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/*
* Copyright 2011 VMware, Inc.
*
* 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.
*/
/**
* Asst. gl[Get]Uniformdv tests.
* based on getunifom02.c from Brian Paul.
*
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_core_version = 32;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
static char *TestName = "vs-getuniformdv";
static const char vs_text[] =
"#version 150\n"
"#extension GL_ARB_gpu_shader_fp64 : require\n"
"\n"
"struct s1 {\n"
" double a, b, c, d;\n"
"};\n"
"\n"
"uniform double d1;\n"
"uniform dvec2 u1[2];\n"
"uniform dvec3 u2[4];\n"
"uniform dvec4 v[3];\n"
"uniform dmat2 m1;\n"
"uniform dmat3 m2;\n"
"uniform dmat4 m3[3];\n"
"uniform dmat2x3 m4;\n"
"uniform dmat2x4 m5;\n"
"uniform dmat3x2 m6;\n"
"uniform dmat3x4 m7;\n"
"uniform dmat4x2 m8[2];\n"
"uniform dmat4x3 m9;\n"
"uniform s1 s;\n"
"uniform double d2;\n"
"\n"
"out vec4 vscolor;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n"
" dvec4 t = dvec4(s.a, s.b, s.c, s.d) * d1 + d2 + u1[0]*m8[0] + u1[1]*m8[1];\n"
" t += v[0]*m3[0] + v[1]*m3[1] + v[2]*m3[2] + u2[0]*m9;\n"
" t.rb += u1[0]*m1 + u1[1] + u2[0]*m4 + v[0]*m5;\n"
" t.xyw += u2[0]*m2 + u2[1] + u2[2] + u2[3] + u1[1]*m6 + v[0]*m7;\n"
" vscolor = vec4(t);\n"
"}\n";
static const char fs_text[] =
"#version 150\n"
"\n"
"in vec4 vscolor;\n"
"out vec4 fscolor;\n"
"\n"
"void main()\n"
"{\n"
" fscolor = vscolor;\n"
"}\n";
#define MAX_VALUES 16
#define EXPECTED_ACTIVE_UNIFORMS 18
static struct {
char *name;
char *altName;
GLint expectedType;
GLenum expectedSize;
} uniforms[] = {
{ "v", "v[0]", GL_DOUBLE_VEC4, 3},
{"u1", "u1[0]", GL_DOUBLE_VEC2, 2},
{"u2", "u2[0]", GL_DOUBLE_VEC3, 4},
{"m1", NULL, GL_DOUBLE_MAT2, 1},
{"m2", NULL, GL_DOUBLE_MAT3, 1},
{"m3", "m3[0]", GL_DOUBLE_MAT4, 3},
{"m4", NULL, GL_DOUBLE_MAT2x3, 1},
{"m5", NULL, GL_DOUBLE_MAT2x4, 1},
{"m6", NULL, GL_DOUBLE_MAT3x2, 1},
{"m7", NULL, GL_DOUBLE_MAT3x4, 1},
{"m8", "m8[0]", GL_DOUBLE_MAT4x2, 2},
{"m9", NULL, GL_DOUBLE_MAT4x3, 1},
{NULL, NULL, GL_DOUBLE, 1}}; //default
enum uniform_enum {
d1 = 0, d2, sa, sd,
u1_0, u1_1, u2_0, u2_2,
v_0, v_1,
m1, m2, m3, m4, m5, m6, m7, m8_0, m9, _last
};
static struct {
char *location;
GLint size;
GLdouble values[MAX_VALUES];
} uniform_values[] = {
{ "d1", 1, { 5.0 }},
{ "d2", 1, {10.0}},
{ "s.a", 1, {15.0}},
{ "s.d", 1, {20.0}},
{ "u1[0]", 2, {12.0, 14.0}},
{ "u1[1]", 2, {5.0, 8.0}},
{ "u2[0]", 3, {1.0, 1.0, 2.0}},
{ "u2[2]", 3, {20.0, 20.0, 15.0}},
{ "v[0]", 4, {2.0, 3.0, 4.0, 5.0}},
{ "v[1]", 4, {1.0, 2.0, 3.0, 4.0}},
