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/*
* Copyright (c) 2009 Nicolai Hähnle
*
* 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.
*
* Authors:
* Nicolai Hähnle <nhaehnle@gmail.com>
*
*/
/**
* \file
* Test that out-of-bound writes to uniform locations are caught properly.
*/
#include <limits.h>
#include <stdarg.h>
#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 void expect_error(GLenum expect, const char * where, ...)
{
GLenum error = glGetError();
if (error != expect) {
va_list va;
fprintf(stderr, "Expected OpenGL error 0x%04x, got 0x%04x\nat: ", expect, error);
va_start(va, where);
vfprintf(stderr, where, va);
va_end(va);
fprintf(stderr, "\n");
piglit_report_result(PIGLIT_FAIL);
}
}
static GLuint compile_shader(GLenum shaderType, const char * text)
{
GLuint shader;
GLint status;
shader = glCreateShaderObjectARB(shaderType);
glShaderSourceARB(shader, 1, (const GLchar **)&text, NULL);
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);
}
return shader;
}
static GLuint link_program(GLuint vs, GLuint fs)
{
GLuint program;
GLint status;
program = glCreateProgramObjectARB();
if (vs)
glAttachObjectARB(program, vs);
if (fs)
glAttachObjectARB(program, fs);
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);
}
return program;
}
static const GLfloat lots_of_zeros[16*1024] = { 0.0f, };
static const char vs_vector_template[] =
"uniform %s a;\n"
"uniform %s b[4];\n"
"uniform %s c[4];\n"
"varying %s v;\n"
"void main() {\n"
" v = a + b[3] + c[0] + c[1] + c[2] + c[3];\n"
" gl_Position = vec4(0,0,0,1);\n"
"}\n";
static const char fs_vector_template[] =
"varying %s v;\n"
"void main() {\n"
" gl_FragColor = vec4(v%s);\n"
"}\n";
static void test_vector(const char *glsl_type, const char * suffix,
void (GLAPIENTRY *uniform)(GLint, GLsizei, const GLfloat*))
{
char buffer[2*sizeof(vs_vector_template)];
GLuint vs, fs;
GLuint program;
GLint loc_a, loc_b, loc_c;
GLint loc_b2;
snprintf(buffer, sizeof(buffer), vs_vector_template,
glsl_type, glsl_type, glsl_type, glsl_type);
vs = compile_shader(GL_VERTEX_SHADER_ARB, buffer);
snprintf(buffer, sizeof(buffer), fs_vector_template,
glsl_type, suffix);
fs = compile_shader(GL_FRAGMENT_SHADER_ARB, buffer);
program = link_program(vs, fs);
glUseProgramObjectARB(program);
loc_a = glGetUniformLocationARB(program, "a");
loc_b = glGetUniformLocationARB(program, "b");
loc_c = glGetUniformLocationARB(program, "c");
loc_b2 = glGetUniformLocationARB(program, "b[2]");
printf("locations: a: %i b: %i c: %i b[2]: %i\n", loc_a, loc_b, loc_c, loc_b);
expect_error(GL_NO_ERROR, "Type %s: Sanity check", glsl_type);
uniform(loc_a, 0, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 0 to a", glsl_type);
uniform(loc_a, 1, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 1 to a", glsl_type);
uniform(loc_a, 2, lots_of_zeros);
expect_error(GL_INVALID_OPERATION, "Type %s: Write count = 2 to a", glsl_type);
uniform(loc_a, 1024, lots_of_zeros);
expect_error(GL_INVALID_OPERATION, "Type %s: Write count = 1024 to a", glsl_type);
uniform(loc_b, 0, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 0 to b", glsl_type);
uniform(loc_b, 1, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 1 to b", glsl_type);
uniform(loc_b, 4, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 4 to b", glsl_type);
/* Note: The following are out of bound for the array,
* but the spec situation is a bit unclear as to whether errors
* should be generated.
*
* Issue #32 of the ARB_shader_objects spec suggests errors
* should be generated when writing out-of-bounds on arrays,
* but this is not reflected in the OpenGL spec.
*
* The main point of these tests is to make sure the driver
* does not introduce memory errors by accessing internal arrays
* out of bounds.
