[Piglit] [PATCH 1/2] SSO: new test to ensure correct deadcode optimization
Dylan Baker
baker.dylan.c at gmail.com
Sun Oct 25 10:32:09 PDT 2015
You'll need to add this year to all.py
On Oct 25, 2015 07:08, "Gregory Hainaut" <gregory.hainaut at gmail.com> wrote:
> 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
>
> Signed-off-by: Gregory Hainaut <gregory.hainaut at gmail.com>
> ---
> .../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
>
> _______________________________________________
> Piglit mailing list
> Piglit at lists.freedesktop.org
> http://lists.freedesktop.org/mailman/listinfo/piglit
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.freedesktop.org/archives/piglit/attachments/20151025/d6701268/attachment-0001.html>
More information about the Piglit
mailing list