[Piglit] [PATCH 04/10] arb_enhanced_layouts: add aliasing tests with mixed type widths
Juan A. Suarez Romero
jasuarez at igalia.com
Wed Mar 20 08:58:41 UTC 2019
For the 4 first patches in the series:
Reviewed-by: Juan A. Suarez <jasuarez at igalia.com>
On Fri, 2019-02-01 at 19:55 +0200, Andres Gomez wrote:
> Added tests which check component aliasing between types that have
> different bit widths.
>
> From Section 4.4.1 (Input Layout Qualifiers) of the GLSL 4.60 spec:
>
> "Further, when location aliasing, the aliases sharing the location
> must have the same underlying numerical type and bit
> width (floating-point or integer, 32-bit versus 64-bit, etc.)
> and the same auxiliary storage and interpolation
> qualification. The one exception where component aliasing is
> permitted is for two input variables (not block members) to a
> vertex shader, which are allowed to have component aliasing. This
> vertex-variable component aliasing is intended only to support
> vertex shaders where each execution path accesses at most one
> input per each aliased component. Implementations are permitted,
> but not required, to generate link-time errors if they detect
> that every path through the vertex shader executable accesses
> multiple inputs aliased to any single component."
>
> Cc: Timothy Arceri <tarceri at itsqueeze.com>
> Cc: Iago Toral Quiroga <itoral at igalia.com>
> Cc: Ilia Mirkin <imirkin at alum.mit.edu>
> Signed-off-by: Andres Gomez <agomez at igalia.com>
> ---
> .../type-mismatch-signed-double.vert | 59 +++++++++++++++++++
> .../width-mismatch-float-double.vert | 59 +++++++++++++++++++
> ...s-width-mismatch-double-float.shader_test} | 25 ++++----
> 3 files changed, 131 insertions(+), 12 deletions(-)
> create mode 100644 tests/spec/arb_enhanced_layouts/compiler/component-layout/type-mismatch-signed-double.vert
> create mode 100644 tests/spec/arb_enhanced_layouts/compiler/component-layout/width-mismatch-float-double.vert
> rename tests/spec/arb_enhanced_layouts/linker/component-layout/{vs-to-fs-type-mismatch-double-float.shader_test => vs-to-fs-width-mismatch-double-float.shader_test} (56%)
>
> diff --git a/tests/spec/arb_enhanced_layouts/compiler/component-layout/type-mismatch-signed-double.vert b/tests/spec/arb_enhanced_layouts/compiler/component-layout/type-mismatch-signed-double.vert
> new file mode 100644
> index 000000000..01bfb0df1
> --- /dev/null
> +++ b/tests/spec/arb_enhanced_layouts/compiler/component-layout/type-mismatch-signed-double.vert
> @@ -0,0 +1,59 @@
> +// [config]
> +// expect_result: pass
> +// glsl_version: 1.50
> +// check_link: true
> +// require_extensions: GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_gpu_shader_fp64 GL_ARB_vertex_attrib_64bit
> +// [end config]
> +//
> +// From Section 4.4.1 (Input Layout Qualifiers) of the GLSL 4.50 spec:
> +//
> +// "Further, when location aliasing, the aliases sharing the location must
> +// have the same underlying numerical type (floating-point or integer) and
> +// the same auxiliary storage and interpolation qualification"
> +//
> +// ...
> +//
> +// "The one exception where component aliasing is permitted is for two input
> +// variables (not block members) to a vertex shader, which are allowed to
> +// have component aliasing. This vertex-variable component aliasing is
> +// intended only to support vertex shaders where each execution path
> +// accesses at most one input per each aliased component. Implementations
> +// are permitted, but not required, to generate link-time errors if they
> +// detect that every path through the vertex shader executable accesses
> +// multiple inputs aliased to any single component."
> +//
> +// Issue 16 from the ARB_enhanced_layouts spec:
> +//
> +// "We do allow this for vertex shader inputs, because we've supported
> +// "aliasing" behavior since OpenGL 2.0. This allows for an "uber-shader"
> +// with variables like:
> +//
> +// layout(location=3) in float var1;
> +// layout(location=3) in int var2;
> +//
> +// where sometimes it uses <var1> and sometimes <var2>. Since we don't
> +// treat the code above (with overlapping components) as an error, it
> +// would be strange to treat non-overlapping component assignments as an
> +// error."
