/* * Copyright © 2012 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 fs-discard-exit-2.c * * Tests that the discard keyword stops all further execution on that channel. * * From the GLSL 1.30 spec revision 9: * * "Control flow exits the shader, and subsequent implicit or * explicit derivatives are undefined when this control flow is * non-uniform (meaning different fragments within the primitive * take different control paths)." * * Here's the testing plan: Divide the 64x64 window into an 8x8 grid. * For each grid entry, choose a unique pixel to discard, and then run * a loop that would infinite loop on that pixel. This should get at * the intent of the spec and a bug in my first implementation of the * fix on i965, while also improving our coverage of pixel discard * (which previously tended to discard big regions that were at least * 2x2 subspan aligned). */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END #define SIZE 64 static int coord1_location, coord2_location; static const char *vs_source = "#version 130\n" "in vec4 vertex;\n" "" "void main()\n" "{\n" " gl_Position = gl_Vertex;\n" "}\n"; /* This shader will discard one pixel coordinate, and do an infinite * loop on another pixel. We set the two coordinates to the same, to * test whether discard on a channel avoids execution on that channel. */ static const char *fs_source = "#version 130\n" "uniform ivec2 coord1, coord2;\n" "void main()\n" "{\n" " ivec2 fc = ivec2(gl_FragCoord);\n" " int inc = abs(fc.x - coord2.x) + abs(fc.y - coord2.y);\n" "\n" " if (fc == coord1)\n" " discard;\n" "\n" " gl_FragColor = vec4(0);\n" " for (int i = 0; i < 10; i += inc)\n" " gl_FragColor.b += 0.1;\n" "}\n"; enum piglit_result piglit_display(void) { int x, y; bool pass = true; float expected[SIZE * SIZE * 4]; assert(piglit_width >= SIZE); assert(piglit_height >= SIZE); glViewport(0, 0, SIZE, SIZE); glClearColor(0.0, 1.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); for (x = 0; x < 8; x++) { for (y = 0; y < 8; y++) { glUniform2i(coord1_location, x * 9, y * 9); glUniform2i(coord2_location, x * 9, y * 9); piglit_draw_rect(-1.0 + 0.25 * x, -1.0 + 0.25 * y, 0.25, 0.25); } } for (x = 0; x < SIZE; x++) { for (y = 0; y < SIZE; y++) { int sx = x % 8; int sy = y % 8; int dx = abs(sx - x / 8); int dy = abs(sy - y / 8); float pixel[4]; if (dx == 0 && dy == 0) { pixel[0] = 0.0; pixel[1] = 1.0; pixel[2] = 0.0; pixel[3] = 0.0; } else { int i; pixel[0] = 0.0; pixel[1] = 0.0; pixel[2] = 0.0; pixel[3] = 0.0; for (i = 0; i < 10; i += (dx + dy)) pixel[2] += 0.1; } memcpy(expected + (y * SIZE + x) * 4, pixel, 4 * 4); } } pass = piglit_probe_image_rgba(0, 0, SIZE, SIZE, expected); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { int prog; piglit_require_GLSL_version(130); prog = piglit_build_simple_program(vs_source, fs_source); coord1_location = glGetUniformLocation(prog, "coord1"); coord2_location = glGetUniformLocation(prog, "coord2"); glUseProgram(prog); }