[Piglit] [PATCH] SSO: new test to ensure correct deadcode optimization

gregory hainaut gregory.hainaut at gmail.com
Sat Sep 26 04:26:02 PDT 2015


On Fri, 25 Sep 2015 21:21:58 +0200
Gregory Hainaut <gregory.hainaut at gmail.com> wrote:

> 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);
> +}

Hello,

Please drop the patch. I will redo it based on Ian's feedback of the current issue. Severals cases aren't properly tested.

Best regards,
Gregory


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