[Piglit] [PATCH 1/2] SSO: new test to ensure correct deadcode optimization

Timothy Arceri t_arceri at yahoo.com.au
Wed Nov 18 13:45:05 PST 2015


On Tue, 2015-11-03 at 20:09 +0100, Gregory Hainaut wrote:
> 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.hainaut at 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.hainaut at 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);

I reviewed and pushed some patches by Ian from 2014 yesterday. If you include
 #include "sso-common.h" this can no be replaced by 

glsl_version = pick_a_glsl_version();

> +
> +	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);
> +}


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