[Mesa-dev] [PATCH] gl-2.0: Add test for re-using shader objects

Topi Pohjolainen topi.pohjolainen at intel.com
Fri Jun 26 07:50:52 PDT 2015


This is stimulating the shader binary re-use logic in i965 buffer
object uploading. Without relaxing the current constraints there
will be two identical copies in the cache. With the introduced
three patches the logic begins to share only one copy between
two entries in the cache.

CC: Kenneth Graunke <kenneth at whitecape.org>
Signed-off-by: Topi Pohjolainen <topi.pohjolainen at intel.com>
---
 tests/spec/gl-2.0/CMakeLists.gl.txt       |   1 +
 tests/spec/gl-2.0/reuse_fragment_shader.c | 105 ++++++++++++++++++++++++++++++
 2 files changed, 106 insertions(+)
 create mode 100644 tests/spec/gl-2.0/reuse_fragment_shader.c

diff --git a/tests/spec/gl-2.0/CMakeLists.gl.txt b/tests/spec/gl-2.0/CMakeLists.gl.txt
index 2ce99bd..54d420f 100644
--- a/tests/spec/gl-2.0/CMakeLists.gl.txt
+++ b/tests/spec/gl-2.0/CMakeLists.gl.txt
@@ -15,3 +15,4 @@ piglit_add_executable (gl-2.0-edgeflag edgeflag.c)
 piglit_add_executable (gl-2.0-edgeflag-immediate edgeflag-immediate.c)
 piglit_add_executable (gl-2.0-vertexattribpointer vertexattribpointer.c)
 piglit_add_executable (gl-2.0-vertex-const-attr vertex-const-attr.c)
+piglit_add_executable (gl-2.0-reuse_fragment_shader reuse_fragment_shader.c)
diff --git a/tests/spec/gl-2.0/reuse_fragment_shader.c b/tests/spec/gl-2.0/reuse_fragment_shader.c
new file mode 100644
index 0000000..bf10425
--- /dev/null
+++ b/tests/spec/gl-2.0/reuse_fragment_shader.c
@@ -0,0 +1,105 @@
+/* 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.
+ */
+
+/** @file reuse_fragment_shader.c
+ *
+ * Compile and run two programs that use the same vertex and fragment
+ * shader objects.
+ *
+ * The spec says: "It is also permissible to attach a shader object to more
+ *                 than one program object."
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+	config.supports_gl_compat_version = 10;
+
+	config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static const float green[] = {0, 1, 0, 0};
+static const float blue[] = {0, 0, 1, 0};
+
+static GLint prog_1;
+static GLint prog_2;
+
+enum piglit_result
+piglit_display(void)
+{
+	bool pass = true;
+
+	glUseProgram(prog_2);
+	piglit_draw_rect(-1, -1, 1, 2);
+
+	glUseProgram(prog_1);
+	piglit_draw_rect(0, -1, 1, 2);
+
+	pass = piglit_probe_rect_rgba(
+			0, 0, piglit_width / 2, piglit_height, green);
+	pass = piglit_probe_rect_rgba(
+			piglit_width / 2, 0,
+			piglit_width / 2, piglit_height, blue) && pass;
+	piglit_present_results();
+
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+static const char *vs_source =
+	"void main()\n"
+	"{\n"
+	"	gl_Position = gl_Vertex;\n"
+	"}\n";
+
+static const char *fs_source =
+	"uniform vec4 color;\n"
+	"\n"
+	"void main()\n"
+	"{\n"
+	"	gl_FragColor = color;\n"
+	"}\n";
+
+void
+piglit_init(int argc, char **argv)
+{
+	const GLuint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
+						     fs_source);
+	const GLuint vs = piglit_compile_shader_text(GL_VERTEX_SHADER,
+						     vs_source);
+	GLint color_loc_prog_1;
+	GLint color_loc_prog_2;
+
+	prog_1 = piglit_link_simple_program(vs, fs);
+	glUseProgram(prog_1);
+	color_loc_prog_1 = glGetUniformLocation(prog_1, "color");
+	glUniform4fv(color_loc_prog_1, 1, blue);
+
+	prog_2 = piglit_link_simple_program(vs, fs);
+	glUseProgram(prog_2);
+	color_loc_prog_2 = glGetUniformLocation(prog_2, "color");
+	glUniform4fv(color_loc_prog_2, 1, green);
+
+	glDeleteShader(vs);
+	glDeleteShader(fs);
+}
-- 
1.9.3



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