifyRenderPassContext&, size_t);
+
+private:
+       PipelineResources                               m_resources;
+       vk::Move<vk::VkDescriptorPool>  m_descriptorPool;
+       vector<vk::VkDescriptorSet>             m_descriptorSets;
+       vector<vk::VkBufferView>                m_bufferViews;
+
+       const vk::DeviceInterface*              m_vkd;
+       vk::VkDevice                                    m_device;
+       vk::VkDeviceSize                                m_bufferSize;
+       deUint32                                                m_maxStorageTexelCount;
+       size_t                                                  m_targetWidth;
+       size_t                                                  m_targetHeight;
+};
+
+RenderFragmentStorageTexelBuffer::~RenderFragmentStorageTexelBuffer (void)
+{
+       for (size_t bufferViewNdx = 0; bufferViewNdx < m_bufferViews.size(); bufferViewNdx++)
+       {
+               if (!!m_bufferViews[bufferViewNdx])
+               {
+                       m_vkd->destroyBufferView(m_device, m_bufferViews[bufferViewNdx], DE_NULL);
+                       m_bufferViews[bufferViewNdx] = (vk::VkBufferView)0;
+               }
+       }
+}
+
+void RenderFragmentStorageTexelBuffer::logPrepare (TestLog& log, size_t commandIndex) const
+{
+       log << TestLog::Message << commandIndex << ":" << getName() << " Create pipeline for render buffer as storage buffer." << TestLog::EndMessage;
+}
+
+void RenderFragmentStorageTexelBuffer::logSubmit (TestLog& log, size_t commandIndex) const
+{
+       log << TestLog::Message << commandIndex << ":" << getName() << " Render using buffer as storage buffer." << TestLog::EndMessage;
+}
+
+void RenderFragmentStorageTexelBuffer::prepare (PrepareRenderPassContext& context)
+{
+       const vk::InstanceInterface&                            vki                                             = context.getContext().getInstanceInterface();
+       const vk::VkPhysicalDevice                                      physicalDevice                  = context.getContext().getPhysicalDevice();
+       const vk::DeviceInterface&                                      vkd                                             = context.getContext().getDeviceInterface();
+       const vk::VkDevice                                                      device                                  = context.getContext().getDevice();
+       const vk::VkRenderPass                                          renderPass                              = context.getRenderPass();
+       const deUint32                                                          subpass                                 = 0;
+       const vk::Unique<vk::VkShaderModule>            vertexShaderModule              (vk::createShaderModule(vkd, device, context.getBinaryCollection().get("render-quad.vert"), 0));
+       const vk::Unique<vk::VkShaderModule>            fragmentShaderModule    (vk::createShaderModule(vkd, device, context.getBinaryCollection().get("storage-texel-buffer.frag"), 0));
+       vector<vk::VkDescriptorSetLayoutBinding>        bindings;
+
+       m_device                                = device;
+       m_vkd                                   = &vkd;
+       m_bufferSize                    = context.getBufferSize();
+       m_maxStorageTexelCount  = vk::getPhysicalDeviceProperties(vki, physicalDevice).limits.maxTexelBufferElements;
+       m_targetWidth                   = context.getTargetWidth();
+       m_targetHeight                  = context.getTargetHeight();
+
+       {
+               const vk::VkDescriptorSetLayoutBinding binding =
+               {
+                       0u,
+                       vk::VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER,
+                       1,
+                       vk::VK_SHADER_STAGE_FRAGMENT_BIT,
+                       DE_NULL
+               };
+
+               bindings.push_back(binding);
+       }
+       const vk::VkPushConstantRange pushConstantRange =
+       {
+               vk::VK_SHADER_STAGE_FRAGMENT_BIT,
+               0u,
+               16u
+       };
+
+       createPipelineWithResources(vkd, device, renderPass, subpass, *vertexShaderModule, *fragmentShaderModule, context.getTargetWidth(), context.getTargetHeight(),
+                                                               vector<vk::VkVertexInputBindingDescription>(), vector<vk::VkVertexInputAttributeDescription>(), bindings, vk::VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 1u, &pushConstantRange, m_resources);
