[Piglit] [PATCH v2] arb_program_interface_query: add compare-with-shader-subroutine test
Tapani Pälli
tapani.palli at intel.com
Wed Aug 24 10:00:28 UTC 2016
Reviewed-by: Tapani Pälli <tapani.palli at intel.com>
On 08/23/2016 06:43 PM, Alejandro Piñeiro wrote:
> There are some queries using methods defined at ARB_shader_subroutine
> that are equivalent to some queries defined at ARB_program_interface_query,
> specifically those related with the number of active subroutine uniforms.
>
> This test checks that the value returned from both specs are the same.
>
> v2: compare also when the program is not linked.
> ---
>
> I have just sent two email to the mesa-dev list that allows to call those
> methods with a program not linked (in order to be more faithful to the spec),
> so with this v2, linked and unlinked programs are tested.
>
> tests/all.py | 1 +
> .../arb_program_interface_query/CMakeLists.gl.txt | 1 +
> .../compare-with-shader-subroutine.c | 368 +++++++++++++++++++++
> 3 files changed, 370 insertions(+)
> create mode 100644 tests/spec/arb_program_interface_query/compare-with-shader-subroutine.c
>
> diff --git a/tests/all.py b/tests/all.py
> index e110f59..0f71721 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -2444,6 +2444,7 @@ with profile.group_manager(
> g(['arb_program_interface_query-getprogramresourceindex'], run_concurrent=False)
> g(['arb_program_interface_query-getprogramresourcename'], run_concurrent=False)
> g(['arb_program_interface_query-getprogramresourceiv'], run_concurrent=False)
> + g(['arb_program_interface_query-compare-with-shader-subroutine'], run_concurrent=False)
>
> with profile.group_manager(
> PiglitGLTest,
> diff --git a/tests/spec/arb_program_interface_query/CMakeLists.gl.txt b/tests/spec/arb_program_interface_query/CMakeLists.gl.txt
> index f976f3c..8f4c076 100755
> --- a/tests/spec/arb_program_interface_query/CMakeLists.gl.txt
> +++ b/tests/spec/arb_program_interface_query/CMakeLists.gl.txt
> @@ -14,3 +14,4 @@ piglit_add_executable (arb_program_interface_query-getprograminterfaceiv getprog
> piglit_add_executable (arb_program_interface_query-getprogramresourceindex getprogramresourceindex.c)
> piglit_add_executable (arb_program_interface_query-getprogramresourcename getprogramresourcename.c)
> piglit_add_executable (arb_program_interface_query-getprogramresourceiv getprogramresourceiv.c)
> +piglit_add_executable (arb_program_interface_query-compare-with-shader-subroutine compare-with-shader-subroutine.c)
> diff --git a/tests/spec/arb_program_interface_query/compare-with-shader-subroutine.c b/tests/spec/arb_program_interface_query/compare-with-shader-subroutine.c
> new file mode 100644
> index 0000000..2ac9da9
> --- /dev/null
> +++ b/tests/spec/arb_program_interface_query/compare-with-shader-subroutine.c
> @@ -0,0 +1,368 @@
> +/*
> + * Copyright © 2016 Intel Corporation
> + *
> + * 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 compare-with-shader-subroutine
> + *
> + * Tests that the values returned by equivalent queries from
> + * ARB_shader_subroutine (glGetProgramStageiv) and
> + * ARB_program_interface_query (glGetProgramInterfaveiv) return the
> + * same value.
> + *
> + * From the GL_ARB_program_interface_query spec:
> + * "The command
> + *
> + * void GetProgramInterfaceiv(uint program, enum programInterface,
> + * enum pname, int *params);
> + *
> + * queries a property of the interface <programInterface> in program
> + * <program>, returning its value in <params>. The property to return is
> + * specified by <pname>.
> + *
> + * If <pname> is ACTIVE_RESOURCES, the value returned is the number of
> + * resources in the active resource list for <programInterface>. If the
> + * list of active resources for <programInterface> is empty, zero is
> + * returned."
