[Piglit] [PATCH] SSO: new test to ensure correct deadcode optimization
Gregory Hainaut
gregory.hainaut at gmail.com
Sat Oct 3 02:02:14 PDT 2015
Related to mesa issue: https://bugs.freedesktop.org/show_bug.cgi?id=79783
Mostly "Validated" on Nvidia driver. Nvidia fails to link vs_fs_prog_separate_inactive
v2:
* Test both output and input are still active
* Test real interstage variable are still optimized
* Mix rendezvous by name and location
---
.../arb_separate_shader_objects/CMakeLists.gl.txt | 1 +
.../rendezvous_by_name.c | 358 +++++++++++++++++++++
2 files changed, 359 insertions(+)
create mode 100644 tests/spec/arb_separate_shader_objects/rendezvous_by_name.c
diff --git a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
index f1b15c0..9ab6606 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)
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)
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..c8d3b20
--- /dev/null
+++ b/tests/spec/arb_separate_shader_objects/rendezvous_by_name.c
@@ -0,0 +1,358 @@
+/*
+ * 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"
+
+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[2];
+static GLuint pipeline_1_out_3_in[2];
+static GLuint pipeline_inactive;
+static GLint vs_fs_prog_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"
+ "%s 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"
+ "%s 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"
+ "%s 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"
+ "%s 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"
+ ;
+
+static const char *qualifiers[2] = {
+ "",
+ "layout(location = 0)"
+};
+
+enum piglit_result
+piglit_display(void)
+{
+ static const float expected[] = {
+ 0.0f, 1.0f, 0.0f, 1.0f
+ };
+ bool pass = true;
+
+ 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. Only rendezvous by name
+ * Screen location: bottom left
+ */
+ glBindProgramPipeline(pipeline_3_out_1_in[0]);
+ piglit_draw_rect(-1, -1, 0.5, 1);
+
+ /*
+ * Test 2: 3 active output in the VS + 1 active input in the FS. Mix rendezvous by name & location
+ * Screen location: bottom middle
+ */
+ glBindProgramPipeline(pipeline_3_out_1_in[1]);
+ piglit_draw_rect(-0.5, -1, 0.5, 1);
+
+ /*
+ * Test 3: 1 active output in the VS + 3 active input in the FS. Only rendezvous by name
+ * Screen location: top left
+ */
+ glBindProgramPipeline(pipeline_1_out_3_in[0]);
+ piglit_draw_rect(-1, 0, 0.5, 1);
+
+ /*
+ * Test 4: 1 active output in the VS + 3 active input in the FS. Mix rendezvous by name & location
+ * Screen location: top middle
+ */
+ glBindProgramPipeline(pipeline_1_out_3_in[1]);
+ piglit_draw_rect(-0.5, 0, 0.5, 1);
+
+ /*
+ * Test 5: Link separate VS/FS together. Expect to optimize inactive variables
+ * Screen location: bottom right
+ */
+ glBindProgramPipeline(pipeline_inactive);
+ piglit_draw_rect(0, -1, 1, 1);
+
+ /*
+ * Test 6: Link VS/FS together. Expect to optimize inactive variables
+ * Screen location: top right
+ */
+ glBindProgramPipeline(0);
+ glUseProgram(vs_fs_prog_inactive);
+ piglit_draw_rect(0, 0, 1, 1);
+
+ pass &= piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height,
+ expected);
+
+ piglit_present_results();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+GLuint format_and_link_program(GLenum type, const char* code, unsigned glsl_version, unsigned qualifier)
+{
+ char *source;
+ GLuint prog;
+
+ asprintf(&source, code, glsl_version, qualifiers[qualifier]);
+ 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 i;
+ unsigned glsl_version;
+ GLuint vs_prog_3_out[2];
+ GLuint vs_prog_1_out[2];
+ GLuint fs_prog_3_in[2];
+ GLuint fs_prog_1_in[2];
+ GLuint vs_fs_prog_separate_inactive;
+ bool es;
+ int glsl_major;
+ int glsl_minor;
+ 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");
+
+ /* 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);
+
+ glGetIntegerv(GL_MAX_VARYING_COMPONENTS, &max_varying);
+ max_varying = (max_varying / 4u) - 1u;
+
+ /*
+ * Program compilation and link
+ */
+ for (i = 0; i < 2; i++) {
+ printf("Compile vs_prog_3_out[%d]\n", i);
+ vs_prog_3_out[i] = format_and_link_program(GL_VERTEX_SHADER,
+ vs_code_3_out_template, glsl_version, i);
+
+ printf("Compile vs_prog_1_out[%d]\n", i);
+ vs_prog_1_out[i] = format_and_link_program(GL_VERTEX_SHADER,
+ vs_code_1_out_template, glsl_version, i);
+
+ printf("Compile fs_prog_3_in[%d]\n", i);
+ fs_prog_3_in[i] = format_and_link_program(GL_FRAGMENT_SHADER,
+ fs_code_3_in_template, glsl_version, i);
+
+ printf("Compile fs_prog_1_in[%d]\n", i);
+ fs_prog_1_in[i] = format_and_link_program(GL_FRAGMENT_SHADER,
+ fs_code_1_in_template, glsl_version, i);
+ }
+
+ asprintf(&vs_source, vs_code_inactive_template, glsl_version, max_varying);
+ asprintf(&fs_source, fs_code_inactive_template, glsl_version, max_varying);
+
+ 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_result(PIGLIT_FAIL);
+ }
+
+ printf("Compile vs_fs_prog_inactive\n");
+ vs_fs_prog_inactive = piglit_build_simple_program(vs_source, fs_source);
+
+ free(vs_source);
+ free(fs_source);
+
+ /*
+ * Pipeline creation
+ */
+ glGenProgramPipelines(2, pipeline_3_out_1_in);
+ glGenProgramPipelines(2, pipeline_1_out_3_in);
+ for (i = 0; i < 2; i++) {
+ glBindProgramPipeline(pipeline_3_out_1_in[i]);
+ glUseProgramStages(pipeline_3_out_1_in[i],
+ GL_VERTEX_SHADER_BIT, vs_prog_3_out[i]);
+ glUseProgramStages(pipeline_3_out_1_in[i],
+ GL_FRAGMENT_SHADER_BIT, fs_prog_1_in[i]);
+
+ glBindProgramPipeline(pipeline_1_out_3_in[i]);
+ glUseProgramStages(pipeline_1_out_3_in[i],
+ GL_VERTEX_SHADER_BIT, vs_prog_1_out[i]);
+ glUseProgramStages(pipeline_1_out_3_in[i],
+ GL_FRAGMENT_SHADER_BIT, fs_prog_3_in[i]);
+ }
+
+ glGenProgramPipelines(1, &pipeline_inactive);
+ glBindProgramPipeline(pipeline_inactive);
+ glUseProgramStages(pipeline_inactive,
+ GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
+ vs_fs_prog_separate_inactive);
+
+ if (!piglit_check_gl_error(0) || !pass)
+ piglit_report_result(PIGLIT_FAIL);
+}
--
2.1.4
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