https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #26 from Timothy Arceri ---
(In reply to b...@besd.de from comment #24)
> I honestly dont know what youre talking about.
>
> This is basically just fallout from me running captured piglit shaders in
>
https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #25 from Timothy Arceri ---
(In reply to b...@besd.de from comment #20)
> All it takes is
>
> - if (consts->GLSLVersion >= 400)
> + if (consts->GLSLVersion >= 150)
>extensions->ARB_gpu_shader5 =
Quoting Dylan Baker (2018-04-04 15:26:48)
> I don't expect everyone I've CC'd to give thorough review (or any
> review), I've mostly CC'd people who I think would be interested in this
> work, or who's work flow I might be altered by it.
>
> Piglit has struggled to cope with the growing number of
https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #24 from b...@besd.de ---
I honestly dont know what youre talking about.
This is basically just fallout from me running captured piglit shaders in
shader-db.
Shouldn't make a difference, should it?
But it does.
It
From: Neil Roberts
This is a simple port of arb_arrays_of_arrays/execution/sampler/
fs-nested-struct-arrays-nonconst-nested-array.shader_test
---
.../sampler2d-nonconst-nested-array.shader_test| 225 +
1 file changed, 225 insertions(+)
create mode
From: Neil Roberts
This includes a basic test with uniform initializers, one using a
mat4x3 type, one using a dvec4 and finally a complex one using a
combination of types (arrays, structs and mats). # This is the commit
message #2:
---
From: Neil Roberts
Tests using two uniforms that have explicit uniform locations with a
gap between them.
---
.../uniform/nonsequential-locations.shader_test| 69 ++
1 file changed, 69 insertions(+)
create mode 100644
From: Neil Roberts
This is a somewhat convoluted test to catch a particular problem
with the code we were using to assign a uniform index to a variable.
A uniform’s location starts off being the explicit location.
Previously while recursing through the uniform’s type,
From: Neil Roberts
---
.../execution/uniform/embedded-structs.shader_test | 151 +
1 file changed, 151 insertions(+)
create mode 100644
tests/spec/arb_gl_spirv/execution/uniform/embedded-structs.shader_test
diff --git
From: Neil Roberts
---
.../execution/uniform/struct-array.shader_test | 140 +
1 file changed, 140 insertions(+)
create mode 100644
tests/spec/arb_gl_spirv/execution/uniform/struct-array.shader_test
diff --git
---
.../different-uniform-array-size.shader_test | 130 +
.../uniform/different-uniform-type.shader_test | 129
2 files changed, 259 insertions(+)
create mode 100644
From: Neil Roberts
---
.../execution/uniform/sampler2d-struct.shader_test | 98 ++
1 file changed, 98 insertions(+)
create mode 100644
tests/spec/arb_gl_spirv/execution/uniform/sampler2d-struct.shader_test
diff --git
From: Neil Roberts
---
.../execution/uniform/struct.shader_test | 79 ++
1 file changed, 79 insertions(+)
create mode 100644 tests/spec/arb_gl_spirv/execution/uniform/struct.shader_test
diff --git
From: Neil Roberts
---
.../uniform/sampler2d-binding-array.shader_test| 85 ++
.../uniform/sampler2d-binding.shader_test | 70 ++
2 files changed, 155 insertions(+)
create mode 100644
Use a uniform image2DMS and image2DMSArray. The latter related with
SpvCapabilityImageMSArray.
Note that those are linking tests, because although the specific
extensions are supported, in the practice multisampling is not allowed
as GL_MAX_IMAGE_SAMPLES is zero for most mesa drivers.
From: Nicolai Hähnle
The names were removed from the text-format SPIR-V by hand.
Signed-off-by: Alejandro Piñeiro
Signed-off-by: Nicolai Hähnle
---
.../uniform/simple-without-names.shader_test | 111
---
.../execution/uniform/array.shader_test| 137 +
1 file changed, 137 insertions(+)
create mode 100644 tests/spec/arb_gl_spirv/execution/uniform/array.shader_test
diff --git a/tests/spec/arb_gl_spirv/execution/uniform/array.shader_test
---
.../execution/uniform/sampler2d.shader_test| 70 ++
1 file changed, 70 insertions(+)
create mode 100644
tests/spec/arb_gl_spirv/execution/uniform/sampler2d.shader_test
diff --git a/tests/spec/arb_gl_spirv/execution/uniform/sampler2d.shader_test
---
.../execution/uniform/two-uniforms.shader_test | 132 +
1 file changed, 132 insertions(+)
create mode 100644
tests/spec/arb_gl_spirv/execution/uniform/two-uniforms.shader_test
diff --git a/tests/spec/arb_gl_spirv/execution/uniform/two-uniforms.shader_test
From: Neil Roberts
---
.../execution/vs-ps-specializations.shader_test| 181 +
1 file changed, 181 insertions(+)
create mode 100644
tests/spec/arb_gl_spirv/execution/vs-ps-specializations.shader_test
diff --git
From: Nicolai Hähnle
Signed-off-by: Nicolai Hähnle
Signed-off-by: Neil Roberts
---
.../execution/uniform/simple.shader_test | 124 +
1 file changed, 124 insertions(+)
create mode 100644
From: Neil Roberts
There can now be extra sections such as the following in the
shader_test file:
[vertex shader specializations]
uint 0 3
These will get passed to glSpecializeShader when compiling the
corresponding shader.