> + *
> + * "The supported values for <programInterface> are as follows:
> + *
> + * * VERTEX_SUBROUTINE_UNIFORM, TESS_CONTROL_SUBROUTINE_UNIFORM,
> + * TESS_EVALUATION_SUBROUTINE_UNIFORM, GEOMETRY_SUBROUTINE_UNIFORM,
> + * FRAGMENT_SUBROUTINE_UNIFORM, and COMPUTE_SUBROUTINE_UNIFORM correspond
> + * to the set of active subroutine uniform variables used by the vertex,
> + * tessellation control, tessellation evaluation, geometry, fragment, and
> + * compute shader stages of <program>, respectively (section 2.14.8)."
> + *
> + * From the GL_ARB_shader_subroutine spec:
> + *
> + * "The command
> + *
> + * void GetProgramStageiv(uint program, enum shadertype,
> + * enum pname, int *values);
> + *
> + * returns properties of the program object <program> specific to the
> + * programmable stage corresponding to <shadertype> in <values>. The
> + * parameter value to return is specified by <pname>. If <pname> is
> + * ACTIVE_SUBROUTINE_UNIFORMS, the number of active subroutine variables in
> + * the stage is returned."
> + */
> +
> +#include "piglit-util-gl.h"
> +#include "common.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> + config.supports_gl_core_version = 32;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +/* The shaders try to be as simple as possible for each stage, using
> + * subroutines
> + **/
> +static const char *vs_text = {
> + "#version 150\n"
> + "#extension GL_ARB_shader_subroutine : require\n"
> + "\n"
> + "in vec4 vs_input;\n"
> + "out vec4 vs_output;\n"
> + "\n"
> + "subroutine vec4 vs_subroutine();\n"
> + "subroutine uniform vs_subroutine vs[2];\n"
> + "subroutine(vs_subroutine) vec4 vs1() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "subroutine(vs_subroutine) vec4 vs2() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "void main() {\n"
> + " gl_Position = vs_input;\n"
> + " vs_output = vs[0]() + vs[1]();\n"
> + "}\n"
> +};
> +
> +static const char *tcs_text = {
> + "#version 150\n"
> + "#extension GL_ARB_shader_subroutine : require\n"
> + "#extension GL_ARB_tessellation_shader: require\n"
> + "\n"
> + "layout(vertices = 3) out;\n"
> + "\n"
> + "subroutine vec4 tcs_subroutine();\n"
> + "subroutine uniform tcs_subroutine tcs[2];\n"
> + "subroutine(tcs_subroutine) vec4 tcs1() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "subroutine(tcs_subroutine) vec4 tcs2() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "void main() {\n"
> + " gl_out[gl_InvocationID].gl_Position = tcs[0]() + tcs[1]();\n"
> + " gl_TessLevelInner[0] = 1.0;\n"
> + " gl_TessLevelInner[1] = 1.0;\n"
> + " gl_TessLevelOuter[0] = 1.0;\n"
> + " gl_TessLevelOuter[1] = 1.0;\n"
> + " gl_TessLevelOuter[2] = 1.0;\n"
> + "}\n"
> +};
> +
> +static const char *tes_text = {
> + "#version 150\n"
> + "#extension GL_ARB_shader_subroutine : require\n"
> + "#extension GL_ARB_tessellation_shader: require\n"
> + "\n"
> + "layout(triangles, equal_spacing) in;\n"
> + "\n"
> + "subroutine vec4 tes_subroutine();\n"
> + "subroutine uniform tes_subroutine tes[2];\n"
> + "subroutine(tes_subroutine) vec4 tes1() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "subroutine(tes_subroutine) vec4 tes2() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "void main() {\n"
> + " gl_Position = tes[0]() + tes[1]();\n"
