[Piglit] [PATCH 9/9] arb_separate_shader_objects: new test for SSO, GS and tessellation combined
Ilia Mirkin
imirkin at alum.mit.edu
Tue Jun 16 14:06:28 PDT 2015
On Tue, Jun 16, 2015 at 4:57 PM, Marek Olšák <maraeo at gmail.com> wrote:
> From: Marek Olšák <marek.olsak at amd.com>
>
> ---
> tests/all.py | 2 +
> .../arb_separate_shader_objects/CMakeLists.gl.txt | 1 +
> .../rendezvous_by_location-5-stages.c | 218 +++++++++++++++++++++
> 3 files changed, 221 insertions(+)
> create mode 100644 tests/spec/arb_separate_shader_objects/rendezvous_by_location-5-stages.c
>
> diff --git a/tests/all.py b/tests/all.py
> index 2839059..df3347f 100755
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -2109,6 +2109,8 @@ with profile.group_manager(
> 'ProgramUniform coverage')
> g(['arb_separate_shader_object-rendezvous_by_location', '-fbo'],
> 'Rendezvous by location', run_concurrent=False)
> + g(['arb_separate_shader_object-rendezvous_by_location', '-fbo'],
oops?
> + 'Rendezvous by location (5 stages)')
> g(['arb_separate_shader_object-ValidateProgramPipeline'],
> 'ValidateProgramPipeline')
> g(['arb_separate_shader_object-400-combinations', '-fbo', '--by-location'],
> diff --git a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> index 2705ac7..abd6b37 100644
> --- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> +++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> @@ -16,5 +16,6 @@ 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-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-rendezvous_by_location-5-stages rendezvous_by_location-5-stages.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-5-stages.c b/tests/spec/arb_separate_shader_objects/rendezvous_by_location-5-stages.c
> new file mode 100644
> index 0000000..26a9c4e
> --- /dev/null
> +++ b/tests/spec/arb_separate_shader_objects/rendezvous_by_location-5-stages.c
> @@ -0,0 +1,218 @@
> +/*
> + * Copyright © 2013 Intel Corporation
> + * Copyright © 2015 Advanced Micro Devices, Inc.
> + *
> + * 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.
> + */
> +
> +/**
> + * This test uses 5 separate shaders (VS, TCS, TES, GS, FS) and tests whether
> + * separate shader objects combined with tessellation and geometry shaders
> + * all work together.
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> + config.supports_gl_compat_version = 0;
> + config.supports_gl_core_version = 32;
> + config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static GLuint pipeline;
> +
> +static const char *vs_code =
> + "#version 150\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 *tcs_code =
> + "#version 150\n"
> + "#extension GL_ARB_separate_shader_objects: require\n"
> + "#extension GL_ARB_explicit_attrib_location: require\n"
> + "#extension GL_ARB_tessellation_shader: require\n"
> + "layout(vertices = 4) out;\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"
> + "layout(location = 3) out vec3 vb[]; /* should write vec3(0, 0, 0.4) */\n"
> + "layout(location = 5) out vec3 va[]; /* should write vec3(0.5, 0, 0) */\n"
> + "\n"
> + "layout(location = 4) patch out vec3 pb; /* should write vec3(0, 0, 0.2) */\n"
> + "layout(location = 2) patch out vec3 pa; /* should write vec3(0.3, 0, 0) */\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n"
> + " va[gl_InvocationID] = a[gl_InvocationID] * 0.5;\n"
> + " vb[gl_InvocationID] = b[gl_InvocationID] * 0.4;\n"
> + " pa = a[0] * 0.3;\n"
> + " pb = b[0] * 0.2;\n"
> + " gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n"
> + " gl_TessLevelInner = float[2](1.0, 1.0);\n"
> + "}\n"
> + ;
> +
> +static const char *tes_code =
> + "#version 150\n"
> + "#extension GL_ARB_separate_shader_objects: require\n"
> + "#extension GL_ARB_explicit_attrib_location: require\n"
> + "#extension GL_ARB_tessellation_shader: require\n"
> + "layout(quads, equal_spacing) in;\n"
> + "\n"
> + "layout(location = 2) patch in vec3 pb; /* should get vec3(0.3, 0, 0) */\n"
