/* * Copyright © 2013 Intel Corporation * * 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. */ #include #include #include "piglit-util-gl.h" #include "parser_utils.h" static void parse_file(const char *filename); struct test_vector { const char *name; int minimum; }; struct test_vector tests[500]; unsigned num_tests = 0; int required_glsl_version = 0; char required_glsl_version_string[128]; bool es_shader = false; bool compat_shader = false; GLenum shader_type = 0; /** * List of extensions required by the current test set. */ char *required_extensions[32]; unsigned num_required_extensions = 0; /** * Array of extension enables for the shader code * * For each used entry in \c required_extensions, there is text in * this string of the form "#extension ...: require\n". */ #define MAX_EXTENSION_ENABLE_LINE_LEN 80 char extension_enables[ARRAY_SIZE(required_extensions) * MAX_EXTENSION_ENABLE_LINE_LEN]; unsigned extension_enables_len = 0; static const char *const uniform_template = "uniform float f[%s %s %d ? 1 : -1];\n" ; static const char *const passthrough_uniform = "uniform float f[1];\n" ; static const char *const vertex_shader_body = "void main() { gl_Position = vec4(f[0]); }\n" ; static const char *const tessellation_control_shader_body = "layout(vertices = 1) out;\n" "void main() { gl_TessLevelInner[0] = f[0]; }\n" ; static const char *const tessellation_evaluation_shader_body = "void main() { gl_Position = vec4(f[0]); }\n" ; static const char *const geometry_shader_body = "layout(points) in;\n" "layout(points, max_vertices = 1) out;\n" "void main() { gl_Position = vec4(f[0]); EmitVertex(); }\n" ; static const char *const compute_shader_body = "layout(local_size_x = 1) in;\n" "void main() { }\n" ; /* The __VERSION__ stuff is to work-around gl_FragColor not existing in GLSL * ES 3.00. */ static const char *const fragment_shader_body = "#if __VERSION__ >= 300\n" "out vec4 color;\n" "#define gl_FragColor color\n" "#endif\n" "void main() { gl_FragColor = vec4(f[0]); }\n" ; PIGLIT_GL_TEST_CONFIG_BEGIN parse_file(argv[1]); switch (required_glsl_version) { case 100: config.supports_gl_compat_version = 10; config.supports_gl_es_version = 20; break; case 300: config.supports_gl_compat_version = 10; config.supports_gl_es_version = 30; break; case 310: config.supports_gl_es_version = 31; /* It seems impossible that a desktop OpenGL implementation * would support GL_ARB_ES3_1_compatibility and not support at * least OpenGL 3.2. Realistically, the compute shader * requirement means that nearly all * GL_ARB_ES3_1_compatibility implementations will be OpenGL * 4.2 or later. */ if (!compat_shader) { config.supports_gl_core_version = 32; break; } default: { const unsigned int gl_version = required_gl_version_from_glsl_version(required_glsl_version); config.supports_gl_compat_version = gl_version; if (gl_version < 31 || compat_shader) config.supports_gl_core_version = 0; else config.supports_gl_core_version = gl_version; break; } } config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END enum piglit_result piglit_display(void) { /* UNREACHED */ return PIGLIT_FAIL; } /** * Comparison function for qsort of test_vector list */ static int compar(const void *_a, const void *_b) { const struct test_vector *a = (const struct test_vector *) _a; const struct test_vector *b = (const struct test_vector *) _b; return strcmp(a->name, b->name); } static GLenum parse_shader_type(const char *line, ptrdiff_t len) { int i; static struct { const char *name; GLenum type; } shader_types[] = { { "GL_VERTEX_SHADER", GL_VERTEX_SHADER }, { "GL_TESS_CONTROL_SHADER", GL_TESS_CONTROL_SHADER }, { "GL_TESS_EVALUATION_SHADER", GL_TESS_EVALUATION_SHADER }, { "GL_GEOMETRY_SHADER", GL_GEOMETRY_SHADER }, { "GL_FRAGMENT_SHADER", GL_FRAGMENT_SHADER }, { "GL_COMPUTE_SHADER", GL_COMPUTE_SHADER }, }; for (i = 0; i < ARRAY_SIZE(shader_types); i++) { if (len == strlen(shader_types[i].name) && strncmp(shader_types[i].name, line, 3) == 0) { return shader_types[i].type; } } return 0; } /** * Parse the