Commit 28c5a337 authored by Andres Gomez's avatar Andres Gomez Committed by Eduardo Lima Mitev

gen_flat_interpolation_qualifier.py: Adds non-flat interpolation tests generator

Generator for error checking on "flat" keyword.

This generator adds, additionally, checks for variables inside structs
and interface blocks, which weren't explicitly mentioned in the GLSL
specs and, partially, in the GLSL ES specs.

For a discussion about this check
https://lists.freedesktop.org/archives/mesa-dev/2016-March/109117.html
and Khronos bug #15671.

Also, removed 8 redundant tests replaced by the generator.
Reviewed-by: Dylan Baker's avatarDylan Baker <baker.dylan.c@gmail.com>
Acked-by: default avatarDave Airlie <airlied@redhat.com>
Signed-off-by: Andres Gomez's avatarAndres Gomez <agomez@igalia.com>
parent d3345076
......@@ -123,6 +123,12 @@ piglit_make_generated_tests(
templates/gen_inout_fp64/template.vert.mako
templates/gen_inout_fp64/template.shader_test.mako
)
piglit_make_generated_tests(
flat_interpolation_qualifier.list
gen_flat_interpolation_qualifier.py
templates/gen_flat_interpolation_qualifier/compiler.mako
templates/gen_flat_interpolation_qualifier/template.frag.mako
)
piglit_make_generated_tests(
shader_precision_tests.list
gen_shader_precision_tests.py
......@@ -201,6 +207,7 @@ add_custom_target(gen-gl-tests
builtin_uniform_tests_fp64.list
constant_array_size_tests_fp64.list
inout_fp64.list
flat_interpolation_qualifier.list
shader_precision_tests.list
shader_image_load_store_tests.list
variable_index_read_tests.list
......
# coding=utf-8
#
# Copyright © 2016 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.
"""Generate non-flat interpolation qualifier tests."""
from __future__ import print_function, division, absolute_import
import argparse
import os
import itertools
from templates import template_dir
from modules import utils
TEMPLATES = template_dir(os.path.basename(os.path.splitext(__file__)[0]))
INT_TYPES = ['int', 'ivec2', 'ivec3', 'ivec4']
UINT_TYPES = ['uint', 'uvec2', 'uvec3', 'uvec4']
DOUBLE_TYPES = ['double', 'dvec2', 'dvec3', 'dvec4',
'dmat2', 'dmat2x3', 'dmat2x4',
'dmat3x2', 'dmat3', 'dmat3x4',
'dmat4x2', 'dmat4x3', 'dmat4']
def get_dir_name(ver):
"""Returns the directory name to save tests given a GLSL version."""
assert isinstance(ver, str)
if ver.startswith('GL_'):
feature_dir = ver[3:].lower()
elif ver.endswith(' es'):
feature_dir = 'glsl-es-{}.{}'.format(ver[0], ver[1:3])
else:
feature_dir = 'glsl-{}.{}'.format(ver[0], ver[1:])
return os.path.join('spec', feature_dir, 'compiler',
'flat_interpolation')
def generate(type_name, mode, interface_block, struct, array, ver, names_only):
"""Generate GLSL parser tests."""
assert isinstance(type_name, str)
assert isinstance(mode, str)
assert isinstance(interface_block, bool)
assert isinstance(struct, bool)
assert isinstance(array, bool)
assert isinstance(ver, str)
assert isinstance(names_only, bool)
filename = os.path.join(
get_dir_name(ver),
'{}{}{}{}-{}{}.frag'.format(mode,
'-interface_block' if interface_block else '',
'-struct' if struct else '',
'-array' if array else '',
type_name,
'-bad' if mode != 'flat' else ''))
print(filename)
if not names_only:
with open(filename, 'w') as test_file:
test_file.write(TEMPLATES.get_template(
'template.frag.mako').render_unicode(
ver=ver,
mode=mode,
type_name=type_name,
interface_block=interface_block,
struct=struct,
array=array))
def create_tests(type_names, glsl_vers, names_only):
"""Creates combinations for flat qualifier tests."""
