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/*
* 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 program tests SSO pipelines where the TCS and TES are not linked
* together, but specified in separate shaders. In particular, this means
* that the GLSL linker won't know the interface between the TCS and TES.
*
* We compile two TCS programs. Both are largely the same, but the second
* has extra unused outputs, which means the two pipelines have a different
* number of per-patch outputs. At least on i965, this requires a re-layout
* of the TCS/TES interface.
*
* The output is a single green square, but drawn in two halves, each with
* a different SSO pipeline.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 0;
config.supports_gl_core_version = 32;
config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
static GLuint pipeline[2];
static const char *vs_code =
"#version 150\n"
"#extension GL_ARB_separate_shader_objects: require\n"
"in vec4 piglit_vertex;"
"void main()\n"
"{\n"
" gl_Position = piglit_vertex;\n"
"}\n"
;
#define TCS(vars, extra_code) \
"#version 150\n" \
"#extension GL_ARB_separate_shader_objects: require\n" \
"#extension GL_ARB_tessellation_shader: require\n" \
"layout(vertices = 3) out;\n" \
"\n" \
vars \
"\n" \
"void main()\n" \
"{\n" \
" gl_out[gl_InvocationID].gl_Position = \n" \
" gl_in[gl_InvocationID].gl_Position;\n" \
" gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n" \
" gl_TessLevelInner = float[2](0.0, 0.0);\n" \
" patch_color = vec4(0.0, 1.0, 0.0, 1.0);\n" \
extra_code \
"}\n"
static const char *tcs0_code =
TCS("layout(location = 1) patch out vec4 patch_color;\n", "");
static const char *tcs1_code =
TCS("layout(location = 0) patch out vec4 foo;\n"
"layout(location = 1) patch out vec4 patch_color;\n"
"layout(location = 2) patch out vec4 bar;\n",
" foo = vec4(0);\n"
" bar = vec4(0);\n");
static const char *tes_code =
"#version 150\n"
"#extension GL_ARB_separate_shader_objects: require\n"
"#extension GL_ARB_tessellation_shader: require\n"
"layout(triangles) in;\n"
"\n"
"layout(location = 1) patch in vec4 patch_color;\n"
"layout(location = 0) out vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" color = patch_color;\n"
" gl_Position = gl_in[0].gl_Position * gl_TessCoord[0]\n"
" + gl_in[1].gl_Position * gl_TessCoord[1]\n"
" + gl_in[2].gl_Position * gl_TessCoord[2];\n"
"}\n"
;
static const char *fs_code =
"#version 150\n"
"#extension GL_ARB_separate_shader_objects: require\n"
"\n"
"layout(location = 0) in vec4 color;"
"out vec4 out_color;"
"\n"
"void main()\n"
"{\n"
" out_color = color;\n"
"}\n"
;
enum piglit_result
piglit_display(void)
{
static const float expected[] = { 0, 1, 0, 1 };
bool pass;
glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
glClear(GL_COLOR_BUFFER_BIT);
/* Draw the left half using the first pipeline */
glBindProgramPipeline(pipeline[0]);
glViewport(0, 0, piglit_width / 2, piglit_height);
glDrawArrays(GL_PATCHES, 0, 6);
/* Draw the right half using the second pipeline */
glBindProgramPipeline(pipeline[1]);
glViewport(piglit_width / 2, 0, piglit_width / 2, piglit_height);
glDrawArrays(GL_PATCHES, 0, 6);
/* The result should be a green square filling the whole viewport. */
pass = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height,
expected);
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void piglit_init(int argc, char **argv)
{
GLuint vs_prog, tcs0_prog, tcs1_prog, tes_prog, fs_prog;
GLuint vao, buf;
static const float verts[] = {
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0
};
piglit_require_extension("GL_ARB_separate_shader_objects");
piglit_require_extension("GL_ARB_tessellation_shader");
vs_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1,
(const GLchar *const*)&vs_code);
piglit_link_check_status(vs_prog);
tcs0_prog = glCreateShaderProgramv(GL_TESS_CONTROL_SHADER, 1,
(const GLchar *const *)&tcs0_code);
piglit_link_check_status(tcs0_prog);
tcs1_prog = glCreateShaderProgramv(GL_TESS_CONTROL_SHADER, 1,
(const GLchar *const *)&tcs1_code);
piglit_link_check_status(tcs1_prog);
tes_prog = glCreateShaderProgramv(GL_TESS_EVALUATION_SHADER, 1,
(const GLchar *const *)&tes_code);
piglit_link_check_status(tes_prog);
fs_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
(const GLchar *const *)&fs_code);
piglit_link_check_status(fs_prog);
glGenProgramPipelines(2, pipeline);
glUseProgramStages(pipeline[0], GL_VERTEX_SHADER_BIT, vs_prog);
glUseProgramStages(pipeline[0], GL_TESS_CONTROL_SHADER_BIT, tcs0_prog);
glUseProgramStages(pipeline[0], GL_TESS_EVALUATION_SHADER_BIT, tes_prog);
glUseProgramStages(pipeline[0], GL_FRAGMENT_SHADER_BIT, fs_prog);
piglit_program_pipeline_check_status(pipeline[0]);
glUseProgramStages(pipeline[1], GL_VERTEX_SHADER_BIT, vs_prog);
glUseProgramStages(pipeline[1], GL_TESS_CONTROL_SHADER_BIT, tcs1_prog);
glUseProgramStages(pipeline[1], GL_TESS_EVALUATION_SHADER_BIT, tes_prog);
glUseProgramStages(pipeline[1], GL_FRAGMENT_SHADER_BIT, fs_prog);
piglit_program_pipeline_check_status(pipeline[1]);
/* Set up the VAOs/VBOs for drawing rectangles using the approach
* from spec/arb_tessellation_shader/execution/sanity.shader_test.
*/
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &buf);
glBindBuffer(GL_ARRAY_BUFFER, buf);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glVertexAttribPointer(PIGLIT_ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(PIGLIT_ATTRIB_POS);
glPatchParameteri(GL_PATCH_VERTICES, 3);
if (!piglit_check_gl_error(0))
piglit_report_result(PIGLIT_FAIL);
}
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