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authorTimothy Arceri <tarceri@itsqueeze.com>2017-02-13 21:24:30 +1100
committerTimothy Arceri <tarceri@itsqueeze.com>2017-02-18 11:20:51 +1100
commit8ca1f35c70b89a0af4ec47587afb22c93429821f (patch)
tree7f1fff5b8da8283ab361ae18bab735e52c7b9e91 /tests/shaders/glsl-cache-fallback-shader-source.c
parentd2cf104e09403376910e9e181840c0c359e1d42b (diff)
glsl-shaders: test correct shader source is use on cache fallback
The scenario is: glShaderSource glCompileShader <-- deferred due to cache hit of shader glShaderSource <-- with new source code glAttachShader glLinkProgram <-- no cache hit for program At this point we need make sure we compiled the original source when Mesa falls back. Reviewed-by: Eric Anholt <eric@anholt.net>
Diffstat (limited to 'tests/shaders/glsl-cache-fallback-shader-source.c')
-rw-r--r--tests/shaders/glsl-cache-fallback-shader-source.c183
1 files changed, 183 insertions, 0 deletions
diff --git a/tests/shaders/glsl-cache-fallback-shader-source.c b/tests/shaders/glsl-cache-fallback-shader-source.c
new file mode 100644
index 000000000..5b7d26897
--- /dev/null
+++ b/tests/shaders/glsl-cache-fallback-shader-source.c
@@ -0,0 +1,183 @@
+/*
+ * Copyright (c) 2017 Timothy Arceri
+ *
+ * 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
+ * Tests setting shader source on an already compiled shader. If we don't
+ * compile the new source we need to make sure the old source being used if
+ * Mesa's on-disk shader cache is forced to fallback and recompile the shader.
+ */
+
+#include <stdio.h>
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 10;
+
+ config.window_visual = PIGLIT_GL_VISUAL_RGB;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static const char vs_one[] =
+ "varying vec4 color;\n"
+ "void main() {\n"
+ " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+ " color = vec4(0.0, 0.4, 0.0, 1.0);\n"
+ "}\n";
+
+static const char vs_two[] =
+ "varying vec4 color;\n"
+ "void main() {\n"
+ " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+ " color = vec4(0.4, 0.4, 0.0, 1.0);\n"
+ "}\n";
+
+static const char fs_one[] =
+ "varying vec4 color;\n"
+ "void main() {\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+
+static const char fs_two[] =
+ "varying vec4 color;\n"
+ "void main() {\n"
+ " gl_FragColor = color + vec4(0.4, 0.0, 0.4, 0.0);\n"
+ "}\n";
+
+static const GLfloat expect_one_one[3] = { 0.0, 0.4, 0.0 };
+static const GLfloat expect_one_two[3] = { 0.4, 0.4, 0.4 };
+static const GLfloat expect_two_one[3] = { 0.4, 0.4, 0.0 };
+static const GLfloat expect_two_two[3] = { 0.8, 0.4, 0.4 };
+
+static GLuint vs;
+static GLuint fs;
+static GLuint program;
+
+
+static void compile_shader(GLuint shader)
+{
+ GLint status;
+
+ glCompileShaderARB(shader);
+
+ glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
+ if (!status) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetInfoLogARB(shader, 1000, &len, log);
+ fprintf(stderr, "Error: problem compiling shader: %s\n", log);
+ piglit_report_result(PIGLIT_FAIL);
+ }
+}
+
+static void link_and_use_program()
+{
+ GLint status;
+
+ glLinkProgramARB(program);
+ glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &status);
+ if (!status) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetInfoLogARB(program, 1000, &len, log);
+ fprintf(stderr, "Error: problem linking program: %s\n", log);
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ glUseProgramObjectARB(program);
+}
+
+static void compile_shaders()
+{
+ compile_shader(vs);
+ compile_shader(fs);
+}
+
+static void setup_shaders(const char * vstext, const char * fstext)
+{
+ glShaderSourceARB(vs, 1, (const GLchar **)&vstext, NULL);
+ glShaderSourceARB(fs, 1, (const GLchar **)&fstext, NULL);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ enum piglit_result result = PIGLIT_PASS;
+
+ piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ setup_shaders(vs_one, fs_one);
+ compile_shaders();
+ link_and_use_program();
+ piglit_draw_rect(0, 0, piglit_width / 2, piglit_height / 2);
+ if (!piglit_probe_pixel_rgb(piglit_width / 4, piglit_height / 4, expect_one_one))
+ result = PIGLIT_FAIL;
+
+ setup_shaders(vs_two, fs_two);
+ compile_shaders();
+ link_and_use_program();
+ piglit_draw_rect(piglit_width / 2, 0, piglit_width / 2, piglit_height / 2);
+ if (!piglit_probe_pixel_rgb(3 * piglit_width / 4, piglit_height / 4, expect_two_two))
+ result = PIGLIT_FAIL;
+
+ /* We have now seen all the shaders so Mesa will skip compiling them
+ * in future. If we link with a combination it hasn't seen before it
+ * will be forced to fallback and compile them, which is what will
+ * happen in the following two tests.
+ */
+
+ setup_shaders(vs_two, fs_one);
+ compile_shaders();
+ setup_shaders(vs_one, fs_two);
+ link_and_use_program();
+ piglit_draw_rect(0, piglit_height / 2, piglit_width / 2, piglit_height / 2);
+ if (!piglit_probe_pixel_rgb(piglit_width / 4, 3 * piglit_height / 4, expect_two_one))
+ result = PIGLIT_FAIL;
+
+ compile_shaders();
+ setup_shaders(vs_two, fs_two);
+ setup_shaders(vs_two, fs_one);
+ link_and_use_program();
+ piglit_draw_rect(piglit_width / 2, piglit_height / 2, piglit_width / 2, piglit_height / 2);
+ if (!piglit_probe_pixel_rgb(3 * piglit_width / 4, 3 * piglit_height / 4, expect_one_two))
+ result = PIGLIT_FAIL;
+
+ return result;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ piglit_require_GLSL();
+
+ vs = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+ fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+ program = glCreateProgramObjectARB();
+ glAttachObjectARB(program, vs);
+ glAttachObjectARB(program, fs);
+}