On Sat, 2016-04-30 at 12:22 -0700, Jamey Sharp wrote:
> OpenGL 4.5 Core Profile section 7.1, in the documentation for
> CompileShader, says: "Changing the source code of a shader object
> with
> ShaderSource does not change its compile status or the compiled
> shader
> code." (I haven't checked older versions of the spec.)
> 
> This test creates a shader, compiles it, changes its source, and
> links
> it. The spec requires rendering done with this shader to be
> consistent
> with the old source, not the new source, since the shader isn't
> compiled
> again after the source is changed.
> 
> According to Karol Herbst, the game "Divinity: Original Sin -
> Enhanced
> Edition" depends on this odd quirk of the spec. See:
> https://lists.freedesktop.org/archives/mesa-dev/2016-March/109789.htm
> l
> 
> This test fails against current Mesa master, but passes with a one-
> line
> patch to src/mesa/main/shaderapi.c. That patch, together with
> MESA_GL_VERSION_OVERRIDE=4.2, also allowed "Divinity" to start up
> successfully on i965, though rendering bugs remain.
> 
> Based on Karol's report, I expect this test should pass on Catalyst,
> but
> I only have Intel hardware to test on.
> 
> Signed-off-by: Jamey Sharp <ja...@minilop.net>
> Cc: Ian Romanick <i...@freedesktop.org>
> Cc: Kenneth Graunke <kenn...@whitecape.org>
> ---
> 
> v3: Simplify the shaders per Ken's suggestions.
> 
> I think at this point, this patch has reviewed-by from both Ian and
> Ken
> and I'm happy with it. Could one of you merge it, and the
> corresponding
> Mesa patch? Thanks!

I've pushed both patches thanks for working on this.

Note in future you only need to send piglit tests to piglit@lists.freed
esktop.org and mesa patches to mesa-...@lists.freedesktop.org there is
no need to send everything to both lists :)

> 
> Oh, and as Ian noticed, I forgot to mention that the Mesa patch
> fixes:
> https://bugs.freedesktop.org/show_bug.cgi?id=93551
> 
>  tests/all.py                            |  1 +
>  tests/shaders/CMakeLists.gl.txt         |  1 +
>  tests/shaders/shadersource-no-compile.c | 98
> +++++++++++++++++++++++++++++++++
>  3 files changed, 100 insertions(+)
>  create mode 100644 tests/shaders/shadersource-no-compile.c
> 
> diff --git a/tests/all.py b/tests/all.py
> index 93d64e6..9f5c019 100644
> --- a/tests/all.py
> +++ b/tests/all.py
> @@ -572,6 +572,7 @@ with profile.group_manager(PiglitGLTest,
> 'shaders') as g:
>      g(['glsl-kwin-blur-2'])
>      g(['gpu_shader4_attribs'])
>      g(['link-unresolved-function'])
> +    g(['shadersource-no-compile'])
>      g(['sso-simple'])
>      g(['sso-uniforms-01'])
>      g(['sso-uniforms-02'])
> diff --git a/tests/shaders/CMakeLists.gl.txt
> b/tests/shaders/CMakeLists.gl.txt
> index afbcc4b..2db2ded 100644
> --- a/tests/shaders/CMakeLists.gl.txt
> +++ b/tests/shaders/CMakeLists.gl.txt
> @@ -150,6 +150,7 @@ ENDIF (UNIX)
>  piglit_add_executable (glsl-kwin-blur-1 glsl-kwin-blur-1.c)
>  piglit_add_executable (glsl-kwin-blur-2 glsl-kwin-blur-2.c)
>  piglit_add_executable (link-unresolved-function link-unresolved-
> function.c)
> +piglit_add_executable (shadersource-no-compile shadersource-no-
> compile.c)
>  piglit_add_executable (sso-simple sso-simple.c)
>  piglit_add_executable (sso-uniforms-01 sso-uniforms-01.c)
>  piglit_add_executable (sso-uniforms-02 sso-uniforms-02.c)
> diff --git a/tests/shaders/shadersource-no-compile.c
> b/tests/shaders/shadersource-no-compile.c
> new file mode 100644
> index 0000000..8a2264f
> --- /dev/null
> +++ b/tests/shaders/shadersource-no-compile.c
> @@ -0,0 +1,98 @@
> +/*
> + * Copyright © 2016 Jamey Sharp
> + *
> + * 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 shadersource-no-compile.c
> + * OpenGL 4.5 Core Profile section 7.1, in the documentation for
> CompileShader,
> + * says: "Changing the source code of a shader object with
> ShaderSource does not
> + * change its compile status or the compiled shader code."
> + *
> + * This test creates a shader, compiles it, changes its source, and
> links it.
> + * The spec requires rendering done with this shader to be
> consistent with the
> + * old source, not the new source, since the shader isn't compiled
> again after
> + * the source is changed.
> + *
> + * According to Karol Herbst, the game "Divinity: Original Sin -
> Enhanced
> + * Edition" depends on this odd quirk of the spec. See:
> + * https://lists.freedesktop.org/archives/mesa-dev/2016-March/109789
> .html
> + */
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> +
> +     config.supports_gl_compat_version = 20;
> +
> +     config.window_visual = PIGLIT_GL_VISUAL_RGB |
> PIGLIT_GL_VISUAL_DOUBLE;
> +
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +static const char vs_text[] =
> +     "void main() { gl_Position = gl_Vertex; }";
> +
> +/* good_fs_text uses a constant green color, while bad_fs_text uses
> a
> + * constant red color, so that we can tell which version of the
> fragment
> + * shader got executed. Both are distinct from the clear-color so we
> can
> + * tell if the shader ran at all.
> + */
> +
> +static const char good_fs_text[] =
> +     "void main() { gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); }";
> +
> +static const char bad_fs_text[] =
> +     "void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }";
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +     static const float green[3] = { 0.0, 1.0, 0.0 };
> +
> +     glClear(GL_COLOR_BUFFER_BIT);
> +
> +     piglit_draw_rect(-1, -1, 2, 2);
> +     if (!piglit_probe_pixel_rgb(15, 15, green))
> +             return PIGLIT_FAIL;
> +
> +     return PIGLIT_PASS;
> +}
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> +     GLuint vs = piglit_compile_shader_text(GL_VERTEX_SHADER,
> vs_text);
> +     GLuint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
> good_fs_text);
> +     const GLchar *bad_fs_texts[] = { bad_fs_text };
> +     GLuint prog;
> +
> +     /* Change the shader source, but don't recompile it before
> linking. */
> +     glShaderSource(fs, 1, bad_fs_texts, NULL);
> +     prog = piglit_link_simple_program(vs, fs);
> +     if (!prog)
> +             piglit_report_result(PIGLIT_FAIL);
> +
> +     glDeleteShader(vs);
> +     glDeleteShader(fs);
> +
> +     glUseProgram(prog);
> +
> +     glClearColor(0.3, 0.3, 0.3, 0.0);
> +}
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