This triggers an error presently on at least nouveau. It's an adaptation
of the existing end-primitive test, but passes the end_prim_offset via a
separate varying (and always picks the maximum number of vertices
possible for that number of output components).

Signed-off-by: Ilia Mirkin <[email protected]>
---

The issue with nouveau is that varying-packing makes the output be 4-component
instead of 1-component, which causes the HW to try to output too many total
components, which in turn triggers shader errors.

 tests/all.py                                       |   1 +
 .../glsl-1.50/execution/geometry/CMakeLists.gl.txt |   1 +
 .../execution/geometry/gs-max-output-components.c  | 318 +++++++++++++++++++++
 3 files changed, 320 insertions(+)
 create mode 100644 
tests/spec/glsl-1.50/execution/geometry/gs-max-output-components.c

diff --git a/tests/all.py b/tests/all.py
index bec1500..df4e25d 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1620,6 +1620,7 @@ with profile.group_manager(
     g(['glsl-1.50-gs-emits-too-few-verts'], 'gs-emits-too-few-verts')
     g(['glsl-1.50-geometry-end-primitive-optional-with-points-out'],
       'gs-end-primitive-optional-with-points-out')
+    g(['glsl-1.50-gs-max-output-components'], 'gs-max-output-components')
     g(['glsl-1.50-getshaderiv-may-return-GS'], 'getshaderiv-may-return-GS')
     g(['glsl-1.50-query-gs-prim-types'], 'query-gs-prim-types')
     g(['glsl-1.50-transform-feedback-type-and-size'],
diff --git a/tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt 
b/tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt
index 4d7f5e3..0d76adc 100644
--- a/tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt
+++ b/tests/spec/glsl-1.50/execution/geometry/CMakeLists.gl.txt
@@ -20,6 +20,7 @@ piglit_add_executable (glsl-1.50-gs-mismatch-prim-type 
gs-mismatch-prim-type.c)
 piglit_add_executable (glsl-1.50-query-gs-prim-types query-gs-prim-types.c)
 piglit_add_executable (glsl-1.50-gs-input-layout-qualifiers 
gs-input-layout-qualifiers.c)
 piglit_add_executable (glsl-1.50-gs-output-layout-qualifiers 
gs-output-layout-qualifiers.c)
+piglit_add_executable (glsl-1.50-gs-max-output-components 
gs-max-output-components.c)
 piglit_add_executable (glsl-1.50-transform-feedback-type-and-size 
transform-feedback-type-and-size.c)
 piglit_add_executable (glsl-1.50-transform-feedback-vertex-id 
transform-feedback-vertex-id.c)
 piglit_add_executable (glsl-1.50-transform-feedback-builtins 
transform-feedback-builtins.c)
diff --git a/tests/spec/glsl-1.50/execution/geometry/gs-max-output-components.c 
b/tests/spec/glsl-1.50/execution/geometry/gs-max-output-components.c
new file mode 100644
index 0000000..67a8475
--- /dev/null
+++ b/tests/spec/glsl-1.50/execution/geometry/gs-max-output-components.c
@@ -0,0 +1,318 @@
+/*
+ * Copyright © 2013 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 gs-max-output-components.c
+ *
+ * Verify that having a single extra output component on top of
+ * position doesn't blow things up. This is end-primitive.c adapted to
+ * this new use-case. Instead of using the z-index for the coloring,
+ * use a separate varying.
+ */
+
+#include "piglit-util-gl.h"
+
+#define PATTERN_SIZE 256
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 32;
+       config.supports_gl_core_version = 32;
+       config.window_width = 2*PATTERN_SIZE;
+       config.window_height = PATTERN_SIZE;
+       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static GLuint prog_ref, prog_test;
+static int num_vertices;
+
+/**
+ * Function to compute the spiral pattern.  The distance between
+ * adjacent vertices returned by this function is approximately
+ * constant, so the resulting triangles will be approximately equal in
+ * size.
+ */
+static const char *spiral_text =
+       "#version 150\n"
+       "\n"
+       "uniform int num_vertices;\n"
+       "\n"
+       "vec2 spiral(int vertex_id)\n"
+       "{\n"
+       "  float pi = acos(-1.0);\n"
+       "  float radial_spacing = 1.5;\n"
+       "  float spiral_spacing = 0.5;\n"
+       "  float a = 4.0*pi*spiral_spacing/radial_spacing;\n"
+       "  float b = radial_spacing/(2*pi);\n"
+       "  float theta = sqrt(a*float(vertex_id + 1));\n"
+       "  float r = b*theta;\n"
+       "  if (vertex_id % 2 == 1) r += 1.0;\n"
+       "  float max_r = b*sqrt(a*float(num_vertices)) + 1.0;\n"
