[Piglit] [PATCH V5 1/2] SSO: new test to ensure correct deadcode optimization
Timothy Arceri
timothy.arceri at collabora.com
Mon Nov 23 17:03:48 PST 2015
On Mon, 2015-11-23 at 07:48 +0100, Gregory Hainaut wrote:
> Related to mesa issue: https://bugs.freedesktop.org/show_bug.cgi?id=79783
>
> Validated on Nvidia driver
>
> v5: Redo the test
> * Remove the mix of explicit/named location (done in a separated test)
> * Use subtest to separate part of the test. Subtest3 is now optional.
I like that this is now optional. Thanks for the updates I've pushed both
tests.
> * Rely on the common pick_a_glsl_version
>
> v3: add the test to all.py
>
> v2:
> * Test both output and input are still active
> * Test real interstage variable are still optimized
> * Mix rendezvous by name and location
>
> Signed-off-by: Gregory Hainaut <gregory.hainaut at gmail.com>
> ---
> tests/all.py | 2 +
> .../arb_separate_shader_objects/CMakeLists.gl.txt | 1 +
> .../rendezvous_by_name.c | 347
> +++++++++++++++++++++
> 3 files changed, 350 insertions(+)
> create mode 100644
> tests/spec/arb_separate_shader_objects/rendezvous_by_name.c
>
> diff --git a/tests/all.py b/tests/all.py
> index 91de279..c9b4ffa 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -2150,6 +2150,8 @@ with profile.group_manager(
> 'UseProgramStages - non-separable program')
> g(['arb_separate_shader_object-ProgramUniform-coverage'],
> 'ProgramUniform coverage')
> + g(['arb_separate_shader_object-rendezvous_by_name'],
> + 'Rendez vous by name')
> g(['arb_separate_shader_object-rendezvous_by_location', '-fbo'],
> 'Rendezvous by location', run_concurrent=False)
> g(['arb_separate_shader_object-rendezvous_by_location-5-stages'],
> diff --git a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> index ff768ed..3957409 100644
> --- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> +++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
> @@ -18,5 +18,6 @@ piglit_add_executable (arb_separate_shader_object
> -ProgramUniform-coverage Progra
> piglit_add_executable (arb_separate_shader_object-rendezvous_by_location
> rendezvous_by_location.c sso-common.c)
> piglit_add_executable (arb_separate_shader_object-rendezvous_by_location-3
> -stages rendezvous_by_location-3-stages.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-rendezvous_by_name
> rendezvous_by_name.c sso-common.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_name.c
> b/tests/spec/arb_separate_shader_objects/rendezvous_by_name.c
> new file mode 100644
> index 0000000..2b01888
> --- /dev/null
> +++ b/tests/spec/arb_separate_shader_objects/rendezvous_by_name.c
> @@ -0,0 +1,347 @@
> +/*
> + * Copyright © 2015 Gregory Hainaut <gregory.hainaut at gmail.com>
> + *
> + * 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_name.c
> + * Simple test for separate shader objects that use rendezvous-by-name.
> + *
> + * Related to issue: https://bugs.freedesktop.org/show_bug.cgi?id=79783
> + *
> + * The test ensures deadcode optimization of input variables doesn't break
> + * the rendezvous by name of the variables.
