/* * Copyright © 2015 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. */ /** * This program tests SSO pipelines where the TCS and TES are not linked * together, but specified in separate shaders. In particular, this means * that the GLSL linker won't know the interface between the TCS and TES. * * We compile two TCS programs. Both are largely the same, but the second * has extra unused outputs, which means the two pipelines have a different * number of per-patch outputs. At least on i965, this requires a re-layout * of the TCS/TES interface. * * The output is a single green square, but drawn in two halves, each with * a different SSO pipeline. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 0; config.supports_gl_core_version = 32; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLuint pipeline[2]; static const char *vs_code = "#version 150\n" "#extension GL_ARB_separate_shader_objects: require\n" "in vec4 piglit_vertex;" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" "}\n" ; #define TCS(vars, extra_code) \ "#version 150\n" \ "#extension GL_ARB_separate_shader_objects: require\n" \ "#extension GL_ARB_tessellation_shader: require\n" \ "layout(vertices = 3) out;\n" \ "\n" \ vars \ "\n" \ "void main()\n" \ "{\n" \ " gl_out[gl_InvocationID].gl_Position = \n" \ " gl_in[gl_InvocationID].gl_Position;\n" \ " gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n" \ " gl_TessLevelInner = float[2](0.0, 0.0);\n" \ " patch_color = vec4(0.0, 1.0, 0.0, 1.0);\n" \ extra_code \ "}\n" static const char *tcs0_code = TCS("layout(location = 1) patch out vec4 patch_color;\n", ""); static const char *tcs1_code = TCS("layout(location = 0) patch out vec4 foo;\n" "layout(location = 1) patch out vec4 patch_color;\n" "layout(location = 2) patch out vec4 bar;\n", " foo = vec4(0);\n" " bar = vec4(0);\n"); static const char *tes_code = "#version 150\n" "#extension GL_ARB_separate_shader_objects: require\n" "#extension GL_ARB_tessellation_shader: require\n" "layout(triangles) in;\n" "\n" "layout(location = 1) patch in vec4 patch_color;\n" "layout(location = 0) out vec4 color;\n" "\n" "void main()\n" "{\n" " color = patch_color;\n" " gl_Position = gl_in[0].gl_Position * gl_TessCoord[0]\n" " + gl_in[1].gl_Position * gl_TessCoord[1]\n" " + gl_in[2].gl_Position * gl_TessCoord[2];\n" "}\n" ; static const char *fs_code = "#version 150\n" "#extension GL_ARB_separate_shader_objects: require\n" "\n" "layout(location = 0) in vec4 color;" "out vec4 out_color;" "\n" "void main()\n" "{\n" " out_color = color;\n" "}\n" ; enum piglit_result piglit_display(void) { static const float expected[] = { 0, 1, 0, 1 }; bool pass; glClearColor(0.1f, 0.1f, 0.1f, 0.1f); glClear(GL_COLOR_BUFFER_BIT); /* Draw the left half using the first pipeline */ glBindProgramPipeline(pipeline[0]); glViewport(0, 0, piglit_width / 2, piglit_height); glDrawArrays(GL_PATCHES, 0, 6); /* Draw the right half using the second pipeline */ glBindProgramPipeline(pipeline[1]); glViewport(piglit_width / 2, 0, piglit_width / 2, piglit_height); glDrawArrays(GL_PATCHES, 0, 6); /* The result should be a green square filling the whole viewport. */ pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, expected); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLuint vs_prog, tcs0_prog, tcs1_prog, tes_prog, fs_prog; GLuint vao, buf; static const float verts[] = { -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0 }; bool pass = true; piglit_require_extension("GL_ARB_separate_shader_objects"); piglit_require_extension("GL_ARB_tessellation_shader"); vs_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, (const GLchar *const*)&vs_code); pass = piglit_link_check_status(vs_prog) && pass; tcs0_prog = glCreateShaderProgramv(GL_TESS_CONTROL_SHADER, 1, (const GLchar *const *)&tcs0_code); pass = piglit_link_check_status(tcs0_prog) && pass; tcs1_prog = glCreateShaderProgramv(GL_TESS_CONTROL_SHADER, 1, (const GLchar *const *)&tcs1_code); pass = piglit_link_check_status(tcs1_prog) && pass; tes_prog = glCreateShaderProgramv(GL_TESS_EVALUATION_SHADER, 1, (const GLchar *const *)&tes_code); pass = piglit_link_check_status(tes_prog) && pass; fs_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, (const GLchar *const *)&fs_code); pass = piglit_link_check_status(fs_prog) && pass; glGenProgramPipelines(2, pipeline); glUseProgramStages(pipeline[0], GL_VERTEX_SHADER_BIT, vs_prog); glUseProgramStages(pipeline[0], GL_TESS_CONTROL_SHADER_BIT, tcs0_prog); glUseProgramStages(pipeline[0], GL_TESS_EVALUATION_SHADER_BIT, tes_prog); glUseProgramStages(pipeline[0], GL_FRAGMENT_SHADER_BIT, fs_prog); pass = piglit_program_pipeline_check_status(pipeline[0]) && pass; glUseProgramStages(pipeline[1], GL_VERTEX_SHADER_BIT, vs_prog); glUseProgramStages(pipeline[1], GL_TESS_CONTROL_SHADER_BIT, tcs1_prog); glUseProgramStages(pipeline[1], GL_TESS_EVALUATION_SHADER_BIT, tes_prog); glUseProgramStages(pipeline[1], GL_FRAGMENT_SHADER_BIT, fs_prog); pass = piglit_program_pipeline_check_status(pipeline[1]) && pass; /* Set up the VAOs/VBOs for drawing rectangles using the approach * from spec/arb_tessellation_shader/execution/sanity.shader_test. */ glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(1, &buf); glBindBuffer(GL_ARRAY_BUFFER, buf); glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); glVertexAttribPointer(PIGLIT_ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(PIGLIT_ATTRIB_POS); glPatchParameteri(GL_PATCH_VERTICES, 3); pass = piglit_check_gl_error(0) && pass; if (!pass) piglit_report_result(PIGLIT_FAIL); }