+
+       {
+               const deUint32                                                  descriptorCount = (deUint32)(divRoundUp(m_bufferSize, (vk::VkDeviceSize)m_maxStorageTexelCount * 4));
+               const vk::VkDescriptorPoolSize                  poolSizes               =
+               {
+                       vk::VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER,
+                       descriptorCount
+               };
+               const vk::VkDescriptorPoolCreateInfo    createInfo              =
+               {
+                       vk::VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
+                       DE_NULL,
+                       vk::VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
+
+                       descriptorCount,
+                       1u,
+                       &poolSizes,
+               };
+
+               m_descriptorPool = vk::createDescriptorPool(vkd, device, &createInfo);
+               m_descriptorSets.resize(descriptorCount, (vk::VkDescriptorSet)0);
+               m_bufferViews.resize(descriptorCount, (vk::VkBufferView)0);
+       }
+
+       for (size_t descriptorSetNdx = 0; descriptorSetNdx < m_descriptorSets.size(); descriptorSetNdx++)
+       {
+               const deUint32                                                  count                   = (deUint32)(m_bufferSize < (descriptorSetNdx + 1) * m_maxStorageTexelCount * 4
+                                                                                                                               ? m_bufferSize - descriptorSetNdx * m_maxStorageTexelCount * 4
+                                                                                                                               : m_maxStorageTexelCount * 4) / 4;
+               const vk::VkDescriptorSetLayout                 layout                  = *m_resources.descriptorSetLayout;
+               const vk::VkDescriptorSetAllocateInfo   allocateInfo    =
+               {
+                       vk::VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
+                       DE_NULL,
+
+                       *m_descriptorPool,
+                       1,
+                       &layout
+               };
+
+               m_descriptorSets[descriptorSetNdx] = vk::allocateDescriptorSet(vkd, device, &allocateInfo).disown();
+
+               {
+                       const vk::VkBufferViewCreateInfo createInfo =
+                       {
+                               vk::VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO,
+                               DE_NULL,
+                               0u,
+
+                               context.getBuffer(),
+                               vk::VK_FORMAT_R32_UINT,
+                               descriptorSetNdx * m_maxStorageTexelCount * 4,
+                               count * 4
+                       };
+
+                       VK_CHECK(vkd.createBufferView(device, &createInfo, DE_NULL, &m_bufferViews[descriptorSetNdx]));
+               }
+
+               {
+                       const vk::VkWriteDescriptorSet                  write           =
+                       {
+                               vk::VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
+                               DE_NULL,
+                               m_descriptorSets[descriptorSetNdx],
+                               0u,
+                               0u,
+                               1u,
+                               vk::VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER,
+                               DE_NULL,
+                               DE_NULL,
+                               &m_bufferViews[descriptorSetNdx]
+                       };
+
+                       vkd.updateDescriptorSets(device, 1u, &write, 0u, DE_NULL);
+               }
+       }
+}
+
+void RenderFragmentStorageTexelBuffer::submit (SubmitContext& context)
+{
+       const vk::DeviceInterface&      vkd                             = context.getContext().getDeviceInterface();
+       const vk::VkCommandBuffer       commandBuffer   = context.getCommandBuffer();
+
+       vkd.cmdBindPipeline(commandBuffer, vk::VK_PIPELINE_BIND_POINT_GRAPHICS, *m_resources.pipeline);
+
