On Wed, 25 Nov 2015 13:45:51 +1100
Timothy Arceri <timothy.arc...@collabora.com> wrote:

> From: Timothy Arceri <t_arc...@yahoo.com.au>
> 
> This tests a bug in Mesa where explicit locations are not taken into
> account when assigning varying locations which results in two
> inputs/outputs being given the same location.
> 
> Test results:
> Nvidia GeForce 840M - NVIDIA 352.41: pass
> i965 - Mesa 11.1-dev: fail
> 
> V3:
> - use helper function to format and link shaders
> - add array and arrays of arrays subtests
> - allow test to be run concurrently
> 
> V2: use pick_a_glsl_version() helper
> 
> Cc: Gregory Hainaut <gregory.hain...@gmail.com>
> ---
>  tests/all.py                                       |   2 +
>  .../arb_separate_shader_objects/CMakeLists.gl.txt  |   1 +
>  .../mixed_explicit_and_non_explicit_locations.c    | 343 
> +++++++++++++++++++++
>  3 files changed, 346 insertions(+)
>  create mode 100644 
> tests/spec/arb_separate_shader_objects/mixed_explicit_and_non_explicit_locations.c
> 
> diff --git a/tests/all.py b/tests/all.py
> index 07e3599..7689796 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -2161,6 +2161,8 @@ with profile.group_manager(
>        'Rendezvous by name')
>      g(['arb_separate_shader_object-rendezvous_by_name_interpolation'],
>        'Rendezvous by name with multiple interpolation qualifier')
> +    
> g(['arb_separate_shader_object-mixed_explicit_and_non_explicit_locations'],
> +      'Mixed explicit and non-explicit locations')
>      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 b4fce73..8e4011f 100644
> --- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> +++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> @@ -15,6 +15,7 @@ piglit_add_executable 
> (arb_separate_shader_object-compat-builtins compat-builtin
>  piglit_add_executable 
> (arb_separate_shader_object-explicit_locations_and_transform_feedback 
> explicit_locations_and_transform_feedback.c)
>  piglit_add_executable (arb_separate_shader_object-GetProgramPipelineiv 
> GetProgramPipelineiv.c)
>  piglit_add_executable (arb_separate_shader_object-IsProgramPipeline 
> IsProgramPipeline.c)
> +piglit_add_executable 
> (arb_separate_shader_object-mixed_explicit_and_non_explicit_locations 
> mixed_explicit_and_non_explicit_locations.c sso-common.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 sso-common.c)
>  piglit_add_executable 
> (arb_separate_shader_object-rendezvous_by_location-3-stages 
> rendezvous_by_location-3-stages.c)
> diff --git 
> a/tests/spec/arb_separate_shader_objects/mixed_explicit_and_non_explicit_locations.c
>  
> b/tests/spec/arb_separate_shader_objects/mixed_explicit_and_non_explicit_locations.c
> new file mode 100644
> index 0000000..3bca2bc
> --- /dev/null
> +++ 
> b/tests/spec/arb_separate_shader_objects/mixed_explicit_and_non_explicit_locations.c
> @@ -0,0 +1,343 @@
> +/*
> + * Copyright © 2015 Intel Corporation
> + *
> + * 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 tests a bug in Mesa where explicit locations are not taken into
> + * account when assigning varying locations which results in two
> + * inputs/outputs being given the same location.
