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