/* * 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 tests a bug in Mesa where explicit locations are not taken into * account when assigning varying locations which results in two * inputs/outputs being given the same location. */ #include "piglit-util-gl.h" #include "sso-common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLuint pipeline = 0; static GLuint pipeline_arrays = 0; static GLuint pipeline_arrays_of_arrays = 0; static const char *vs_code_template = "#version %d\n" "#extension GL_ARB_separate_shader_objects: require\n" "#extension GL_ARB_explicit_attrib_location: require\n" "\n" "layout(location = 0) in vec4 piglit_vertex;\n" "\n" "layout(location = 0) out vec3 a;\n" "out vec3 d;\n" "out vec3 e;\n" "layout(location = 1) out vec3 b;\n" "out vec3 f;\n" "layout(location = 2) out vec3 c;\n" "\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" " a = vec3(0.25, 0, 0);\n" " b = vec3(0, 0.25, 0);\n" " c = vec3(0, 0, 0.25);\n" " d = vec3(0.5, 0, 0);\n" " e = vec3(0, 0.5, 0);\n" " f = vec3(0, 0, 0.5);\n" "}\n" ; static const char *fs_code_template = "#version %d\n" "#extension GL_ARB_separate_shader_objects: require\n" "#extension GL_ARB_explicit_attrib_location: enable\n" "\n" "#if __VERSION__ >= 130\n" "layout(location = 0) out vec4 out_color;\n" "#else\n" "#define out_color gl_FragColor\n" "#endif\n" "\n" "layout(location = 0) in vec3 a; /* should get vec3(0.25, 0, 0) */\n" "in vec3 d; /* should get vec3(0.5, 0, 0) */\n" "in vec3 e; /* should get vec3(0, 0.5, 0) */\n" "layout(location = 1) in vec3 b; /* should get vec3(0, 0.25, 0) */\n" "in vec3 f; /* should get vec3(0, 0, 0.5) */\n" "layout(location = 2) in vec3 c; /* should get vec3(0, 0, 0.25) */\n" "\n" "void main()\n" "{\n" " out_color = vec4(a.x + d.x, b.y + e.y, c.z + f.z, 1);\n" "}\n" ; static const char *vs_arrays_code_template = "#version %d\n" "#extension GL_ARB_separate_shader_objects: require\n" "#extension GL_ARB_explicit_attrib_location: require\n" "\n" "layout(location = 0) in vec4 piglit_vertex;\n" "\n" "out vec3 c[2];\n" "layout(location = 1) out vec3 a;\n" "layout(location = 2) out vec3 b[2];\n" "out vec3 d;\n" "\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" " a = vec3(0.25, 0, 0);\n" " b[0] = vec3(0, 0.25, 0);\n" " b[1] = vec3(0, 0, 0.25);\n" " c[0] = vec3(0.5, 0, 0);\n" " c[1] = vec3(0, 0.5, 0);\n" " d = vec3(0, 0, 0.5);\n" "}\n" ; static const char *fs_arrays_code_template = "#version %d\n" "#extension GL_ARB_separate_shader_objects: require\n" "#extension GL_ARB_explicit_attrib_location: enable\n" "\n" "#if __VERSION__ >= 130\n" "layout(location = 0) out vec4 out_color;\n" "#else\n" "#define out_color gl_FragColor\n" "#endif\n" "\n" "in vec3 c[2]; /* should get vec3(0.5, 0, 0)\n" " * and vec3(0, 0.5, 0)\n" " */\n" "layout(location = 1) in vec3 a; /* should get vec3(0.25, 0, 0) */\n" "layout(location = 2) in vec3 b[2]; /* should get vec3(0, 0.25, 0)\n" " * and vec3(0, 0, 0.25)\n" " */\n" "in vec3 d; /* should get vec3(0, 0, 0.5) */\n" "\n" "void main()\n" "{\n" " out_color = vec4(a.x + c[0].x, b[0].y + c[1].y, b[1].z + d.z, 1);\n" "}\n" ; static const char *vs_aoa_code_template = "#version %d\n" "#extension GL_ARB_separate_shader_objects: require\n" "#extension GL_ARB_explicit_attrib_location: require\n" "#extension GL_ARB_arrays_of_arrays: require\n" "\n" "layout(location = 0) in vec4 piglit_vertex;\n" "\n" "out vec3 c[2][2];\n" "layout(location = 2) out vec3 a[2][2];\n" "out vec3 d;\n" "layout(location = 8) out vec3 b;\n" "\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" " a[0][0] = vec3(0.25, 0, 0);\n" " a[0][1] = vec3(0, 0.25, 0);\n" " a[1][0] = vec3(0.125, 0, 0);\n" " a[1][1] = vec3(0, 0.125, 0);\n" " b = vec3(0, 0, 0.25);\n" " c[0][0] = vec3(0.5, 0, 0);\n" " c[0][1] = vec3(0, 0.5, 0);\n" " c[1][0] = vec3(0.0625, 0, 0);\n" " c[1][1] = vec3(0, 0.0625, 0);\n" " d = vec3(0, 0, 0.5);\n" "}\n" ; static const char *fs_aoa_code_template = "#version %d\n" "#extension GL_ARB_separate_shader_objects: require\n" "#extension GL_ARB_explicit_attrib_location: enable\n" "#extension GL_ARB_arrays_of_arrays: require\n" "\n" "#if __VERSION__ >= 130\n" "layout(location = 0) out vec4 out_color;\n" "#else\n" "#define out_color gl_FragColor\n" "#endif\n" "\n" "in vec3 c[2][2];\n" "layout(location = 2) in vec3 a[2][2];\n" "layout(location = 8) in vec3 b;\n" "in vec3 d;\n" "\n" "void main()\n" "{\n" " float red = a[0][0].x + a[1][0].x + c[0][0].x + c[1][0].x;\n" " float green = a[0][1].y + a[1][1].y + c[0][1].y + c[1][1].y;\n" " float blue = b.z + d.z;\n" " out_color = vec4(red, green, blue, 1);\n" "}\n" ; enum piglit_result piglit_display(void) { static const float expected[] = { 0.75f, 0.75f, 0.75f, 1.0f }; static const float expected_aoa[] = { 0.9375f, 0.9375f, 0.75f, 1.0f }; bool pass, pass1, pass2, pass3; int h_width = piglit_width / 2; int h_height = piglit_height / 2; glClearColor(0.1f, 0.1f, 0.1f, 0.1f); glClear(GL_COLOR_BUFFER_BIT); /* * Test 1: Test for overlap of location assignment for varying. */ glBindProgramPipeline(pipeline); piglit_draw_rect(-1, -1, 1, 1); /* * Test 2: Test for overlap of location assignment for varying arrays. */ glBindProgramPipeline(pipeline_arrays); piglit_draw_rect(-1, 0, 1, 1); /* * Test 3: Test for overlap of location assignment for varying * arrays of arrays. */ if (pipeline_arrays_of_arrays) { glBindProgramPipeline(pipeline_arrays_of_arrays); piglit_draw_rect(0, -1, 1, 2); } /* * Probe and report result */ pass1 = piglit_probe_rect_rgba(0, 0, h_width, h_height, expected); pass2 = piglit_probe_rect_rgba(0, h_height, h_width, h_height, expected); pass3 = !pipeline_arrays_of_arrays || piglit_probe_rect_rgba(h_width, h_height, h_width, h_height, expected_aoa); piglit_present_results(); pass = pass1 & pass2 & pass3; piglit_report_subtest_result(pass1 ? PIGLIT_PASS : PIGLIT_FAIL, "Varying location assignment overlap"); piglit_report_subtest_result(pass2 ? PIGLIT_PASS : PIGLIT_FAIL, "Varying arrays location assignment overlap"); if (pipeline_arrays_of_arrays) { piglit_report_subtest_result(pass3 ? PIGLIT_PASS : PIGLIT_FAIL, "Varying arrays of arrays location assignment " "overlap"); } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { unsigned glsl_version; GLuint vs_prog, vs_prog_arrays, vs_prog_arrays_of_arrays; GLuint fs_prog, fs_prog_arrays, fs_prog_arrays_of_arrays; piglit_require_vertex_shader(); piglit_require_fragment_shader(); piglit_require_GLSL_version(120); /* Required for in/out and arrays */ piglit_require_extension("GL_ARB_separate_shader_objects"); piglit_require_extension("GL_ARB_explicit_attrib_location"); glsl_version = pick_a_glsl_version(); /* Link and build pipeline for Varying test */ vs_prog = format_and_link_program(GL_VERTEX_SHADER, vs_code_template, glsl_version); fs_prog = format_and_link_program(GL_FRAGMENT_SHADER, fs_code_template, glsl_version); glGenProgramPipelines(1, &pipeline); glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, vs_prog); glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fs_prog); piglit_program_pipeline_check_status(pipeline); /* Link and build pipeline for Varying arrays test */ vs_prog_arrays = format_and_link_program(GL_VERTEX_SHADER, vs_arrays_code_template, glsl_version); fs_prog_arrays = format_and_link_program(GL_FRAGMENT_SHADER, fs_arrays_code_template, glsl_version); glGenProgramPipelines(1, &pipeline_arrays); glUseProgramStages(pipeline_arrays, GL_VERTEX_SHADER_BIT, vs_prog_arrays); glUseProgramStages(pipeline_arrays, GL_FRAGMENT_SHADER_BIT, fs_prog_arrays); piglit_program_pipeline_check_status(pipeline_arrays); /* Link and build pipeline for Varying arrays test */ if (piglit_is_extension_supported("GL_ARB_arrays_of_arrays")) { vs_prog_arrays_of_arrays = format_and_link_program(GL_VERTEX_SHADER, vs_aoa_code_template, glsl_version); fs_prog_arrays_of_arrays = format_and_link_program(GL_FRAGMENT_SHADER, fs_aoa_code_template, glsl_version); glGenProgramPipelines(1, &pipeline_arrays_of_arrays); glUseProgramStages(pipeline_arrays_of_arrays, GL_VERTEX_SHADER_BIT, vs_prog_arrays_of_arrays); glUseProgramStages(pipeline_arrays_of_arrays, GL_FRAGMENT_SHADER_BIT, fs_prog_arrays_of_arrays); piglit_program_pipeline_check_status(pipeline_arrays_of_arrays); } if (!piglit_check_gl_error(0)) piglit_report_result(PIGLIT_FAIL); }