+       for (size_t descriptorSetNdx = 0; descriptorSetNdx < m_descriptorSets.size(); descriptorSetNdx++)
+       {
+               const struct
+               {
+                       const deUint32  callId;
+                       const deUint32  valuesPerPixel;
+                       const deUint32  maxStorageTexelCount;
+                       const deUint32  width;
+               } callParams =
+               {
+                       (deUint32)descriptorSetNdx,
+                       (deUint32)divRoundUp<size_t>(m_descriptorSets.size() * de::min<size_t>(m_maxStorageTexelCount, (size_t)m_bufferSize / 4), m_targetWidth * m_targetHeight),
+                       m_maxStorageTexelCount,
+                       (deUint32)(m_bufferSize < (descriptorSetNdx + 1u) * m_maxStorageTexelCount * 4u
+                                                               ? m_bufferSize - descriptorSetNdx * m_maxStorageTexelCount * 4u
+                                                               : m_maxStorageTexelCount * 4u) / 4u
+               };
+
+               vkd.cmdBindDescriptorSets(commandBuffer, vk::VK_PIPELINE_BIND_POINT_GRAPHICS, *m_resources.pipelineLayout, 0u, 1u, &m_descriptorSets[descriptorSetNdx], 0u, DE_NULL);
+               vkd.cmdPushConstants(commandBuffer, *m_resources.pipelineLayout, vk::VK_SHADER_STAGE_FRAGMENT_BIT, 0u, (deUint32)sizeof(callParams), &callParams);
+               vkd.cmdDraw(commandBuffer, 6, 1, 0, 0);
+       }
+}
+
+void RenderFragmentStorageTexelBuffer::verify (VerifyRenderPassContext& context, size_t)
+{
+       const deUint32  valuesPerPixel  = (deUint32)divRoundUp<size_t>(m_descriptorSets.size() * de::min<size_t>(m_maxStorageTexelCount, (size_t)m_bufferSize / 4), m_targetWidth * m_targetHeight);
+
+       for (int y = 0; y < context.getReferenceTarget().getSize().y(); y++)
+       for (int x = 0; x < context.getReferenceTarget().getSize().x(); x++)
+       {
+               const size_t firstDescriptorSetNdx = de::min<size_t>((y * 256u + x) / (m_maxStorageTexelCount / valuesPerPixel), m_descriptorSets.size() - 1);
+
+               for (size_t descriptorSetNdx = firstDescriptorSetNdx; descriptorSetNdx < m_descriptorSets.size(); descriptorSetNdx++)
+               {
+                       const size_t    offset  = descriptorSetNdx * m_maxStorageTexelCount * 4;
+                       const deUint32  callId  = (deUint32)descriptorSetNdx;
+
+                       const deUint32  id              = (deUint32)y * 256u + (deUint32)x;
+                       const deUint32  count   = (deUint32)(m_bufferSize < (descriptorSetNdx + 1) * m_maxStorageTexelCount * 4
+                                                                       ? m_bufferSize - descriptorSetNdx * m_maxStorageTexelCount * 4
+                                                                       : m_maxStorageTexelCount * 4) / 4;
+
+                       if (y * 256u + x < callId * (m_maxStorageTexelCount / valuesPerPixel))
+                               continue;
+                       else
+                       {
+                               deUint32 value = id;
+
+                               for (deUint32 i = 0; i < valuesPerPixel; i++)
+                               {
+                                       value   = ((deUint32)context.getReference().get( offset + (value % count) * 4 + 0))
+                                                       | (((deUint32)context.getReference().get(offset + (value % count) * 4 + 1)) << 8u)
+                                                       | (((deUint32)context.getReference().get(offset + (value % count) * 4 + 2)) << 16u)
+                                                       | (((deUint32)context.getReference().get(offset + (value % count) * 4 + 3)) << 24u);
+
+                               }
+                               const UVec4     vec     ((value >>  0u) & 0xFFu,
+                                                                (value >>  8u) & 0xFFu,
+                                                                (value >> 16u) & 0xFFu,
+                                                                (value >> 24u) & 0xFFu);
+
+                               context.getReferenceTarget().getAccess().setPixel(vec.asFloat() / Vec4(255.0f), x, y);
+                       }
+               }
+       }
+}
+
 enum Op
 {
        OP_MAP,
@@ -6814,6 +7056,7 @@ enum Op
        OP_RENDER_FRAGMENT_STORAGE_BUFFER,
 