{ "m1", 4, {1.0, 2.0,
3.0, 4.0}},
{ "m2", 9, {1.0, 1.0, 1.0,
2.0, 2.0, 2.0,
3.0, 3.0, 3.0}},
{ "m3[1]", 16, {1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
1.5, 2.5, 3.5, 4.5,
5.5, 6.5, 7.5, 8.5}},
{ "m4", 6, {15.0, 16.0,
17.0, 18.0,
19.0, 20.0}},
{ "m5", 8, {10.0, 11.0,
12.0, 13.0,
14.0, 15.0,
15.0, 17.0}},
{ "m6", 6, {51.0, 52.0, 53.0,
54.0, 55.0, 56.0 }},
{ "m7", 12, {28.0, 29.0, 30.0,
31.0, 32.0, 33.0,
34.0, 35.0, 36.0,
37.0, 38.0, 39.0}},
{ "m8[0]", 8, {2.7, 3.7, 4.7, 5.7,
6.7, 8.7, 9.7, 1.7}},
{ "m9", 12, {11.1, 12.1, 13.1, 14.1,
15.1, 16.1, 17.1, 18.1,
19.1, 20.1, 21.1, 22.1}}};
enum piglit_result
piglit_display(void)
{
/* never called */
return PIGLIT_FAIL;
}
static bool
verify_uniform(GLuint prog, enum uniform_enum u)
{
GLint loc;
GLdouble val[MAX_VALUES];
bool match = true;
int i;
loc = glGetUniformLocation(prog, uniform_values[u].location);
glGetUniformdv(prog, loc, val);
for (i = 0; i < uniform_values[u].size; i++) {
match = match && (val[i] == uniform_values[u].values[i]);
}
if (!match) {
printf("%s: wrong value for %s (found ",
TestName, uniform_values[u].location);
for (i = 0; i < uniform_values[u].size; i++) {
printf("%g,", val[i]);
}
printf(" expected ");
for (i = 0; i < (uniform_values[u].size - 1); i++) {
printf("%g,", uniform_values[u].values[i]);
}
printf ("%g)\n",
uniform_values[u].values[uniform_values[u].size - 1]);
}
return match;
}
void
piglit_init(int argc, char **argv)
{
bool piglit_pass = true;
GLuint vs, fs, prog;
GLint numUniforms, i;
GLint loc;
enum uniform_enum u;
piglit_require_extension("GL_ARB_gpu_shader_fp64");
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);
prog = piglit_link_simple_program(vs, fs);
glUseProgram(prog);
glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &numUniforms);
if (numUniforms != EXPECTED_ACTIVE_UNIFORMS) {
printf("%s: incorrect number of uniforms"
" (found %d, expected %d)\n",
TestName, numUniforms, EXPECTED_ACTIVE_UNIFORMS);
piglit_pass = false;
}
/* check types, sizes */
for (i = 0; i < numUniforms; i++) {
GLchar name[100];
GLsizei len;
GLint size, j;
GLenum type;
GLint loc;
glGetActiveUniform(prog, i, sizeof(name),
&len, &size, &type, name);
loc = glGetUniformLocation(prog, name);
if (loc < 0) {
printf("%s: bad uniform location for %s: %d\n",
TestName, name, loc);
piglit_pass = false;
}
if (!piglit_automatic) {
printf("%d: %s loc=%d size=%d type=0x%x\n",
i, name, loc, size, type);
}
/* OpenGL ES 3.0 and OpenGL 4.2 require that the "[0]"
* be appended to the name. Earlier versions of the
* spec are ambiguous. Accept either name.