> + "layout(location = 4) patch in vec3 pa; /* should get vec3(0, 0, 0.2) */\n"
> + "\n"
> + "layout(location = 3) in vec3 va[]; /* should get vec3(0, 0, 0.4) */\n"
> + "layout(location = 5) in vec3 vb[]; /* should get vec3(0.5, 0, 0) */\n"
> + "\n"
> + "layout(location = 3) out vec3 a; /* should write vec2(0.4, 0, 0.2) */\n"
> + "layout(location = 4) out vec3 b; /* should write vec2(0.5, 0, 0.3) */\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " vec4 p0 = gl_in[0].gl_Position;\n"
> + " vec4 p1 = gl_in[1].gl_Position;\n"
> + " vec4 p2 = gl_in[2].gl_Position;\n"
> + " vec4 p3 = gl_in[3].gl_Position;\n"
> + " gl_Position = mix(mix(p0, p1, gl_TessCoord.x), \n"
> + " mix(p2, p3, gl_TessCoord.x), gl_TessCoord.y);\n"
> + " a = vec3(va[0].z, 0, pa.z);\n"
> + " b = vec3(vb[0].x, 0, pb.x);\n"
> + "}\n"
> + ;
> +
> +static const char *gs_code =
> + "#version 150\n"
> + "#extension GL_ARB_separate_shader_objects: require\n"
> + "#extension GL_ARB_explicit_attrib_location: require\n"
> + "layout(triangles) in;\n"
> + "layout(triangle_strip, max_vertices = 3) out;\n"
> + "\n"
> + "layout(location = 4) in vec3 a[]; /* should get vec3(0.5, 0, 0.3) */\n"
> + "layout(location = 3) in vec3 b[]; /* should get vec3(0.4, 0, 0.2) */\n"
> + "\n"
> + "layout(location = 2) out vec3 ga; /* should get vec3(0.675, 0, 0.405) */\n"
> + "layout(location = 3) out vec3 gb; /* should get vec3(0.28, 0, 0.14) */\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " for (int i = 0; i < 3; i++) {"
> + " gl_Position = gl_in[i].gl_Position;\n"
> + " ga = a[i] * 1.35;\n"
> + " gb = b[i] * 0.7;\n"
> + " EmitVertex();\n"
> + " }\n"
> + "}\n"
> + ;
> +
> +static const char *fs_code =
> + "#version 150\n"
> + "#extension GL_ARB_separate_shader_objects: require\n"
> + "#extension GL_ARB_explicit_attrib_location: require\n"
> + "\n"
> + "layout(location = 3) in vec3 ga; /* should get vec3(0.28, 0, 0.14) */\n"
> + "layout(location = 2) in vec3 gb; /* should get vec3(0.675, 0, 0.405) */\n"
> + "\n"
> + "layout(location = 0) out vec4 out_color;\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " out_color = vec4(ga.x, gb.x, ga.z, gb.z);\n"
> + "}\n"
> + ;
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + static const float expected[] = {
> + 0.28, 0.675, 0.14, 0.405
> + };
> + bool pass;
> +
> + glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
> + glClear(GL_COLOR_BUFFER_BIT);
> +
> + glBindProgramPipeline(pipeline);
> + piglit_draw_rect_custom(-1, -1, 2, 2, true);
> +
> + 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, tcs_prog, tes_prog, gs_prog, fs_prog;
> +
> + piglit_require_gl_version(32);
> + piglit_require_extension("GL_ARB_separate_shader_objects");
> + piglit_require_extension("GL_ARB_explicit_attrib_location");
> + piglit_require_extension("GL_ARB_tessellation_shader");
> +
> + vs_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1,
> + (const GLchar *const*)&vs_code);
> + piglit_link_check_status(vs_prog);
> +
> + tcs_prog = glCreateShaderProgramv(GL_TESS_CONTROL_SHADER, 1,
> + (const GLchar *const *)&tcs_code);
> + piglit_link_check_status(tcs_prog);
> +
> + tes_prog = glCreateShaderProgramv(GL_TESS_EVALUATION_SHADER, 1,
> + (const GLchar *const *)&tes_code);
> + piglit_link_check_status(tes_prog);
> +
> + gs_prog = glCreateShaderProgramv(GL_GEOMETRY_SHADER, 1,
> + (const GLchar *const *)&gs_code);
> + piglit_link_check_status(gs_prog);
> +
> + fs_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
> + (const GLchar *const *)&fs_code);
> + piglit_link_check_status(fs_prog);
> +
> + glGenProgramPipelines(1, &pipeline);
> + glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs_prog);
> + glUseProgramStages(pipeline, GL_TESS_CONTROL_SHADER_BIT, tcs_prog);
> + glUseProgramStages(pipeline, GL_TESS_EVALUATION_SHADER_BIT, tes_prog);
> + glUseProgramStages(pipeline, GL_GEOMETRY_SHADER_BIT, gs_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);
> +}
> --
> 2.1.0
>
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