From: Marek Olšák <[email protected]>

---
 tests/all.py                                       |   2 +
 .../arb_separate_shader_objects/CMakeLists.gl.txt  |   1 +
 .../rendezvous_by_location-5-stages.c              | 218 +++++++++++++++++++++
 3 files changed, 221 insertions(+)
 create mode 100644 
tests/spec/arb_separate_shader_objects/rendezvous_by_location-5-stages.c

diff --git a/tests/all.py b/tests/all.py
index 2839059..df3347f 100755
--- a/tests/all.py
+++ b/tests/all.py
@@ -2109,6 +2109,8 @@ with profile.group_manager(
       'ProgramUniform coverage')
     g(['arb_separate_shader_object-rendezvous_by_location', '-fbo'],
       'Rendezvous by location', run_concurrent=False)
+    g(['arb_separate_shader_object-rendezvous_by_location', '-fbo'],
+      'Rendezvous by location (5 stages)')
     g(['arb_separate_shader_object-ValidateProgramPipeline'],
       'ValidateProgramPipeline')
     g(['arb_separate_shader_object-400-combinations', '-fbo', '--by-location'],
diff --git a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt 
b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
index 2705ac7..abd6b37 100644
--- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
+++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
@@ -16,5 +16,6 @@ piglit_add_executable 
(arb_separate_shader_object-GetProgramPipelineiv GetProgra
 piglit_add_executable (arb_separate_shader_object-IsProgramPipeline 
IsProgramPipeline.c)
 piglit_add_executable (arb_separate_shader_object-ProgramUniform-coverage 
ProgramUniform-coverage.c)
 piglit_add_executable (arb_separate_shader_object-rendezvous_by_location 
rendezvous_by_location.c)
+piglit_add_executable 
(arb_separate_shader_object-rendezvous_by_location-5-stages 
rendezvous_by_location-5-stages.c)
 piglit_add_executable 
(arb_separate_shader_object-UseProgramStages-non-separable 
UseProgramStages-non-separable.c)
 piglit_add_executable (arb_separate_shader_object-ValidateProgramPipeline 
ValidateProgramPipeline.c)
diff --git 
a/tests/spec/arb_separate_shader_objects/rendezvous_by_location-5-stages.c 
b/tests/spec/arb_separate_shader_objects/rendezvous_by_location-5-stages.c
new file mode 100644
index 0000000..26a9c4e
--- /dev/null
+++ b/tests/spec/arb_separate_shader_objects/rendezvous_by_location-5-stages.c
@@ -0,0 +1,218 @@
+/*
+ * Copyright © 2013 Intel Corporation
+ * Copyright © 2015 Advanced Micro Devices, Inc.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/**
+ * This test uses 5 separate shaders (VS, TCS, TES, GS, FS) and tests whether
+ * separate shader objects combined with tessellation and geometry shaders
+ * all work together.
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 0;
+       config.supports_gl_core_version = 32;
+       config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint pipeline;
+
+static const char *vs_code =
+       "#version 150\n"
+       "#extension GL_ARB_separate_shader_objects: require\n"
+       "#extension GL_ARB_explicit_attrib_location: require\n"
+       "\n"
+       "layout(location = 0) in vec4 piglit_vertex;\n"
+       "\n"
+       "layout(location = 2) out vec3 a;\n"
+       "layout(location = 3) out vec3 b;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    gl_Position = piglit_vertex;\n"
+       "    a = vec3(0, 0, 1);\n"
+       "    b = vec3(1, 0, 0);\n"
+       "}\n"
+       ;
+
+static const char *tcs_code =
+       "#version 150\n"
+       "#extension GL_ARB_separate_shader_objects: require\n"
+       "#extension GL_ARB_explicit_attrib_location: require\n"
+       "#extension GL_ARB_tessellation_shader: require\n"
+       "layout(vertices = 4) out;\n"
+       "\n"
+       "layout(location = 3) in vec3 a[]; /* should get vec3(1, 0, 0) */\n"
+       "layout(location = 2) in vec3 b[]; /* should get vec3(0, 0, 1) */\n"
+       "\n"
+       "layout(location = 3) out vec3 vb[]; /* should write vec3(0, 0, 0.4) 
*/\n"
+       "layout(location = 5) out vec3 va[]; /* should write vec3(0.5, 0, 0) 
*/\n"
+       "\n"
+       "layout(location = 4) patch out vec3 pb; /* should write vec3(0, 0, 
0.2) */\n"
+       "layout(location = 2) patch out vec3 pa; /* should write vec3(0.3, 0, 
0) */\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    gl_out[gl_InvocationID].gl_Position = 
gl_in[gl_InvocationID].gl_Position;\n"
+       "    va[gl_InvocationID] = a[gl_InvocationID] * 0.5;\n"
+       "    vb[gl_InvocationID] = b[gl_InvocationID] * 0.4;\n"
+       "    pa = a[0] * 0.3;\n"
+       "    pb = b[0] * 0.2;\n"
+       "    gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n"
+       "    gl_TessLevelInner = float[2](1.0, 1.0);\n"
+       "}\n"
+       ;
+
+static const char *tes_code =
+       "#version 150\n"
+       "#extension GL_ARB_separate_shader_objects: require\n"
+       "#extension GL_ARB_explicit_attrib_location: require\n"
+       "#extension GL_ARB_tessellation_shader: require\n"
+       "layout(quads, equal_spacing) in;\n"
+       "\n"