> + */
> +#include "piglit-util-gl.h"
> +#include "sso-common.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 = 0;
> +static GLuint pipeline_arrays = 0;
> +static GLuint pipeline_arrays_of_arrays = 0;
> +
> +static const char *vs_code_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"
> +     "layout(location = 0) out vec3 a;\n"
> +        "out vec3 d;\n"
> +        "out vec3 e;\n"
> +     "layout(location = 1) out vec3 b;\n"
> +        "out vec3 f;\n"
> +     "layout(location = 2) out vec3 c;\n"
> +     "\n"
> +     "void main()\n"
> +     "{\n"
> +     "    gl_Position = piglit_vertex;\n"
> +     "    a = vec3(0.25, 0, 0);\n"
> +     "    b = vec3(0, 0.25, 0);\n"
> +     "    c = vec3(0, 0, 0.25);\n"
> +     "    d = vec3(0.5, 0, 0);\n"
> +     "    e = vec3(0, 0.5, 0);\n"
> +     "    f = vec3(0, 0, 0.5);\n"
> +     "}\n"
> +     ;
> +
> +static const char *fs_code_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 a; /* should get vec3(0.25, 0, 0) */\n"
> +        "in vec3 d;                      /* should get vec3(0.5, 0, 0)  */\n"
> +        "in vec3 e;                      /* should get vec3(0, 0.5, 0)  */\n"
> +     "layout(location = 1) in vec3 b; /* should get vec3(0, 0.25, 0) */\n"
> +        "in vec3 f;                      /* should get vec3(0, 0, 0.5)  */\n"
> +     "layout(location = 2) in vec3 c; /* should get vec3(0, 0, 0.25) */\n"
> +     "\n"
> +     "void main()\n"
> +     "{\n"
> +     "    out_color = vec4(a.x + d.x, b.y + e.y, c.z + f.z, 1);\n"
> +     "}\n"
> +     ;
> +
> +static const char *vs_arrays_code_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 c[2];\n"
> +     "layout(location = 1) out vec3 a;\n"
> +     "layout(location = 2) out vec3 b[2];\n"
> +        "out vec3 d;\n"
> +     "\n"
> +     "void main()\n"
> +     "{\n"
> +     "    gl_Position = piglit_vertex;\n"
> +     "    a = vec3(0.25, 0, 0);\n"
> +     "    b[0] = vec3(0, 0.25, 0);\n"
> +     "    b[1] = vec3(0, 0, 0.25);\n"
> +     "    c[0] = vec3(0.5, 0, 0);\n"
> +     "    c[1] = vec3(0, 0.5, 0);\n"
> +     "    d = vec3(0, 0, 0.5);\n"
> +     "}\n"
> +     ;
> +
> +static const char *fs_arrays_code_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 c[2];                      /* should get vec3(0.5, 0, 0)\n"
> +     "                                    * and vec3(0, 0.5, 0)\n"
> +     "                                    */\n"
> +     "layout(location = 1) in vec3 a;    /* should get vec3(0.25, 0, 0) */\n"
> +     "layout(location = 2) in vec3 b[2]; /* should get vec3(0, 0.25, 0)\n"
> +     "                                    * and vec3(0, 0, 0.25)\n"
> +     "                                    */\n"
> +        "in vec3 d;                         /* should get vec3(0, 0, 0.5)  
> */\n"
> +     "\n"
> +     "void main()\n"
> +     "{\n"
> +     "    out_color = vec4(a.x + c[0].x, b[0].y + c[1].y, b[1].z + d.z, 
> 1);\n"
> +     "}\n"
> +     ;
> +
> +static const char *vs_aoa_code_template =
> +     "#version %d\n"
> +     "#extension GL_ARB_separate_shader_objects: require\n"
> +     "#extension GL_ARB_explicit_attrib_location: require\n"
> +     "#extension GL_ARB_arrays_of_arrays: require\n"
> +     "\n"
> +     "layout(location = 0) in vec4 piglit_vertex;\n"
> +     "\n"
> +        "out vec3 c[2][2];\n"
> +     "layout(location = 2) out vec3 a[2][2];\n"
> +        "out vec3 d;\n"
> +     "layout(location = 8) out vec3 b;\n"
> +     "\n"
> +     "void main()\n"
> +     "{\n"
> +     "    gl_Position = piglit_vertex;\n"
> +     "    a[0][0] = vec3(0.25, 0, 0);\n"
> +     "    a[0][1] = vec3(0, 0.25, 0);\n"
> +     "    a[1][0] = vec3(0.125, 0, 0);\n"
> +     "    a[1][1] = vec3(0, 0.125, 0);\n"
