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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 dlist.c
* Verify the commands that are / are not compiled into display lists
*
* The GL_ARB_separate_shader_objects spec says:
*
* "Add CreateShaderProgram, GenProgramPipelines, DeleteProgramPipelines,
* and BindProgramPipelines to the "Program and shader objects" list of
* commands that cannot be compiled into a display list but are instead
* executed immediately."
*
* The issues section further says:
*
* "9. Is glUseProgramStages allowed to be compiled within a
* display list?
*
* RESOLVED: Yes, just like glUseProgram is allowed within a
* display list.
*
* ...
*
* 11. Can glCreateShaderProgram be compiled into a display list?
*
* RESOLVED: No.
*
* glCreateShaderProgram is equivalent to a sequence of commands
* that are themselves not allowed to be compiled into a display
* list."
*/
#include "piglit-util-gl.h"
#include "sso-common.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 = 10;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
PIGLIT_GL_TEST_CONFIG_END
static bool GenProgramPipelines(void);
static bool DeleteProgramPipelines(void);
static bool BindProgramPipelines(void);
static bool CreateShaderProgramv(void);
static bool ProgramUniformf(void);
static bool ProgramUniformd(void);
static bool ProgramUniformi(void);
static bool ProgramUniformui(void);
static bool ProgramUniformMatrixf(void);
static bool ProgramUniformMatrixd(void);
static bool UseProgramStages(void);
void
piglit_init(int argc, char **argv)
{
unsigned glsl_version;
bool pass = true;
piglit_require_vertex_shader();
piglit_require_fragment_shader();
piglit_require_extension("GL_ARB_separate_shader_objects");
glsl_version = pick_a_glsl_version();
pass = GenProgramPipelines() && pass;
pass = DeleteProgramPipelines() && pass;
pass = BindProgramPipelines() && pass;
pass = CreateShaderProgramv() && pass;
pass = UseProgramStages() && pass;
pass = ProgramUniformf() && pass;
pass = ProgramUniformi() && pass;
if (glsl_version >= 130)
pass = ProgramUniformui() && pass;
if (glsl_version >= 120)
pass = ProgramUniformMatrixf() && pass;
if (glsl_version >= 130
&& piglit_is_extension_supported("GL_ARB_gpu_shader_fp64")) {
pass = ProgramUniformd() && pass;
pass = ProgramUniformMatrixd() && pass;
}
piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
}
bool
GenProgramPipelines(void)
{
bool pass = true;
GLuint list;
GLuint pipe;
printf("Testing gl%s\n", __func__);
list = glGenLists(1);
glNewList(list, GL_COMPILE);
pipe = 0;
glGenProgramPipelines(1, &pipe);
glEndList();
if (pipe == 0) {
printf(" gl%s did not execute immediately.\n", __func__);
pass = false;
}
glDeleteProgramPipelines(1, &pipe);
pipe = 0;
glCallList(list);
if (pipe != 0) {
glDeleteProgramPipelines(1, &pipe);
printf(" gl%s was compiled in display list.\n", __func__);
pass = false;
}
glDeleteLists(list, 1);
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
return pass;
}
bool
DeleteProgramPipelines(void)
{
bool pass = true;
GLuint list;
GLuint pipe;
printf("Testing gl%s\n", __func__);
/* Must generate the program pipeline after generating the name so
* that it will be "live." Otherwise, glIsProgramPipeline will return
* false even if the name hasn't been deleted.
*/
glGenProgramPipelines(1, &pipe);
glBindProgramPipeline(pipe);
glBindProgramPipeline(0);
if (!glIsProgramPipeline(pipe)) {
printf(" Program pipeline is not \"live.\"\n");
pass = false;
}
list = glGenLists(1);
glNewList(list, GL_COMPILE);
glDeleteProgramPipelines(1, &pipe);
glEndList();
if (glIsProgramPipeline(pipe)) {
printf(" gl%s did not execute immediately.\n", __func__);
pass = false;
}
/* There is no way to determine whether glDeleteProgramPipelines is
* compiled into the display list. The object is already deleted, so
* we can't use glIsProgramPipeline. Deleting an already deleted
* object doesn't generate an error.
