/* * Copyright © 2015 Gregory Hainaut * * 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 rendezvous_by_name.c * Simple test for separate shader objects that use rendezvous-by-name. * * Related to issue: https://bugs.freedesktop.org/show_bug.cgi?id=79783 * * The test ensures deadcode optimization of input variables doesn't break * the rendezvous by name of the variables. */ #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_3_out_1_in; static GLuint pipeline_1_out_3_in; static GLuint pipeline_inactive; static const char *vs_code_3_out_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 vec4 blue;\n" "out vec4 green;\n" "out vec4 red;\n" "\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" " red = vec4(1, 0, 0, 0);\n" " green = vec4(0, 1, 0, 0);\n" " blue = vec4(0, 0, 1, 0);\n" "}\n" ; static const char *vs_code_1_out_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 vec4 blue;\n" "out vec4 green;\n" "out vec4 red;\n" "\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" " green = vec4(0, 1, 0, 0);\n" "}\n" ; static const char *vs_code_inactive_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" "#define MAX_VARYING %d\n" "out vec4 a_dummy[MAX_VARYING];\n" "out vec4 green;\n" "out vec4 z_dummy[MAX_VARYING];\n" "\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" " green = vec4(0, 1, 0, 0);\n" " for(int i = 0; i < MAX_VARYING; i++) {\n" " a_dummy[i] = vec4(1, 0, 0, 1);\n" " z_dummy[i] = vec4(0, 0, 1, 1);\n" " }\n" "}\n" ; static const char *fs_code_1_in_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 vec4 blue;\n" "in vec4 green;\n" "in vec4 red;\n" "\n" "void main()\n" "{\n" " out_color = vec4(green.xyz, 1);\n" "}\n" ; static const char *fs_code_3_in_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, index = 0) out vec4 out_color;\n" "layout(location = 0, index = 1) out vec4 avoid_opt;\n" "#else\n" "#define out_color gl_FragColor\n" "#endif\n" "\n" "in vec4 blue;\n" "in vec4 green;\n" "in vec4 red;\n" "\n" "void main()\n" "{\n" " out_color = vec4(green.xyz, 1);\n" " avoid_opt = vec4(blue + red);\n" "}\n" ; static const char *fs_code_inactive_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" "#define MAX_VARYING %d\n" "in vec4 a_dummy[MAX_VARYING];\n" "in vec4 green;\n" "in vec4 z_dummy[MAX_VARYING];\n" "\n" "void main()\n" "{\n" " out_color = vec4(green.xyz, 1);\n" "}\n" ; enum piglit_result piglit_display(void) { static const float expected[] = { 0.0f, 1.0f, 0.0f, 1.0f }; int h_width = piglit_width / 2; int h_height = piglit_height / 2; bool pass; bool pass1; bool pass2; bool pass3; glClearColor(0.1f, 0.1f, 0.1f, 0.1f); glClear(GL_COLOR_BUFFER_BIT); /* * Test 1: 3 active output in the VS + 1 active input in the FS. * Screen location: bottom left */ glBindProgramPipeline(pipeline_3_out_1_in); piglit_draw_rect(-1, -1, 1, 1); /* * Test 2: 1 active output in the VS + 3 active input in the FS. * Screen location: top left */ glBindProgramPipeline(pipeline_1_out_3_in); piglit_draw_rect(-1, 0, 1, 1); /* * Test 3: Link separate VS/FS together. Expect to optimize inactive variables * Screen location: right */ if (pipeline_inactive) { glBindProgramPipeline(pipeline_inactive); 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_inactive || piglit_probe_rect_rgba(h_width, h_height, h_width, h_height, expected); piglit_present_results(); pass = pass1 & pass2 & pass3; piglit_report_subtest_result(pass1 ? PIGLIT_PASS : PIGLIT_FAIL, "3 VS output => 1 FS input"); piglit_report_subtest_result(pass2 ? PIGLIT_PASS : PIGLIT_FAIL, "1 VS output => 3 FS input"); if (pipeline_inactive) { piglit_report_subtest_result(pass3 ? PIGLIT_PASS : PIGLIT_FAIL, "Unactive varying optimization in multi-shade separated program"); } return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { unsigned glsl_version; GLuint vs_prog_3_out; GLuint vs_prog_1_out; GLuint fs_prog_3_in; GLuint fs_prog_1_in; GLuint vs_fs_prog_separate_inactive; char *vs_source; char *fs_source; GLint max_varying; bool pass = true; piglit_require_vertex_shader(); piglit_require_fragment_shader(); piglit_require_GLSL_version(130); /* Support layout index on output color */ piglit_require_extension("GL_ARB_separate_shader_objects"); piglit_require_extension("GL_ARB_explicit_attrib_location"); piglit_require_extension("GL_ARB_blend_func_extended"); glsl_version = pick_a_glsl_version(); glGetIntegerv(GL_MAX_VARYING_COMPONENTS, &max_varying); max_varying = (max_varying / 4u) - 1u; /* * Program compilation and link */ printf("Compile vs_prog_3_out\n"); vs_prog_3_out = format_and_link_program(GL_VERTEX_SHADER, vs_code_3_out_template, glsl_version); printf("Compile vs_prog_1_out\n"); vs_prog_1_out = format_and_link_program(GL_VERTEX_SHADER, vs_code_1_out_template, glsl_version); printf("Compile fs_prog_3_in\n"); fs_prog_3_in = format_and_link_program(GL_FRAGMENT_SHADER, fs_code_3_in_template, glsl_version); printf("Compile fs_prog_1_in\n"); fs_prog_1_in = format_and_link_program(GL_FRAGMENT_SHADER, fs_code_1_in_template, glsl_version); (void)!asprintf(&vs_source, vs_code_inactive_template, glsl_version, max_varying); (void)!asprintf(&fs_source, fs_code_inactive_template, glsl_version, max_varying); pass &= piglit_check_gl_error(0); printf("Compile vs_fs_prog_separate_inactive\n"); vs_fs_prog_separate_inactive = piglit_build_simple_program_unlinked(vs_source, fs_source); /* Manual linking so we can pack 2 separate-aware shaders into a single program */ glProgramParameteri(vs_fs_prog_separate_inactive, GL_PROGRAM_SEPARABLE, GL_TRUE); glLinkProgram(vs_fs_prog_separate_inactive); if (!piglit_link_check_status(vs_fs_prog_separate_inactive)) { piglit_report_subtest_result(PIGLIT_SKIP, "Unactive varying optimization in multi-shade separated program"); vs_fs_prog_separate_inactive = 0; // Skip program piglit_reset_gl_error(); // Clear pending error } free(vs_source); free(fs_source); /* * Pipeline creation */ glGenProgramPipelines(1, &pipeline_3_out_1_in); glGenProgramPipelines(1, &pipeline_1_out_3_in); glBindProgramPipeline(pipeline_3_out_1_in); glUseProgramStages(pipeline_3_out_1_in, GL_VERTEX_SHADER_BIT, vs_prog_3_out); glUseProgramStages(pipeline_3_out_1_in, GL_FRAGMENT_SHADER_BIT, fs_prog_1_in); glBindProgramPipeline(pipeline_1_out_3_in); glUseProgramStages(pipeline_1_out_3_in, GL_VERTEX_SHADER_BIT, vs_prog_1_out); glUseProgramStages(pipeline_1_out_3_in, GL_FRAGMENT_SHADER_BIT, fs_prog_3_in); if (vs_fs_prog_separate_inactive) { glGenProgramPipelines(1, &pipeline_inactive); glBindProgramPipeline(pipeline_inactive); glUseProgramStages(pipeline_inactive, GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, vs_fs_prog_separate_inactive); } else { pipeline_inactive = 0; // Skip the test } if (!piglit_check_gl_error(0) || !pass) piglit_report_result(PIGLIT_FAIL); }