Add fragment storage buffers to pipeline barrier tests
authorMika Isojärvi <misojarvi@google.com>
Thu, 1 Sep 2016 22:51:56 +0000 (15:51 -0700)
committerPyry Haulos <phaulos@google.com>
Thu, 20 Oct 2016 18:19:33 +0000 (14:19 -0400)
Change-Id: Iac04ac1015064e8f5159c2d0f9838ccc79e33072

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

index 00eaa06..2c527a4 100644 (file)
@@ -6321,6 +6321,189 @@ void RenderFragmentUniformBuffer::verify (VerifyRenderPassContext& context, size
        }
 }
 
+class RenderFragmentStorageBuffer : public RenderPassCommand
+{
+public:
+                                                                       RenderFragmentStorageBuffer             (void) {}
+                                                                       ~RenderFragmentStorageBuffer    (void);
+
+       const char*                                             getName                                                 (void) const { return "RenderFragmentStorageBuffer"; }
+       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;
+       vk::Move<vk::VkDescriptorSet>   m_descriptorSet;
+
+       vk::VkDeviceSize                                m_bufferSize;
+       size_t                                                  m_targetWidth;
+       size_t                                                  m_targetHeight;
+};
+
+RenderFragmentStorageBuffer::~RenderFragmentStorageBuffer (void)
+{
+}
+
+void RenderFragmentStorageBuffer::logPrepare (TestLog& log, size_t commandIndex) const
+{
+       log << TestLog::Message << commandIndex << ":" << getName() << " Create pipeline to render buffer as storage buffer." << TestLog::EndMessage;
+}
+
+void RenderFragmentStorageBuffer::logSubmit (TestLog& log, size_t commandIndex) const
+{
+       log << TestLog::Message << commandIndex << ":" << getName() << " Render using buffer as storage buffer." << TestLog::EndMessage;
+}
+
+void RenderFragmentStorageBuffer::prepare (PrepareRenderPassContext& context)
+{
+       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-buffer.frag"), 0));
+       vector<vk::VkDescriptorSetLayoutBinding>        bindings;
+
+       m_bufferSize    = context.getBufferSize();
+       m_targetWidth   = context.getTargetWidth();
+       m_targetHeight  = context.getTargetHeight();
+
+       {
+               const vk::VkDescriptorSetLayoutBinding binding =
+               {
+                       0u,
+                       vk::VK_DESCRIPTOR_TYPE_STORAGE_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,
+               12u
+       };
+
+       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 = 1;
+               const vk::VkDescriptorPoolSize                  poolSizes               =
+               {
+                       vk::VK_DESCRIPTOR_TYPE_STORAGE_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);
+       }
+
+       {
+               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_descriptorSet = vk::allocateDescriptorSet(vkd, device, &allocateInfo);
+
+               {
+                       const vk::VkDescriptorBufferInfo                bufferInfo      =
+                       {
+                               context.getBuffer(),
+                               0u,
+                               m_bufferSize
+                       };
+                       const vk::VkWriteDescriptorSet                  write           =
+                       {
+                               vk::VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
+                               DE_NULL,
+                               m_descriptorSet.get(),
+                               0u,
+                               0u,
+                               1u,
+                               vk::VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
+                               DE_NULL,
+                               &bufferInfo,
+                               DE_NULL,
+                       };
+
+                       vkd.updateDescriptorSets(device, 1u, &write, 0u, DE_NULL);
+               }
+       }
+}
+
+void RenderFragmentStorageBuffer::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);
+
+       const struct
+       {
+               const deUint32  valuesPerPixel;
+               const deUint32  bufferSize;
+       } callParams = {
+               (deUint32)divRoundUp<vk::VkDeviceSize>(m_bufferSize / 4, m_targetWidth * m_targetHeight),
+               (deUint32)m_bufferSize
+       };
+
+       vkd.cmdBindDescriptorSets(commandBuffer, vk::VK_PIPELINE_BIND_POINT_GRAPHICS, *m_resources.pipelineLayout, 0u, 1u, &m_descriptorSet.get(), 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 RenderFragmentStorageBuffer::verify (VerifyRenderPassContext& context, size_t)
+{
+       const deUint32  valuesPerPixel  = (deUint32)divRoundUp<vk::VkDeviceSize>(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 deUint32  id              = (deUint32)y * 256u + (deUint32)x;
+
+               deUint32 value = id;
+
+               for (deUint32 i = 0; i < valuesPerPixel; i++)
+               {
+                       value   = (((deUint32)context.getReference().get((size_t)(value % (m_bufferSize / sizeof(deUint32))) * 4 + 0)) << 0u)
+                                       | (((deUint32)context.getReference().get((size_t)(value % (m_bufferSize / sizeof(deUint32))) * 4 + 1)) << 8u)
+                                       | (((deUint32)context.getReference().get((size_t)(value % (m_bufferSize / sizeof(deUint32))) * 4 + 2)) << 16u)
+                                       | (((deUint32)context.getReference().get((size_t)(value % (m_bufferSize / sizeof(deUint32))) * 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,
@@ -6386,6 +6569,8 @@ enum Op
        OP_RENDER_VERTEX_UNIFORM_TEXEL_BUFFER,
 