---
tests/shaders/shader_runner.c | 181
Really basic VS-PS pipeline, without uniforms.
---
.../execution/vs-ps-simple.shader_test | 119 +
1 file changed, 119 insertions(+)
create mode 100644 tests/spec/arb_gl_spirv/execution/vs-ps-simple.shader_test
diff --git
Adds a equivalent to the existing GLSL
passthrough_vertex_shader_source, but with an SPIR-V assembly one. As
it is somewhat big, moved to a different header.
An alternative would be kept the assembly on a file, and open it when
required.
---
tests/shaders/shader_runner.c| 8
Fancy to be sure that shader_runner is trying to run in SPIR-V
mode. Didn't print if it is running on GLSL mode as that is the
default. Initially only some small amount of tests will run on SPIR-V
mode.
---
tests/shaders/shader_runner.c | 3 +++
1 file changed, 3 insertions(+)
diff --git
From: Neil Roberts
The data is given as a buffer which is streamed through the standard
in of the child process. The standard output is captured into a
buffer.
---
tests/util/CMakeLists.txt | 1 +
tests/util/piglit-subprocess.c | 207
So when executing shader tests, they will be executed with -glsl. This
is the force GLSL mode, that is only relevant if the shader test
includes SPIR-V shaders.
So for example:
./piglit run tests/shader.py -t ARB_gl_spirv --glsl results/results
Will try to run all the shader tests for
Hi,
this is the first series of piglit testing for the ongoing support for
ARB_gl_spirv. This series adds shader_runner the support to load
SPIR-V binaries, so the same shader_test can be used in most cases for
GLSL or SPIR-V. The main focus of this series is providing testing for
uniforms,
From: Nicolai Hähnle
This commit add support to load a SPIR-V shader, possible since
ARB_gl_spirv.
The SPIR-V shader is included on the shader_test script on new shader
stage versions ([vertex shader spirv], [fragment shader spirv],
etc). It is not in direct binary
https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #23 from Ilia Mirkin ---
(In reply to b...@besd.de from comment #20)
> All it takes is
>
> - if (consts->GLSLVersion >= 400)
> + if (consts->GLSLVersion >= 150)
>extensions->ARB_gpu_shader5 =
https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #22 from b...@besd.de ---
Found one: Unigine Valley dont know if there's a difference but works
MESA_GL_VERSION_OVERRIDE=3.2 MESA_GLSL_VERSION_OVERRIDE=150 ./valley
Loading "/home/nano/.Valley/valley_1.0.cfg"...
https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #21 from b...@besd.de ---
However I dont consciously have any application that uses gpu_shader5 so I can
only judge from shader-db runs
Do you any?
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https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #20 from b...@besd.de ---
All it takes is
- if (consts->GLSLVersion >= 400)
+ if (consts->GLSLVersion >= 150)
extensions->ARB_gpu_shader5 = GL_TRUE;
and everything is fine (well not everything but that is
https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #19 from Ilia Mirkin ---
(In reply to b...@besd.de from comment #18)
> well... Mesa implements OpenGl
> so OpenGL is the standard.
> The version requirements are there for a reason.
The reason tends to be
https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #17 from Timothy Arceri ---
(In reply to b...@besd.de from comment #16)
> no, there were significantly more piglit shaders failing because gpu_shader5
> wasnt available in the context they requested.
>
> The
https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #16 from b...@besd.de ---
no, there were significantly more piglit shaders failing because gpu_shader5
wasnt available in the context they requested.
The two I fixed still didnt work after that.
And there is one that
https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #15 from Timothy Arceri ---
(In reply to b...@besd.de from comment #14)
> Hi Timothy thanks for looking into this.
>
> If you remember from
> https://bugs.freedesktop.org/show_bug.cgi?id=105807#c8
>
> this
https://bugs.freedesktop.org/show_bug.cgi?id=106052
--- Comment #14 from b...@besd.de ---
Hi Timothy thanks for looking into this.
If you remember from
https://bugs.freedesktop.org/show_bug.cgi?id=105807#c8
this kind of thing also happens with "real world" shaders so I dont think
https://bugs.freedesktop.org/show_bug.cgi?id=106052
Timothy Arceri changed:
What|Removed |Added
Version|git |unspecified
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