> +     "    b = vec3(0, 0, 0.25);\n"
> +     "    c[0][0] = vec3(0.5, 0, 0);\n"
> +     "    c[0][1] = vec3(0, 0.5, 0);\n"
> +     "    c[1][0] = vec3(0.0625, 0, 0);\n"
> +     "    c[1][1] = vec3(0, 0.0625, 0);\n"
> +     "    d = vec3(0, 0, 0.5);\n"
> +     "}\n"
> +     ;
> +
> +static const char *fs_aoa_code_template =
> +     "#version %d\n"
> +     "#extension GL_ARB_separate_shader_objects: require\n"
> +     "#extension GL_ARB_explicit_attrib_location: enable\n"
> +     "#extension GL_ARB_arrays_of_arrays: require\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 c[2][2];\n"
> +     "layout(location = 2) in vec3 a[2][2];\n"
> +     "layout(location = 8) in vec3 b;\n"
> +        "in vec3 d;\n"
> +     "\n"
> +     "void main()\n"
> +     "{\n"
> +     "    float red = a[0][0].x + a[1][0].x + c[0][0].x + c[1][0].x;\n"
> +     "    float green = a[0][1].y + a[1][1].y + c[0][1].y + c[1][1].y;\n"
> +     "    float blue = b.z + d.z;\n"
> +     "    out_color = vec4(red, green, blue, 1);\n"
> +     "}\n"
> +     ;
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +     static const float expected[] = {
> +             0.75f, 0.75f, 0.75f, 1.0f
> +     };
> +     static const float expected_aoa[] = {
> +             0.9375f, 0.9375f, 0.75f, 1.0f
> +     };
> +     bool pass, pass1, pass2, pass3;
> +     int h_width = piglit_width / 2;
> +     int h_height = piglit_height / 2;
> +
> +     glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
> +     glClear(GL_COLOR_BUFFER_BIT);
> +
> +     /*
> +      * Test 1: Test for overlap of location assignment for varying.
> +      */
> +     glBindProgramPipeline(pipeline);
> +     piglit_draw_rect(-1, -1, 1, 1);
> +
> +     /*
> +      * Test 2: Test for overlap of location assignment for varying arrays.
> +      */
> +     if (pipeline_arrays) {
> +             glBindProgramPipeline(pipeline_arrays);
> +             piglit_draw_rect(-1, 0, 1, 1);
> +     }
> +
> +     /*
> +      * Test 3: Test for overlap of location assignment for varying
> +      * arrays of arrays.
> +      */
> +     if (pipeline_arrays_of_arrays) {
> +             glBindProgramPipeline(pipeline_arrays_of_arrays);
> +             piglit_draw_rect(0, -1, 1, 2);
> +     }
> +
> +     /*
> +      * Probe and report result
> +      */
> +     pass1 = piglit_probe_rect_rgba(0, 0, h_width, h_height, expected);
> +     pass2 = !pipeline_arrays ||
> +             piglit_probe_rect_rgba(0, h_height, h_width, h_height,
> +                                    expected);
> +     pass3 = !pipeline_arrays_of_arrays ||
> +             piglit_probe_rect_rgba(h_width, h_height, h_width, h_height,
> +                                    expected_aoa);
> +
> +     piglit_present_results();
> +
> +     pass = pass1 & pass2 & pass3;
> +
> +     piglit_report_subtest_result(pass1 ? PIGLIT_PASS : PIGLIT_FAIL,
> +                     "Varying location assignment overlap");
> +
> +     if (pipeline_arrays) {
> +             piglit_report_subtest_result(pass2 ? PIGLIT_PASS : PIGLIT_FAIL,
> +                     "Varying arrays location assignment overlap");
> +     }
> +
> +     if (pipeline_arrays_of_arrays) {
> +             piglit_report_subtest_result(pass3 ? PIGLIT_PASS : PIGLIT_FAIL,
> +                     "Varying arrays of arrays location assignment "
> +                     "overlap");
> +     }
> +
> +     piglit_present_results();
> +     return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +void piglit_init(int argc, char **argv)
> +{
> +     unsigned glsl_version;
> +     GLuint vs_prog, vs_prog_arrays, vs_prog_arrays_of_arrays;
> +     GLuint fs_prog, fs_prog_arrays, fs_prog_arrays_of_arrays;