        OP_RENDER_VERTEX_STORAGE_BUFFER,
+       OP_RENDER_FRAGMENT_STORAGE_BUFFER,
+
        OP_RENDER_VERTEX_STORAGE_TEXEL_BUFFER,
 
        OP_RENDER_VERTEX_STORAGE_IMAGE,
@@ -7200,7 +7385,8 @@ void getAvailableOps (const State& state, bool supportsBuffers, bool supportsIma
                                || ((usage & USAGE_UNIFORM_TEXEL_BUFFER)
                                        && state.cache.isValid(vk::VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, vk::VK_ACCESS_UNIFORM_READ_BIT))
                                || ((usage & USAGE_STORAGE_BUFFER)
-                                       && state.cache.isValid(vk::VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, vk::VK_ACCESS_SHADER_READ_BIT))
+                                       && (state.cache.isValid(vk::VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, vk::VK_ACCESS_SHADER_READ_BIT)
+                                               || state.cache.isValid(vk::VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, vk::VK_ACCESS_SHADER_READ_BIT)))
                                || ((usage & USAGE_STORAGE_TEXEL_BUFFER)
                                        && state.cache.isValid(vk::VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, vk::VK_ACCESS_SHADER_READ_BIT))))
                        || (state.imageDefined
@@ -7260,10 +7446,13 @@ void getAvailableOps (const State& state, bool supportsBuffers, bool supportsIma
 
                if ((usage & USAGE_STORAGE_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_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_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_BUFFER);
                }
 
                if ((usage & USAGE_STORAGE_TEXEL_BUFFER) != 0
@@ -7640,6 +7829,15 @@ void applyOp (State& state, const Memory& memory, Op op, Usage usage)
                        break;
                }
 
+               case OP_RENDER_FRAGMENT_STORAGE_BUFFER:
+               {
+                       DE_ASSERT(state.stage == STAGE_RENDER_PASS);
+
+                       state.renderPassIsEmpty = false;
+                       state.cache.perform(vk::VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, vk::VK_ACCESS_SHADER_READ_BIT);
+                       break;
+               }
+
                case OP_RENDER_VERTEX_STORAGE_IMAGE:
                case OP_RENDER_VERTEX_SAMPLED_IMAGE:
                {
@@ -7826,7 +8024,10 @@ de::MovePtr<RenderPassCommand> createRenderPassCommand (de::Random&,
                case OP_RENDER_FRAGMENT_UNIFORM_BUFFER:         return de::MovePtr<RenderPassCommand>(new RenderFragmentUniformBuffer());
 
                case OP_RENDER_VERTEX_UNIFORM_TEXEL_BUFFER:     return de::MovePtr<RenderPassCommand>(new RenderVertexUniformTexelBuffer());
+
                case OP_RENDER_VERTEX_STORAGE_BUFFER:           return de::MovePtr<RenderPassCommand>(new RenderVertexStorageBuffer());
+               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_VERTEX_STORAGE_IMAGE:            return de::MovePtr<RenderPassCommand>(new RenderVertexStorageImage());
                case OP_RENDER_VERTEX_SAMPLED_IMAGE:            return de::MovePtr<RenderPassCommand>(new RenderVertexSampledImage());
@@ -8437,36 +8638,78 @@ struct AddPrograms
 