> +
> +#version 150
> +#extension GL_ARB_enhanced_layouts: require
> +#extension GL_ARB_explicit_attrib_location: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +#extension GL_ARB_vertex_attrib_64bit: require
> +
> +uniform int i;
> +
> +// consume X/Y components
> +layout(location = 0) in ivec2 a;
> +
> +// consume Z/W components
> +layout(location = 0, component = 2) in double b;
> +
> +void main()
> +{
> + if (i == 1)
> + gl_Position = vec4(a, 1.0, 1.0);
> + else
> + gl_Position = vec4(b);
> +}
> diff --git a/tests/spec/arb_enhanced_layouts/compiler/component-layout/width-mismatch-float-double.vert b/tests/spec/arb_enhanced_layouts/compiler/component-layout/width-mismatch-float-double.vert
> new file mode 100644
> index 000000000..74926c1ea
> --- /dev/null
> +++ b/tests/spec/arb_enhanced_layouts/compiler/component-layout/width-mismatch-float-double.vert
> @@ -0,0 +1,59 @@
> +// [config]
> +// expect_result: pass
> +// glsl_version: 1.50
> +// check_link: true
> +// require_extensions: GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_gpu_shader_fp64 GL_ARB_vertex_attrib_64bit
> +// [end config]
> +//
> +// From Section 4.4.1 (Input Layout Qualifiers) of the GLSL 4.60 spec:
> +//
> +// "Further, when location aliasing, the aliases sharing the
> +// location must have the same underlying numerical type and bit
> +// width (floating-point or integer, 32-bit versus 64-bit, etc.)
> +// and the same auxiliary storage and interpolation
> +// qualification. The one exception where component aliasing is
> +// permitted is for two input variables (not block members) to a
> +// vertex shader, which are allowed to have component
> +// aliasing. This vertex-variable component aliasing is intended
> +// only to support vertex shaders where each execution path
> +// accesses at most one input per each aliased
> +// component. Implementations are permitted, but not required, to
> +// generate link-time errors if they detect that every path through
> +// the vertex shader executable accesses multiple inputs aliased to
> +// any single component."
> +//
> +// Issue 16 from the ARB_enhanced_layouts spec:
> +//
> +// "We do allow this for vertex shader inputs, because we've supported
> +// "aliasing" behavior since OpenGL 2.0. This allows for an "uber-shader"
> +// with variables like:
> +//
> +// layout(location=3) in float var1;
> +// layout(location=3) in int var2;
> +//
> +// where sometimes it uses <var1> and sometimes <var2>. Since we don't
> +// treat the code above (with overlapping components) as an error, it
> +// would be strange to treat non-overlapping component assignments as an
> +// error."
> +
> +#version 150
> +#extension GL_ARB_enhanced_layouts: require
> +#extension GL_ARB_explicit_attrib_location: require
> +#extension GL_ARB_gpu_shader_fp64: require
> +#extension GL_ARB_vertex_attrib_64bit: require
> +
> +uniform int i;
> +
> +// consume X/Y components
> +layout(location = 0) in vec2 a;
> +
> +// consume Z/W components
> +layout(location = 0, component = 2) in double b;
> +
> +void main()
> +{
> + if (i == 1)
> + gl_Position = vec4(a, 1.0, 1.0);
> + else
> + gl_Position = vec4(b);
> +}
> diff --git a/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-double-float.shader_test b/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-width-mismatch-double-float.shader_test
> similarity index 56%
> rename from tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-double-float.shader_test
> rename to tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-width-mismatch-double-float.shader_test
> index ed596b3dc..fefff6d78 100644
> --- a/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-type-mismatch-double-float.shader_test
> +++ b/tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-width-mismatch-double-float.shader_test
> @@ -1,16 +1,17 @@
> -// From Section 4.4.1 (Input Layout Qualifiers) of the GLSL 4.50 spec:
> +// From Section 4.4.1 (Input Layout Qualifiers) of the GLSL 4.60 spec:
> //
> -// "Location aliasing is causing two variables or block members to have the
> -// same location number. Component aliasing is assigning the same (or
> -// overlapping) component numbers for two location aliases. (Recall if
> -// component is not used, components are assigned starting with 0.) With one
> -// exception, location aliasing is allowed only if it does not cause
> -// component aliasing; it is a compile-time or link-time error to cause
> -// component aliasing."
> -//
> -// "Further, when location aliasing, the aliases sharing the location must
> -// have the same underlying numerical type (floating-point or integer) and
> -// the same auxiliary storage and interpolation qualification"
> +// "Location aliasing is causing two variables or block members to
> +// have the same location number. Component aliasing is assigning
> +// the same (or overlapping) component numbers for two location
> +// aliases. (Recall if component is not used, components are
> +// assigned starting with 0.) With one exception, location aliasing
> +// is allowed only if it does not cause component aliasing; it is a
> +// compile-time or link-time error to cause component
> +// aliasing. Further, when location aliasing, the aliases sharing
> +// the location must have the same underlying numerical type and
> +// bit width (floating-point or integer, 32-bit versus 64-bit,
> +// etc.) and the same auxiliary storage and interpolation
> +// qualification."
>
> [require]
> GLSL >= 1.50
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