        OP_RENDER_VERTEX_STORAGE_TEXEL_BUFFER,
+       OP_RENDER_FRAGMENT_STORAGE_TEXEL_BUFFER,
 
        OP_RENDER_VERTEX_STORAGE_IMAGE,
        OP_RENDER_VERTEX_SAMPLED_IMAGE,
@@ -7701,10 +7944,13 @@ void getAvailableOps (const State& state, bool supportsBuffers, bool supportsIma
 
                if ((usage & USAGE_STORAGE_TEXEL_BUFFER) != 0
                        && state.memoryDefined
-                       && state.hasBoundBufferMemory
-                       && state.cache.isValid(vk::VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, vk::VK_ACCESS_SHADER_READ_BIT))
+                       && state.hasBoundBufferMemory)
                {
-                       ops.push_back(OP_RENDER_VERTEX_STORAGE_TEXEL_BUFFER);
+                       if (state.cache.isValid(vk::VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, vk::VK_ACCESS_SHADER_READ_BIT))
+                               ops.push_back(OP_RENDER_VERTEX_STORAGE_TEXEL_BUFFER);
+
+                       if (state.cache.isValid(vk::VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, vk::VK_ACCESS_SHADER_READ_BIT))
+                               ops.push_back(OP_RENDER_FRAGMENT_STORAGE_TEXEL_BUFFER);
                }
 
                if ((usage & USAGE_STORAGE_IMAGE) != 0
@@ -8075,6 +8321,7 @@ void applyOp (State& state, const Memory& memory, Op op, Usage usage)
                }
 
                case OP_RENDER_FRAGMENT_STORAGE_BUFFER:
+               case OP_RENDER_FRAGMENT_STORAGE_TEXEL_BUFFER:
                {
                        DE_ASSERT(state.stage == STAGE_RENDER_PASS);
 
@@ -8275,6 +8522,8 @@ de::MovePtr<RenderPassCommand> createRenderPassCommand (de::Random&,
                case OP_RENDER_FRAGMENT_STORAGE_BUFFER:                 return de::MovePtr<RenderPassCommand>(new RenderFragmentStorageBuffer());
 
                case OP_RENDER_VERTEX_STORAGE_TEXEL_BUFFER:             return de::MovePtr<RenderPassCommand>(new RenderVertexStorageTexelBuffer());
+               case OP_RENDER_FRAGMENT_STORAGE_TEXEL_BUFFER:   return de::MovePtr<RenderPassCommand>(new RenderFragmentStorageTexelBuffer());
+
                case OP_RENDER_VERTEX_STORAGE_IMAGE:                    return de::MovePtr<RenderPassCommand>(new RenderVertexStorageImage());
                case OP_RENDER_VERTEX_SAMPLED_IMAGE:                    return de::MovePtr<RenderPassCommand>(new RenderVertexSampledImage());
 