+       "  r /= max_r;\n"
+       "  vec2 tmp = r*vec2(cos(theta), sin(theta));\n"
+       "  // ensure reasonably aligned vertices\n"
+       "  return floor(tmp * 2048.0f) / 2048.0f;\n"
+       "}\n";
+
+/**
+ * Vertex shader for drawing the test pattern.  The incoming vertex ID
+ * is passed down into the geometry shader, so that it can tell which
+ * invocation it is.
+ */
+static const char *vs_test_text =
+       "#version 150\n"
+       "\n"
+       "out int end_prim_offset;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "  end_prim_offset = gl_VertexID;\n"
+       "}\n";
+
+/**
+ * Geometry shader for drawing the test pattern.
+ */
+static const char *gs_test_text =
+       "#version 150\n"
+       "\n"
+       "vec2 spiral(int vertex_id);\n"
+       "uniform int num_vertices;\n"
+       "in int end_prim_offset[];\n"
+       "out float offset;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "  int i = 0;\n"
+       "  while (true) {\n"
+       "    if (i % 3 == end_prim_offset[0])\n"
+       "      EndPrimitive();\n"
+       "    if (i == num_vertices)\n"
+       "      break;\n"
+       "    offset = end_prim_offset[0];\n"
+       "    gl_Position = vec4(spiral(i++), 0.0, 1.0);\n"
+       "    EmitVertex();\n"
+       "  }\n"
+       "}\n";
+
+/**
+ * Printf template for the geometry shader layout.  %d will be filled
+ * in with the number of vertices requested on the command line.
+ */
+static const char *gs_layout_template =
+       "#version 150\n"
+       "\n"
+       "layout(points) in;\n"
+       "layout(triangle_strip, max_vertices = %d) out;\n";
+
+/**
+ * Fragment shader for drawing both the test and reference patterns.
+ */
+static const char *fs_text =
+       "#version 150\n"
+       "\n"
+       "in float offset;\n"
+       "void main()\n"
+       "{\n"
+       "  int end_prim_offset = int(round(offset));\n"
+       "  const vec4 colors[3] = vec4[3](\n"
+       "    vec4(1.0, 0.0, 0.0, 1.0),\n"
+       "    vec4(0.0, 1.0, 0.0, 1.0),\n"
+       "    vec4(0.0, 0.0, 1.0, 1.0));\n"
+       "  gl_FragColor = colors[end_prim_offset];\n"
+       "}\n";
+
+/**
+ * Vertex shader for drawing the reference pattern.  gl_VertexID takes
+ * the place of the variable i in the geometry shader.
+ */
+static const char *vs_ref_text =
+       "#version 150\n"
+       "\n"
+       "vec2 spiral(int vertex_id);\n"
+       "uniform int end_prim_offset;\n"
+       "out float offset;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "  offset = end_prim_offset;\n"
+       "  gl_Position = vec4(spiral(gl_VertexID), 0.0, 1.0);\n"
+       "}\n";
+
+
+void
+piglit_init(int argc, char **argv)
+{
+       GLuint vs_spiral, gs_spiral, vs_ref_main, vs_test_main, gs_test_main,
+               gs_layout, fs_main, vao, element_buf;
+       GLint max_gs_out_vertices, max_gs_out_components;
+       char *text;
+
+       /* Figure out the maximum number of vertices we can test. */
+       glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, &max_gs_out_vertices);
+       glGetIntegerv(GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS,
+                     &max_gs_out_components);
+       if (!piglit_check_gl_error(GL_NO_ERROR))
+               piglit_report_result(PIGLIT_FAIL);
+       num_vertices = max_gs_out_components / 5;
+       if (num_vertices > max_gs_out_vertices) {
+               printf("Too many output components, want to output %d 
vertices\n", num_vertices);
+               piglit_report_result(PIGLIT_SKIP);
+       }
+
+       /* Compile shaders */
+       vs_spiral = piglit_compile_shader_text(GL_VERTEX_SHADER, spiral_text);
+       gs_spiral = piglit_compile_shader_text(GL_GEOMETRY_SHADER,
+                                              spiral_text);
+       vs_ref_main = piglit_compile_shader_text(GL_VERTEX_SHADER,
+                                                vs_ref_text);
+       vs_test_main = piglit_compile_shader_text(GL_VERTEX_SHADER,
+                                                 vs_test_text);
+       gs_test_main = piglit_compile_shader_text(GL_GEOMETRY_SHADER,
+                                                 gs_test_text);
+       (void)!asprintf(&text, gs_layout_template, num_vertices);
+       gs_layout = piglit_compile_shader_text(GL_GEOMETRY_SHADER, text);
+       free(text);
+       fs_main = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
