On Fri, 25 Sep 2015 21:21:58 +0200
Gregory Hainaut <gregory.hain...@gmail.com> wrote:

> 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 <gregory.hain...@gmail.com>
> + *
> + * 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);
> +}

Hello,

Please drop the patch. I will redo it based on Ian's feedback of the current 
issue. Severals cases aren't properly tested.

Best regards,
Gregory
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