/* * Copyright © 2016 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. */ /** * \file compare-with-shader-subroutine * * Tests that the values returned by equivalent queries from * ARB_shader_subroutine (glGetProgramStageiv) and * ARB_program_interface_query (glGetProgramInterfaveiv) return the * same value. * * From the GL_ARB_program_interface_query spec: * "The command * * void GetProgramInterfaceiv(uint program, enum programInterface, * enum pname, int *params); * * queries a property of the interface in program * , returning its value in . The property to return is * specified by . * * If is ACTIVE_RESOURCES, the value returned is the number of * resources in the active resource list for . If the * list of active resources for is empty, zero is * returned." * * "The supported values for are as follows: * * * VERTEX_SUBROUTINE_UNIFORM, TESS_CONTROL_SUBROUTINE_UNIFORM, * TESS_EVALUATION_SUBROUTINE_UNIFORM, GEOMETRY_SUBROUTINE_UNIFORM, * FRAGMENT_SUBROUTINE_UNIFORM, and COMPUTE_SUBROUTINE_UNIFORM correspond * to the set of active subroutine uniform variables used by the vertex, * tessellation control, tessellation evaluation, geometry, fragment, and * compute shader stages of , respectively (section 2.14.8)." * * From the GL_ARB_shader_subroutine spec: * * "The command * * void GetProgramStageiv(uint program, enum shadertype, * enum pname, int *values); * * returns properties of the program object specific to the * programmable stage corresponding to in . The * parameter value to return is specified by . If is * ACTIVE_SUBROUTINE_UNIFORMS, the number of active subroutine variables in * the stage is returned." */ #include "piglit-util-gl.h" #include "common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_core_version = 32; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END /* The shaders try to be as simple as possible for each stage, using * subroutines **/ static const char *vs_text = { "#version 150\n" "#extension GL_ARB_shader_subroutine : require\n" "\n" "in vec4 vs_input;\n" "out vec4 vs_output;\n" "\n" "subroutine vec4 vs_subroutine();\n" "subroutine uniform vs_subroutine vs[2];\n" "subroutine(vs_subroutine) vec4 vs1() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "subroutine(vs_subroutine) vec4 vs2() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "void main() {\n" " gl_Position = vs_input;\n" " vs_output = vs[0]() + vs[1]();\n" "}\n" }; static const char *tcs_text = { "#version 150\n" "#extension GL_ARB_shader_subroutine : require\n" "#extension GL_ARB_tessellation_shader: require\n" "\n" "layout(vertices = 3) out;\n" "\n" "subroutine vec4 tcs_subroutine();\n" "subroutine uniform tcs_subroutine tcs[2];\n" "subroutine(tcs_subroutine) vec4 tcs1() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "subroutine(tcs_subroutine) vec4 tcs2() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "void main() {\n" " gl_out[gl_InvocationID].gl_Position = tcs[0]() + tcs[1]();\n" " gl_TessLevelInner[0] = 1.0;\n" " gl_TessLevelInner[1] = 1.0;\n" " gl_TessLevelOuter[0] = 1.0;\n" " gl_TessLevelOuter[1] = 1.0;\n" " gl_TessLevelOuter[2] = 1.0;\n" "}\n" }; static const char *tes_text = { "#version 150\n" "#extension GL_ARB_shader_subroutine : require\n" "#extension GL_ARB_tessellation_shader: require\n" "\n" "layout(triangles, equal_spacing) in;\n" "\n" "subroutine vec4 tes_subroutine();\n" "subroutine uniform tes_subroutine tes[2];\n" "subroutine(tes_subroutine) vec4 tes1() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "subroutine(tes_subroutine) vec4 tes2() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "void main() {\n" " gl_Position = tes[0]() + tes[1]();\n" "}\n" }; static const char *gs_text = { "#version 150\n" "#extension GL_ARB_shader_subroutine : require\n" "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 4) out;\n" "\n" "subroutine vec4 gs_subroutine();\n" "subroutine uniform gs_subroutine gs[4];\n" "subroutine(gs_subroutine) vec4 gs1() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "subroutine(gs_subroutine) vec4 gs2() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "void main() {\n" " gl_Position = gs[0]();\n" " EmitVertex();\n" " gl_Position = gs[1]();\n" " EmitVertex();\n" " gl_Position = gs[2]();\n" " EmitVertex();\n" " gl_Position = gs[3]();\n" " EmitVertex();\n" " EndPrimitive();\n" "}\n" }; static const char *fs_text = { "#version 150\n" "#extension GL_ARB_shader_subroutine : require\n" "\n" "out vec4 fs_output;\n" "\n" "subroutine vec4 fs_subroutine();\n" "subroutine uniform fs_subroutine fs[3];\n" "subroutine(fs_subroutine) vec4 