From: Ian Romanick <ian.d.roman...@intel.com>

This test is similar to the NV_shader_atomic_float test for atomicAdd.
Instead of using atomicAdd, it uses a loop with atomicCompSwap to
open-code it.

Signed-off-by: Ian Romanick <ian.d.roman...@intel.com>
---
 .../shared-atomicCompSwap-float.shader_test        | 66 +++++++++++++++++
 .../ssbo-atomicCompSwap-float.shader_test          | 86 ++++++++++++++++++++++
 2 files changed, 152 insertions(+)
 create mode 100644 
tests/spec/intel_shader_atomic_float_minmax/execution/shared-atomicCompSwap-float.shader_test
 create mode 100644 
tests/spec/intel_shader_atomic_float_minmax/execution/ssbo-atomicCompSwap-float.shader_test

diff --git 
a/tests/spec/intel_shader_atomic_float_minmax/execution/shared-atomicCompSwap-float.shader_test
 
b/tests/spec/intel_shader_atomic_float_minmax/execution/shared-atomicCompSwap-float.shader_test
new file mode 100644
index 000000000..2b38f0d12
--- /dev/null
+++ 
b/tests/spec/intel_shader_atomic_float_minmax/execution/shared-atomicCompSwap-float.shader_test
@@ -0,0 +1,66 @@
+[require]
+GL >= 3.3
+GLSL >= 3.30
+GL_ARB_compute_shader
+GL_ARB_shader_atomic_counters
+GL_INTEL_shader_atomic_float_minmax
+
+[compute shader]
+#version 330
+#extension GL_ARB_compute_shader: require
+#extension GL_ARB_shader_atomic_counters: require
+#extension GL_INTEL_shader_atomic_float_minmax: require
+
+layout(local_size_x = 32) in;
+
+shared float value;
+shared uint mask;
+
+layout(binding = 0) uniform atomic_uint pass;
+layout(binding = 0) uniform atomic_uint fail;
+
+void main()
+{
+       if (gl_LocalInvocationIndex == 0u) {
+               value = 0.0;
+               mask = 0u;
+       }
+
+       barrier();
+
+       /* Each local invocation should see a unique value.  Each value
+        * observed is tracked in "mask."  The test automatically fails if a
+        * duplicate value is observed.  The test passes once all 32 possible
+        * values have been observed.
+        */
+       float f = value;
+       float a;
+
+       /* This is an open-coded atomicAdd. */
+       do {
+               a = f;
+       } while ((f = atomicCompSwap(value, f, f + .5)) != a);
+
+       uint i = uint(f * 2.0);
+       uint bit = i % 32u;
+       uint m = 1u << bit;
+
+       if (i < 32u) {
+               /* If the bit was already set, the test fails. */
+               uint r = atomicOr(mask, m);
+               if ((r & m) != 0u)
+                       atomicCounterIncrement(fail);
+
+               /* Once all 32 bits are set, the test passes. */
+               if ((r | m) == 0xffffffffu)
+                       atomicCounterIncrement(pass);
+       } else {
+               atomicCounterIncrement(fail);
+       }
+}
+
+[test]
+atomic counters 2
+compute 2 3 4
+probe atomic counter 0 == 24
+probe atomic counter 1 == 0
diff --git 
a/tests/spec/intel_shader_atomic_float_minmax/execution/ssbo-atomicCompSwap-float.shader_test
 
b/tests/spec/intel_shader_atomic_float_minmax/execution/ssbo-atomicCompSwap-float.shader_test
new file mode 100644
index 000000000..008d067aa
--- /dev/null
+++ 
b/tests/spec/intel_shader_atomic_float_minmax/execution/ssbo-atomicCompSwap-float.shader_test
@@ -0,0 +1,86 @@
+[require]
+GL >= 3.3
+GLSL >= 3.30
+GL_ARB_shader_storage_buffer_object
+GL_ARB_shader_atomic_counters
+GL_ARB_shader_atomic_counter_ops
+GL_ARB_gpu_shader5
+GL_INTEL_shader_atomic_float_minmax
+
+[vertex shader passthrough]
+
+[fragment shader]
+#extension GL_ARB_shader_storage_buffer_object: require
+#extension GL_ARB_shader_atomic_counters: require
+#extension GL_ARB_shader_atomic_counter_ops: require
+#extension GL_ARB_gpu_shader5: require
+#extension GL_INTEL_shader_atomic_float_minmax: require
+
+layout(binding = 0) buffer bufblock {
+       float value;
+};
+
+/* GL_ARB_shader_atomic_counters requires at least 8 total counters. */
+layout(binding = 0) uniform atomic_uint mask[7];
+layout(binding = 0) uniform atomic_uint fail;
+
+out vec4 color;
+
+void main()
+{
+       /* According to issue #22 of the GL_ARB_shader_image_load_store, the
+        * return result of atomic operations in helper invocations is
+        * undefined.  To avoid a possible infinite loop (below) in a helper
+        * invocation, bail out now.
+        */
+       if (gl_SampleMaskIn[0] == 0)
+               return;
+
+       /* Each of 32 * N fragments should see a unique value.  Each value
+        * observed is tracked in "mask."  The test automatically fails if a
+        * duplicate value is observed.  After the shaders are done running,
+        * the mask values will be probed to ensure that all possible values
+        * were observed.
+        */
+       float f;
+
+       /* This is an open-coded atomicAdd. */
+       do {
+               f = value;
+       } while (f != atomicCompSwap(value, f, f + .5));
+
+       uint i = uint(f * 2.0);
+       uint bit = i % 32u;
+       int c = int(i / 32u);
+       uint m = 1u << bit;
+
+       if (c < mask.length()) {
+               /* If the bit was already set, the test fails. */
+               if ((atomicCounterOrARB(mask[c], m) & m) != 0u)
+                       atomicCounterIncrement(fail);
+
+               color = vec4(0.0, 1.0, 0.0, 1.0);
+       } else {
+               color = vec4(0.0, 0.0, 1.0, 1.0);
+       }
+}
+
+[test]
+atomic counters 8
+
+ssbo 0 32
+ssbo 0 subdata float 0 0.0
+
+clear color 0.5 0.5 0.5 0.5
+clear
+
+draw rect -1 -1 2 2
+
+probe atomic counter 0 == 4294967295
+probe atomic counter 1 == 4294967295
+probe atomic counter 2 == 4294967295
+probe atomic counter 3 == 4294967295
+probe atomic counter 4 == 4294967295
+probe atomic counter 5 == 4294967295
+probe atomic counter 6 == 4294967295
+probe atomic counter 7 == 0
-- 
2.14.4

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