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/*
* Copyright © 2014 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 binding-layout.c
* Try some shaders with UBOs that use layout(binding=N). Verify that the API
* reports back the correct binding, and verify that the correct thing is used
* for rendering.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_core_version = 31;
config.window_width = 100;
config.window_height = 100;
config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
static const char vert140_source[] =
"#version 140\n"
"#extension GL_ARB_explicit_attrib_location: require\n"
"\n"
"layout(location=0) in vec4 piglit_vertex;\n"
"void main() { gl_Position = piglit_vertex; }\n"
;
static const char *frag140_source =
"#version 140\n"
"#extension GL_ARB_shading_language_420pack: require\n"
"#extension GL_ARB_explicit_attrib_location: require\n"
"#extension GL_ARB_uniform_buffer_object: require\n"
"\n"
"layout(location=0) out vec4 o;\n"
"layout(binding=2, std140) uniform U { vec4 a; };\n"
"void main() { o = a; }\n"
;
static const char vert150_source[] =
"#version 150 core\n"
"#extension GL_ARB_explicit_attrib_location: require\n"
"\n"
"layout(location=0) in vec4 piglit_vertex;\n"
"void main() { gl_Position = piglit_vertex; }\n"
;
static const char *frag150_source =
"#version 150 core\n"
"#extension GL_ARB_shading_language_420pack: require\n"
"#extension GL_ARB_explicit_attrib_location: require\n"
"\n"
"layout(location=0) out vec4 o;\n"
"layout(binding=3, std140) uniform U { vec4 a; } u[2];\n"
"void main() { o = (u[0].a + u[1].a) / 5.0; }\n"
;
static GLuint prog140 = 0;
static GLuint prog150 = 0;
static bool
try_140_test()
{
bool pass = true;
GLint idx;
GLint binding;
prog140 = piglit_build_simple_program(vert140_source, frag140_source);
idx = glGetUniformBlockIndex(prog140, "U");
if (idx == -1) {
printf("Failed to get index for \"U\"\n");
pass = false;
}
glGetActiveUniformBlockiv(prog140, idx, GL_UNIFORM_BLOCK_BINDING,
&binding);
if (binding != 2) {
printf("Expected block binding = 2, got %d\n", binding);
pass = false;
}
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
return pass;
}
static bool
try_150_test()
{
bool pass = true;
GLint idx;
GLint binding;
unsigned i;
prog150 = piglit_build_simple_program(vert150_source, frag150_source);
for (i = 0; i < 2; i++) {
char name[5] = "U[0]";
name[2] = '0' + i;
idx = glGetUniformBlockIndex(prog150, name);
if (idx == -1) {
printf("Failed to get index for \"%s\"\n", name);
pass = false;
}
glGetActiveUniformBlockiv(prog150, idx,
GL_UNIFORM_BLOCK_BINDING, &binding);
if (binding != (3 + i)) {
printf("Expected block binding = %d, got %d\n",
3 + i, binding);
pass = false;
}
}
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
return pass;
}
void
piglit_init(int argc, char **argv)
{
static const float data[] = {
0.0, 1.0, 0.0, 1.0,
0.0, 2.0, 0.0, 1.0,
0.0, 3.0, 0.0, 0.0,
};
bool pass = true;
GLuint bo;
GLint alignment;
piglit_require_extension("GL_ARB_shading_language_420pack");
piglit_require_extension("GL_ARB_explicit_attrib_location");
pass = try_140_test() && pass;
if (piglit_get_gl_version() >= 32)
pass = try_150_test() && pass;
/* If the set-up tests failed, don't even bother trying to render.
* That can only lead to more failure. We don't need to rub it in.
*/
if (!pass)
piglit_report_result(PIGLIT_FAIL);
/* Pad out to the alignment or the size of a vec4. */
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
alignment = MAX2(alignment, 4 * sizeof(float));
glGenBuffers(1, &bo);
glBindBuffer(GL_UNIFORM_BUFFER, bo);
glBufferData(GL_UNIFORM_BUFFER, 3 * alignment, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_UNIFORM_BUFFER, 0 * alignment, 16, &data[0]);
glBufferSubData(GL_UNIFORM_BUFFER, 1 * alignment, 16, &data[4]);
glBufferSubData(GL_UNIFORM_BUFFER, 2 * alignment, 16, &data[8]);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferRange(GL_UNIFORM_BUFFER, 2, bo, 0 * alignment, 16);
glBindBufferRange(GL_UNIFORM_BUFFER, 3, bo, 1 * alignment, 16);
glBindBufferRange(GL_UNIFORM_BUFFER, 4, bo, 2 * alignment, 16);
glClearColor(0.5, 0.5, 0.5, 1.0);
}
enum piglit_result piglit_display(void)
{
static const float green[] = { 0.0, 1.0, 0.0, 1.0 };
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(prog140);
piglit_draw_rect(-1.0f, -1.0f, 1.0f, 2.0f);
piglit_probe_rect_rgb(0, 0,
piglit_width / 2, piglit_height,
green);
if (prog150 != 0) {
glUseProgram(prog150);
piglit_draw_rect(0.0f, -1.0f, 1.0f, 2.0f);
piglit_probe_rect_rgb(piglit_width / 2, 0,
piglit_width / 2, piglit_height,
green);
}
piglit_present_results();
return PIGLIT_PASS;
}
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