[Piglit] [PATCH] glsl-shaders: test correct shader source is use on cache fallback

Timothy Arceri tarceri at itsqueeze.com
Mon Feb 13 21:30:20 UTC 2017


The scenario is:

glShaderSource
glCompileShader <-- deferred due to cache hit of shader

glShaderSource <-- with new source code

glAttachShader
glLinkProgram <-- no cache hit for program

At this point we need make sure we compiled the original source
when Mesa falls back.
---
 tests/all.py                                      |   1 +
 tests/shaders/CMakeLists.gl.txt                   |   1 +
 tests/shaders/glsl-cache-fallback-shader-source.c | 187 ++++++++++++++++++++++
 3 files changed, 189 insertions(+)
 create mode 100644 tests/shaders/glsl-cache-fallback-shader-source.c

diff --git a/tests/all.py b/tests/all.py
index 03cf0c8..4bafcc7 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -536,6 +536,7 @@ with profile.test_list.group_manager(PiglitGLTest, 'shaders') as g:
     g(['glsl-novertexdata'])
     g(['glsl-preprocessor-comments'])
     g(['glsl-reload-source'])
+    g(['glsl-cache-fallback-shader-source'])
     g(['glsl-uniform-out-of-bounds'])
     g(['glsl-uniform-out-of-bounds-2'])
     g(['glsl-uniform-update'])
diff --git a/tests/shaders/CMakeLists.gl.txt b/tests/shaders/CMakeLists.gl.txt
index 3c50ac6..7f786ee 100644
--- a/tests/shaders/CMakeLists.gl.txt
+++ b/tests/shaders/CMakeLists.gl.txt
@@ -63,6 +63,7 @@ piglit_add_executable (glsl-invalid-asm-02 glsl-invalid-asm-02.c)
 piglit_add_executable (glsl-novertexdata glsl-novertexdata.c)
 piglit_add_executable (glsl-orangebook-ch06-bump glsl-orangebook-ch06-bump.c)
 piglit_add_executable (glsl-reload-source glsl-reload-source.c)
+piglit_add_executable (glsl-cache-fallback-shader-source glsl-cache-fallback-shader-source.c)
 piglit_add_executable (glsl-unused-varying glsl-unused-varying.c)
 piglit_add_executable (glsl-uniform-update glsl-uniform-update.c)
 piglit_add_executable (glsl-uniform-out-of-bounds glsl-uniform-out-of-bounds.c)
diff --git a/tests/shaders/glsl-cache-fallback-shader-source.c b/tests/shaders/glsl-cache-fallback-shader-source.c
new file mode 100644
index 0000000..f764617
--- /dev/null
+++ b/tests/shaders/glsl-cache-fallback-shader-source.c
@@ -0,0 +1,187 @@
+/*
+ * Copyright (c) 2009 Nicolai Hähnle
+ *
+ * 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
+ * Tests setting shader source on an already compiled shader. If we don't
+ * compile the new source we need to make sure the old source being used if
+ * Mesa's on-disk shader cache is forced to fallback and recompile the shader.
+ */
+
+#include <stdio.h>
+
+#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_TEST_CONFIG_END
+
+static const char vs_one[] =
+"varying vec4 color;\n"
+"void main() {\n"
+"   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+"   color = vec4(0.0, 0.4, 0.0, 1.0);\n"
+"}\n";
+
+static const char vs_two[] =
+"varying vec4 color;\n"
+"void main() {\n"
+"   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+"   color = vec4(0.4, 0.4, 0.0, 1.0);\n"
+"}\n";
+
+static const char fs_one[] =
+"varying vec4 color;\n"
+"void main() {\n"
+"   gl_FragColor = color;\n"
+"}\n";
+
+static const char fs_two[] =
+"varying vec4 color;\n"
+"void main() {\n"
+"   gl_FragColor = color + vec4(0.4, 0.0, 0.4, 0.0);\n"
+"}\n";
+
+static const GLfloat expect_one_one[3] = { 0.0, 0.4, 0.0 };
+static const GLfloat expect_one_two[3] = { 0.4, 0.4, 0.4 };