assert isinstance(type_names, list)
assert isinstance(glsl_vers, list)
assert isinstance(names_only, bool)
modes = ['flat', 'noperspective', 'smooth', 'default']
interface_blocks = [True, False]
structs = [True, False]
arrays = [True, False]
if not names_only:
for ver in glsl_vers:
utils.safe_makedirs(get_dir_name(ver))
for t_name, mode, interface_block, struct, array, ver in itertools.product(type_names,
modes,
interface_blocks,
structs,
arrays,
glsl_vers):
if ver.endswith(' es'):
# There is no "noperspective" interpolation mode in GLSL ES
if mode == 'noperspective':
continue
# There is no support for arrays in input structs in GLSL ES
if struct and array:
continue
# Input interface blocks didn't appear in GLSL until 1.50
if interface_block and ver == '130':
ver = '150'
# Input interface blocks didn't appear in GLSL ES until 3.20
if interface_block and ver == '300 es':
ver = '320 es'
# Input structs weren't allowed until 1.50
if struct and ver == '130':
ver = '150'
yield t_name, mode, interface_block, struct, array, ver, names_only
def all_tests(names_only):
"""Creates all the combinations for flat qualifier tests."""
assert isinstance(names_only, bool)
# We need additional directories for GLSL 150 and GLSL ES 320
if not names_only:
utils.safe_makedirs(get_dir_name('150'))
utils.safe_makedirs(get_dir_name('320 es'))
for test_args in (list(create_tests(INT_TYPES + UINT_TYPES,
['130', '300 es'],
names_only))
+ list(create_tests(DOUBLE_TYPES,
['GL_ARB_gpu_shader_fp64', '400'],
names_only))):
yield test_args
def main():
"""Main function."""
parser = argparse.ArgumentParser(
description="Generate non-flat interpolation qualifier tests with fp64 types")
parser.add_argument(
'--names-only',
dest='names_only',
action='store_true',
default=False,
help="Don't output files, just generate a list of filenames to stdout")
args = parser.parse_args()
for test_args in all_tests(args.names_only):
generate(*test_args)
if __name__ == '__main__':
main()
## coding=utf-8
<%
if ver == 'GL_ARB_gpu_shader_fp64':
glsl_version_int = '150'
else:
glsl_version_int = ver
glsl_version = '{}.{}'.format(glsl_version_int[0], glsl_version_int[1:3])
%>\
/* [config]
* expect_result: ${'pass' if mode == 'flat' else 'fail'}
* glsl_version: ${glsl_version}
% if ver == 'GL_ARB_gpu_shader_fp64':
* require_extensions: ${ver}
% endif
* [end config]
*
<%block name="comments"/>\
% if ver == 'GL_ARB_gpu_shader_fp64':
*
* ${ver} spec states:
*
* "Modifications to The OpenGL Shading Language Specification, Version 1.50
* (Revision 09)
* ...
* Modify Section 4.3.4, Inputs, p. 31
* ...
* (modify third paragraph, p. 32, allowing doubles as inputs and disallowing
* as non-flat fragment inputs) ... Fragment inputs can only be signed and
* unsigned integers and integer vectors, float, floating-point vectors,
* double, double-precision vectors, single- or double-precision matrices, or
* arrays or structures of these. Fragment shader inputs that are signed or
* unsigned integers, integer vectors, doubles, double-precision vectors, or
* double-precision matrices must be qualified with the interpolation
* qualifier flat."
% elif ver == '130':
*
* The OpenGL Shading Language 1.30 spec states:
*
* "4.3.6 Outputs
* ...
* If a vertex output is a signed or unsigned integer or
* integer vector, then it must be qualified with the
* interpolation qualifier flat.
* ...
* The type and presence of the interpolation qualifiers and
* storage qualifiers and invariant qualifiers of variables
* with the same name declared in linked vertex and fragments
* shaders must match, otherwise the link command will fail."
*
* From this, it can be followed that if a fragment input is a signed
* or unsigned integer or derived type, it must be qualified with the
* interpolation qualifier flat.
% elif ver == '150':
*
* The OpenGL Shading Language 1.50 spec states:
*
* "4.3.4 Inputs
* ...
* Fragment shader inputs that are signed or unsigned integers
* or integer vectors must be qualified with the interpolation
* qualifier flat."
% elif ver == '400':
*
* The OpenGL Shading Language 4.00 spec states:
*
* "4.3.4 Inputs
* ...
* Fragment shader inputs that are signed or unsigned integers,
* integer vectors, or any double-precision floating-point type
* must be qualified with the interpolation qualifier flat."
% elif ver == '300 es':
*
* The OpenGL ES Shading Language 3.00 spec states:
*
* "4.3.4 Input Variables
* ...
