Related to mesa issue: https://bugs.freedesktop.org/show_bug.cgi?id=79783

Mostly "Validated" on Nvidia driver. Nvidia fails to link 
vs_fs_prog_separate_inactive

v3: add the test to all.py

v2:
* Test both output and input are still active
* Test real interstage variable are still optimized
* Mix rendezvous by name and location

Signed-off-by: Gregory Hainaut <gregory.hain...@gmail.com>
---
 tests/all.py                                       |   2 +
 .../arb_separate_shader_objects/CMakeLists.gl.txt  |   1 +
 .../rendezvous_by_name.c                           | 358 +++++++++++++++++++++
 3 files changed, 361 insertions(+)
 create mode 100644 tests/spec/arb_separate_shader_objects/rendezvous_by_name.c

diff --git a/tests/all.py b/tests/all.py
index acfc586..35c330b 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -2145,6 +2145,8 @@ with profile.group_manager(
       'UseProgramStages - non-separable program')
     g(['arb_separate_shader_object-ProgramUniform-coverage'],
       'ProgramUniform coverage')
+    g(['arb_separate_shader_object-rendezvous_by_name'],
+      'Rendez vous by name')
     g(['arb_separate_shader_object-rendezvous_by_location', '-fbo'],
       'Rendezvous by location', run_concurrent=False)
     g(['arb_separate_shader_object-rendezvous_by_location-5-stages'],
diff --git a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt 
b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
index f1b15c0..9ab6606 100644
--- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
+++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
@@ -18,5 +18,6 @@ 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..c8d3b20
--- /dev/null
+++ b/tests/spec/arb_separate_shader_objects/rendezvous_by_name.c
@@ -0,0 +1,358 @@
+/*
+ * 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_3_out_1_in[2];
+static GLuint pipeline_1_out_3_in[2];
+static GLuint pipeline_inactive;
+static GLint  vs_fs_prog_inactive;
+
+static const char *vs_code_3_out_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"
+       "%s out vec4 blue;\n"
+       "out vec4 green;\n"
+       "out vec4 red;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    gl_Position = piglit_vertex;\n"
+       "    red   = vec4(1, 0, 0, 0);\n"
+       "    green = vec4(0, 1, 0, 0);\n"
+       "    blue  = vec4(0, 0, 1, 0);\n"
+       "}\n"
+       ;
+
+static const char *vs_code_1_out_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"
+       "%s out vec4 blue;\n"
+       "out vec4 green;\n"
+       "out vec4 red;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    gl_Position = piglit_vertex;\n"
+       "    green = vec4(0, 1, 0, 0);\n"
+       "}\n"
+       ;
+
+static const char *vs_code_inactive_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"
+       "#define MAX_VARYING %d\n"
+       "out vec4 a_dummy[MAX_VARYING];\n"
+       "out vec4 green;\n"
+       "out vec4 z_dummy[MAX_VARYING];\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    gl_Position = piglit_vertex;\n"
+       "    green = vec4(0, 1, 0, 0);\n"
+       "    for(int i = 0; i < MAX_VARYING; i++) {\n"
+       "        a_dummy[i] = vec4(1, 0, 0, 1);\n"
+       "        z_dummy[i] = vec4(0, 0, 1, 1);\n"
+       "    }\n"
+       "}\n"
+       ;
+
+static const char *fs_code_1_in_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"
+       "%s in vec4 blue;\n"
+       "in vec4 green;\n"
+       "in vec4 red;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    out_color = vec4(green.xyz, 1);\n"
+       "}\n"
+       ;
+
+static const char *fs_code_3_in_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, index = 0) out vec4 out_color;\n"