*/
glDeleteLists(list, 1);
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
return pass;
}
bool
BindProgramPipelines(void)
{
bool pass = true;
GLuint list;
GLuint pipe;
GLuint binding;
printf("Testing gl%s\n", __func__);
glGenProgramPipelines(1, &pipe);
list = glGenLists(1);
glNewList(list, GL_COMPILE);
glBindProgramPipeline(pipe);
glEndList();
glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, (GLint *) &binding);
if (binding != pipe) {
printf(" gl%s did not execute immediately.\n", __func__);
pass = false;
}
glBindProgramPipeline(0);
glCallList(list);
glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, (GLint *) &binding);
if (binding != 0) {
glBindProgramPipeline(0);
printf(" gl%s was compiled in display list.\n", __func__);
pass = false;
}
glDeleteProgramPipelines(1, &pipe);
glDeleteLists(list, 1);
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
return pass;
}
bool
CreateShaderProgramv(void)
{
static const char *source =
"void main() { gl_Position = vec4(0); }";
bool pass = true;
GLuint list;
GLuint prog;
printf("Testing gl%s\n", __func__);
list = glGenLists(1);
glNewList(list, GL_COMPILE);
prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &source);
glEndList();
if (prog == 0) {
printf(" gl%s did not execute immediately.\n", __func__);
pass = false;
}
/* Since glCreateShaderProgramv returns a value, it is not clear how
* to test whether or not it was compiled into the display list.
*/
glDeleteProgram(prog);
glDeleteLists(list, 1);
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
return pass;
}
bool
UseProgramStages(void)
{
static const char *vs_source =
"void main() { gl_Position = gl_Vertex; }";
static const char *red_fs_source =
"void main() { gl_FragColor = vec4(1, 0, 0, 1); }";
static const char *green_fs_source =
"void main() { gl_FragColor = vec4(0, 1, 0, 1); }";
bool pass = true;
GLuint list;
GLuint pipe;
GLuint vert_prog;
GLuint red_frag_prog;
GLuint green_frag_prog;
GLuint prog;
printf("Testing gl%s\n", __func__);
vert_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vs_source);
red_frag_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
&red_fs_source);
green_frag_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
&green_fs_source);
glGenProgramPipelines(1, &pipe);
glBindProgramPipeline(pipe);
glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vert_prog);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, red_frag_prog);
list = glGenLists(1);
glNewList(list, GL_COMPILE);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, green_frag_prog);
glEndList();
glGetProgramPipelineiv(pipe, GL_FRAGMENT_SHADER, (GLint *) &prog);
if (prog != red_frag_prog) {
printf(" gl%s executed immediately.\n", __func__);
pass = false;
}
/* Restore the red program (just in case the green program was
* incorrectly bound during display list compilation.
*/
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, red_frag_prog);
/* Call the list to use the green program, and query the result.
*/
glCallList(list);
glGetProgramPipelineiv(pipe, GL_FRAGMENT_SHADER, (GLint *) &prog);
if (prog != green_frag_prog) {
printf(" gl%s was not compiled into the display list.\n",
__func__);
pass = false;
}
glBindProgramPipeline(0);
glDeleteProgram(vert_prog);
glDeleteProgram(red_frag_prog);
glDeleteProgram(green_frag_prog);
glDeleteProgramPipelines(1, &pipe);
glDeleteLists(list, 1);
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
return pass;
}
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: \
glProgramUniform1 ## suffix \
(prog, loc, \
outbuf[0]); \
break; \
case 2: \
glProgramUniform2 ## suffix \
(prog, loc, \
outbuf[0], \
outbuf[1]); \
break; \
case 3: \
glProgramUniform3 ## suffix \