* Fragment shader inputs that are, or contain, signed or
* unsigned integers or integer vectors must be qualified with
* the interpolation qualifier flat."
% endif
*/
#version ${glsl_version_int}
% if ver == 'GL_ARB_gpu_shader_fp64':
#extension ${ver} : require
% endif
% if ver.endswith(' es'):
precision mediump float;
% endif
${next.body()}\
## coding=utf-8
<%inherit file="compiler.mako"/>\
<%
var_name = 'u{}'.format('[4]' if array else '')
var_as_vec4 = '{}u{}{}'.format('s.' if struct else '',
'[3]' if array else '',
'[0]' if type_name.startswith('dmat') else '')
if type_name.endswith('2'):
var_as_vec4 += '.xyxy'
elif type_name.endswith('3'):
var_as_vec4 += '.xyzx'
%>\
<%block name="comments">\
* Declare a ${mode} interpolation ${type_name}\
% if array:
array\
% endif
% if struct:
inside a struct\
% endif
% if interface_block:
in an interface block\
% endif
.
</%block>\
% if struct:
struct S {
${type_name} ${var_name};
};
% endif
% if interface_block:
in IB {
\
% endif
% if mode != 'default':
${mode} \
% endif
% if not interface_block:
in \
% endif
% if struct:
S s;
% else:
${type_name} ${var_name};
% endif
% if interface_block:
};
% endif
out vec4 color;
void main()
{
color = vec4(${var_as_vec4});
}
// [config]
// expect_result: fail
// glsl_version: 1.30
// check_link: true
// [end config]
//
// Declare a non-flat integral fragment input.
//
// From section 4.3.4 ("Inputs") of the GLSL 1.50 spec:
// "Fragment shader inputs that are signed or unsigned integers or
// integer vectors must be qualified with the interpolation qualifier
// flat."
//
// Note that prior to GLSL 1.50, this requirement is applied to vertex
// outputs rather than fragment inputs. That creates problems in the
// presence of geometry shaders, so we assume the implementation
// should adopt the GLSL 1.50 rule for all desktop GL shaders.
//
// Note also that the text above makes no provision about arrays of
// integers; this is presumably an oversight, since there is no
// reasonable way to interpolate a fragment shader input that contains
// an integer.
#version 130
in int[2] x;
void main()
{
gl_FragColor = vec4(float(x[0]), float(x[1]), 0.0, 0.0);
}
// [config]
// expect_result: fail
// glsl_version: 1.30
// check_link: true
// [end config]
//
// Declare a non-flat integral fragment input.
//
// From section 4.3.4 ("Inputs") of the GLSL 1.50 spec:
// "Fragment shader inputs that are signed or unsigned integers or
// integer vectors must be qualified with the interpolation qualifier
// flat."
//
// Note that prior to GLSL 1.50, this requirement is applied to vertex
// outputs rather than fragment inputs. That creates problems in the
// presence of geometry shaders, so we assume the implementation
// should adopt the GLSL 1.50 rule for all desktop GL shaders.
#version 130
in int x;
void main()
{
gl_FragColor = vec4(float(x));
}
// [config]
// expect_result: fail
// glsl_version: 1.30
// check_link: true
// [end config]
//
// Declare a non-flat integral fragment input.
//
// From section 4.3.4 ("Inputs") of the GLSL 1.50 spec:
// "Fragment shader inputs that are signed or unsigned integers or
// integer vectors must be qualified with the interpolation qualifier
// flat."
//
// Note that prior to GLSL 1.50, this requirement is applied to vertex
// outputs rather than fragment inputs. That creates problems in the
// presence of geometry shaders, so we assume the implementation
// should adopt the GLSL 1.50 rule for all desktop GL shaders.
#version 130
in ivec4 x;
void main()
{
gl_FragColor = vec4(x);
}
// [config]
// expect_result: fail
// glsl_version: 1.30
// check_link: true
// [end config]
//
// Declare a non-flat integral fragment input.
//
// From section 4.3.4 ("Inputs") of the GLSL 1.50 spec:
// "Fragment shader inputs that are signed or unsigned integers or
// integer vectors must be qualified with the interpolation qualifier
// flat."
//
// Note that prior to GLSL 1.50, this requirement is applied to vertex
// outputs rather than fragment inputs. That creates problems in the
// presence of geometry shaders, so we assume the implementation
// should adopt the GLSL 1.50 rule for all desktop GL shaders.
