[Piglit] [PATCH 2/3] sso: Verify that rendezvous by location also works

Paul Berry stereotype441 at gmail.com
Mon Oct 14 10:53:21 PDT 2013


On 1 October 2013 18:22, Ian Romanick <idr at freedesktop.org> wrote:

> From: Ian Romanick <ian.d.romanick at intel.com>
>
> Separate shader objects can either connect outputs to inputs by matching
> names (rendezvous by name) or by assigning explicit locations via the
> layout(location=...) (rendezvous by location).  This is a simple test
> that a vertex shader with a different name than the fragment shader
> input can by matched by the location.
>
> v2: Fix some dumb bugs in the test.  Use multiple values to ensure we're
> not matching using rendezvous-by-dumb-luck.
>
> v3:
> * Fix a bug in the ordering of cross product parameters.  Noticed by
>   Paul.
> * Add another test case where the fragment shader variables are listed
>   in a different order.  Add some explanitory text with rationalization
>   for the tests chosen.
> * Dynamically set the #version line depending on driver support.  This
>   works around some bugs in the NVIDIA driver noticed by Paul.
>
> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
>

Reviewed-by: Paul Berry <stereotype441 at gmail.com>


> ---
>  tests/all.tests                                    |   1 +
>  .../arb_separate_shader_objects/CMakeLists.gl.txt  |   1 +
>  .../rendezvous_by_location.c                       | 202
> +++++++++++++++++++++
>  3 files changed, 204 insertions(+)
>  create mode 100644
> tests/spec/arb_separate_shader_objects/rendezvous_by_location.c
>
> diff --git a/tests/all.tests b/tests/all.tests
> index e0cdc8b..33556af 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -1277,6 +1277,7 @@ arb_separate_shader_objects['IsProgramPipeline'] =
> concurrent_test('arb_separate
>  arb_separate_shader_objects['UseProgramStages - non-separable program'] =
> concurrent_test('arb_separate_shader_object-UseProgramStages-non-separable')
>  arb_separate_shader_objects['Mix BindProgramPipeline and UseProgram'] =
> concurrent_test('arb_separate_shader_object-mix_pipeline_useprogram')
>  arb_separate_shader_objects['ProgramUniform coverage'] =
> concurrent_test('arb_separate_shader_object-ProgramUniform-coverage')
> +arb_separate_shader_objects['Rendezvous by location'] =
> plain_test('arb_separate_shader_object-rendezvous_by_location -fbo')
>  arb_separate_shader_objects['ValidateProgramPipeline'] =
> concurrent_test('arb_separate_shader_object-ValidateProgramPipeline')
>
>  # Group ARB_sampler_objects
> diff --git a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> index 0ed3e2f..32a28ba 100644
> --- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> +++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> @@ -13,5 +13,6 @@ piglit_add_executable
> (arb_separate_shader_object-GetProgramPipelineiv GetProgra
>  piglit_add_executable (arb_separate_shader_object-IsProgramPipeline
> IsProgramPipeline.c)
>  piglit_add_executable (arb_separate_shader_object-mix_pipeline_useprogram
> mix_pipeline_useprogram.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)
>  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_location.c
> b/tests/spec/arb_separate_shader_objects/rendezvous_by_location.c
> new file mode 100644
> index 0000000..4193ea5
> --- /dev/null
> +++ b/tests/spec/arb_separate_shader_objects/rendezvous_by_location.c
> @@ -0,0 +1,202 @@
> +/*
> + * Copyright © 2013 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 rendezvous_by_location.c
> + * Simple test for separate shader objects that use
> rendezvous-by-location.
> + *
> + * There are two ways one might expect rendezvous-by-location to fail.
>  One
> + * predicatble failure mode is for variables between two program objects
> to be
> + * linked in the order they appear in the shader text.  Another
> predicatble
> + * failure mode is for variables between two program objects to be linked
> by
> + * name.
> + *
> + * This test tries both modes using a single fragement shader program.
>  This
> + * program outputs two varibles, a and b, with locations specified.  Two
> + * fragment shader programs are created, each having input variables a
> and b,
> + * with locations specified.  In the first case, a and b are listed in the
> + * same order as in the vertex shader, but the locations are reversed
> (vertex
> + * shader output a has the location of fragment shader input b).  In the
> + * second case, a and b are list in the reverse order as in the vertex
> shader.
> + * However, the assigned locations are the same as in the other fragment
> + * shader.
> + */
