OpenGL ES: Use shader storage alignment
authorCourtney Goeltzenleuchter <courtneygo@google.com>
Tue, 17 Dec 2019 14:40:46 +0000 (07:40 -0700)
committerCourtney Goeltzenleuchter <courtneygo@google.com>
Wed, 13 May 2020 19:45:30 +0000 (13:45 -0600)
Affected Test:
  KHR-GLES31.core.shader_storage_buffer_object.advanced-switchBuffers-vs

Components: OpenGL ES
VK-GL-CTS issue: 2151

Change-Id: If427cad30ac36cc96a29f936e2ef7a0c4a301667
(cherry picked from commit 5fd95f6e03e1a0ece7052c6d9931cac825909204)

external/openglcts/modules/gles31/es31cShaderStorageBufferObjectTests.cpp

index 9b5ecea..0edb688 100644 (file)
@@ -21,6 +21,7 @@
  * \brief
  */ /*-------------------------------------------------------------------*/
 
+#include "deInt32.h"
 #include "es31cShaderStorageBufferObjectTests.hpp"
 #include "glwEnums.hpp"
 #include "tcuMatrix.hpp"
@@ -733,6 +734,9 @@ class BasicBinding : public ShaderStorageBufferObjectBase
                GLint maxShaderStorageBufferBindings = 0;
                glGetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxShaderStorageBufferBindings);
 
+               GLint alignment;
+               glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &alignment);
+
                // check default state
                if (!Check(GL_SHADER_STORAGE_BUFFER_BINDING, 0))
                        return ERROR;
@@ -772,20 +776,21 @@ class BasicBinding : public ShaderStorageBufferObjectBase
                                return ERROR;
                }
 
+               GLint offset = deRoundUp32(256, alignment);
                for (GLint i = 0; i < maxShaderStorageBufferBindings; ++i)
                {
-                       glBindBufferRange(GL_SHADER_STORAGE_BUFFER, i, m_buffer[0], 256, 512);
+                       glBindBufferRange(GL_SHADER_STORAGE_BUFFER, i, m_buffer[0], offset, 512);
 
                        if (!Check(GL_SHADER_STORAGE_BUFFER_BINDING, m_buffer[0]))
                                return ERROR;
                        if (!CheckIndexed(GL_SHADER_STORAGE_BUFFER_BINDING, i, m_buffer[0]))
                                return ERROR;
-                       if (!CheckIndexed(GL_SHADER_STORAGE_BUFFER_START, i, 256))
+                       if (!CheckIndexed(GL_SHADER_STORAGE_BUFFER_START, i, offset))
                                return ERROR;
                        if (!CheckIndexed(GL_SHADER_STORAGE_BUFFER_SIZE, i, 512))
                                return ERROR;
 
-                       glBindBufferRange(GL_SHADER_STORAGE_BUFFER, i, 0, 512, 128);
+                       glBindBufferRange(GL_SHADER_STORAGE_BUFFER, i, 0, offset*2, 128);
 
                        if (!Check(GL_SHADER_STORAGE_BUFFER_BINDING, 0))
                                return ERROR;
@@ -828,12 +833,12 @@ class BasicBinding : public ShaderStorageBufferObjectBase
                if (!CheckIndexed(GL_SHADER_STORAGE_BUFFER_SIZE, 5, 0))
                        return ERROR;
 
-               glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 7, m_buffer[1], 2048, 1000);
+               glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 7, m_buffer[1], offset * 8, 1000);
                if (!Check(GL_SHADER_STORAGE_BUFFER_BINDING, m_buffer[1]))
                        return ERROR;
                if (!CheckIndexed(GL_SHADER_STORAGE_BUFFER_BINDING, 7, m_buffer[1]))
                        return ERROR;
-               if (!CheckIndexed(GL_SHADER_STORAGE_BUFFER_START, 7, 2048))
+               if (!CheckIndexed(GL_SHADER_STORAGE_BUFFER_START, 7, offset * 8))
                        return ERROR;
                if (!CheckIndexed(GL_SHADER_STORAGE_BUFFER_SIZE, 7, 1000))
                        return ERROR;
@@ -5097,18 +5102,22 @@ class AdvancedSwitchBuffersVS : public ShaderStorageBufferObjectBase
                        glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
                }
 
+               GLint alignment;
+               glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &alignment);
+               GLint offset = deRoundUp32(sizeof(float) * 32, alignment);
+
                glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_storage_buffer[4]);
-               glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * 32 * 4, NULL, GL_STATIC_DRAW);
+               glBufferData(GL_SHADER_STORAGE_BUFFER, offset * 4, NULL, GL_STATIC_DRAW);
 
                glBindBuffer(GL_COPY_READ_BUFFER, m_storage_buffer[0]);
                glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_SHADER_STORAGE_BUFFER, 0, 0, sizeof(float) * 32);
                glBindBuffer(GL_COPY_READ_BUFFER, m_storage_buffer[1]);
-               glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_SHADER_STORAGE_BUFFER, 0, sizeof(float) * 32, sizeof(float) * 32);
+               glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_SHADER_STORAGE_BUFFER, 0, offset, sizeof(float) * 32);
                glBindBuffer(GL_COPY_READ_BUFFER, m_storage_buffer[2]);
-               glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_SHADER_STORAGE_BUFFER, 0, 2 * sizeof(float) * 32,
+               glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_SHADER_STORAGE_BUFFER, 0, 2 * offset,
                                                        sizeof(float) * 32);
                glBindBuffer(GL_COPY_READ_BUFFER, m_storage_buffer[3]);
-               glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_SHADER_STORAGE_BUFFER, 0, 3 * sizeof(float) * 32,
+               glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_SHADER_STORAGE_BUFFER, 0, 3 * offset,
                                                        sizeof(float) * 32);
 
                glBindTexture(GL_TEXTURE_2D, m_rt);
@@ -5139,7 +5148,7 @@ class AdvancedSwitchBuffersVS : public ShaderStorageBufferObjectBase
                glClear(GL_COLOR_BUFFER_BIT);
                for (int i = 0; i < 4; ++i)
                {
-                       glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, m_storage_buffer[4], i * sizeof(float) * 32,
+                       glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, m_storage_buffer[4], i * offset,
                                                          sizeof(float) * 32);
                        glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 1);
                }
@@ -5206,7 +5215,7 @@ class AdvancedSwitchBuffersCS : public ShaderStorageBufferObjectBase
 
                GLint alignment;
                glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &alignment);
-               GLint offset = static_cast<GLint>(sizeof(data0) > (GLuint)alignment ? sizeof(data0) : alignment);
+               GLint offset = deRoundUp32(sizeof(data0), alignment);
                glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_storage_buffer[4]);
                glBufferData(GL_SHADER_STORAGE_BUFFER, offset * 4, NULL, GL_STATIC_DRAW);