*/
j = 0;
while (uniforms[j].name != NULL) {
if (strcmp(name, uniforms[j].name) == 0) {
break;
}
if (uniforms[j].altName &&
strcmp(name, uniforms[j].altName) == 0) {
break;
}
j++;
}
if (type != uniforms[j].expectedType) {
printf("%s: wrong type for '%s'"
" (found 0x%x, expected 0x%x)\n",
TestName,
uniforms[j].name ? uniforms[j].name : name,
type, uniforms[j].expectedType);
piglit_pass = false;
}
if (size != uniforms[j].expectedSize) {
printf("%s: wrong size for '%s'"
" (found %d, expected %d)\n",
TestName,
uniforms[j].name ? uniforms[j].name : name,
size, uniforms[j].expectedSize);
piglit_pass = false;
}
}
/* Check setting/getting values */
loc = glGetUniformLocation(prog, uniform_values[d1].location);
glUniform1d(loc, uniform_values[d1].values[0]);
loc = glGetUniformLocation(prog, uniform_values[d2].location);
glUniform1d(loc, uniform_values[d2].values[0]);
loc = glGetUniformLocation(prog, uniform_values[sa].location);
glUniform1dv(loc, 1, uniform_values[sa].values);
loc = glGetUniformLocation(prog, uniform_values[sd].location);
glUniform1d(loc, uniform_values[sd].values[0]);
loc = glGetUniformLocation(prog, uniform_values[u1_0].location);
glUniform2dv(loc, 1, uniform_values[u1_0].values);
loc = glGetUniformLocation(prog, uniform_values[u2_0].location);
glUniform3dv(loc, 1, uniform_values[u2_0].values);
loc = glGetUniformLocation(prog, uniform_values[v_1].location);
glUniform4dv(loc, 1, uniform_values[v_1].values);
loc = glGetUniformLocation(prog, uniform_values[m1].location);
glUniformMatrix2dv(loc, 1, false, uniform_values[m1].values);
loc = glGetUniformLocation(prog, uniform_values[m2].location);
glUniformMatrix3dv(loc, 1, false, uniform_values[m2].values);
loc = glGetUniformLocation(prog, uniform_values[m3].location);
glUniformMatrix4dv(loc, 1, false, uniform_values[m3].values);
loc = glGetUniformLocation(prog, uniform_values[m4].location);
glUniformMatrix2x3dv(loc, 1, false, uniform_values[m4].values);
loc = glGetUniformLocation(prog, uniform_values[m5].location);
glUniformMatrix2x4dv(loc, 1, false, uniform_values[m5].values);
loc = glGetUniformLocation(prog, uniform_values[m6].location);
glUniformMatrix3x2dv(loc, 1, false, uniform_values[m6].values);
loc = glGetUniformLocation(prog, uniform_values[m7].location);
glUniformMatrix3x4dv(loc, 1, false, uniform_values[m7].values);
loc = glGetUniformLocation(prog, uniform_values[m8_0].location);
glUniformMatrix4x2dv(loc, 1, false, uniform_values[m8_0].values);
loc = glGetUniformLocation(prog, uniform_values[m9].location);
glUniformMatrix4x3dv(loc, 1, false, uniform_values[m9].values);
loc = glGetUniformLocation(prog, uniform_values[u1_1].location);
glUniform2d(loc,
uniform_values[u1_1].values[0],
uniform_values[u1_1].values[1]);
loc = glGetUniformLocation(prog, uniform_values[u2_2].location);
glUniform3d(loc,
uniform_values[u2_2].values[0],
uniform_values[u2_2].values[1],
uniform_values[u2_2].values[2]);
loc = glGetUniformLocation(prog, uniform_values[v_0].location);
glUniform4d(loc,
uniform_values[v_0].values[0],
uniform_values[v_0].values[1],
uniform_values[v_0].values[2],
uniform_values[v_0].values[3]);
for (u = 0; u < _last; u++) {
piglit_pass = piglit_pass && verify_uniform(prog, u);
}
piglit_report_result(piglit_pass ? PIGLIT_PASS : PIGLIT_FAIL);
}
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