                if (config.usage & USAGE_STORAGE_BUFFER)
                {
-                       // Vertex storage buffer rendering
-                       const char* const vertexShader =
-                               "#version 310 es\n"
-                               "highp float;\n"
-                               "layout(set=0, binding=0) buffer Block\n"
-                               "{\n"
-                               "\thighp uvec4 values[];\n"
-                               "} block;\n"
-                               "void main (void) {\n"
-                               "\tgl_PointSize = 1.0;\n"
-                               "\thighp uvec4 vecVal = block.values[gl_VertexIndex / 8];\n"
-                               "\thighp uint val;\n"
-                               "\tif (((gl_VertexIndex / 2) % 4 == 0))\n"
-                               "\t\tval = vecVal.x;\n"
-                               "\telse if (((gl_VertexIndex / 2) % 4 == 1))\n"
-                               "\t\tval = vecVal.y;\n"
-                               "\telse if (((gl_VertexIndex / 2) % 4 == 2))\n"
-                               "\t\tval = vecVal.z;\n"
-                               "\telse if (((gl_VertexIndex / 2) % 4 == 3))\n"
-                               "\t\tval = vecVal.w;\n"
-                               "\tif ((gl_VertexIndex % 2) == 0)\n"
-                               "\t\tval = val & 0xFFFFu;\n"
-                               "\telse\n"
-                               "\t\tval = val >> 16u;\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 buffer rendering
+                               const char* const vertexShader =
+                                       "#version 310 es\n"
+                                       "highp float;\n"
+                                       "layout(set=0, binding=0) buffer Block\n"
+                                       "{\n"
+                                       "\thighp uvec4 values[];\n"
+                                       "} block;\n"
+                                       "void main (void) {\n"
+                                       "\tgl_PointSize = 1.0;\n"
+                                       "\thighp uvec4 vecVal = block.values[gl_VertexIndex / 8];\n"
+                                       "\thighp uint val;\n"
+                                       "\tif (((gl_VertexIndex / 2) % 4 == 0))\n"
+                                       "\t\tval = vecVal.x;\n"
+                                       "\telse if (((gl_VertexIndex / 2) % 4 == 1))\n"
+                                       "\t\tval = vecVal.y;\n"
+                                       "\telse if (((gl_VertexIndex / 2) % 4 == 2))\n"
+                                       "\t\tval = vecVal.z;\n"
+                                       "\telse if (((gl_VertexIndex / 2) % 4 == 3))\n"
+                                       "\t\tval = vecVal.w;\n"
+                                       "\tif ((gl_VertexIndex % 2) == 0)\n"
+                                       "\t\tval = val & 0xFFFFu;\n"
+                                       "\telse\n"
+                                       "\t\tval = val >> 16u;\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-buffer.vert")
-                               << glu::VertexSource(vertexShader);
+                               sources.glslSources.add("storage-buffer.vert")
+                                       << glu::VertexSource(vertexShader);
+                       }
+
+                       {
+                               std::ostringstream      fragmentShader;
+
+                               fragmentShader <<
+                                       "#version 310 es\n"
+                                       "highp float;\n"
+                                       "layout(location = 0) out highp vec4 o_color;\n"
+                                       "layout(set=0, binding=0) buffer Block\n"
+                                       "{\n"
+                                       "\thighp uvec4 values[];\n"
+                                       "} block;\n"
+                                       "layout(push_constant) uniform PushC\n"
+                                       "{\n"
+                                       "\tuint valuesPerPixel;\n"
+                                       "\tuint bufferSize;\n"
+                                       "} pushC;\n"
+                                       "void main (void) {\n"
+                                       "\thighp uint arrayIntSize = pushC.bufferSize / 4u;\n"
+                                       "\thighp uint id = uint(gl_FragCoord.y) * 256u + uint(gl_FragCoord.x);\n"
+                                       "\thighp uint value = id;\n"
+                                       "\tfor (uint i = 0u; i < pushC.valuesPerPixel; i++)\n"
+                                       "\t{\n"
+                                       "\t\thighp uvec4 vecVal = block.values[(value / 4u) % (arrayIntSize / 4u)];\n"
+                                       "\t\tif ((value % 4u) == 0u)\n"
+                                       "\t\t\tvalue = vecVal.x;\n"
+                                       "\t\telse if ((value % 4u) == 1u)\n"
+                                       "\t\t\tvalue = vecVal.y;\n"
+                                       "\t\telse if ((value % 4u) == 2u)\n"
+                                       "\t\t\tvalue = vecVal.z;\n"
+                                       "\t\telse if ((value % 4u) == 3u)\n"
+                                       "\t\t\tvalue = vecVal.w;\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-buffer.frag")
+                                       << glu::FragmentSource(fragmentShader.str());
+                       }
                }
 
                if (config.usage & USAGE_UNIFORM_TEXEL_BUFFER)