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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.
*/
/**
* Verify that unsigned glUniform* commands added in ARB_gpu_shader_fp64 are
* compiled into display lists.
*
* This test is adapted from tests/spec/arb_separate_shader_objects/dlist.c
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
/* No supports_gl_core_version setting because there are no display
* lists in core profile.
*/
config.supports_gl_compat_version = 32;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
static bool Uniformd(void);
static bool UniformMatrixd(void);
void
piglit_init(int argc, char **argv)
{
bool pass = true;
piglit_require_extension("GL_ARB_gpu_shader_fp64");
pass = Uniformd() && pass;
pass = UniformMatrixd() && pass;
piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
}
enum mode {
set_scalar,
set_vector,
get_and_compare
};
#define NONMATRIX_UNIFORM(type, n, suffix) \
do { \
type inbuf[n]; \
type outbuf[n]; \
unsigned jjj; \
\
for (jjj = 0; jjj < n; jjj++) \
outbuf[jjj] = (type) value++; \
\
switch (m) { \
case set_scalar: \
switch (n) { \
case 1: \
glUniform1 ## suffix \
(loc, \
outbuf[0]); \
break; \
case 2: \
glUniform2 ## suffix \
(loc, \
outbuf[0], \
outbuf[1]); \
break; \
case 3: \
glUniform3 ## suffix \
(loc, \
outbuf[0], \
outbuf[1], \
outbuf[2]); \
break; \
case 4: \
glUniform4 ## suffix \
(loc, \
outbuf[0], \
outbuf[1], \
outbuf[2], \
outbuf[3]); \
break; \
default: \
printf("internal error - " \
"cannot set_scalar a " \
"%d count\n", n); \
pass = false; \
break; \
} \
break; \
\
case set_vector: \
glUniform ## n ## suffix ## v \
(loc, 1, outbuf); \
break; \
\
case get_and_compare: \
glGetUniform ## suffix ## v \
(prog, loc, inbuf); \
if (memcmp(inbuf, outbuf, \
sizeof(type) * n) != 0) { \
printf(" %s data " \
"does not match.\n", \
name); \
pass = false; \
} \
break; \
} \
} while (0)
#define glUniformMatrix2x2dv glUniformMatrix2dv
#define glUniformMatrix3x3dv glUniformMatrix3dv
#define glUniformMatrix4x4dv glUniformMatrix4dv
#define MATRIX_UNIFORM(type, r, c, suffix) \
do { \
type inbuf[r * c]; \
type outbuf[r * c]; \
unsigned jjj; \
\
for (jjj = 0; jjj < (r * c); jjj++) \
outbuf[jjj] = (type) value++; \
\
switch (m) { \
case set_scalar: \
printf("internal error - cannot set_scalar a " \
"matrix\n"); \
pass = false; \
break; \
\
case set_vector: \
glUniformMatrix ## r ## x ## c ## suffix ## v \
(loc, 1, GL_FALSE, outbuf); \
break; \
\
case get_and_compare: \
glGetUniform ## suffix ## v \
(prog, loc, inbuf); \
if (memcmp(inbuf, outbuf, \
sizeof(type) * r * c) != 0) { \
printf(" %s data " \
"does not match.\n", \
name); \
pass = false; \
} \
break; \
} \
} while (0)
/**
* Set or get/verify all the active uniforms in a program
*
* \param prog Program to operate on
* \param base_value Value set (or expected) for the first element of the
* first uniform. Each element expects a successively
* incremented value.
* \param m Mode of operation. Set using scalars (e.g., using
* \c glUniform4f), set using vectors (e.g., using
* \c glUniform4fv), or get and verify.