file of values to test, fill in test vector list. */ void parse_file(const char *filename) { unsigned text_size; char *text = piglit_load_text_file(filename, &text_size); char *line = text; char *end_of_line; ptrdiff_t len; char *endptr; if (line == NULL) { fprintf(stderr, "could not read file \"%s\"\n", filename); piglit_report_result(PIGLIT_FAIL); } /* The format of the test file is: * * version [es|core|compatibility] * GL_VERTEX_SHADER|GL_GEOMETRY_SHADER|GL_FRAGMENT_SHADER|GL_COMPUTE_SHADER * GL_ARB_some_extension * gl_MaxFoo 8 * gl_MaxBar 16 * gl_MinAsdf -2 */ /* Process the version requirement. */ end_of_line = strchrnul(line, '\n'); len = end_of_line - line; if (len + 1 >= ARRAY_SIZE(required_glsl_version_string)) { fprintf(stderr, "Version line too long.\n"); piglit_report_result(PIGLIT_FAIL); } memcpy(required_glsl_version_string, line, len); required_glsl_version_string[len] = '\0'; required_glsl_version = strtol(line, &endptr, 10); parse_whitespace(endptr, (const char **)&line); es_shader = strncmp("es\n", line, 3) == 0; compat_shader = strncmp("compatibility\n", line, 7) == 0; if (required_glsl_version <= 0 || (line != end_of_line && strncmp("es\n", line, 3) != 0 && strncmp("core\n", line, 5) != 0 && strncmp("compatibility\n", line, 7) != 0)) { fprintf(stderr, "Parse error in version line.\n"); piglit_report_result(PIGLIT_FAIL); } /* Skip to the next line. */ line = strchrnul(line, '\n'); if (line[0] != '\0') line++; end_of_line = strchrnul(line, '\n'); len = end_of_line - line; assert(end_of_line[0] == '\n' || end_of_line[0] == '\0'); /* Process the shader type. */ shader_type = parse_shader_type(line, len); if (shader_type != 0) { /* Advance to the next input line. */ line = end_of_line; if (line[0] == '\n') line++; } /* Process the list of required extensions. */ while (strncmp("GL_", line, 3) == 0) { end_of_line = strchrnul(line, '\n'); len = end_of_line - line; assert(end_of_line[0] == '\n' || end_of_line[0] == '\0'); if (num_required_extensions >= ARRAY_SIZE(required_extensions)) { fprintf(stderr, "Too many required extensions!\n"); piglit_report_result(PIGLIT_FAIL); } /* Copy the new extension to the list. */ required_extensions[num_required_extensions] = strndup(line, len); num_required_extensions++; /* Advance to the next input line. */ line = end_of_line; if (line[0] == '\n') line++; } while (line[0] != '\0') { if (!(parse_word(line, (const char **)&line, (const char **)&endptr) && (parse_str(line, "gl_Max", NULL) || parse_str(line, "gl_Min", NULL)))) { char bad_name[80] = ""; parse_word_copy(line, bad_name, sizeof(bad_name), NULL); fprintf(stderr, "Invalid built-in constant name \"%s\".\n", bad_name); piglit_report_result(PIGLIT_FAIL); } tests[num_tests].name = line; *endptr = 0; line = endptr + 1; if (!parse_int(line, &tests[num_tests].minimum, (const char **)&endptr)) { char bad_number[80] = ""; parse_word_copy(line, bad_number, sizeof(bad_number), NULL); fprintf(stderr, "Invalid built-in constant value \"%s\".\n", bad_number); piglit_report_result(PIGLIT_FAIL); } line = endptr; num_tests++; /* Skip to the next line. */ line = strchrnul(line, '\n'); if (line[0] != '\0') line++; } /* After parsing the full list of values to test, sort the list by * variable name. This ensures that the piglit results will be * generated in a consistent order... no matter what happens in the * control file. */ qsort(tests, num_tests, sizeof(tests[0]), compar); } static bool check_compile_status(const char *name, GLuint sh) { GLint ok; glGetShaderiv(sh, GL_COMPILE_STATUS, &ok); if (!ok) { GLchar *info; GLint size; glGetShaderiv(sh, GL_INFO_LOG_LENGTH, &size); info = malloc(size); glGetShaderInfoLog(sh, size, NULL, info); fprintf(stderr, "Failed to compile shader %s: %s\n", name, info); free(info); } return !!ok; } static bool is_tessellation_type(GLenum type) { return type == GL_TESS_CONTROL_SHADER || type == GL_TESS_EVALUATION_SHADER; } static GLuint create_shader(GLenum type) { if (shader_type != 0 && shader_type != type && !is_tessellation_type(shader_type)) return 