+static const GLfloat expect_two_one[3] = { 0.4, 0.4, 0.0 };
+static const GLfloat expect_two_two[3] = { 0.8, 0.4, 0.4 };
+
+static GLuint vs;
+static GLuint fs;
+static GLuint program;
+
+
+static void compile_shader(GLuint shader)
+{
+	GLint status;
+
+	glCompileShaderARB(shader);
+
+	glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
+	if (!status) {
+		GLchar log[1000];
+		GLsizei len;
+		glGetInfoLogARB(shader, 1000, &len, log);
+		fprintf(stderr, "Error: problem compiling shader: %s\n", log);
+		piglit_report_result(PIGLIT_FAIL);
+	}
+}
+
+static void link_and_use_program()
+{
+	GLint status;
+
+	glLinkProgramARB(program);
+	glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &status);
+	if (!status) {
+		GLchar log[1000];
+		GLsizei len;
+		glGetInfoLogARB(program, 1000, &len, log);
+		fprintf(stderr, "Error: problem linking program: %s\n", log);
+		piglit_report_result(PIGLIT_FAIL);
+	}
+
+	glUseProgramObjectARB(program);
+}
+
+static void compile_shaders()
+{
+	compile_shader(vs);
+	compile_shader(fs);
+
+}
+
+static void setup_shaders(const char * vstext, const char * fstext)
+{
+	glShaderSourceARB(vs, 1, (const GLchar **)&vstext, NULL);
+	glShaderSourceARB(fs, 1, (const GLchar **)&fstext, NULL);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+	enum piglit_result result = PIGLIT_PASS;
+
+	piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+
+	glClear(GL_COLOR_BUFFER_BIT);
+
+	setup_shaders(vs_one, fs_one);
+	compile_shaders();
+	link_and_use_program();
+	piglit_draw_rect(0, 0, piglit_width/2, piglit_height/2);
+	if (!piglit_probe_pixel_rgb(piglit_width/4, piglit_height/4, expect_one_one))
+		result = PIGLIT_FAIL;
+
+	setup_shaders(vs_two, fs_two);
+	compile_shaders();
+	link_and_use_program();
+	piglit_draw_rect(piglit_width/2, 0, piglit_width/2, piglit_height/2);
+	if (!piglit_probe_pixel_rgb(3*piglit_width/4, piglit_height/4, expect_two_two))
+		result = PIGLIT_FAIL;
+
+	/* We have now seen all the shaders so Mesa will skip compiling them
+	 * in future. If we link with a combination it hasn't seen before it
+	 * will be forced to fallback and compile them, which is what will
+	 * happen in the following two tests.
+	 */
+
+	setup_shaders(vs_two, fs_one);
+	compile_shaders();
+	setup_shaders(vs_one, fs_two);
+	link_and_use_program();
+	piglit_draw_rect(0, piglit_height/2, piglit_width/2, piglit_height/2);
+	if (!piglit_probe_pixel_rgb(piglit_width/4, 3*piglit_height/4, expect_two_one))
+		result = PIGLIT_FAIL;
+
+	compile_shaders();
+	setup_shaders(vs_two, fs_two);
+	setup_shaders(vs_two, fs_one);
+	link_and_use_program();
+	piglit_draw_rect(piglit_width/2, piglit_height/2, piglit_width/2, piglit_height/2);
+	if (!piglit_probe_pixel_rgb(3*piglit_width/4, 3*piglit_height/4, expect_one_two))
+		result = PIGLIT_FAIL;
+
+	return result;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+	if (!piglit_is_extension_supported("GL_ARB_shader_objects") || !piglit_is_extension_supported("GL_ARB_vertex_shader") || !piglit_is_extension_supported("GL_ARB_fragment_shader")) {
+		printf("Requires ARB_shader_objects and ARB_{vertex,fragment}_shader\n");
+		piglit_report_result(PIGLIT_SKIP);
+	}
+
+	vs = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+	fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+	program = glCreateProgramObjectARB();
+	glAttachObjectARB(program, vs);
+	glAttachObjectARB(program, fs);
+}
-- 
2.9.3



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