@@ -9012,29 +9261,62 @@ struct AddPrograms
 
                if (config.usage & USAGE_STORAGE_TEXEL_BUFFER)
                {
-                       // Vertex storage texel buffer rendering
-                       const char* const vertexShader =
-                               "#version 450\n"
-                               "#extension GL_EXT_texture_buffer : require\n"
-                               "highp float;\n"
-                               "layout(set=0, binding=0, r32ui) uniform readonly highp uimageBuffer u_sampler;\n"
-                               "out gl_PerVertex {\n"
-                               "\tvec4 gl_Position;\n"
-                               "\tfloat gl_PointSize;\n"
-                               "};\n"
-                               "void main (void) {\n"
-                               "\tgl_PointSize = 1.0;\n"
-                               "\thighp uint val = imageLoad(u_sampler, gl_VertexIndex / 2).x;\n"
-                               "\tif (gl_VertexIndex % 2 == 0)\n"
-                               "\t\tval = val & 0xFFFFu;\n"
-                               "\telse\n"
-                               "\t\tval = val >> 16;\n"
-                               "\thighp vec2 pos = vec2(val & 0xFFu, val >> 8u) / vec2(255.0);\n"
-                               "\tgl_Position = vec4(1.998 * pos - vec2(0.999), 0.0, 1.0);\n"
-                               "}\n";
+                       {
+                               // Vertex storage texel buffer rendering
+                               const char* const vertexShader =
+                                       "#version 450\n"
+                                       "#extension GL_EXT_texture_buffer : require\n"
+                                       "highp float;\n"
+                                       "layout(set=0, binding=0, r32ui) uniform readonly highp uimageBuffer u_sampler;\n"
+                                       "out gl_PerVertex {\n"
+                                       "\tvec4 gl_Position;\n"
+                                       "\tfloat gl_PointSize;\n"
+                                       "};\n"
+                                       "void main (void) {\n"
+                                       "\tgl_PointSize = 1.0;\n"
+                                       "\thighp uint val = imageLoad(u_sampler, gl_VertexIndex / 2).x;\n"
+                                       "\tif (gl_VertexIndex % 2 == 0)\n"
+                                       "\t\tval = val & 0xFFFFu;\n"
+                                       "\telse\n"
+                                       "\t\tval = val >> 16;\n"
+                                       "\thighp vec2 pos = vec2(val & 0xFFu, val >> 8u) / vec2(255.0);\n"
+                                       "\tgl_Position = vec4(1.998 * pos - vec2(0.999), 0.0, 1.0);\n"
+                                       "}\n";
 
-                       sources.glslSources.add("storage-texel-buffer.vert")
-                               << glu::VertexSource(vertexShader);
+                               sources.glslSources.add("storage-texel-buffer.vert")
+                                       << glu::VertexSource(vertexShader);
+                       }
+                       {
+                               // Fragment storage texel buffer rendering
+                               const char* const fragmentShader =
+                                       "#version 310 es\n"
+                                       "#extension GL_EXT_texture_buffer : require\n"
+                                       "highp float;\n"
+                                       "layout(set=0, binding=0, r32ui) uniform readonly highp uimageBuffer u_sampler;\n"
+                                       "layout(location = 0) out highp vec4 o_color;\n"
+                                       "layout(push_constant) uniform PushC\n"
+                                       "{\n"
+                                       "\tuint callId;\n"
+                                       "\tuint valuesPerPixel;\n"
+                                       "\tuint maxTexelCount;\n"
+                                       "\tuint width;\n"
+                                       "} pushC;\n"
+                                       "void main (void) {\n"
+                                       "\thighp uint id = uint(gl_FragCoord.y) * 256u + uint(gl_FragCoord.x);\n"
+                                       "\thighp uint value = id;\n"
+                                       "\tif (uint(gl_FragCoord.y) * 256u + uint(gl_FragCoord.x) < pushC.callId * (pushC.maxTexelCount / pushC.valuesPerPixel))\n"
+                                       "\t\tdiscard;\n"
+                                       "\tfor (uint i = 0u; i < pushC.valuesPerPixel; i++)\n"
+                                       "\t{\n"
+                                       "\t\tvalue = imageLoad(u_sampler, int(value % pushC.width)).x;\n"
+                                       "\t}\n"
+                                       "\tuvec4 valueOut = uvec4(value & 0xFFu, (value >> 8u) & 0xFFu, (value >> 16u) & 0xFFu, (value >> 24u) & 0xFFu);\n"
+                                       "\to_color = vec4(valueOut) / vec4(255.0);\n"
+                                       "}\n";
+
+                               sources.glslSources.add("storage-texel-buffer.frag")
+                                       << glu::FragmentSource(fragmentShader);
+                       }
                }
 
                if (config.usage & USAGE_STORAGE_IMAGE)