+       "layout(location = 0, index = 1) out vec4 avoid_opt;\n"
+       "#else\n"
+       "#define out_color gl_FragColor\n"
+       "#endif\n"
+       "\n"
+       "%s in vec4 blue;\n"
+       "in vec4 green;\n"
+       "in vec4 red;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    out_color = vec4(green.xyz, 1);\n"
+       "    avoid_opt = vec4(blue + red);\n"
+       "}\n"
+       ;
+
+static const char *fs_code_inactive_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"
+       "#define MAX_VARYING %d\n"
+       "in vec4 a_dummy[MAX_VARYING];\n"
+       "in vec4 green;\n"
+       "in vec4 z_dummy[MAX_VARYING];\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    out_color = vec4(green.xyz, 1);\n"
+       "}\n"
+       ;
+
+static const char *qualifiers[2] = {
+       "",
+       "layout(location = 0)"
+};
+
+enum piglit_result
+piglit_display(void)
+{
+       static const float expected[] = {
+               0.0f, 1.0f, 0.0f, 1.0f
+       };
+       bool pass = true;
+
+       glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       /*
+        * Test 1: 3 active output in the VS + 1 active input in the FS. Only 
rendezvous by name
+        * Screen location: bottom left
+        */
+       glBindProgramPipeline(pipeline_3_out_1_in[0]);
+       piglit_draw_rect(-1, -1, 0.5, 1);
+
+       /*
+        * Test 2: 3 active output in the VS + 1 active input in the FS. Mix 
rendezvous by name & location
+        * Screen location: bottom middle
+        */
+       glBindProgramPipeline(pipeline_3_out_1_in[1]);
+       piglit_draw_rect(-0.5, -1, 0.5, 1);
+
+       /*
+        * Test 3: 1 active output in the VS + 3 active input in the FS. Only 
rendezvous by name
+        * Screen location: top left
+        */
+       glBindProgramPipeline(pipeline_1_out_3_in[0]);
+       piglit_draw_rect(-1, 0, 0.5, 1);
+
+       /*
+        * Test 4: 1 active output in the VS + 3 active input in the FS. Mix 
rendezvous by name & location
+        * Screen location: top middle
+        */
+       glBindProgramPipeline(pipeline_1_out_3_in[1]);
+       piglit_draw_rect(-0.5, 0, 0.5, 1);
+
+       /*
+        * Test 5: Link separate VS/FS together. Expect to optimize inactive 
variables
+        * Screen location: bottom right
+        */
+       glBindProgramPipeline(pipeline_inactive);
+       piglit_draw_rect(0, -1, 1, 1);
+
+       /*
+        * Test 6: Link VS/FS together. Expect to optimize inactive variables
+        * Screen location: top right
+        */
+       glBindProgramPipeline(0);
+       glUseProgram(vs_fs_prog_inactive);
+       piglit_draw_rect(0, 0, 1, 1);
+
+       pass &= piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height,
+                                     expected);
+
+       piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+GLuint format_and_link_program(GLenum type, const char* code, unsigned 
glsl_version, unsigned qualifier)
+{
+       char *source;
+       GLuint prog;
+
+       asprintf(&source, code, glsl_version, qualifiers[qualifier]);
+       prog = glCreateShaderProgramv(type, 1,
+                       (const GLchar *const *) &source);
+
+       piglit_link_check_status(prog);
+       free(source);
+
+       return prog;
+}
+
+void piglit_init(int argc, char **argv)
+{
+       unsigned i;
+       unsigned glsl_version;
+       GLuint vs_prog_3_out[2];
+       GLuint vs_prog_1_out[2];
+       GLuint fs_prog_3_in[2];
+       GLuint fs_prog_1_in[2];
+       GLuint vs_fs_prog_separate_inactive;
+       bool es;
+       int glsl_major;
+       int glsl_minor;
+       char *vs_source;
+       char *fs_source;
+       GLint max_varying;
+       bool pass = true;
+
+       piglit_require_vertex_shader();
