[Piglit] [PATCH] vulkan: Add some tests for block member decorations
Lionel Landwerlin
lionel.g.landwerlin at intel.com
Thu Jan 24 11:28:03 UTC 2019
I'm not sure whether my understanding of
block-layout-location.vk_shader_test is correct.
Is the expectation that the location of %name (0) is added to the
location of its field (a, b, c, d)?
Thanks,
-Lionel
On 23/01/2019 15:07, Alejandro Piñeiro wrote:
> From: Neil Roberts <nroberts at igalia.com>
>
> v2: imported to piglit from a example vkrunner examples branch, also
> updated description on the top comment (Alejandro Piñeiro)
> ---
>
> This tests are intended to test the patches at the following mesa MR:
>
> https://gitlab.freedesktop.org/mesa/mesa/merge_requests/142
>
> Although FWIW, block-layout-location.vk_shader_test is passing right
> now with just master. The other two tests require the first patch
> included on that MR.
>
> .../block-layout-location.vk_shader_test | 121 +++++++++++++++++
> ...lock-member-layout-location.vk_shader_test | 69 ++++++++++
> ...block-mixed-layout-location.vk_shader_test | 126 ++++++++++++++++++
> 3 files changed, 316 insertions(+)
> create mode 100644 tests/vulkan/shaders/block-layout-location.vk_shader_test
> create mode 100644 tests/vulkan/shaders/block-member-layout-location.vk_shader_test
> create mode 100644 tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test
>
> diff --git a/tests/vulkan/shaders/block-layout-location.vk_shader_test b/tests/vulkan/shaders/block-layout-location.vk_shader_test
> new file mode 100644
> index 000000000..3eb2c0402
> --- /dev/null
> +++ b/tests/vulkan/shaders/block-layout-location.vk_shader_test
> @@ -0,0 +1,121 @@
> +# Test that interface block members are correctly matched by explicit
> +# location, when only the main variable has a location, so the
> +# location of the members should be derived from this.
> +#
> +# Note that we include the spirv assembly. This is because although we
> +# used a GLSL shader as reference, we tweaked the SPIR-V generated
> +
> +[vertex shader spirv]
> + OpCapability Shader
> + %1 = OpExtInstImport "GLSL.std.450"
> + OpMemoryModel Logical GLSL450
> + OpEntryPoint Vertex %main "main" %name %_ %piglit_vertex
> + OpSource GLSL 440
> + OpName %main "main"
> + OpName %block "block"
> + OpMemberName %block 0 "a"
> + OpMemberName %block 1 "b"
> + OpMemberName %block 2 "c"
> + OpMemberName %block 3 "d"
> + OpName %name "name"
> + OpName %gl_PerVertex "gl_PerVertex"
> + OpMemberName %gl_PerVertex 0 "gl_Position"
> + OpMemberName %gl_PerVertex 1 "gl_PointSize"
> + OpMemberName %gl_PerVertex 2 "gl_ClipDistance"
> + OpName %_ ""
> + OpName %piglit_vertex "piglit_vertex"
> + OpDecorate %block Block
> +; Only the main name variable has a location. The locations of the members
> +; should be derived from this.
> + OpDecorate %name Location 0
> + OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
> + OpMemberDecorate %gl_PerVertex 1 BuiltIn PointSize
> + OpMemberDecorate %gl_PerVertex 2 BuiltIn ClipDistance
> + OpDecorate %gl_PerVertex Block
> + OpDecorate %piglit_vertex Location 0
> + %void = OpTypeVoid
> + %3 = OpTypeFunction %void
> + %float = OpTypeFloat 32
> + %v4float = OpTypeVector %float 4
> + %block = OpTypeStruct %v4float %v4float %v4float %v4float
> +%_ptr_Output_block = OpTypePointer Output %block
> + %name = OpVariable %_ptr_Output_block Output
> + %int = OpTypeInt 32 1
> + %int_0 = OpConstant %int 0
> + %float_1 = OpConstant %float 1
> + %float_0 = OpConstant %float 0
> + %15 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
> +%_ptr_Output_v4float = OpTypePointer Output %v4float
> + %int_1 = OpConstant %int 1
> + %19 = OpConstantComposite %v4float %float_0 %float_1 %float_0 %float_1
> + %int_2 = OpConstant %int 2
> + %22 = OpConstantComposite %v4float %float_0 %float_0 %float_1 %float_1
> + %int_3 = OpConstant %int 3
> + %25 = OpConstantComposite %v4float %float_1 %float_1 %float_1 %float_1
> + %uint = OpTypeInt 32 0
> + %uint_1 = OpConstant %uint 1
