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 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit