[Piglit] [PATCH] SSO: new test to ensure correct deadcode optimization
Gregory Hainaut
gregory.hainaut at gmail.com
Fri Sep 25 12:21:58 PDT 2015
Related to mesa issue: https://bugs.freedesktop.org/show_bug.cgi?id=79783
"Validated" on Nvidia driver
---
.../arb_separate_shader_objects/CMakeLists.gl.txt | 1 +
.../rendezvous_by_name.c | 219 +++++++++++++++++++++
2 files changed, 220 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 b596f67..a835187 100644
--- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
+++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
@@ -19,5 +19,6 @@ 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..2248f16
--- /dev/null
+++ b/tests/spec/arb_separate_shader_objects/rendezvous_by_name.c
@@ -0,0 +1,219 @@
+/*
+ * 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_deadcode_name;
+static GLuint pipeline_deadcode_location;
+
+static const char *vs_code_deadcode_name_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 vec3 a;\n"
+ "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 *vs_code_deadcode_location_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 vec3 a;\n"
+ "out vec3 b;\n"
+ "layout(location = 0) out vec3 c;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = piglit_vertex;\n"
+ " a = vec3(0, 0, 1);\n"
+ " b = vec3(1, 0, 0);\n"
+ " c = vec3(0, 1, 0);\n"
+ "}\n"
+ ;
+
+static const char *fs_code_deadcode_name_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 vec3 a; /* should get vec3(0, 0, 1) */\n"
+ "in vec3 b; /* should get vec3(1, 0, 0) */\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = vec4(b.xyx, 1);\n"
+ "}\n"
+ ;
+
+static const char *fs_code_deadcode_location_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"
+ "layout(location = 0) in vec3 c; /* should get vec3(0,1,0) */\n"
+ "in vec3 a; /* should get vec3(0, 0, 1) */\n"
+ "in vec3 b; /* should get vec3(1, 0, 0) */\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = vec4((b + a), 1);\n"
+ "}\n"
+ ;
+
+enum piglit_result
+piglit_display(void)
+{
+ static const float expected[] = {
+ 1.0f, 0.0f, 1.0f, 1.0f
+ };
+ bool pass;
+
+ glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glBindProgramPipeline(pipeline_deadcode_name);
+ piglit_draw_rect(-1, -1, 1, 2);
+
+ glBindProgramPipeline(pipeline_deadcode_location);
+ piglit_draw_rect(0, -1, 1, 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)
+{
+ unsigned glsl_version;
+ GLuint vs_prog_deadcode_name;
+ GLuint vs_prog_deadcode_location;
+ GLuint fs_prog_deadcode_name;
+ GLuint fs_prog_deadcode_location;
+ bool es;
+ int glsl_major;
+ int glsl_minor;
+ char *source;
+
+ piglit_require_vertex_shader();
+ piglit_require_fragment_shader();
+ piglit_require_extension("GL_ARB_separate_shader_objects");
+ piglit_require_extension("GL_ARB_explicit_attrib_location");
+
+ /* 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);
+
+ asprintf(&source, vs_code_deadcode_name_template, glsl_version);
+ vs_prog_deadcode_name = glCreateShaderProgramv(GL_VERTEX_SHADER, 1,
+ (const GLchar *const *) &source);
+ piglit_link_check_status(vs_prog_deadcode_name);
+ free(source);
+
+ asprintf(&source, vs_code_deadcode_location_template, glsl_version);
+ vs_prog_deadcode_location = glCreateShaderProgramv(GL_VERTEX_SHADER, 1,
+ (const GLchar *const *) &source);
+ piglit_link_check_status(vs_prog_deadcode_location);
+ free(source);
+
+ asprintf(&source, fs_code_deadcode_name_template, glsl_version);
+ fs_prog_deadcode_name =
+ glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
+ (const GLchar *const *) &source);
+ piglit_link_check_status(fs_prog_deadcode_name);
+ free(source);
+
+ asprintf(&source, fs_code_deadcode_location_template, glsl_version);
+ fs_prog_deadcode_location =
+ glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
+ (const GLchar *const *) &source);
+ piglit_link_check_status(fs_prog_deadcode_location);
+ free(source);
+
+ glGenProgramPipelines(1, &pipeline_deadcode_name);
+ glUseProgramStages(pipeline_deadcode_name,
+ GL_VERTEX_SHADER_BIT,
+ vs_prog_deadcode_name);
+ glUseProgramStages(pipeline_deadcode_name,
+ GL_FRAGMENT_SHADER_BIT,
+ fs_prog_deadcode_name);
+ piglit_program_pipeline_check_status(pipeline_deadcode_name);
+
+ glGenProgramPipelines(1, &pipeline_deadcode_location);
+ glUseProgramStages(pipeline_deadcode_location,
+ GL_VERTEX_SHADER_BIT,
+ vs_prog_deadcode_location);
+ glUseProgramStages(pipeline_deadcode_location,
+ GL_FRAGMENT_SHADER_BIT,
+ fs_prog_deadcode_location);
+ piglit_program_pipeline_check_status(pipeline_deadcode_location);
+
+ if (!piglit_check_gl_error(0))
+ piglit_report_result(PIGLIT_FAIL);
+}
--
2.1.4
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