> + "}\n"
> +};
> +
> +static const char *gs_text = {
> + "#version 150\n"
> + "#extension GL_ARB_shader_subroutine : require\n"
> + "layout(triangles) in;\n"
> + "layout(triangle_strip, max_vertices = 4) out;\n"
> + "\n"
> + "subroutine vec4 gs_subroutine();\n"
> + "subroutine uniform gs_subroutine gs[4];\n"
> + "subroutine(gs_subroutine) vec4 gs1() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "subroutine(gs_subroutine) vec4 gs2() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "void main() {\n"
> + " gl_Position = gs[0]();\n"
> + " EmitVertex();\n"
> + " gl_Position = gs[1]();\n"
> + " EmitVertex();\n"
> + " gl_Position = gs[2]();\n"
> + " EmitVertex();\n"
> + " gl_Position = gs[3]();\n"
> + " EmitVertex();\n"
> + " EndPrimitive();\n"
> + "}\n"
> +};
> +
> +static const char *fs_text = {
> + "#version 150\n"
> + "#extension GL_ARB_shader_subroutine : require\n"
> + "\n"
> + "out vec4 fs_output;\n"
> + "\n"
> + "subroutine vec4 fs_subroutine();\n"
> + "subroutine uniform fs_subroutine fs[3];\n"
> + "subroutine(fs_subroutine) vec4 fs1() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "subroutine(fs_subroutine) vec4 fs2() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "void main() {\n"
> + " fs_output = fs[0]() + fs[1]() + fs[2]();\n"
> + "}\n"
> +};
> +
> +/* We need SSBO in order to be able to use a buffer. And we need a
> + * buffer so the subroutine uniforms get active, in order to get a num
> + * of active uniforms different to 0.
> + */
> +static const char *cs_text = {
> + "#version 150\n"
> + "#extension GL_ARB_shader_subroutine : require\n"
> + "#extension GL_ARB_compute_shader : require\n"
> + "#extension GL_ARB_shader_storage_buffer_object : require\n"
> + "\n"
> + "layout(local_size_x = 1) in;\n"
> + "\n"
> + "buffer out_buffer {\n"
> + " vec4 data;\n"
> + "} g_out;\n"
> + "\n"
> + "subroutine vec4 cs_subroutine();\n"
> + "subroutine uniform cs_subroutine cs[4];\n"
> + "subroutine(cs_subroutine) vec4 cs1() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "subroutine(cs_subroutine) vec4 cs2() {\n"
> + " return vec4(1, 0, 0, 0);\n"
> + "}\n"
> + "void main() {\n"
> + " g_out.data = cs[0]() + cs[1]();\n"
> + "}\n"
> +};
> +
> +static const GLenum subtests[] = {
> + GL_VERTEX_SUBROUTINE_UNIFORM,
> + GL_TESS_CONTROL_SUBROUTINE_UNIFORM,
> + GL_TESS_EVALUATION_SUBROUTINE_UNIFORM,
> + GL_GEOMETRY_SUBROUTINE_UNIFORM,
> + GL_FRAGMENT_SUBROUTINE_UNIFORM,
> + GL_COMPUTE_SUBROUTINE_UNIFORM,
> +};
> +
> +static GLenum
> +get_shadertype_from_program_interface(const GLenum programInterface)
> +{
> + switch(programInterface) {
> + case GL_VERTEX_SUBROUTINE_UNIFORM:
> + return GL_VERTEX_SHADER;
> + case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
> + return GL_TESS_CONTROL_SHADER;
> + case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
> + return GL_TESS_EVALUATION_SHADER;
> + case GL_GEOMETRY_SUBROUTINE_UNIFORM:
> + return GL_GEOMETRY_SHADER;
> + case GL_FRAGMENT_SUBROUTINE_UNIFORM:
> + return GL_FRAGMENT_SHADER;
> + case GL_COMPUTE_SUBROUTINE_UNIFORM:
> + return GL_COMPUTE_SHADER;
> + default:
> + assert(!"unexpected programInterface value");
> + }
> +}
> +
> +static GLuint
> +create_program(const GLenum programInterface)
> +{
> + GLuint program = 0;