> +
> +     piglit_require_vertex_shader();
> +     piglit_require_fragment_shader();
> +     piglit_require_extension("GL_ARB_separate_shader_objects");
> +     piglit_require_extension("GL_ARB_explicit_attrib_location");
> +
> +     glsl_version = pick_a_glsl_version();
> +
> +     /* Link and build pipeline for Varying test */
> +     vs_prog = format_and_link_program(GL_VERTEX_SHADER, vs_code_template,
> +                                      glsl_version);
> +
> +     fs_prog = format_and_link_program(GL_FRAGMENT_SHADER,
> +                                      fs_code_template, glsl_version);
> +
> +     glGenProgramPipelines(1, &pipeline);
> +     glUseProgramStages(pipeline,
> +                        GL_VERTEX_SHADER_BIT,
> +                        vs_prog);
> +     glUseProgramStages(pipeline,
> +                        GL_FRAGMENT_SHADER_BIT,
> +                        fs_prog);
> +     piglit_program_pipeline_check_status(pipeline);
> +
> +     /* Link and build pipeline for Varying arrays test */
> +     if (glsl_version >= 110) {
> +             vs_prog_arrays = format_and_link_program(GL_VERTEX_SHADER,
> +                                                     vs_arrays_code_template,
> +                                                     glsl_version);
> +
> +             fs_prog_arrays = format_and_link_program(GL_FRAGMENT_SHADER,
> +                                                     fs_arrays_code_template,
> +                                                     glsl_version);
> +
> +             glGenProgramPipelines(1, &pipeline_arrays);
> +             glUseProgramStages(pipeline_arrays,
> +                                GL_VERTEX_SHADER_BIT,
> +                                vs_prog_arrays);
> +             glUseProgramStages(pipeline_arrays,
> +                                GL_FRAGMENT_SHADER_BIT,
> +                                fs_prog_arrays);
> +             piglit_program_pipeline_check_status(pipeline_arrays);
> +     }
> +
> +     /* Link and build pipeline for Varying arrays test */
> +     if (piglit_is_extension_supported("GL_ARB_arrays_of_arrays")) {
> +             vs_prog_arrays_of_arrays =
> +                     format_and_link_program(GL_VERTEX_SHADER,
> +                                             vs_aoa_code_template,
> +                                             glsl_version);
> +
> +             fs_prog_arrays_of_arrays =
> +                     format_and_link_program(GL_FRAGMENT_SHADER,
> +                                             fs_aoa_code_template,
> +                                             glsl_version);
> +
> +             glGenProgramPipelines(1, &pipeline_arrays_of_arrays);
> +             glUseProgramStages(pipeline_arrays_of_arrays,
> +                                GL_VERTEX_SHADER_BIT,
> +                                vs_prog_arrays_of_arrays);
> +             glUseProgramStages(pipeline_arrays_of_arrays,
> +                               GL_FRAGMENT_SHADER_BIT,
> +                               fs_prog_arrays_of_arrays);
> +             piglit_program_pipeline_check_status(pipeline_arrays_of_arrays);
> +     }
> +
> +     if (!piglit_check_gl_error(0))
> +             piglit_report_result(PIGLIT_FAIL);
> +}

Hello Timothy,

There are a couple of indentation issue (in shader code template).

IMHO, it would be better to just request GLSL 110 (or the equivalent gl
version). As a side note, a nice common function to Generate, Use VS/FS,
check the pipeline state could be a good idea too.

Otherwise, it seems good to me.

Best regards,
Gregory
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