*/
uniform(loc_b, 5, lots_of_zeros);
(void) glGetError(); /* Eat generated error, if any */
uniform(loc_c, 0, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 0 to c", glsl_type);
uniform(loc_c, 1, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 1 to c", glsl_type);
uniform(loc_c, 4, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 4 to c", glsl_type);
/* Out of bounds; see comment above */
uniform(loc_c, 5, lots_of_zeros);
(void) glGetError(); /* Eat generated error, if any */
uniform(loc_b2, 0, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 0 to b[2]", glsl_type);
uniform(loc_b2, 2, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 2 to b[2]", glsl_type);
/* Out of bounds; see comment above */
uniform(loc_b2, 1024, lots_of_zeros);
(void) glGetError(); /* Eat generated error, if any */
glDeleteObjectARB(fs);
glDeleteObjectARB(vs);
glDeleteObjectARB(program);
}
static const char vs_matrix_template[] =
"uniform mat4 a;\n"
"uniform mat4 b[4];\n"
"uniform mat4 c[4];\n"
"varying vec4 v;\n"
"void main() {\n"
" mat4 m = a + b[3] + c[0] + c[1] + c[2] + c[3];\n"
" v = m * vec4(1.0, 1.0, 1.0, 1.0);\n"
" gl_Position = vec4(0,0,0,1);\n"
"}\n";
static const char fs_matrix_template[] =
"varying vec4 v;\n"
"void main() {\n"
" gl_FragColor = v;\n"
"}\n";
static void test_matrix(void)
{
GLuint vs, fs;
GLuint program;
GLint loc_a, loc_b, loc_c;
GLint loc_b2;
const char * glsl_type = "mat4";
vs = compile_shader(GL_VERTEX_SHADER_ARB, vs_matrix_template);
fs = compile_shader(GL_FRAGMENT_SHADER_ARB, fs_matrix_template);
program = link_program(vs, fs);
glUseProgramObjectARB(program);
loc_a = glGetUniformLocationARB(program, "a");
loc_b = glGetUniformLocationARB(program, "b");
loc_c = glGetUniformLocationARB(program, "c");
loc_b2 = glGetUniformLocationARB(program, "b[2]");
printf("locations: a: %i b: %i c: %i b[2]: %i\n", loc_a, loc_b, loc_c, loc_b);
expect_error(GL_NO_ERROR, "Type %s: Sanity check", glsl_type);
glUniformMatrix4fvARB(loc_b, 0, GL_FALSE, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 0 to b", glsl_type);
glUniformMatrix4fvARB(loc_b, 1, GL_FALSE, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 1 to b", glsl_type);
glUniformMatrix4fvARB(loc_b, 4, GL_FALSE, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 4 to b", glsl_type);
/* Out of bounds; see comment above */
glUniformMatrix4fvARB(loc_b, 5, GL_FALSE, lots_of_zeros);
(void) glGetError(); /* Eat generated error, if any */
glUniformMatrix4fvARB(loc_c, 0, GL_FALSE, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 0 to c", glsl_type);
glUniformMatrix4fvARB(loc_c, 1, GL_FALSE, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 1 to c", glsl_type);
glUniformMatrix4fvARB(loc_c, 4, GL_FALSE, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 4 to c", glsl_type);
/* Out of bounds; see comment above */
glUniformMatrix4fvARB(loc_c, 5, GL_FALSE, lots_of_zeros);
(void) glGetError(); /* Eat generated error, if any */
glUniformMatrix4fvARB(loc_b2, 0, GL_FALSE, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 0 to b[2]", glsl_type);
glUniformMatrix4fvARB(loc_b2, 2, GL_FALSE, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 2 to b[2]", glsl_type);
/* Out of bounds; see comment above */
glUniformMatrix4fvARB(loc_b2, INT_MAX, GL_FALSE, lots_of_zeros);
(void) glGetError(); /* Eat generated error, if any */
glUniformMatrix4fvARB(loc_a, 0, GL_FALSE, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 0 to a", glsl_type);
glUniformMatrix4fvARB(loc_a, 1, GL_FALSE, lots_of_zeros);
expect_error(GL_NO_ERROR, "Type %s: Write count = 1 to a", glsl_type);
glUniformMatrix4fvARB(loc_a, 2, GL_FALSE, lots_of_zeros);
expect_error(GL_INVALID_OPERATION, "Type %s: Write count = 2 to a", glsl_type);
glUniformMatrix4fvARB(loc_a, INT_MAX, GL_FALSE, lots_of_zeros);
expect_error(GL_INVALID_OPERATION, "Type %s: Write count = INT_MAX to a", glsl_type);
glDeleteObjectARB(fs);
glDeleteObjectARB(vs);
glDeleteObjectARB(program);
}
enum piglit_result
piglit_display(void)
{
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
test_matrix();
test_vector("float", ", 0, 0, 0", glUniform1fvARB);
test_vector("vec2", ", 0, 0", glUniform2fvARB);
test_vector("vec3", ", 0", glUniform3fvARB);
test_vector("vec4", "", glUniform4fvARB);
return PIGLIT_PASS;
}
void
piglit_init(int argc, char **argv)
{
if (!piglit_is_extension_supported("GL_ARB_shader_objects") || !piglit_is_extension_supported("GL_ARB_vertex_shader") || !piglit_is_extension_supported("GL_ARB_fragment_shader")) {
printf("Requires ARB_shader_objects and ARB_{vertex,fragment}_shader\n");
piglit_report_result(PIGLIT_SKIP);
}
}
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