/* * Copyright (c) 2017 Timothy Arceri * * 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 #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"; 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); 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); } 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); 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) { piglit_require_GLSL(); vs = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); program = glCreateProgramObjectARB(); glAttachObjectARB(program, vs); glAttachObjectARB(program, fs); }