> +
> + switch(programInterface) {
> + case GL_VERTEX_SUBROUTINE_UNIFORM:
> + case GL_GEOMETRY_SUBROUTINE_UNIFORM:
> + case GL_FRAGMENT_SUBROUTINE_UNIFORM:
> + program = piglit_build_simple_program_unlinked_multiple_shaders(
> + GL_VERTEX_SHADER, vs_text,
> + GL_GEOMETRY_SHADER, gs_text,
> + GL_FRAGMENT_SHADER, fs_text, 0);
> + break;
> +
> + case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
> + case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
> + program = piglit_build_simple_program_unlinked_multiple_shaders(
> + GL_VERTEX_SHADER, vs_text,
> + GL_TESS_CONTROL_SHADER, tcs_text,
> + GL_TESS_EVALUATION_SHADER, tes_text, 0);
> + break;
> +
> + case GL_COMPUTE_SUBROUTINE_UNIFORM:
> + program = piglit_build_simple_program_unlinked_multiple_shaders(
> + GL_COMPUTE_SHADER, cs_text, 0);
> + break;
> + default:
> + assert(!"unexpected programInterface value");
> + }
> +
> + piglit_check_gl_error(GL_NO_ERROR);
> +
> + return program;
> +}
> +
> +static bool
> +skip_subtest(const GLenum programInterface)
> +{
> + switch(programInterface) {
> + case GL_COMPUTE_SUBROUTINE_UNIFORM:
> + return !piglit_is_extension_supported("GL_ARB_compute_shader") ||
> + !piglit_is_extension_supported("GL_ARB_shader_storage_buffer_object");
> +
> + case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
> + case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
> + return !piglit_is_extension_supported("GL_ARB_tessellation_shader");
> +
> + default:
> + return false;
> + }
> +}
> +
> +static bool
> +run_subtest(const GLenum programInterface,
> + const bool link)
> +{
> + GLenum shader_type;
> + GLint value;
> + GLint value2;
> + GLuint program = 0;
> + const char *linked_string = link ? "linked" : "not linked";
> +
> + if (skip_subtest(programInterface))
> + return true;
> +
> + program = create_program(programInterface);
> + if (link) {
> + glLinkProgram(program);
> + if (!piglit_link_check_status(program))
> + piglit_report_result(PIGLIT_FAIL);
> + }
> +
> + shader_type = get_shadertype_from_program_interface(programInterface);
> +
> + glGetProgramStageiv(program, shader_type, GL_ACTIVE_SUBROUTINE_UNIFORMS, &value);
> + glGetProgramInterfaceiv(program, programInterface, GL_ACTIVE_RESOURCES, &value2);
> +
> + if (value == value2) {
> + piglit_report_subtest_result(PIGLIT_PASS, "%s (%s)",
> + piglit_get_gl_enum_name(programInterface),
> + linked_string);
> +
> + } else {
> + piglit_report_subtest_result(PIGLIT_FAIL, "%s (%s): GetProgramStage returns %i, "
> + "GetProgramInterfaceiv returns %i",
> + piglit_get_gl_enum_name(programInterface),
> + linked_string, value, value2);
> + }
> +
> + return value == value2;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> + piglit_require_extension("GL_ARB_program_interface_query");
> + piglit_require_extension("GL_ARB_shader_subroutine");
> +}
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + bool pass = true;
> + int i;
> +
> + for (i = 0; i < ARRAY_SIZE(subtests); i++) {
> + pass = run_subtest(subtests[i], false) && pass;
> + }
> +
> + for (i = 0; i < ARRAY_SIZE(subtests); i++) {
> + pass = run_subtest(subtests[i], true) && pass;
> + }
> +
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
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