+
+       prog_ref = glCreateProgram();
+       glAttachShader(prog_ref, vs_ref_main);
+       glAttachShader(prog_ref, vs_spiral);
+       glAttachShader(prog_ref, fs_main);
+       glLinkProgram(prog_ref);
+       if (!piglit_link_check_status(prog_ref))
+               piglit_report_result(PIGLIT_FAIL);
+
+       prog_test = glCreateProgram();
+       glAttachShader(prog_test, vs_test_main);
+       glAttachShader(prog_test, gs_test_main);
+       glAttachShader(prog_test, gs_spiral);
+       glAttachShader(prog_test, gs_layout);
+       glAttachShader(prog_test, fs_main);
+       glLinkProgram(prog_test);
+       if (!piglit_link_check_status(prog_test))
+               piglit_report_result(PIGLIT_FAIL);
+
+       glDeleteShader(vs_spiral);
+       glDeleteShader(gs_spiral);
+       glDeleteShader(vs_ref_main);
+       glDeleteShader(vs_test_main);
+       glDeleteShader(gs_test_main);
+       glDeleteShader(gs_layout);
+       glDeleteShader(fs_main);
+
+       /* Various other GL objects needed by the test */
+       glGenVertexArrays(1, &vao);
+       glBindVertexArray(vao);
+       glGenBuffers(1, &element_buf);
+       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buf);
+
+       if (!piglit_check_gl_error(GL_NO_ERROR))
+               piglit_report_result(PIGLIT_FAIL);
+}
+
+
+/**
+ * Simulate the action of the 3 geometry shader invocations by making
+ * 3 glDrawElements() calls.  Primitive restart is used to simulate
+ * the action of EndPrimitive().
+ */
+static void
+draw_ref_pattern()
+{
+       int i, vertex_count, end_prim_offset;
+
+       glUseProgram(prog_ref);
+       glUniform1i(glGetUniformLocation(prog_ref, "num_vertices"),
+                   num_vertices);
+       glEnable(GL_PRIMITIVE_RESTART);
+       glPrimitiveRestartIndex(0xffffffff);
+
+       for (end_prim_offset = 0; end_prim_offset < 3; end_prim_offset++) {
+               /* Note: this over-allocates the buffer somewhat.  The
+                * actual amount of buffer space we need is a complex
+                * formula involving num_vertices and end_prim_offset,
+                * and it's not worth computing precisely.
+                */
+               GLuint *index_buffer =
+                       malloc(2 * sizeof(GLuint) * num_vertices);
+               i = vertex_count = 0;
+               while (true) {
+                       if (i % 3 == end_prim_offset)
+                               index_buffer[vertex_count++] = 0xffffffff;
+                       if (i == num_vertices)
+                               break;
+                       index_buffer[vertex_count++] = i++;
+               }
+               glUniform1i(glGetUniformLocation(prog_ref, "end_prim_offset"),
+                           end_prim_offset);
+               glBufferData(GL_ELEMENT_ARRAY_BUFFER,
+                            sizeof(GLuint) * vertex_count, index_buffer,
+                            GL_STATIC_DRAW);
+               free(index_buffer);
+               glDrawElements(GL_TRIANGLE_STRIP, vertex_count,
+                              GL_UNSIGNED_INT, NULL);
+       }
+
+       glDisable(GL_PRIMITIVE_RESTART);
+}
+
+
+static void
+draw_test_pattern()
+{
+       glUseProgram(prog_test);
+       glUniform1i(glGetUniformLocation(prog_test, "num_vertices"),
+                   num_vertices);
+       glDrawArrays(GL_POINTS, 0, 3);
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass = true;
+
+       glEnable(GL_BLEND);
+       glBlendEquation(GL_MAX);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       /* Left half of the window is the test pattern */
+       glViewport(0, 0, PATTERN_SIZE, PATTERN_SIZE);
+       draw_test_pattern();
+
+       /* Right half of the window is the reference image */
+       glViewport(PATTERN_SIZE, 0, PATTERN_SIZE, PATTERN_SIZE);
+       draw_ref_pattern();
+
+       if (!piglit_check_gl_error(GL_NO_ERROR))
+               pass = false;
+
+       /* Compare window halves */
+       pass = piglit_probe_rect_halves_equal_rgba(0, 0, 2*PATTERN_SIZE,
+                                                  PATTERN_SIZE) && pass;
+
+       piglit_present_results();
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
2.7.3

_______________________________________________
Piglit mailing list
[email protected]
https://lists.freedesktop.org/mailman/listinfo/piglit

Reply via email to