0; if (es_shader) { if (is_tessellation_type(type) && required_glsl_version < 320 && (required_glsl_version < 310 || !piglit_is_extension_supported("GL_OES_tessellation_shader"))) return 0; if (type == GL_GEOMETRY_SHADER && required_glsl_version < 320 && (required_glsl_version < 310 || !piglit_is_extension_supported("GL_OES_geometry_shader"))) return 0; } else { if (is_tessellation_type(type) && (required_glsl_version < 400 && !piglit_is_extension_supported("GL_ARB_tessellation_shader"))) return 0; /* Only support geometry shaders on desktop as introduced in * OpenGL 3.2. */ if (type == GL_GEOMETRY_SHADER && required_glsl_version < 150) return 0; } /* Only create compute shaders when explicitly requested */ if (type == GL_COMPUTE_SHADER && shader_type != type) return 0; return glCreateShader(type); } void piglit_init(int argc, char **argv) { bool pass = true; char uniform[80]; char *version_string = NULL; char *passthrough_version_string = NULL; unsigned i; const char *shader_source[3]; GLuint test_vs; GLuint test_tcs; GLuint test_tes; GLuint test_gs; GLuint test_fs; GLuint test_cs; bool is_es; int major; int minor; int glsl_version; piglit_get_glsl_version(&is_es, &major, &minor); glsl_version = major * 100 + minor; if ((es_shader || required_glsl_version == 100) && !is_es) { switch (required_glsl_version) { case 100: if (!piglit_is_extension_supported("GL_ARB_ES2_compatibility")) piglit_report_result(PIGLIT_SKIP); break; case 300: if (!piglit_is_extension_supported("GL_ARB_ES3_compatibility")) piglit_report_result(PIGLIT_SKIP); break; case 310: if (!piglit_is_extension_supported("GL_ARB_ES3_1_compatibility")) piglit_report_result(PIGLIT_SKIP); break; default: printf("Unknown GLSL ES version.\n"); piglit_report_result(PIGLIT_FAIL); } } else if ((!es_shader && required_glsl_version != 100) && is_es) { /* It should actually be impossible to get here because * supports_gl_es_version won't get set, and that is required * in the ES builds. */ printf("Desktop OpenGL shaders are not valid in OpenGL ES.\n"); piglit_report_result(PIGLIT_FAIL); } else if (glsl_version < required_glsl_version) piglit_report_result(PIGLIT_SKIP); /* Geometry shaders must use the #extension directive in GLSL ES * before version 3.20. */ if (es_shader && required_glsl_version < 320 && required_glsl_version >= 310 && piglit_is_extension_supported("GL_OES_geometry_shader")) { assert(num_required_extensions < ARRAY_SIZE(required_extensions)); required_extensions[num_required_extensions] = strdup("GL_OES_geometry_shader"); num_required_extensions++; } /* Tessellation shaders must use the #extension directive. */ const char *const tess_ext_name = es_shader ? "GL_OES_tessellation_shader" : "GL_ARB_tessellation_shader"; if (((es_shader && required_glsl_version >= 310) || !es_shader) && piglit_is_extension_supported(tess_ext_name)) { assert(num_required_extensions < ARRAY_SIZE(required_extensions)); required_extensions[num_required_extensions] = strdup(tess_ext_name); num_required_extensions++; } /* Process the list of required extensions. While doing this, * generate the GLSL code that will enable those extensions in the * shaders. */ for (i = 0; i < num_required_extensions; i++) { int len; if (!piglit_is_extension_supported(required_extensions[i])) { printf("%s not supported\n", required_extensions[i]); piglit_report_result(PIGLIT_SKIP); } if ((extension_enables_len + MAX_EXTENSION_ENABLE_LINE_LEN) >= sizeof(extension_enables)) { printf("Extension enables too long.\n"); piglit_report_result(PIGLIT_FAIL); } len = snprintf(&extension_enables[extension_enables_len], MAX_EXTENSION_ENABLE_LINE_LEN, "#extension %s: require\n", required_extensions[i]); /* After the last use of the extension string, free it. */ free(required_extensions[i]); if (len <= 0) { printf("Extension enable snprintf failed.