+       "layout(location = 2) patch in vec3 pb; /* should get vec3(0.3, 0, 0) 
*/\n"
+       "layout(location = 4) patch in vec3 pa; /* should get vec3(0, 0, 0.2) 
*/\n"
+       "\n"
+       "layout(location = 3) in vec3 va[]; /* should get vec3(0, 0, 0.4) */\n"
+       "layout(location = 5) in vec3 vb[]; /* should get vec3(0.5, 0, 0) */\n"
+       "\n"
+       "layout(location = 3) out vec3 a; /* should write vec2(0.4, 0, 0.2) 
*/\n"
+       "layout(location = 4) out vec3 b; /* should write vec2(0.5, 0, 0.3) 
*/\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    vec4 p0 = gl_in[0].gl_Position;\n"
+       "    vec4 p1 = gl_in[1].gl_Position;\n"
+       "    vec4 p2 = gl_in[2].gl_Position;\n"
+       "    vec4 p3 = gl_in[3].gl_Position;\n"
+       "    gl_Position = mix(mix(p0, p1, gl_TessCoord.x), \n"
+       "                      mix(p2, p3, gl_TessCoord.x), gl_TessCoord.y);\n"
+       "    a = vec3(va[0].z, 0, pa.z);\n"
+       "    b = vec3(vb[0].x, 0, pb.x);\n"
+       "}\n"
+       ;
+
+static const char *gs_code =
+       "#version 150\n"
+       "#extension GL_ARB_separate_shader_objects: require\n"
+       "#extension GL_ARB_explicit_attrib_location: require\n"
+       "layout(triangles) in;\n"
+       "layout(triangle_strip, max_vertices = 3) out;\n"
+       "\n"
+       "layout(location = 4) in vec3 a[]; /* should get vec3(0.5, 0, 0.3) */\n"
+       "layout(location = 3) in vec3 b[]; /* should get vec3(0.4, 0, 0.2) */\n"
+       "\n"
+       "layout(location = 2) out vec3 ga; /* should get vec3(0.675, 0, 0.405) 
*/\n"
+       "layout(location = 3) out vec3 gb; /* should get vec3(0.28, 0, 0.14) 
*/\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    for (int i = 0; i < 3; i++) {"
+       "        gl_Position = gl_in[i].gl_Position;\n"
+       "        ga = a[i] * 1.35;\n"
+       "        gb = b[i] * 0.7;\n"
+       "        EmitVertex();\n"
+       "    }\n"
+       "}\n"
+       ;
+
+static const char *fs_code =
+       "#version 150\n"
+       "#extension GL_ARB_separate_shader_objects: require\n"
+       "#extension GL_ARB_explicit_attrib_location: require\n"
+       "\n"
+       "layout(location = 3) in vec3 ga; /* should get vec3(0.28, 0, 0.14) 
*/\n"
+       "layout(location = 2) in vec3 gb; /* should get vec3(0.675, 0, 0.405) 
*/\n"
+       "\n"
+       "layout(location = 0) out vec4 out_color;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    out_color = vec4(ga.x, gb.x, ga.z, gb.z);\n"
+       "}\n"
+       ;
+
+enum piglit_result
+piglit_display(void)
+{
+       static const float expected[] = {
+               0.28, 0.675, 0.14, 0.405
+       };
+       bool pass;
+
+       glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       glBindProgramPipeline(pipeline);
+       piglit_draw_rect_custom(-1, -1, 2, 2, true);
+
+       pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height,
+                                     expected);
+
+       piglit_present_results();
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+void piglit_init(int argc, char **argv)
+{
+       GLuint vs_prog, tcs_prog, tes_prog, gs_prog, fs_prog;
+
+       piglit_require_gl_version(32);
+       piglit_require_extension("GL_ARB_separate_shader_objects");
+       piglit_require_extension("GL_ARB_explicit_attrib_location");
+       piglit_require_extension("GL_ARB_tessellation_shader");
+
+       vs_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1,
+                                        (const GLchar *const*)&vs_code);
+       piglit_link_check_status(vs_prog);
+
+       tcs_prog = glCreateShaderProgramv(GL_TESS_CONTROL_SHADER, 1,
+                                         (const GLchar *const *)&tcs_code);
+       piglit_link_check_status(tcs_prog);
+
+       tes_prog = glCreateShaderProgramv(GL_TESS_EVALUATION_SHADER, 1,
+                                         (const GLchar *const *)&tes_code);
+       piglit_link_check_status(tes_prog);
+
+       gs_prog = glCreateShaderProgramv(GL_GEOMETRY_SHADER, 1,
+                                        (const GLchar *const *)&gs_code);
+       piglit_link_check_status(gs_prog);
+
+       fs_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
+                                        (const GLchar *const *)&fs_code);
+       piglit_link_check_status(fs_prog);
+
+       glGenProgramPipelines(1, &pipeline);
+       glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs_prog);
+       glUseProgramStages(pipeline, GL_TESS_CONTROL_SHADER_BIT, tcs_prog);
+       glUseProgramStages(pipeline, GL_TESS_EVALUATION_SHADER_BIT, tes_prog);
+       glUseProgramStages(pipeline, GL_GEOMETRY_SHADER_BIT, gs_prog);
+       glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs_prog);
+       piglit_program_pipeline_check_status(pipeline);
+
+       if (!piglit_check_gl_error(0))
+               piglit_report_result(PIGLIT_FAIL);
+}
-- 
2.1.0

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