> +#include "piglit-util-gl-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_same_declaration_order;
> +static GLuint pipeline_same_location_order;
> +
> +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 = 2) out vec3 a;\n"
> +       "layout(location = 3) out vec3 b;\n"
> +       "\n"
> +       "void main()\n"
> +       "{\n"
> +       "    gl_Position = piglit_vertex;\n"
> +       "    a = vec3(0, 0, 1);\n"
> +       "    b = vec3(1, 0, 0);\n"
> +       "}\n"
> +       ;
> +
> +static const char *fs_code_same_declaration_order_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 = 3) in vec3 a; /* should get vec3(1, 0, 0) */\n"
> +       "layout(location = 2) in vec3 b; /* should get vec3(0, 0, 1) */\n"
> +       "\n"
> +       "void main()\n"
> +       "{\n"
> +       "    out_color = vec4(cross(b, a), 1);\n"
> +       "}\n"
> +       ;
> +
> +static const char *fs_code_same_location_order_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 = 2) in vec3 b; /* should get vec3(0, 0, 1) */\n"
> +       "layout(location = 3) in vec3 a; /* should get vec3(1, 0, 0) */\n"
> +       "\n"
> +       "void main()\n"
> +       "{\n"
> +       "    out_color = vec4(cross(b, a), 1);\n"
> +       "}\n"
> +       ;
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +       static const float expected[] = {
> +               0.0f, 1.0f, 0.0f, 1.0f
> +       };
> +       bool pass;
> +
> +       glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
> +       glClear(GL_COLOR_BUFFER_BIT);
> +
> +       glBindProgramPipeline(pipeline_same_declaration_order);
> +       piglit_draw_rect(-1, -1, 1, 2);
> +
> +       glBindProgramPipeline(pipeline_same_location_order);
> +       piglit_draw_rect(0, -1, 1, 2);
> +       pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height,
> +                                     expected);
> +
> +       piglit_present_results();
> +       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +void piglit_init(int argc, char **argv)
> +{
> +       unsigned glsl_version;
> +       GLuint vs_prog;
> +       GLuint fs_prog_same_declaration_order;
> +       GLuint fs_prog_same_location_order;
> +       bool es;
> +       int glsl_major;
> +       int glsl_minor;
> +       char *source;
> +
> +       piglit_require_vertex_shader();
> +       piglit_require_fragment_shader();
> +       piglit_require_extension("GL_ARB_separate_shader_objects");
> +       piglit_require_extension("GL_ARB_explicit_attrib_location");
> +
> +       /* 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);
> +
> +       asprintf(&source, vs_code_template, glsl_version);
> +       vs_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1,
> +                                        (const GLchar *const *) &source);
> +       piglit_link_check_status(vs_prog);
> +       free(source);
> +
> +       asprintf(&source, fs_code_same_declaration_order_template,
> glsl_version);
> +       fs_prog_same_declaration_order =
> +               glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
> +                                      (const GLchar *const *) &source);
> +       piglit_link_check_status(fs_prog_same_declaration_order);
> +       free(source);
> +
> +       asprintf(&source, fs_code_same_location_order_template,
> glsl_version);
> +       fs_prog_same_location_order =
> +               glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
> +                                      (const GLchar *const *) &source);
> +       piglit_link_check_status(fs_prog_same_location_order);
> +       free(source);
> +
> +       glGenProgramPipelines(1, &pipeline_same_declaration_order);
> +       glUseProgramStages(pipeline_same_declaration_order,
> +                          GL_VERTEX_SHADER_BIT,
> +                          vs_prog);
> +       glUseProgramStages(pipeline_same_declaration_order,
> +                          GL_FRAGMENT_SHADER_BIT,
> +                          fs_prog_same_declaration_order);
> +
> piglit_program_pipeline_check_status(pipeline_same_declaration_order);
> +
> +       glGenProgramPipelines(1, &pipeline_same_location_order);
> +       glUseProgramStages(pipeline_same_location_order,
> +                          GL_VERTEX_SHADER_BIT,
> +                          vs_prog);
> +       glUseProgramStages(pipeline_same_location_order,
> +                          GL_FRAGMENT_SHADER_BIT,
> +                          fs_prog_same_location_order);
> +       piglit_program_pipeline_check_status(pipeline_same_location_order);
> +
> +       if (!piglit_check_gl_error(0))
> +               piglit_report_result(PIGLIT_FAIL);
> +}
> --
> 1.8.1.4
>
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