+       piglit_require_fragment_shader();
+       piglit_require_GLSL_version(130); /* Support layout index on output 
color */
+       piglit_require_extension("GL_ARB_separate_shader_objects");
+       piglit_require_extension("GL_ARB_explicit_attrib_location");
+       piglit_require_extension("GL_ARB_blend_func_extended");
+
+       /* 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);
+
+       glGetIntegerv(GL_MAX_VARYING_COMPONENTS, &max_varying);
+       max_varying = (max_varying / 4u) - 1u;
+
+       /*
+        * Program compilation and link
+        */
+       for (i = 0; i < 2; i++) {
+               printf("Compile vs_prog_3_out[%d]\n", i);
+               vs_prog_3_out[i] = format_and_link_program(GL_VERTEX_SHADER,
+                               vs_code_3_out_template, glsl_version, i);
+
+               printf("Compile vs_prog_1_out[%d]\n", i);
+               vs_prog_1_out[i] = format_and_link_program(GL_VERTEX_SHADER,
+                               vs_code_1_out_template, glsl_version, i);
+
+               printf("Compile fs_prog_3_in[%d]\n", i);
+               fs_prog_3_in[i] = format_and_link_program(GL_FRAGMENT_SHADER,
+                               fs_code_3_in_template, glsl_version, i);
+
+               printf("Compile fs_prog_1_in[%d]\n", i);
+               fs_prog_1_in[i] = format_and_link_program(GL_FRAGMENT_SHADER,
+                               fs_code_1_in_template, glsl_version, i);
+       }
+
+       asprintf(&vs_source, vs_code_inactive_template, glsl_version, 
max_varying);
+       asprintf(&fs_source, fs_code_inactive_template, glsl_version, 
max_varying);
+
+       printf("Compile vs_fs_prog_separate_inactive\n");
+       vs_fs_prog_separate_inactive = 
piglit_build_simple_program_unlinked(vs_source, fs_source);
+       /* Manual linking so we can pack 2 separate-aware shaders into a single 
program */
+       glProgramParameteri(vs_fs_prog_separate_inactive, GL_PROGRAM_SEPARABLE, 
GL_TRUE);
+       glLinkProgram(vs_fs_prog_separate_inactive);
+       if (!piglit_link_check_status(vs_fs_prog_separate_inactive)) {
+               piglit_report_result(PIGLIT_FAIL);
+       }
+
+       printf("Compile vs_fs_prog_inactive\n");
+       vs_fs_prog_inactive = piglit_build_simple_program(vs_source, fs_source);
+
+       free(vs_source);
+       free(fs_source);
+
+       /*
+        * Pipeline creation
+        */
+       glGenProgramPipelines(2, pipeline_3_out_1_in);
+       glGenProgramPipelines(2, pipeline_1_out_3_in);
+       for (i = 0; i < 2; i++) {
+               glBindProgramPipeline(pipeline_3_out_1_in[i]);
+               glUseProgramStages(pipeline_3_out_1_in[i],
+                               GL_VERTEX_SHADER_BIT, vs_prog_3_out[i]);
+               glUseProgramStages(pipeline_3_out_1_in[i],
+                               GL_FRAGMENT_SHADER_BIT, fs_prog_1_in[i]);
+
+               glBindProgramPipeline(pipeline_1_out_3_in[i]);
+               glUseProgramStages(pipeline_1_out_3_in[i],
+                               GL_VERTEX_SHADER_BIT, vs_prog_1_out[i]);
+               glUseProgramStages(pipeline_1_out_3_in[i],
+                               GL_FRAGMENT_SHADER_BIT, fs_prog_3_in[i]);
+       }
+
+       glGenProgramPipelines(1, &pipeline_inactive);
+       glBindProgramPipeline(pipeline_inactive);
+       glUseProgramStages(pipeline_inactive,
+                       GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
+                       vs_fs_prog_separate_inactive);
+
+       if (!piglit_check_gl_error(0) || !pass)
+               piglit_report_result(PIGLIT_FAIL);
+}
-- 
2.1.4

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