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/*
* 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);
}
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