[Piglit] [PATCH] glsl-shaders: test correct shader source is use on cache fallback
Eric Anholt
eric at anholt.net
Wed Feb 15 20:27:54 UTC 2017
Timothy Arceri <tarceri at itsqueeze.com> writes:
> 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.
This is a really good test for the cache. Thanks for writing it. Just
a few cleanups to suggest:
> ---
> 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
I suspect your copyright should go on this, too.
> + *
> + * 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";
I'd love some indents before the '"'s, I find them a bit hard to read
like this.
> +
> +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);
The piglit-dispatch stuff will let you write GL 2.0 code and it'll
automatically use the old-school function aliases as necessary.
> + 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);
> +
stray whitespace
> +}
> +
> +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);
general piglit style is to have whitespace around binary operators, like
in Mesa.
> + 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);
> + }
We've got the piglit_require_GLSL() helper for this check. With at
least this and the copyright fixed, you can have a:
Reviewed-by: Eric Anholt <eric at anholt.net> (the rest is just style
preferences)
> +
> + 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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