summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorTopi Pohjolainen <topi.pohjolainen@intel.com>2015-06-16 17:27:48 +0300
committerTopi Pohjolainen <topi.pohjolainen@intel.com>2015-08-13 13:50:58 +0300
commitcc16a6f19cecbafe5398ec2e1651b74bfc0c7596 (patch)
treeb31d0672b01ba10bb7e4affb1118881749b21953
parentd345f9b1e048c8064b0ee25a3c8e39dd9723999d (diff)
gl-2.0: Add test for re-using shader objects
This is stimulating the shader binary re-use logic in i965 buffer object uploading. Without relaxing the current constraints there will be two identical copies in the cache. With the introduced three patches the logic begins to share only one copy between two entries in the cache. v2 (Ilia, Ken): Add to tests/all.py Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
-rw-r--r--tests/all.py1
-rw-r--r--tests/spec/gl-2.0/CMakeLists.gl.txt1
-rw-r--r--tests/spec/gl-2.0/reuse_fragment_shader.c105
3 files changed, 107 insertions, 0 deletions
diff --git a/tests/all.py b/tests/all.py
index 07cf5577c..eab8575e4 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1078,6 +1078,7 @@ with profile.group_manager(
g(['gl-2.0-large-point-fs'])
g(['gl-2.0-vertexattribpointer'])
g(['gl-2.0-vertex-const-attr'])
+ g(['gl-2.0-reuse_fragment_shader'])
g(['attrib-assignments'], run_concurrent=False)
g(['getattriblocation-conventional'], run_concurrent=False)
g(['clip-flag-behavior'], run_concurrent=False)
diff --git a/tests/spec/gl-2.0/CMakeLists.gl.txt b/tests/spec/gl-2.0/CMakeLists.gl.txt
index 030ca4a25..9461a031d 100644
--- a/tests/spec/gl-2.0/CMakeLists.gl.txt
+++ b/tests/spec/gl-2.0/CMakeLists.gl.txt
@@ -16,3 +16,4 @@ piglit_add_executable (gl-2.0-edgeflag-immediate edgeflag-immediate.c)
piglit_add_executable (gl-2.0-large-point-fs large-point-fs.c)
piglit_add_executable (gl-2.0-vertexattribpointer vertexattribpointer.c)
piglit_add_executable (gl-2.0-vertex-const-attr vertex-const-attr.c)
+piglit_add_executable (gl-2.0-reuse_fragment_shader reuse_fragment_shader.c)
diff --git a/tests/spec/gl-2.0/reuse_fragment_shader.c b/tests/spec/gl-2.0/reuse_fragment_shader.c
new file mode 100644
index 000000000..bf1042551
--- /dev/null
+++ b/tests/spec/gl-2.0/reuse_fragment_shader.c
@@ -0,0 +1,105 @@
+/* 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.
+ */
+
+/** @file reuse_fragment_shader.c
+ *
+ * Compile and run two programs that use the same vertex and fragment
+ * shader objects.
+ *
+ * The spec says: "It is also permissible to attach a shader object to more
+ * than one program object."
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 10;
+
+ config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static const float green[] = {0, 1, 0, 0};
+static const float blue[] = {0, 0, 1, 0};
+
+static GLint prog_1;
+static GLint prog_2;
+
+enum piglit_result
+piglit_display(void)
+{
+ bool pass = true;
+
+ glUseProgram(prog_2);
+ piglit_draw_rect(-1, -1, 1, 2);
+
+ glUseProgram(prog_1);
+ piglit_draw_rect(0, -1, 1, 2);
+
+ pass = piglit_probe_rect_rgba(
+ 0, 0, piglit_width / 2, piglit_height, green);
+ pass = piglit_probe_rect_rgba(
+ piglit_width / 2, 0,
+ piglit_width / 2, piglit_height, blue) && pass;
+ piglit_present_results();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
+
+static const char *vs_source =
+ "void main()\n"
+ "{\n"
+ " gl_Position = gl_Vertex;\n"
+ "}\n";
+
+static const char *fs_source =
+ "uniform vec4 color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+
+void
+piglit_init(int argc, char **argv)
+{
+ const GLuint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
+ fs_source);
+ const GLuint vs = piglit_compile_shader_text(GL_VERTEX_SHADER,
+ vs_source);
+ GLint color_loc_prog_1;
+ GLint color_loc_prog_2;
+
+ prog_1 = piglit_link_simple_program(vs, fs);
+ glUseProgram(prog_1);
+ color_loc_prog_1 = glGetUniformLocation(prog_1, "color");
+ glUniform4fv(color_loc_prog_1, 1, blue);
+
+ prog_2 = piglit_link_simple_program(vs, fs);
+ glUseProgram(prog_2);
+ color_loc_prog_2 = glGetUniformLocation(prog_2, "color");
+ glUniform4fv(color_loc_prog_2, 1, green);
+
+ glDeleteShader(vs);
+ glDeleteShader(fs);
+}