> +%_arr_float_uint_1 = OpTypeArray %float %uint_1
> +%gl_PerVertex = OpTypeStruct %v4float %float %_arr_float_uint_1
> +%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
> + %_ = OpVariable %_ptr_Output_gl_PerVertex Output
> +%_ptr_Input_v4float = OpTypePointer Input %v4float
> +%piglit_vertex = OpVariable %_ptr_Input_v4float Input
> + %main = OpFunction %void None %3
> + %5 = OpLabel
> + %17 = OpAccessChain %_ptr_Output_v4float %name %int_0
> + OpStore %17 %15
> + %20 = OpAccessChain %_ptr_Output_v4float %name %int_1
> + OpStore %20 %19
> + %23 = OpAccessChain %_ptr_Output_v4float %name %int_2
> + OpStore %23 %22
> + %26 = OpAccessChain %_ptr_Output_v4float %name %int_3
> + OpStore %26 %25
> + %35 = OpLoad %v4float %piglit_vertex
> + %36 = OpAccessChain %_ptr_Output_v4float %_ %int_0
> + OpStore %36 %35
> + OpReturn
> + OpFunctionEnd
> +
> +[fragment shader]
> +#version 440
> +
> +layout(location = 0) in vec4 a;
> +layout(location = 1) in vec4 b;
> +layout(location = 2) in vec4 c;
> +layout(location = 3) in vec4 d;
> +
> +layout(std140, push_constant) uniform block {
> + int i;
> +};
> +
> +layout(location = 0) out vec4 color;
> +
> +void main()
> +{
> + if (i == 0) {
> + color = a;
> + } else if (i == 1) {
> + color = b;
> + } else if (i == 2) {
> + color = c;
> + } else if (i == 3) {
> + color = d;
> + }
> +}
> +
> +[test]
> +uniform int 0 0
> +draw rect -1 -1 1 1
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int 0 1
> +draw rect 0 -1 1 1
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int 0 2
> +draw rect -1 0 1 1
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int 0 3
> +draw rect 0 0 1 1
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
> diff --git a/tests/vulkan/shaders/block-member-layout-location.vk_shader_test b/tests/vulkan/shaders/block-member-layout-location.vk_shader_test
> new file mode 100644
> index 000000000..dd23331b8
> --- /dev/null
> +++ b/tests/vulkan/shaders/block-member-layout-location.vk_shader_test
> @@ -0,0 +1,69 @@
> +# Test that interface block members are correctly matched by explicit
> +# location, when we assign explicit location for all members of a
> +# block, and unsorted.
> +
> +[vertex shader]
> +#version 440
> +
> +layout(location = 0) in vec4 piglit_vertex;
> +
> +out block {
> + layout(location = 2) vec4 c;
> + layout(location = 3) vec4 d;
> + layout(location = 0) vec4 a;
> + layout(location = 1) vec4 b;
> +} name;
> +
> +void main()
> +{
> + name.a = vec4(1.0, 0.0, 0.0, 1.0);
> + name.b = vec4(0.0, 1.0, 0.0, 1.0);
> + name.c = vec4(0.0, 0.0, 1.0, 1.0);
> + name.d = vec4(1.0, 1.0, 1.0, 1.0);
> +
> + gl_Position = piglit_vertex;
> +}
> +
> +[fragment shader]
> +#version 440
> +
> +layout(location = 0) in vec4 a;
> +layout(location = 1) in vec4 b;
> +layout(location = 2) in vec4 c;
> +layout(location = 3) in vec4 d;
> +
> +layout(std140, push_constant) uniform block {
> + int i;
> +};
> +
> +layout(location = 0) out vec4 color;
> +
> +void main()
> +{
> + if (i == 0) {
> + color = a;
> + } else if (i == 1) {
> + color = b;
> + } else if (i == 2) {
> + color = c;
> + } else if (i == 3) {
> + color = d;
> + }
> +}
> +
> +[test]
> +uniform int 0 0
> +draw rect -1 -1 1 1
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int 0 1
> +draw rect 0 -1 1 1
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int 0 2
> +draw rect -1 0 1 1
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int 0 3
> +draw rect 0 0 1 1
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
> diff --git a/tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test b/tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test
> new file mode 100644
> index 000000000..750dd2b29
> --- /dev/null
> +++ b/tests/vulkan/shaders/block-mixed-layout-location.vk_shader_test
> @@ -0,0 +1,126 @@
> +# Test that interface block members are correctly matched by explicit
> +# location. In this case the main variable has a location value, but
> +# there is also one member with an explicit value.