fs1() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "subroutine(fs_subroutine) vec4 fs2() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "void main() {\n" " fs_output = fs[0]() + fs[1]() + fs[2]();\n" "}\n" }; /* We need SSBO in order to be able to use a buffer. And we need a * buffer so the subroutine uniforms get active, in order to get a num * of active uniforms different to 0. */ static const char *cs_text = { "#version 150\n" "#extension GL_ARB_shader_subroutine : require\n" "#extension GL_ARB_compute_shader : require\n" "#extension GL_ARB_shader_storage_buffer_object : require\n" "\n" "layout(local_size_x = 1) in;\n" "\n" "buffer out_buffer {\n" " vec4 data;\n" "} g_out;\n" "\n" "subroutine vec4 cs_subroutine();\n" "subroutine uniform cs_subroutine cs[4];\n" "subroutine(cs_subroutine) vec4 cs1() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "subroutine(cs_subroutine) vec4 cs2() {\n" " return vec4(1, 0, 0, 0);\n" "}\n" "void main() {\n" " g_out.data = cs[0]() + cs[1]();\n" "}\n" }; static const GLenum subtests[] = { GL_VERTEX_SUBROUTINE_UNIFORM, GL_TESS_CONTROL_SUBROUTINE_UNIFORM, GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, GL_GEOMETRY_SUBROUTINE_UNIFORM, GL_FRAGMENT_SUBROUTINE_UNIFORM, GL_COMPUTE_SUBROUTINE_UNIFORM, }; static GLenum get_shadertype_from_program_interface(const GLenum programInterface) { switch(programInterface) { case GL_VERTEX_SUBROUTINE_UNIFORM: return GL_VERTEX_SHADER; case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: return GL_TESS_CONTROL_SHADER; case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: return GL_TESS_EVALUATION_SHADER; case GL_GEOMETRY_SUBROUTINE_UNIFORM: return GL_GEOMETRY_SHADER; case GL_FRAGMENT_SUBROUTINE_UNIFORM: return GL_FRAGMENT_SHADER; case GL_COMPUTE_SUBROUTINE_UNIFORM: return GL_COMPUTE_SHADER; default: assert(!"unexpected programInterface value"); return GL_INVALID_ENUM; } } static GLuint create_program(const GLenum programInterface) { GLuint program = 0; switch(programInterface) { case GL_VERTEX_SUBROUTINE_UNIFORM: case GL_GEOMETRY_SUBROUTINE_UNIFORM: case GL_FRAGMENT_SUBROUTINE_UNIFORM: program = piglit_build_simple_program_unlinked_multiple_shaders( GL_VERTEX_SHADER, vs_text, GL_GEOMETRY_SHADER, gs_text, GL_FRAGMENT_SHADER, fs_text, 0); break; case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: program = piglit_build_simple_program_unlinked_multiple_shaders( GL_VERTEX_SHADER, vs_text, GL_TESS_CONTROL_SHADER, tcs_text, GL_TESS_EVALUATION_SHADER, tes_text, 0); break; case GL_COMPUTE_SUBROUTINE_UNIFORM: program = piglit_build_simple_program_unlinked_multiple_shaders( GL_COMPUTE_SHADER, cs_text, 0); break; default: assert(!"unexpected programInterface value"); } piglit_check_gl_error(GL_NO_ERROR); return program; } static bool skip_subtest(const GLenum programInterface) { switch(programInterface) { case GL_COMPUTE_SUBROUTINE_UNIFORM: return !piglit_is_extension_supported("GL_ARB_compute_shader") || !piglit_is_extension_supported("GL_ARB_shader_storage_buffer_object"); case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: return !piglit_is_extension_supported("GL_ARB_tessellation_shader"); default: return false; } } static bool run_subtest(const GLenum programInterface, const bool link) { GLenum shader_type; GLint value; GLint value2; GLuint program = 0; const char *linked_string = link ? "linked" : "not linked"; if (skip_subtest(programInterface)) return true; program = create_program(programInterface); if (link) { glLinkProgram(program); if (!piglit_link_check_status(program)) piglit_report_result(PIGLIT_FAIL); } shader_type = get_shadertype_from_program_interface(programInterface); glGetProgramStageiv(program, shader_type, GL_ACTIVE_SUBROUTINE_UNIFORMS, &value); glGetProgramInterfaceiv(program, programInterface, GL_ACTIVE_RESOURCES, &value2); if (value == value2) { piglit_report_subtest_result(PIGLIT_PASS, "%s (%s)", piglit_get_gl_enum_name(programInterface), linked_string); } else { piglit_report_subtest_result(PIGLIT_FAIL, "%s (%s): GetProgramStage returns %i, " "GetProgramInterfaceiv returns %i", piglit_get_gl_enum_name(programInterface), linked_string, value, value2); } return value == value2; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_program_interface_query"); piglit_require_extension("GL_ARB_shader_subroutine"); } enum piglit_result piglit_display(void) { bool pass = true; int i; for (i = 0; i < ARRAY_SIZE(subtests); i++) { pass = run_subtest(subtests[i], false) && pass; } for (i = 0; i < ARRAY_SIZE(subtests); i++) { pass = run_subtest(subtests[i], true) && pass; } return pass ? PIGLIT_PASS : PIGLIT_FAIL; }