[Piglit] [PATCH] glsl-shaders: test correct shader source is use on cache fallback
Timothy Arceri
tarceri at itsqueeze.com
Thu Feb 16 00:21:17 UTC 2017
On 16/02/17 07:27, Eric Anholt wrote:
> 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)
Thanks. This is mostly a copy of glsl-reload-source which is why I left
the copyright as Nicolai Hähnle, this is what I've seen most people do
in the past not sure if that is correct.
I thought about extending that test but I think it would just case
confusion. I guess we could share more but that is likely more trouble
than its worth.
>
>> +
>> + 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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