*/
bool
process_program_uniforms(GLuint prog, unsigned base_value, enum mode m)
{
unsigned num_uniforms;
unsigned i;
unsigned value;
bool pass = true;
glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, (GLint *) &num_uniforms);
value = base_value;
for (i = 0; i < num_uniforms; i++) {
GLint size;
GLenum type;
char name[64];
GLuint loc;
glGetActiveUniform(prog, i, sizeof(name), NULL,
&size, &type, name);
loc = glGetUniformLocation(prog, name);
if (loc == -1) {
printf("%s was active, but could not get location.\n",
name);
pass = false;
continue;
}
switch (type) {
case GL_DOUBLE:
NONMATRIX_UNIFORM(double, 1, d);
break;
case GL_DOUBLE_VEC2:
NONMATRIX_UNIFORM(double, 2, d);
break;
case GL_DOUBLE_VEC3:
NONMATRIX_UNIFORM(double, 3, d);
break;
case GL_DOUBLE_VEC4:
NONMATRIX_UNIFORM(double, 4, d);
break;
case GL_DOUBLE_MAT2:
MATRIX_UNIFORM(double, 2, 2, d);
break;
case GL_DOUBLE_MAT2x3:
MATRIX_UNIFORM(double, 2, 3, d);
break;
case GL_DOUBLE_MAT2x4:
MATRIX_UNIFORM(double, 2, 4, d);
break;
case GL_DOUBLE_MAT3x2:
MATRIX_UNIFORM(double, 3, 2, d);
break;
case GL_DOUBLE_MAT3:
MATRIX_UNIFORM(double, 3, 3, d);
break;
case GL_DOUBLE_MAT3x4:
MATRIX_UNIFORM(double, 3, 4, d);
break;
case GL_DOUBLE_MAT4x2:
MATRIX_UNIFORM(double, 4, 2, d);
break;
case GL_DOUBLE_MAT4x3:
MATRIX_UNIFORM(double, 4, 3, d);
break;
case GL_DOUBLE_MAT4:
MATRIX_UNIFORM(double, 4, 4, d);
break;
}
}
return pass;
}
static bool
process_shader(const char *func, const char *source, bool matrix)
{
static const struct {
GLenum list_mode;
enum mode setter_mode;
const char *setter_mode_name;
unsigned base_value;
} tests[] = {
{
GL_COMPILE,
set_scalar, "scalar",
5
},
{
GL_COMPILE,
set_vector, "vector",
7
},
{
GL_COMPILE_AND_EXECUTE,
set_scalar, "scalar",
11
},
{
GL_COMPILE_AND_EXECUTE,
set_vector, "vector",
13
}
};
bool pass = true;
printf("Testing gl%s\n", func);
GLuint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, source);
GLuint prog = piglit_link_simple_program(vs, 0);
glUseProgram(prog);
GLuint list = glGenLists(1);
for (unsigned i = 0; i < ARRAY_SIZE(tests); i++) {
const unsigned post_compile_base_value =
(tests[i].list_mode == GL_COMPILE)
? 0 : tests[i].base_value;
if (matrix && tests[i].setter_mode == set_scalar)
continue;
printf(" %s: %s mode\n",
piglit_get_gl_enum_name(tests[i].list_mode),
tests[i].setter_mode_name);
printf(" pre-initialize\n");
pass = process_program_uniforms(prog, 0, tests[i].setter_mode)
&& pass;
pass = process_program_uniforms(prog, 0, get_and_compare)
&& pass;
glNewList(list, tests[i].list_mode);
printf(" compiling\n");
pass = process_program_uniforms(prog,
tests[i].base_value,
tests[i].setter_mode)
&& pass;
glEndList();
printf(" post-compile verify\n");
pass = process_program_uniforms(prog, post_compile_base_value,
get_and_compare)
&& pass;
/* Reset the values back. This is useful if GL_COMPILE
* executed the commands and for GL_COMPILE_AND_EXECUTE. We
* want to know that glCallList changed things.
*/
printf(" restore original values\n");
pass = process_program_uniforms(prog, 0, tests[i].setter_mode)
&& pass;
pass = process_program_uniforms(prog, 0, get_and_compare)
&& pass;
printf(" post-glCallList verify\n");
glCallList(list);
pass = process_program_uniforms(prog, tests[i].base_value,
get_and_compare)
&& pass;
}
glDeleteLists(list, 1);
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
return pass;
}
bool
Uniformd(void)
{
const char *source =
"#version 150\n"
"#extension GL_ARB_gpu_shader_fp64: require\n"
"uniform double s;\n"
"uniform dvec2 v2;\n"
"uniform dvec3 v3;\n"
"uniform dvec4 v4;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(v3, s) + vec4(v2, v2) + vec4(v4);\n"
"}\n"
;
return process_shader(__func__, source, false);
}
bool
UniformMatrixd(void)
{
const char *source =
"#version 150\n"
"#extension GL_ARB_gpu_shader_fp64: require\n"
"uniform dmat2x2 m22;\n"
"uniform dmat2x3 m23;\n"
"uniform dmat2x4 m24;\n"
"uniform dmat3x2 m32;\n"
"uniform dmat3x3 m33;\n"
"uniform dmat3x4 m34;\n"
"uniform dmat4x2 m42;\n"
"uniform dmat4x3 m43;\n"
"uniform dmat4x4 m44;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = "
"vec4(m22[0], 0, 0) + vec4(m32[0], 0, 0) + vec4(m42[0], 0, 0) "
"+ vec4(m23[0], 0) + vec4(m33[0], 0) + vec4(m43[0], 0) "
"+ vec4(m24[0]) + vec4(m34[0]) + vec4(m44[0]);\n"
"}\n"
;
return process_shader(__func__, source, true);
}
enum piglit_result
piglit_display(void)
{
/* NOTREACHED */
return PIGLIT_FAIL;
}
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