(prog, loc, \
outbuf[0], \
outbuf[1], \
outbuf[2]); \
break; \
case 4: \
glProgramUniform4 ## suffix \
(prog, 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: \
glProgramUniform ## n ## suffix ## v \
(prog, 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 glProgramUniformMatrix2x2fv glProgramUniformMatrix2fv
#define glProgramUniformMatrix3x3fv glProgramUniformMatrix3fv
#define glProgramUniformMatrix4x4fv glProgramUniformMatrix4fv
#define glProgramUniformMatrix2x2dv glProgramUniformMatrix2dv
#define glProgramUniformMatrix3x3dv glProgramUniformMatrix3dv
#define glProgramUniformMatrix4x4dv glProgramUniformMatrix4dv
#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: \
glProgramUniformMatrix ## r ## x ## c ## suffix ## v \
(prog, 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 glProgramUniform4f), set using vectors (e.g., using
* \c glProgramUniform4fv), 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_FLOAT:
NONMATRIX_UNIFORM(float, 1, f);
break;
case GL_FLOAT_VEC2:
NONMATRIX_UNIFORM(float, 2, f);
break;
case GL_FLOAT_VEC3:
NONMATRIX_UNIFORM(float, 3, f);
break;
case GL_FLOAT_VEC4:
NONMATRIX_UNIFORM(float, 4, f);
break;
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_INT:
NONMATRIX_UNIFORM(int, 1, i);
break;
case GL_INT_VEC2:
NONMATRIX_UNIFORM(int, 2, i);
break;
case GL_INT_VEC3:
NONMATRIX_UNIFORM(int, 3, i);
break;
case GL_INT_VEC4:
NONMATRIX_UNIFORM(int, 4, i);
break;
case GL_UNSIGNED_INT:
NONMATRIX_UNIFORM(unsigned, 1, ui);
break;
case GL_UNSIGNED_INT_VEC2:
NONMATRIX_UNIFORM(unsigned, 2, ui);
break;
case GL_UNSIGNED_INT_VEC3:
NONMATRIX_UNIFORM(unsigned, 3, ui);
break;
case GL_UNSIGNED_INT_VEC4:
NONMATRIX_UNIFORM(unsigned, 4, ui);
break;
case GL_FLOAT_MAT2:
MATRIX_UNIFORM(float, 2, 2, f);
break;
case GL_FLOAT_MAT2x3:
MATRIX_UNIFORM(float, 2, 3, f);
break;
case GL_FLOAT_MAT2x4:
MATRIX_UNIFORM(float, 2, 4, f);
break;
case GL_FLOAT_MAT3x2:
MATRIX_UNIFORM(float, 3, 2, f);
break;
case GL_FLOAT_MAT3:
MATRIX_UNIFORM(float, 3, 3, f);
break;
case GL_FLOAT_MAT3x4:
MATRIX_UNIFORM(float, 3, 4, f);
break;
case GL_FLOAT_MAT4x2:
MATRIX_UNIFORM(float, 4, 2, f);
break;
case GL_FLOAT_MAT4x3:
MATRIX_UNIFORM(float, 4, 3, f);
break;
case GL_FLOAT_MAT4:
MATRIX_UNIFORM(float, 4, 4, f);
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
}
};
GLuint prog;
GLuint list;
unsigned i;
bool pass = true;
printf("Testing gl%s\n", func);
prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &source);
list = glGenLists(1);
for (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
ProgramUniformf(void)
{
const char *source =
"uniform float s;\n"
"uniform vec2 v2;\n"
"uniform vec3 v3;\n"
"uniform vec4 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
ProgramUniformd(void)
{
const char *source =
"#version 130\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
ProgramUniformi(void)
{
const char *source =
"uniform int s;\n"
"uniform ivec2 v2;\n"
"uniform ivec3 v3;\n"
"uniform ivec4 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
ProgramUniformui(void)
{
const char *source =
"#version 130\n"
"uniform uint s;\n"
"uniform uvec2 v2;\n"
"uniform uvec3 v3;\n"
"uniform uvec4 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
ProgramUniformMatrixf(void)
{
const char *source =
"#version 120\n"
"uniform mat2x2 m22;\n"
"uniform mat2x3 m23;\n"
"uniform mat2x4 m24;\n"
"uniform mat3x2 m32;\n"
"uniform mat3x3 m33;\n"
"uniform mat3x4 m34;\n"
"uniform mat4x2 m42;\n"
"uniform mat4x3 m43;\n"
"uniform mat4x4 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);
}
bool
ProgramUniformMatrixd(void)
{
const char *source =
"#version 130\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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