#version 130
in uint x;
void main()
{
gl_FragColor = vec4(float(x));
}
// [config]
// expect_result: fail
// glsl_version: 1.30
// check_link: true
// [end config]
//
// Declare a non-flat integral fragment input.
//
// From section 4.3.4 ("Inputs") of the GLSL 1.50 spec:
// "Fragment shader inputs that are signed or unsigned integers or
// integer vectors must be qualified with the interpolation qualifier
// flat."
//
// Note that prior to GLSL 1.50, this requirement is applied to vertex
// outputs rather than fragment inputs. That creates problems in the
// presence of geometry shaders, so we assume the implementation
// should adopt the GLSL 1.50 rule for all desktop GL shaders.
#version 130
in uvec4 x;
void main()
{
gl_FragColor = vec4(x);
}
// [config]
// expect_result: fail
// glsl_version: 3.00 es
// check_link: true
// [end config]
//
// Declare a non-flat integral fragment input.
//
// From section 4.3.4 ("Input Variables") of the GLSL ES 3.00 spec:
// "Fragment shader inputs that are, or contain, signed or unsigned
// integers or integer vectors must be qualified with the
// interpolation qualifier flat."
#version 300 es
in int[2] x;
out highp vec4 color;
void main()
{
color = vec4(float(x[0]), float(x[1]), 0.0, 0.0);
}
// [config]
// expect_result: fail
// glsl_version: 3.00 es
// check_link: true
// [end config]
//
// Declare a non-flat integral fragment input.
//
// From section 4.3.4 ("Input Variables") of the GLSL ES 3.00 spec:
// "Fragment shader inputs that are, or contain, signed or unsigned
// integers or integer vectors must be qualified with the
// interpolation qualifier flat."
#version 300 es
in int x;
out highp vec4 color;
void main()
{
color = vec4(x);
}
// [config]
// expect_result: fail
// glsl_version: 3.00 es
// check_link: true
// [end config]
//
// Declare a non-flat integral fragment input.
//
// From section 4.3.4 ("Input Variables") of the GLSL ES 3.00 spec:
// "Fragment shader inputs that are, or contain, signed or unsigned
// integers or integer vectors must be qualified with the
// interpolation qualifier flat."
#version 300 es
in ivec4 x;
out highp vec4 color;
void main()
{
color = vec4(x);
}
// [config]
// expect_result: fail
// glsl_version: 3.00 es
// check_link: true
// [end config]
//
// Declare a non-flat integral fragment input.
//
// From section 4.3.4 ("Input Variables") of the GLSL ES 3.00 spec:
// "Fragment shader inputs that are, or contain, signed or unsigned
// integers or integer vectors must be qualified with the
// interpolation qualifier flat."
#version 300 es
in uint x;
out highp vec4 color;
void main()
{
color = vec4(x);
}
// [config]
// expect_result: fail
// glsl_version: 3.00 es
// check_link: true
// [end config]
//
// Declare a non-flat integral fragment input.
//
// From section 4.3.4 ("Input Variables") of the GLSL ES 3.00 spec:
// "Fragment shader inputs that are, or contain, signed or unsigned
// integers or integer vectors must be qualified with the
// interpolation qualifier flat."
#version 300 es
in uvec4 x;
out highp vec4 color;
void main()
{
color = vec4(x);
}
/* [config]
* expect_result: fail
* glsl_version: 3.00
* check_link: true
* [end config]
*
* From the GLSL ES 3.00 spec, Section 4.3.4 ("Input Variables"):
*
* "Fragment shader inputs that are, or contain, signed or
* unsigned integers or integer vectors must be qualified with the
* interpolation qualifier flat."
*
* This test verifies that a non-flat varying struct containing
* signed integral data is properly flagged as an error.
*/
#version 300 es
struct S {
int i;
};
in S foo;
out highp vec4 color;
void main()
{
color = vec4(foo.i);
}
/* [config]
* expect_result: fail
* glsl_version: 3.00
* check_link: true
* [end config]
*
* From the GLSL ES 3.00 spec, Section 4.3.4 ("Input Variables"):
*
* "Fragment shader inputs that are, or contain, signed or
* unsigned integers or integer vectors must be qualified with the
* interpolation qualifier flat."
*
* This test verifies that a non-flat varying struct containing
* unsigned integral data is properly flagged as an error.
*/
#version 300 es
struct S {
uint u;
};
in S foo;
out highp vec4 color;
void main()
{
color = vec4(foo.u);
}
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