[Piglit] [PATCH 8/9] sso: Verify that rendezvous by location also works

Ian Romanick idr at freedesktop.org
Sun Sep 8 19:42:22 PDT 2013


On 09/07/2013 09:01 PM, Paul Berry wrote:
> On 4 September 2013 12:57, Ian Romanick <idr at freedesktop.org
> <mailto:idr at freedesktop.org>> wrote:
> 
>     From: Ian Romanick <ian.d.romanick at intel.com
>     <mailto: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.
> 
>     Signed-off-by: Ian Romanick <ian.d.romanick at intel.com
>     <mailto:ian.d.romanick at intel.com>>
>     ---
>      tests/all.tests                                    |  1 +
>      .../arb_separate_shader_objects/CMakeLists.gl.txt  |  1 +
>      .../rendezvous_by_location.c                       | 97
>     ++++++++++++++++++++++
>      3 files changed, 99 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 ceefaf3..a8e389c 100644
>     --- a/tests/all.tests
>     +++ b/tests/all.tests
>     @@ -1241,6 +1241,7 @@
>     arb_separate_shader_objects['GetProgramPipelineiv'] =
>     concurrent_test('arb_separ
>      arb_separate_shader_objects['IsProgramPipeline'] =
>     concurrent_test('arb_separate_shader_object-IsProgramPipeline')
>      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['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 ad22987..66176f1 100644
>     --- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
>     +++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
>     @@ -12,5 +12,6 @@ link_libraries (
>      piglit_add_executable
>     (arb_separate_shader_object-GetProgramPipelineiv GetProgramPipelineiv.c)
>      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-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..00a8cf9
>     --- /dev/null
>     +++ b/tests/spec/arb_separate_shader_objects/rendezvous_by_location.c
>     @@ -0,0 +1,97 @@
>     +/*
>     + * 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.
>     + */
>     +
>     +#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 const char *vs_code =
>     +       "#version 110\n"
>     +       "#extension GL_ARB_separate_shader_objects: require\n"
>     +       "layout(location = 2) out vec3 a;\n"
>     +       "layout(location = 3) out vec3 b;\n"
>     +       "void main()\n"
>     +       "{\n"
>     +       "    gl_Position = gl_Vertex;\n"
>     +       "    a = vec3(0, 0, 1);\n"
>     +       "    b = vec3(1, 0, 0);\n"
>     +       "}\n"
>     +       ;
>     +
>     +static const char *fs_code =
>     +       "#version 110\n"
>     +       "#extension GL_ARB_separate_shader_objects: require\n"
>     +       "layout(location = 3) in vec3 a;\n"
>     +       "layout(location = 2) in vec3 b;\n"
>     +       "void main()\n"
>     +       "{\n"
>     +       "    gl_FragColor = vec4(cross(a, b), 1);\n"
> 
> 
> This should be cross(b, a).  As written you're computing cross(vec3(1,
> 0, 0), vec3(0, 0, 1)), which equals vec3(0, -1, 0).

D'oh... I was thinking in NDC (where positive Z goes away from the
screen) instead of "real" coordinates.  Math is hard.

> You're usually really good about testing your code before submitting it,
> so I'm wondering: does this test pass on catalyst?  If so that's really
> bad because it means catalyst is doing rendezvous by name in spite of
> locations being specified.

I think I had asked Ken to test on AMD (I only have GL 3.3 NVIDIA
hardware handy), but I don't think he ever did.  I may have just tested
on Mesa where it spectacularly failed regardless. :)

> Incidentally, I found that in order to run this test on NVIDIA, I had to
> change the shaders to use #version 140, and I had to replace gl_Vertex
> with a user-defined vertex attribute.  I believe those are both
> necessary because of NVIDIA bugs, but it might be nice to go ahead and
> do them anyway, just so that it's easier to validate the test against
> existing implementations.  But I don't feel terribly strongly about it.

You had to replace gl_Vertex, but it let you use gl_FragColor?  Would
1.30 also work on NVIDIA?  I suspect they don't enable the 'in' and
'out' keywords based on extensions.  I'll add separate compile tests for
that. :)

The spec also says that layout() cannot be applied to the old keywords
(attribute or varying).

Since Mesa is going to enable this extension on all drivers, I'd like to
have as many of the tests run on as many drivers as possible.  Very few
Mesa drivers support GLSL 1.40.  Maybe I should dynamically set the version?

> With the order of arguments to cross() fixed, this patch is:
> 
> Reviewed-by: Paul Berry <stereotype441 at gmail.com
> <mailto:stereotype441 at gmail.com>>
>  
> 
>     +       "}\n"
>     +       ;
>     +
>     +enum piglit_result
>     +piglit_display(void)
>     +{
>     +       static const float expected[] = {
>     +               0.0f, 1.0f, 0.0f, 1.0f
>     +       };
>     +       bool pass;
>     +
>     +       piglit_draw_rect(-1, -1, 2, 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)
>     +{
>     +       GLuint vs_prog;
>     +       GLuint fs_prog;
>     +       GLuint pipeline;
>     +
>     +       piglit_require_vertex_shader();
>     +       piglit_require_extension("GL_ARB_separate_shader_objects");
>     +
>     +       vs_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vs_code);
>     +       piglit_link_check_status(vs_prog);
>     +
>     +       fs_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
>     &fs_code);
>     +       piglit_link_check_status(fs_prog);
>     +
>     +       glGenProgramPipelines(1, &pipeline);
>     +       glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs_prog);
>     +       glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs_prog);
>     +       piglit_program_pipeline_check_status(pipeline);
>     +
>     +       if (!piglit_check_gl_error(0))
>     +               piglit_report_result(PIGLIT_FAIL);
>     +
>     +       glBindProgramPipeline(pipeline);
>     +}
>     --
>     1.8.1.4
> 
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