[Piglit] [PATCH] Remove multiple shader files per section facility from shader_runner.

Paul Berry stereotype441 at gmail.com
Fri Aug 31 11:03:49 PDT 2012


On 30 August 2012 11:59, Stuart Abercrombie <sabercrombie at chromium.org>wrote:

> This is part of the effort to make version handling more flexible for GLES.
>

Looks great, thanks.

Pushed to master.


> ---
>  tests/shaders/shader_runner.c |   65
> +++++++++++++++++-----------------------
>  1 files changed, 28 insertions(+), 37 deletions(-)
>
> diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
> index aa60a62..6e3a470 100644
> --- a/tests/shaders/shader_runner.c
> +++ b/tests/shaders/shader_runner.c
> @@ -63,15 +63,8 @@ unsigned num_fragment_shaders = 0;
>  int num_uniform_blocks;
>  GLuint *uniform_block_bos;
>
> -/**
> - * List of strings loaded from files
> - *
> - * Some test script sections, such as "[vertex shader file]", can supply
> shader
> - * source code from multiple disk files.  This array stores those strings.
> - */
> -char *shader_strings[256];
> -GLsizei shader_string_sizes[256];
> -unsigned num_shader_strings = 0;
> +char *shader_string;
> +GLint shader_string_size;
>  const char *vertex_data_start = NULL;
>  const char *vertex_data_end = NULL;
>  GLuint prog;
> @@ -114,7 +107,6 @@ compile_glsl(GLenum target, bool release_text)
>  {
>         GLuint shader = piglit_CreateShader(target);
>         GLint ok;
> -       unsigned i;
>
>         switch (target) {
>         case GL_VERTEX_SHADER:
> @@ -129,9 +121,9 @@ compile_glsl(GLenum target, bool release_text)
>                 break;
>         }
>
> -       piglit_ShaderSource(shader, num_shader_strings,
> -                           (const GLchar **) shader_strings,
> -                           shader_string_sizes);
> +       piglit_ShaderSource(shader, 1,
> +                           &shader_string,
> +                           &shader_string_size);
>
>         piglit_CompileShader(shader);
>
> @@ -155,8 +147,7 @@ compile_glsl(GLenum target, bool release_text)
>         }
>
>         if (release_text) {
> -               for (i = 0; i < num_shader_strings; i++)
> -                       free(shader_strings[i]);
> +               free(shader_string);
>         }
>
>         switch (target) {
> @@ -280,10 +271,15 @@ comparison_string(enum comparison cmp)
>  void
>  load_shader_file(const char *line)
>  {
> -       GLsizei *const size = &shader_string_sizes[num_shader_strings];
> +       GLsizei *const size = &shader_string_size;
>         char buf[256];
>         char *text;
>
> +       if (shader_string) {
> +               printf("Multiple shader files in same section: %s\n",
> line);
> +               piglit_report_result(PIGLIT_FAIL);
> +       }
> +
>         strcpy_to_space(buf, line);
>
>         text = piglit_load_text_file(buf, (unsigned *) size);
> @@ -304,8 +300,7 @@ load_shader_file(const char *line)
>                 piglit_report_result(PIGLIT_FAIL);
>         }
>
> -       shader_strings[num_shader_strings] = text;
> -       num_shader_strings++;
> +       shader_string = text;
>  }
>
>
> @@ -481,8 +476,7 @@ leave_state(enum states state, const char *line)
>                 break;
>
>         case vertex_shader:
> -               shader_string_sizes[0] = line - shader_strings[0];
> -               num_shader_strings = 1;
> +               shader_string_size = line - shader_string;
>                 compile_glsl(GL_VERTEX_SHADER, false);
>                 break;
>
> @@ -492,8 +486,8 @@ leave_state(enum states state, const char *line)
>
>         case vertex_program:
>                 compile_and_bind_program(GL_VERTEX_PROGRAM_ARB,
> -                                        shader_strings[0],
> -                                        line - shader_strings[0]);
> +                                        shader_string,
> +                                        line - shader_string);
>                 break;
>
>         case geometry_shader:
> @@ -503,8 +497,7 @@ leave_state(enum states state, const char *line)
>                 break;
>
>         case fragment_shader:
> -               shader_string_sizes[0] = line - shader_strings[0];
> -               num_shader_strings = 1;
> +               shader_string_size = line - shader_string;
>                 compile_glsl(GL_FRAGMENT_SHADER, false);
>                 break;
>
> @@ -514,8 +507,8 @@ leave_state(enum states state, const char *line)
>
>         case fragment_program:
>                 compile_and_bind_program(GL_FRAGMENT_PROGRAM_ARB,
> -                                        shader_strings[0],
> -                                        line - shader_strings[0]);
> +                                        shader_string,
> +                                        line - shader_string);
>                 break;
>
>         case vertex_data:
> @@ -629,24 +622,22 @@ process_test_script(const char *script_name)
>                                 state = requirements;
>                         } else if (string_match("[vertex shader]", line)) {
>                                 state = vertex_shader;
> -                               shader_strings[0] = NULL;
> +                               shader_string = NULL;
>                         } else if (string_match("[vertex program]", line))
> {
>                                 state = vertex_program;
> -                               shader_strings[0] = NULL;
> +                               shader_string = NULL;
>                         } else if (string_match("[vertex shader file]",
> line)) {
>                                 state = vertex_shader_file;
> -                               shader_strings[0] = NULL;
> -                               num_shader_strings = 0;
> +                               shader_string = NULL;
>                         } else if (string_match("[fragment shader]",
> line)) {
>                                 state = fragment_shader;
> -                               shader_strings[0] = NULL;
> +                               shader_string = NULL;
>                         } else if (string_match("[fragment program]",
> line)) {
>                                 state = fragment_program;
> -                               shader_strings[0] = NULL;
> +                               shader_string = NULL;
>                         } else if (string_match("[fragment shader file]",
> line)) {
>                                 state = fragment_shader_file;
> -                               shader_strings[0] = NULL;
> -                               num_shader_strings = 0;
> +                               shader_string = NULL;
>                         } else if (string_match("[vertex data]", line)) {
>                                 state = vertex_data;
>                                 vertex_data_start = NULL;
> @@ -671,8 +662,8 @@ process_test_script(const char *script_name)
>                         case geometry_program:
>                         case fragment_shader:
>                         case fragment_program:
> -                               if (shader_strings[0] == NULL)
> -                                       shader_strings[0] = (char *) line;
> +                               if (shader_string == NULL)
> +                                       shader_string = (char *) line;
>                                 break;
>
>                         case vertex_shader_file:
> @@ -680,7 +671,7 @@ process_test_script(const char *script_name)
>                         case fragment_shader_file:
>                                 line = eat_whitespace(line);
>                                 if ((line[0] != '\n') && (line[0] != '#'))
> -                                   load_shader_file(line);
> +                                       load_shader_file(line);
>                                 break;
>
>                         case vertex_data:
> --
> 1.7.7.3
>
>
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