Related to mesa issue: https://bugs.freedesktop.org/show_bug.cgi?id=79783
"Validated" on Nvidia driver --- .../arb_separate_shader_objects/CMakeLists.gl.txt | 1 + .../rendezvous_by_name.c | 219 +++++++++++++++++++++ 2 files changed, 220 insertions(+) create mode 100644 tests/spec/arb_separate_shader_objects/rendezvous_by_name.c diff --git a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt index b596f67..a835187 100644 --- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt +++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt @@ -19,5 +19,6 @@ piglit_add_executable (arb_separate_shader_object-ProgramUniform-coverage Progra piglit_add_executable (arb_separate_shader_object-rendezvous_by_location rendezvous_by_location.c) piglit_add_executable (arb_separate_shader_object-rendezvous_by_location-3-stages rendezvous_by_location-3-stages.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-rendezvous_by_name rendezvous_by_name.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_name.c b/tests/spec/arb_separate_shader_objects/rendezvous_by_name.c new file mode 100644 index 0000000..2248f16 --- /dev/null +++ b/tests/spec/arb_separate_shader_objects/rendezvous_by_name.c @@ -0,0 +1,219 @@ +/* + * Copyright © 2015 Gregory Hainaut <[email protected]> + * + * 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. + */ + +/** + * \file rendezvous_by_name.c + * Simple test for separate shader objects that use rendezvous-by-name. + * + * Related to issue: https://bugs.freedesktop.org/show_bug.cgi?id=79783 + * + * The test ensures deadcode optimization of input variables doesn't break + * the rendezvous by name of the variables. + */ +#include "piglit-util-gl.h" + +PIGLIT_GL_TEST_CONFIG_BEGIN + + config.supports_gl_compat_version = 10; + config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; + +PIGLIT_GL_TEST_CONFIG_END + +static GLuint pipeline_deadcode_name; +static GLuint pipeline_deadcode_location; + +static const char *vs_code_deadcode_name_template = + "#version %d\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" + "out vec3 a;\n" + "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 *vs_code_deadcode_location_template = + "#version %d\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" + "out vec3 a;\n" + "out vec3 b;\n" + "layout(location = 0) out vec3 c;\n" + "\n" + "void main()\n" + "{\n" + " gl_Position = piglit_vertex;\n" + " a = vec3(0, 0, 1);\n" + " b = vec3(1, 0, 0);\n" + " c = vec3(0, 1, 0);\n" + "}\n" + ; + +static const char *fs_code_deadcode_name_template = + "#version %d\n" + "#extension GL_ARB_separate_shader_objects: require\n" + "#extension GL_ARB_explicit_attrib_location: enable\n" + "\n" + "#if __VERSION__ >= 130\n" + "layout(location = 0) out vec4 out_color;\n" + "#else\n" + "#define out_color gl_FragColor\n" + "#endif\n" + "\n" + "in vec3 a; /* should get vec3(0, 0, 1) */\n" + "in vec3 b; /* should get vec3(1, 0, 0) */\n" + "\n" + "void main()\n" + "{\n" + " out_color = vec4(b.xyx, 1);\n" + "}\n" + ; + +static const char *fs_code_deadcode_location_template = + "#version %d\n" + "#extension GL_ARB_separate_shader_objects: require\n" + "#extension GL_ARB_explicit_attrib_location: enable\n" + "\n" + "#if __VERSION__ >= 130\n" + "layout(location = 0) out vec4 out_color;\n" + "#else\n" + "#define out_color gl_FragColor\n" + "#endif\n" + "\n" + "layout(location = 0) in vec3 c; /* should get vec3(0,1,0) */\n" + "in vec3 a; /* should get vec3(0, 0, 1) */\n" + "in vec3 b; /* should get vec3(1, 0, 0) */\n" + "\n" + "void main()\n" + "{\n" + " out_color = vec4((b + a), 1);\n" + "}\n" + ; + +enum piglit_result +piglit_display(void) +{ + static const float expected[] = { + 1.0f, 0.0f, 1.0f, 1.0f + }; + bool pass; + + glClearColor(0.1f, 0.1f, 0.1f, 0.1f); + glClear(GL_COLOR_BUFFER_BIT); + + glBindProgramPipeline(pipeline_deadcode_name); + piglit_draw_rect(-1, -1, 1, 2); + + glBindProgramPipeline(pipeline_deadcode_location); + piglit_draw_rect(0, -1, 1, 2); + 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) +{ + unsigned glsl_version; + GLuint vs_prog_deadcode_name; + GLuint vs_prog_deadcode_location; + GLuint fs_prog_deadcode_name; + GLuint fs_prog_deadcode_location; + bool es; + int glsl_major; + int glsl_minor; + char *source; + + piglit_require_vertex_shader(); + piglit_require_fragment_shader(); + piglit_require_extension("GL_ARB_separate_shader_objects"); + piglit_require_extension("GL_ARB_explicit_attrib_location"); + + /* Some NVIDIA drivers have issues with layout qualifiers, 'in' + * keywords, and 'out' keywords in "lower" GLSL versions. If the + * driver supports GLSL >= 1.40, use 1.40. Otherwise, pick the + * highest version that the driver supports. + */ + piglit_get_glsl_version(&es, &glsl_major, &glsl_minor); + glsl_version = ((glsl_major * 100) + glsl_minor) >= 140 + ? 140 : ((glsl_major * 100) + glsl_minor); + + asprintf(&source, vs_code_deadcode_name_template, glsl_version); + vs_prog_deadcode_name = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, + (const GLchar *const *) &source); + piglit_link_check_status(vs_prog_deadcode_name); + free(source); + + asprintf(&source, vs_code_deadcode_location_template, glsl_version); + vs_prog_deadcode_location = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, + (const GLchar *const *) &source); + piglit_link_check_status(vs_prog_deadcode_location); + free(source); + + asprintf(&source, fs_code_deadcode_name_template, glsl_version); + fs_prog_deadcode_name = + glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, + (const GLchar *const *) &source); + piglit_link_check_status(fs_prog_deadcode_name); + free(source); + + asprintf(&source, fs_code_deadcode_location_template, glsl_version); + fs_prog_deadcode_location = + glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, + (const GLchar *const *) &source); + piglit_link_check_status(fs_prog_deadcode_location); + free(source); + + glGenProgramPipelines(1, &pipeline_deadcode_name); + glUseProgramStages(pipeline_deadcode_name, + GL_VERTEX_SHADER_BIT, + vs_prog_deadcode_name); + glUseProgramStages(pipeline_deadcode_name, + GL_FRAGMENT_SHADER_BIT, + fs_prog_deadcode_name); + piglit_program_pipeline_check_status(pipeline_deadcode_name); + + glGenProgramPipelines(1, &pipeline_deadcode_location); + glUseProgramStages(pipeline_deadcode_location, + GL_VERTEX_SHADER_BIT, + vs_prog_deadcode_location); + glUseProgramStages(pipeline_deadcode_location, + GL_FRAGMENT_SHADER_BIT, + fs_prog_deadcode_location); + piglit_program_pipeline_check_status(pipeline_deadcode_location); + + if (!piglit_check_gl_error(0)) + piglit_report_result(PIGLIT_FAIL); +} -- 2.1.4 _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
