[Piglit] [PATCH] vulkan: Add some tests for block member decorations
Lionel Landwerlin
lionel.g.landwerlin at intel.com
Thu Jan 24 15:28:38 UTC 2019
Thanks a lot for explaining.
I was wondering whether it would be worth checking something like this :
(layout location = 1) out block myBlock {
vec4 a;
vec4 b;
}
And verify whether a would bet location 1 and b location 2.
But this current version looks good to me :
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>
Side question that I cannot find the answer to in the spec, the
following would be illegal right? :
layout (location= 1) out block myOtherBlock {
layout (location = 1) vec4 a;
layout (location = 0) vec4 b;
layout (location = 3) vec4 c;
layout (location = 2) vec4 d;
};
Thanks again.
-Lionel
On 24/01/2019 13:17, apinheiro wrote:
>
> On 24/1/19 12:28, Lionel Landwerlin wrote:
>> 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)?
>
>
> Not sure if added is the proper word, but derived. So for those
> members, SPIR-V doesn't include the location. The block has the
> location, so the members get a location based on it. So that specific
> test comes from a block like this:
>
> (layout location= 0) out block myBlock {
>
> vec4 a;
>
> vec4 b:
>
> vec4 c;
>
> vec4 d;
>
> };
>
> That glslang translates to SPIR-V with setting location 0 to myBlock,
> but not setting a location for the members. Such members would get
> locations 0, 1, 2, 3 respectively. Those locations are assigned right
> now by the driver, at least on the anv case that I tested. Note that
> as mentioned on the original email, this is the case that is working
> right now. I only tested it with anv, but those location assignment is
> done on the spirv to nir pass, so that would affect other Vulkan
> drivers using it.
>
> FWIW, what we are trying to fix with the MR I sent to review [1], and
> tested with the tests on this patch, is basically the case where there
> is a explicit location for any block member, that doesn't follow the
> "default location assignment rule" based on the block base location.
> So for example, this:
>
> layout (location= 0) out block myOtherBlock {
>
> layout (location = 1) vec4 a;
>
> layout (location = 0) vec4 b;
>
> layout (location = 3) vec4 c;
>
> layout (location = 2) vec4 d;
>
> };
>
>
> [1] https://gitlab.freedesktop.org/mesa/mesa/merge_requests/142
>
>
>>
>> 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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