> + */
> +#include "piglit-util-gl.h"
> +#include "sso-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_3_out_1_in;
> +static GLuint pipeline_1_out_3_in;
> +static GLuint pipeline_inactive;
> +
> +static const char *vs_code_3_out_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"
> + "out vec4 blue;\n"
> + "out vec4 green;\n"
> + "out vec4 red;\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " gl_Position = piglit_vertex;\n"
> + " red = vec4(1, 0, 0, 0);\n"
> + " green = vec4(0, 1, 0, 0);\n"
> + " blue = vec4(0, 0, 1, 0);\n"
> + "}\n"
> + ;
> +
> +static const char *vs_code_1_out_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"
> + "out vec4 blue;\n"
> + "out vec4 green;\n"
> + "out vec4 red;\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " gl_Position = piglit_vertex;\n"
> + " green = vec4(0, 1, 0, 0);\n"
> + "}\n"
> + ;
> +
> +static const char *vs_code_inactive_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"
> + "#define MAX_VARYING %d\n"
> + "out vec4 a_dummy[MAX_VARYING];\n"
> + "out vec4 green;\n"
> + "out vec4 z_dummy[MAX_VARYING];\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " gl_Position = piglit_vertex;\n"
> + " green = vec4(0, 1, 0, 0);\n"
> + " for(int i = 0; i < MAX_VARYING; i++) {\n"
> + " a_dummy[i] = vec4(1, 0, 0, 1);\n"
> + " z_dummy[i] = vec4(0, 0, 1, 1);\n"
> + " }\n"
> + "}\n"
> + ;
> +
> +static const char *fs_code_1_in_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"
> + "in vec4 blue;\n"
> + "in vec4 green;\n"
> + "in vec4 red;\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " out_color = vec4(green.xyz, 1);\n"
> + "}\n"
> + ;
> +
> +static const char *fs_code_3_in_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, index = 0) out vec4 out_color;\n"
> + "layout(location = 0, index = 1) out vec4 avoid_opt;\n"
> + "#else\n"
> + "#define out_color gl_FragColor\n"
> + "#endif\n"
> + "\n"
> + "in vec4 blue;\n"
> + "in vec4 green;\n"
> + "in vec4 red;\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " out_color = vec4(green.xyz, 1);\n"
> + " avoid_opt = vec4(blue + red);\n"
> + "}\n"
> + ;
> +
> +static const char *fs_code_inactive_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"
> + "#define MAX_VARYING %d\n"
> + "in vec4 a_dummy[MAX_VARYING];\n"
> + "in vec4 green;\n"
> + "in vec4 z_dummy[MAX_VARYING];\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " out_color = vec4(green.xyz, 1);\n"
> + "}\n"
> + ;
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + static const float expected[] = {
> + 0.0f, 1.0f, 0.0f, 1.0f
> + };
> + int h_width = piglit_width / 2;
> + int h_height = piglit_height / 2;
> + bool pass;
> + bool pass1;
> + bool pass2;
> + bool pass3;
> +
> + glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
> + glClear(GL_COLOR_BUFFER_BIT);
> +
> + /*
> + * Test 1: 3 active output in the VS + 1 active input in the FS.
> + * Screen location: bottom left
> + */
> + glBindProgramPipeline(pipeline_3_out_1_in);
> + piglit_draw_rect(-1, -1, 1, 1);
> +
> + /*
> + * Test 2: 1 active output in the VS + 3 active input in the FS.
> + * Screen location: top left
> + */
> + glBindProgramPipeline(pipeline_1_out_3_in);
> + piglit_draw_rect(-1, 0, 1, 1);
> +
> + /*
> + * Test 3: Link separate VS/FS together. Expect to optimize
> inactive variables
> + * Screen location: right
> + */
> + if (pipeline_inactive) {
> + glBindProgramPipeline(pipeline_inactive);
> + piglit_draw_rect(0, -1, 1, 2);
> + }
> +
> + /*
> + * Probe and report result
> + */
> + pass1 = piglit_probe_rect_rgba(0, 0, h_width, h_height, expected);
> + pass2 = piglit_probe_rect_rgba(0, h_height, h_width, h_height,
> expected);
> + pass3 = !pipeline_inactive ||
> + piglit_probe_rect_rgba(h_width, h_height, h_width,
> h_height, expected);
> +
> + piglit_present_results();
> +
> + pass = pass1 & pass2 & pass3;
> +
> + piglit_report_subtest_result(pass1 ? PIGLIT_PASS : PIGLIT_FAIL,
> + "3 VS output => 1 FS input");
> + piglit_report_subtest_result(pass2 ? PIGLIT_PASS : PIGLIT_FAIL,
> + "1 VS output => 3 FS input");
> +