> +#
> +# Note that we include the spirv assembly. This is because although we
> +# used a GLSL shader as reference, we tweak and add comments over the
> +# SPIR-V generated
> +
> +
> +[vertex shader spirv]
> + OpCapability Shader
> + %1 = OpExtInstImport "GLSL.std.450"
> + OpMemoryModel Logical GLSL450
> + OpEntryPoint Vertex %main "main" %name %_ %piglit_vertex
> + OpSource GLSL 440
> + OpName %main "main"
> + OpName %block "block"
> + OpMemberName %block 0 "c"
> + OpMemberName %block 1 "d"
> + OpMemberName %block 2 "a"
> + OpMemberName %block 3 "b"
> + OpName %name "name"
> + OpName %gl_PerVertex "gl_PerVertex"
> + OpMemberName %gl_PerVertex 0 "gl_Position"
> + OpMemberName %gl_PerVertex 1 "gl_PointSize"
> + OpMemberName %gl_PerVertex 2 "gl_ClipDistance"
> + OpName %_ ""
> + OpName %piglit_vertex "piglit_vertex"
> +; The block is given a location of 2. The first two members don’t
> +; have a location so they should be derived from the block location.
> + OpDecorate %name Location 2
> +; The 3rd member has an explicit location. The 4th member should be
> +; derived from this.
> + OpMemberDecorate %block 2 Location 0
> + OpDecorate %block Block
> + OpMemberDecorate %gl_PerVertex 0 BuiltIn Position
> + OpMemberDecorate %gl_PerVertex 1 BuiltIn PointSize
> + OpMemberDecorate %gl_PerVertex 2 BuiltIn ClipDistance
> + OpDecorate %gl_PerVertex Block
> + OpDecorate %piglit_vertex Location 0
> + %void = OpTypeVoid
> + %3 = OpTypeFunction %void
> + %float = OpTypeFloat 32
> + %v4float = OpTypeVector %float 4
> + %block = OpTypeStruct %v4float %v4float %v4float %v4float
> +%_ptr_Output_block = OpTypePointer Output %block
> + %name = OpVariable %_ptr_Output_block Output
> + %int = OpTypeInt 32 1
> + %int_2 = OpConstant %int 2
> + %float_1 = OpConstant %float 1
> + %float_0 = OpConstant %float 0
> + %15 = OpConstantComposite %v4float %float_1 %float_0 %float_0 %float_1
> +%_ptr_Output_v4float = OpTypePointer Output %v4float
> + %int_3 = OpConstant %int 3
> + %19 = OpConstantComposite %v4float %float_0 %float_1 %float_0 %float_1
> + %int_0 = OpConstant %int 0
> + %22 = OpConstantComposite %v4float %float_0 %float_0 %float_1 %float_1
> + %int_1 = OpConstant %int 1
> + %25 = OpConstantComposite %v4float %float_1 %float_1 %float_1 %float_1
> + %uint = OpTypeInt 32 0
> + %uint_1 = OpConstant %uint 1
> +%_arr_float_uint_1 = OpTypeArray %float %uint_1
> +%gl_PerVertex = OpTypeStruct %v4float %float %_arr_float_uint_1
> +%_ptr_Output_gl_PerVertex = OpTypePointer Output %gl_PerVertex
> + %_ = OpVariable %_ptr_Output_gl_PerVertex Output
> +%_ptr_Input_v4float = OpTypePointer Input %v4float
> +%piglit_vertex = OpVariable %_ptr_Input_v4float Input
> + %main = OpFunction %void None %3
> + %5 = OpLabel
> + %17 = OpAccessChain %_ptr_Output_v4float %name %int_2
> + OpStore %17 %15
> + %20 = OpAccessChain %_ptr_Output_v4float %name %int_3
> + OpStore %20 %19
> + %23 = OpAccessChain %_ptr_Output_v4float %name %int_0
> + OpStore %23 %22
> + %26 = OpAccessChain %_ptr_Output_v4float %name %int_1
> + OpStore %26 %25
> + %35 = OpLoad %v4float %piglit_vertex
> + %36 = OpAccessChain %_ptr_Output_v4float %_ %int_0
> + OpStore %36 %35
> + OpReturn
> + OpFunctionEnd
> +
> +[fragment shader]
> +#version 440
> +
> +layout(location = 0) in vec4 a;
> +layout(location = 1) in vec4 b;
> +layout(location = 2) in vec4 c;
> +layout(location = 3) in vec4 d;
> +
> +layout(std140, push_constant) uniform block {
> + int i;
> +};
> +
> +layout(location = 0) out vec4 color;
> +
> +void main()
> +{
> + if (i == 0) {
> + color = a;
> + } else if (i == 1) {
> + color = b;
> + } else if (i == 2) {
> + color = c;
> + } else if (i == 3) {
> + color = d;
> + }
> +}
> +
> +[test]
> +uniform int 0 0
> +draw rect -1 -1 1 1
> +relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
> +
> +uniform int 0 1
> +draw rect 0 -1 1 1
> +relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
> +
> +uniform int 0 2
> +draw rect -1 0 1 1
> +relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
> +
> +uniform int 0 3
> +draw rect 0 0 1 1
> +relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
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