Set dirty for uniform on D3D backend
When uniform's value had been updated, set dirty and
update its content on D3D backend.
Bug: angleproject:2814
TEST=angle_end2end_tests.ComputeShaderTest
.UniformDirty/ES3_1_D3D11
dEQP.GLES31/functional_image_load_store_cube*
dEQP.GLES31/functional_image_load_store_3d*
dEQP.GLES31/functional_image_load_store_2d_array*
Change-Id: Ic135c140559925fe33790475d03dc608afa92384
Reviewed-on: https://chromium-review.googlesource.com/c/1387967
Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
diff --git a/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp b/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp
index 498bd9f..5344768 100644
--- a/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp
+++ b/src/libANGLE/renderer/d3d/d3d11/StateManager11.cpp
@@ -754,6 +754,11 @@
mDirtySwizzles = false;
}
+ if (mProgramD3D->anyShaderUniformsDirty())
+ {
+ mInternalDirtyBits.set(DIRTY_BIT_PROGRAM_UNIFORMS);
+ }
+
auto dirtyBitsCopy = mInternalDirtyBits & mComputeDirtyBitsMask;
mInternalDirtyBits &= ~mComputeDirtyBitsMask;
for (auto dirtyBit : dirtyBitsCopy)
diff --git a/src/tests/gl_tests/ComputeShaderTest.cpp b/src/tests/gl_tests/ComputeShaderTest.cpp
index f63df55..bf1b33c 100644
--- a/src/tests/gl_tests/ComputeShaderTest.cpp
+++ b/src/tests/gl_tests/ComputeShaderTest.cpp
@@ -2323,6 +2323,77 @@
expectedValues);
}
+// Test uniform dirty in compute shader, and verify the contents.
+TEST_P(ComputeShaderTest, UniformDirty)
+{
+ GLTexture texture[2];
+ GLFramebuffer framebuffer;
+ constexpr char kCS[] = R"(#version 310 es
+layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
+layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
+layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
+uniform uint factor;
+void main()
+{
+ uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
+ imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value * factor);
+})";
+
+ constexpr int kWidth = 1, kHeight = 1;
+ constexpr GLuint kInputValues[2][1] = {{200}, {100}};
+
+ glBindTexture(GL_TEXTURE_2D, texture[0]);
+ glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
+ kInputValues[0]);
+ EXPECT_GL_NO_ERROR();
+
+ glBindTexture(GL_TEXTURE_2D, texture[1]);
+ glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
+ kInputValues[1]);
+ EXPECT_GL_NO_ERROR();
+
+ ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
+ glUseProgram(program);
+
+ glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
+ EXPECT_GL_NO_ERROR();
+
+ glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
+ EXPECT_GL_NO_ERROR();
+
+ glUniform1ui(glGetUniformLocation(program, "factor"), 2);
+ EXPECT_GL_NO_ERROR();
+
+ glDispatchCompute(1, 1, 1);
+ EXPECT_GL_NO_ERROR();
+
+ glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
+
+ glUniform1ui(glGetUniformLocation(program, "factor"), 3);
+ EXPECT_GL_NO_ERROR();
+
+ glDispatchCompute(1, 1, 1);
+ EXPECT_GL_NO_ERROR();
+
+ glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
+ GLuint outputValues[kWidth * kHeight];
+ GLuint expectedValue = 600;
+ glUseProgram(0);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
+
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[1], 0);
+ EXPECT_GL_NO_ERROR();
+ glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
+ EXPECT_GL_NO_ERROR();
+
+ for (int i = 0; i < kWidth * kHeight; i++)
+ {
+ EXPECT_EQ(expectedValue, outputValues[i]);
+ }
+}
+
ANGLE_INSTANTIATE_TEST(ComputeShaderTest, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11());
ANGLE_INSTANTIATE_TEST(ComputeShaderTestES3, ES3_OPENGL(), ES3_OPENGLES());
ANGLE_INSTANTIATE_TEST(WebGL2ComputeTest, ES31_D3D11());