\n"); piglit_report_result(PIGLIT_FAIL); } extension_enables_len += len; } /* Generate the version declaration that will be used by all of the * shaders in the test run. */ (void)!asprintf(&version_string, "#version %s\n" "%s" "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n", required_glsl_version_string, extension_enables); (void)!asprintf(&passthrough_version_string, "#version %s\n" "%s" "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n", required_glsl_version_string, extension_enables); /* Create the shaders that will be used for the real part of the test. */ test_vs = create_shader(GL_VERTEX_SHADER); test_tcs = create_shader(GL_TESS_CONTROL_SHADER); test_tes = create_shader(GL_TESS_EVALUATION_SHADER); test_gs = create_shader(GL_GEOMETRY_SHADER); test_fs = create_shader(GL_FRAGMENT_SHADER); test_cs = create_shader(GL_COMPUTE_SHADER); for (i = 0; i < num_tests; i++) { bool subtest_pass = true; const char *comparitor = parse_str(tests[i].name, "gl_Min", NULL) ? "<=" : ">="; /* Generate the uniform declaration for the test. This will * be shared by all shader stages. */ snprintf(uniform, sizeof(uniform), uniform_template, tests[i].name, comparitor, tests[i].minimum); /* Try to compile the vertex shader. */ if (test_vs != 0) { if (!is_tessellation_type(shader_type)) { shader_source[0] = version_string; shader_source[1] = uniform; } else { shader_source[0] = passthrough_version_string; shader_source[1] = passthrough_uniform; } shader_source[2] = vertex_shader_body; glShaderSource(test_vs, 3, shader_source, NULL); glCompileShader(test_vs); subtest_pass = check_compile_status(tests[i].name, test_vs) && subtest_pass; } /* Try to compile the tessellation control shader. */ if (test_tcs != 0) { shader_source[0] = version_string; shader_source[1] = uniform; shader_source[2] = tessellation_control_shader_body; glShaderSource(test_tcs, 3, shader_source, NULL); glCompileShader(test_tcs); subtest_pass = check_compile_status(tests[i].name, test_tcs) && subtest_pass; } /* Try to compile the tessellation evaluation shader. */ if (test_tes != 0) { shader_source[0] = version_string; shader_source[1] = uniform; shader_source[2] = tessellation_evaluation_shader_body; glShaderSource(test_tes, 3, shader_source, NULL); glCompileShader(test_tes); subtest_pass = check_compile_status(tests[i].name, test_tes) && subtest_pass; } /* Try to compile the geometry shader. */ if (test_gs != 0) { if (!is_tessellation_type(shader_type)) { shader_source[0] = version_string; shader_source[1] = uniform; } else { shader_source[0] = passthrough_version_string; shader_source[1] = passthrough_uniform; } shader_source[2] = geometry_shader_body; glShaderSource(test_gs, 3, shader_source, NULL); glCompileShader(test_gs); subtest_pass = check_compile_status(tests[i].name, test_gs) && subtest_pass; } /* Try to compile the fragment shader. */ if (test_fs != 0) { if (!is_tessellation_type(shader_type)) { shader_source[0] = version_string; shader_source[1] = uniform; } else { shader_source[0] = passthrough_version_string; shader_source[1] = passthrough_uniform; } shader_source[2] = fragment_shader_body; glShaderSource(test_fs, 3, shader_source, NULL); glCompileShader(test_fs); subtest_pass = check_compile_status(tests[i].name, test_fs) && subtest_pass; } /* Try to compile the compute shader. */ if (test_cs != 0) { shader_source[0] = version_string; shader_source[1] = uniform; shader_source[2] = compute_shader_body; glShaderSource(test_cs, 3, shader_source, NULL); glCompileShader(test_cs); subtest_pass = check_compile_status(tests[i].name, test_cs) && subtest_pass; } /* If both compilation phases passed, try to link the shaders * together. */ if (subtest_pass) { GLuint prog = glCreateProgram(); if (test_vs != 0) glAttachShader(prog, test_vs); if (test_gs != 0) glAttachShader(prog, test_gs); if (test_fs != 0) glAttachShader(prog, test_fs); if (test_cs != 0) glAttachShader(prog, test_cs); glLinkProgram(prog); subtest_pass = !!piglit_link_check_status(prog); glDeleteProgram(prog); } piglit_report_subtest_result(subtest_pass ? PIGLIT_PASS : PIGLIT_FAIL, "%s", tests[i].name); pass = subtest_pass && pass; } free(version_string); piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); }