Note: If the file requests testing only with GL_TESS_CONTROL_SHADER or GL_TESS_EVALUATION_SHADER, then the vertex, geometry & fragment shaders will not test the constants.
The reason for this is that NVidia will complain if #extension GL_ARB_tessellation_shader: require is used with these stages. Signed-off-by: Jordan Justen <[email protected]> --- Series available at 'ts' branch of: git://people.freedesktop.org/~jljusten/piglit tests/shaders/built-in-constants.c | 97 +++++++++++++++++++++++++++++++++++--- 1 file changed, 90 insertions(+), 7 deletions(-) diff --git a/tests/shaders/built-in-constants.c b/tests/shaders/built-in-constants.c index b1ea975..1689cdf 100644 --- a/tests/shaders/built-in-constants.c +++ b/tests/shaders/built-in-constants.c @@ -61,10 +61,23 @@ static const char *const uniform_template = "uniform float f[%s %s %d ? 1 : -1];\n" ; +static const char *const passthrough_uniform = + "uniform float f[1];\n" + ; + static const char *const vertex_shader_body = "void main() { gl_Position = vec4(f[0]); }\n" ; +static const char *const tessellation_control_shader_body = + "layout(vertices = 1) out;\n" + "void main() { gl_TessLevelInner[0] = vec4(f[0]); }\n" + ; + +static const char *const tessellation_evaluation_shader_body = + "void main() { gl_Position = vec4(f[0]); }\n" + ; + static const char *const geometry_shader_body = "layout(points) in;\n" "layout(points, max_vertices = 1) out;\n" @@ -146,6 +159,8 @@ parse_shader_type(const char *line, ptrdiff_t len) GLenum type; } shader_types[] = { { "GL_VERTEX_SHADER", GL_VERTEX_SHADER }, + { "GL_TESS_CONTROL_SHADER", GL_TESS_CONTROL_SHADER }, + { "GL_TESS_EVALUATION_SHADER", GL_TESS_EVALUATION_SHADER }, { "GL_GEOMETRY_SHADER", GL_GEOMETRY_SHADER }, { "GL_FRAGMENT_SHADER", GL_FRAGMENT_SHADER }, { "GL_COMPUTE_SHADER", GL_COMPUTE_SHADER }, @@ -321,10 +336,21 @@ check_compile_status(const char *name, GLuint sh) return !!ok; } +static bool +is_tessellation_type(GLenum type) +{ + return type == GL_TESS_CONTROL_SHADER || + type == GL_TESS_EVALUATION_SHADER; +} + static GLuint create_shader(GLenum type) { - if (shader_type != 0 && shader_type != type) + if (shader_type != 0 && shader_type != type && !is_tessellation_type(shader_type)) + return 0; + if (is_tessellation_type(type) && + (required_glsl_version < 400 && + !piglit_is_extension_supported("GL_ARB_tessellation_shader"))) return 0; if (type == GL_GEOMETRY_SHADER && (required_glsl_version < 150 || required_glsl_version == 300)) @@ -342,11 +368,14 @@ piglit_init(int argc, char **argv) bool pass = true; char uniform[80]; char *version_string = NULL; + char *passthrough_version_string = NULL; unsigned i; const char *shader_source[3]; GLuint test_vs; + GLuint test_tcs; + GLuint test_tes; GLuint test_gs; GLuint test_fs; GLuint test_cs; @@ -409,9 +438,20 @@ piglit_init(int argc, char **argv) required_glsl_version == 300 ? "es" : "", extension_enables); + asprintf(&passthrough_version_string, + "#version %d %s\n" + "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n", + required_glsl_version, + required_glsl_version == 300 ? "es" : ""); + + /* Create the shaders that will be used for the real part of the test. */ test_vs = create_shader(GL_VERTEX_SHADER); + test_tcs = create_shader(GL_TESS_CONTROL_SHADER); + test_tes = create_shader(GL_TESS_EVALUATION_SHADER); test_gs = create_shader(GL_GEOMETRY_SHADER); test_fs = create_shader(GL_FRAGMENT_SHADER); test_cs = create_shader(GL_COMPUTE_SHADER); @@ -431,8 +471,13 @@ piglit_init(int argc, char **argv) /* Try to compile the vertex shader. */ if (test_vs != 0) { - shader_source[0] = version_string; - shader_source[1] = uniform; + if (!is_tessellation_type(shader_type)) { + shader_source[0] = version_string; + shader_source[1] = uniform; + } else { + shader_source[0] = passthrough_version_string; + shader_source[1] = passthrough_uniform; + } shader_source[2] = vertex_shader_body; glShaderSource(test_vs, 3, shader_source, NULL); @@ -442,11 +487,44 @@ piglit_init(int argc, char **argv) && subtest_pass; } - /* Try to compile the geometry shader. + /* Try to compile the tesselation control shader. */ - if (test_gs != 0) { + if (test_tcs != 0) { + shader_source[0] = version_string; + shader_source[1] = uniform; + shader_source[2] = tessellation_control_shader_body; + + glShaderSource(test_tcs, 3, shader_source, NULL); + glCompileShader(test_tcs); + + subtest_pass = check_compile_status(tests[i].name, test_tcs) + && subtest_pass; + } + + /* Try to compile the tesselation evaluation shader. + */ + if (test_tes != 0) { shader_source[0] = version_string; shader_source[1] = uniform; + shader_source[2] = tessellation_evaluation_shader_body; + + glShaderSource(test_tes, 3, shader_source, NULL); + glCompileShader(test_tes); + + subtest_pass = check_compile_status(tests[i].name, test_tes) + && subtest_pass; + } + + /* Try to compile the geometry shader. + */ + if (test_gs != 0) { + if (!is_tessellation_type(shader_type)) { + shader_source[0] = version_string; + shader_source[1] = uniform; + } else { + shader_source[0] = passthrough_version_string; + shader_source[1] = passthrough_uniform; + } shader_source[2] = geometry_shader_body; glShaderSource(test_gs, 3, shader_source, NULL); @@ -459,8 +537,13 @@ piglit_init(int argc, char **argv) /* Try to compile the fragment shader. */ if (test_fs != 0) { - shader_source[0] = version_string; - shader_source[1] = uniform; + if (!is_tessellation_type(shader_type)) { + shader_source[0] = version_string; + shader_source[1] = uniform; + } else { + shader_source[0] = passthrough_version_string; + shader_source[1] = passthrough_uniform; + } shader_source[2] = fragment_shader_body; glShaderSource(test_fs, 3, shader_source, NULL); -- 2.0.0.rc4 _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