> + if (pipeline_inactive) {
> + piglit_report_subtest_result(pass3 ? PIGLIT_PASS :
> PIGLIT_FAIL,
> + "Unactive varying optimization in multi
> -shade separated program");
> + }
> +
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +GLuint format_and_link_program(GLenum type, const char* code, unsigned
> glsl_version)
> +{
> + char *source;
> + GLuint prog;
> +
> + asprintf(&source, code, glsl_version);
> + prog = glCreateShaderProgramv(type, 1,
> + (const GLchar *const *) &source);
> +
> + piglit_link_check_status(prog);
> + free(source);
> +
> + return prog;
> +}
> +
> +void piglit_init(int argc, char **argv)
> +{
> + unsigned glsl_version;
> + GLuint vs_prog_3_out;
> + GLuint vs_prog_1_out;
> + GLuint fs_prog_3_in;
> + GLuint fs_prog_1_in;
> + GLuint vs_fs_prog_separate_inactive;
> + char *vs_source;
> + char *fs_source;
> + GLint max_varying;
> + bool pass = true;
> +
> + piglit_require_vertex_shader();
> + piglit_require_fragment_shader();
> + piglit_require_GLSL_version(130); /* Support layout index on output
> color */
> + piglit_require_extension("GL_ARB_separate_shader_objects");
> + piglit_require_extension("GL_ARB_explicit_attrib_location");
> + piglit_require_extension("GL_ARB_blend_func_extended");
> +
> + glsl_version = pick_a_glsl_version();
> +
> + glGetIntegerv(GL_MAX_VARYING_COMPONENTS, &max_varying);
> + max_varying = (max_varying / 4u) - 1u;
> +
> + /*
> + * Program compilation and link
> + */
> + printf("Compile vs_prog_3_out\n");
> + vs_prog_3_out = format_and_link_program(GL_VERTEX_SHADER,
> + vs_code_3_out_template, glsl_version);
> +
> + printf("Compile vs_prog_1_out\n");
> + vs_prog_1_out = format_and_link_program(GL_VERTEX_SHADER,
> + vs_code_1_out_template, glsl_version);
> +
> + printf("Compile fs_prog_3_in\n");
> + fs_prog_3_in = format_and_link_program(GL_FRAGMENT_SHADER,
> + fs_code_3_in_template, glsl_version);
> +
> + printf("Compile fs_prog_1_in\n");
> + fs_prog_1_in = format_and_link_program(GL_FRAGMENT_SHADER,
> + fs_code_1_in_template, glsl_version);
> +
> + asprintf(&vs_source, vs_code_inactive_template, glsl_version,
> max_varying);
> + asprintf(&fs_source, fs_code_inactive_template, glsl_version,
> max_varying);
> +
> + pass &= piglit_check_gl_error(0);
> +
> + printf("Compile vs_fs_prog_separate_inactive\n");
> + vs_fs_prog_separate_inactive =
> piglit_build_simple_program_unlinked(vs_source, fs_source);
> + /* Manual linking so we can pack 2 separate-aware shaders into a
> single program */
> + glProgramParameteri(vs_fs_prog_separate_inactive,
> GL_PROGRAM_SEPARABLE, GL_TRUE);
> + glLinkProgram(vs_fs_prog_separate_inactive);
> +
> + if (!piglit_link_check_status(vs_fs_prog_separate_inactive)) {
> + piglit_report_subtest_result(PIGLIT_SKIP,
> + "Unactive varying optimization in multi
> -shade separated program");
> + vs_fs_prog_separate_inactive = 0; // Skip program
> + piglit_reset_gl_error(); // Clear pending error
> + }
> +
> + free(vs_source);
> + free(fs_source);
> +
> + /*
> + * Pipeline creation
> + */
> + glGenProgramPipelines(1, &pipeline_3_out_1_in);
> + glGenProgramPipelines(1, &pipeline_1_out_3_in);
> + glBindProgramPipeline(pipeline_3_out_1_in);
> + glUseProgramStages(pipeline_3_out_1_in,
> + GL_VERTEX_SHADER_BIT, vs_prog_3_out);
> + glUseProgramStages(pipeline_3_out_1_in,
> + GL_FRAGMENT_SHADER_BIT, fs_prog_1_in);
> +
> + glBindProgramPipeline(pipeline_1_out_3_in);
> + glUseProgramStages(pipeline_1_out_3_in,
> + GL_VERTEX_SHADER_BIT, vs_prog_1_out);
> + glUseProgramStages(pipeline_1_out_3_in,
> + GL_FRAGMENT_SHADER_BIT, fs_prog_3_in);
> +
> + if (vs_fs_prog_separate_inactive) {
> + glGenProgramPipelines(1, &pipeline_inactive);
> + glBindProgramPipeline(pipeline_inactive);
> + glUseProgramStages(pipeline_inactive,
> + GL_VERTEX_SHADER_BIT |
> GL_FRAGMENT_SHADER_BIT,
> + vs_fs_prog_separate_inactive);
> + } else {
> + pipeline_inactive = 0; // Skip the test
> + }
> +
> + if (!piglit_check_gl_error(0) || !pass)
> + piglit_report_result(PIGLIT_FAIL);
> +}
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