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/*
* 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.
*/
/** @file vs-non-uniform-control-flow-ubo.c
*
* This test checks that uniform block reads works correctly when they are
* under non-uniform control flow.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.window_width = 62;
config.window_height = 62;
config.supports_gl_compat_version = 32;
config.supports_gl_core_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
#define UBO_SIZE 12
static const char vs_source[] =
"#version 330\n"
"#extension GL_ARB_gpu_shader_fp64 : require\n"
"#extension GL_ARB_shading_language_420pack : require\n"
"\n"
"out vec4 color;\n"
"\n"
"layout(binding=2) uniform ubo {\n"
" dvec2 color2[];\n"
"};\n"
"\n"
"layout(location = 0) in vec3 inVertexPosition;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(inVertexPosition, 1);\n"
" dvec2 rg;\n"
" if (inVertexPosition.x < 0 && inVertexPosition.y < 0)\n"
" rg = color2[0];\n"
" else\n"
" rg = color2[1];\n"
" color = vec4(rg, 0, 1);\n"
"}\n";
static const char fs_source[] =
"#version 130\n"
"\n"
"in vec4 color;\n"
"out vec4 frag_color;\n"
"\n"
"void main() {\n"
" frag_color = color;\n"
"}\n";
static GLuint prog, vertexArrayID;
static GLuint fb, rb;
void
piglit_init(int argc, char **argv)
{
GLuint vertexBuffer, buffer;
// Vertex data
static const GLfloat vertexData[4 * 3] = {
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
};
static double ubo_values[UBO_SIZE] = {0, 1, 1, 0,
0, 0, 0, 0,
0, 0, 0, 0};
piglit_require_extension("GL_ARB_gpu_shader_fp64");
piglit_require_GLSL_version(330);
prog = piglit_build_simple_program(vs_source, fs_source);
glUseProgram(prog);
glClearColor(0, 0, 0, 1);
glPointSize(10.0);
glGenRenderbuffers(1, &rb);
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA,
piglit_width, piglit_height);
glGenFramebuffers(1, &fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, rb);
// Record vertex data and attributes in a VAO
glGenVertexArrays(1, &vertexArrayID);
glBindVertexArray(vertexArrayID);
// Upload vertex position data to a VBO
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData),
vertexData, GL_STATIC_DRAW);
// Bind vertex position VBO to vertex shader attribute index 0
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, // attribute index
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // buffer offset
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Unbind VAO
glBindVertexArray(0);
// Disable attribute arrays
glDisableVertexAttribArray(0);
glGenBuffers(1, &buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, 2, buffer);
glBufferData(GL_UNIFORM_BUFFER, UBO_SIZE*sizeof(GLdouble),
&ubo_values[0], GL_DYNAMIC_DRAW);
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
}
enum piglit_result piglit_display(void)
{
bool pass = true;
float red[4] = {1.0, 0.0, 0.0, 1.0};
float green[4] = {0.0, 1.0, 0.0, 1.0};
glUseProgram(prog);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
glViewport(0, 0, piglit_width, piglit_height);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(vertexArrayID);
glDrawArrays(GL_POINTS, 0, 4);
glBindVertexArray(0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
/* Verify */
pass = piglit_probe_pixel_rgba(0, 0, green) && pass;
pass = piglit_probe_pixel_rgba(0, piglit_height - 1, red) && pass;
pass = piglit_probe_pixel_rgba(piglit_width - 1,
piglit_height - 1, red) && pass;
pass = piglit_probe_pixel_rgba(piglit_width - 1, 0, red) && pass;
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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