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/*
* Copyright © 2013 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 common.c
*
* Common utility functions for the ARB_shader_atomic_counters tests.
*/
#include "common.h"
bool
atomic_counters_probe_buffer(unsigned base, unsigned count,
const uint32_t *expected)
{
uint32_t *p = glMapBufferRange(
GL_ATOMIC_COUNTER_BUFFER, base * sizeof(uint32_t),
count * sizeof(uint32_t), GL_MAP_READ_BIT);
bool pass = true;
unsigned i;
if (!p) {
printf("Couldn't map atomic counter buffer for read-back.\n");
return false;
}
for (i = 0; i < count; ++i) {
uint32_t found = p[i];
if (found != expected[i]) {
printf("Probe value at (%i)\n", i);
printf(" Expected: 0x%08x\n", expected[i]);
printf(" Observed: 0x%08x\n", found);
pass = false;
break;
}
}
glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
return pass;
}
bool
atomic_counters_compile(GLuint prog, GLuint stage, const char *src)
{
GLuint shader = glCreateShader(stage);
int status, log_size;
char *log;
glShaderSource(shader, 1, (const GLchar **)&src, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status) {
glAttachShader(prog, shader);
} else {
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_size);
log = malloc(log_size);
glGetShaderInfoLog(shader, log_size, NULL, log);
printf("Failed to compile shader: %s\n", log);
printf("source:\n%s", src);
free(log);
}
glDeleteShader(shader);
return status;
}
bool
atomic_counters_link(GLuint prog)
{
int status;
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (!status) {
glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, &status);
}
return status;
}
bool
atomic_counters_draw_point(GLuint prog, unsigned buf_size,
const uint32_t *buf)
{
GLuint vao;
/* Initialize the atomic counter buffer. */
glBufferData(GL_ATOMIC_COUNTER_BUFFER,
buf_size * sizeof(uint32_t),
buf, GL_STATIC_DRAW);
/* Link and set the current shader program. */
atomic_counters_link(prog);
glUseProgram(prog);
/* Draw. */
glClearColor(0.5, 0.5, 0.5, 0.5);
glClear(GL_COLOR_BUFFER_BIT);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glVertexAttrib4f(0, 0, 0, 0, 1);
glDrawArrays(GL_POINTS, 0, 1);
glDeleteVertexArrays(1, &vao);
return piglit_check_gl_error(GL_NO_ERROR);
}
bool
atomic_counters_draw_rect(GLuint prog, unsigned buf_size, const uint32_t *buf)
{
/* Initialize the atomic counter buffer. */
glBufferData(GL_ATOMIC_COUNTER_BUFFER,
buf_size * sizeof(uint32_t),
buf, GL_STATIC_DRAW);
/* Set current shader program. */
glLinkProgram(prog);
glUseProgram(prog);
/* Draw. */
glClearColor(0.5, 0.5, 0.5, 0.5);
glClear(GL_COLOR_BUFFER_BIT);
piglit_draw_rect(-1, -1, 2, 2);
return piglit_check_gl_error(GL_NO_ERROR);
}
bool
atomic_counters_draw_patch(GLuint prog, unsigned buf_size,
const uint32_t *buf)
{
const GLfloat verts[3][4] = { { 0.0, 0.0, 0.0, 1.0 },
{ 1.0, 0.0, 0.0, 1.0 },
{ 0.0, 1.0, 0.0, 1.0 } };
GLuint vao, vbo;
/* Initialize the atomic counter buffer. */
glBufferData(GL_ATOMIC_COUNTER_BUFFER,
buf_size * sizeof(uint32_t),
buf, GL_STATIC_DRAW);
/* Set current shader program. */
glLinkProgram(prog);
glUseProgram(prog);
/* Initialize a vertex array object and a vertex buffer object. */
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
/* Set up the current vertex attributes. */
glVertexAttribPointer(PIGLIT_ATTRIB_POS, 4, GL_FLOAT,
GL_FALSE, 0, 0);
glEnableVertexAttribArray(PIGLIT_ATTRIB_POS);
/* Draw. */
glClearColor(0.5, 0.5, 0.5, 0.5);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_PATCHES, 0, 3);
/* Clean up. */
glDisableVertexAttribArray(PIGLIT_ATTRIB_POS);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
return piglit_check_gl_error(GL_NO_ERROR);
}
bool
atomic_counters_supported(GLenum shader_stage)
{
int n = 0;
switch (shader_stage) {
case GL_NONE:
case GL_FRAGMENT_SHADER:
return true;
case GL_VERTEX_SHADER:
glGetIntegerv(GL_MAX_VERTEX_ATOMIC_COUNTERS, &n);
return n;
case GL_GEOMETRY_SHADER:
if (piglit_get_gl_version() >= 32)
glGetIntegerv(GL_MAX_GEOMETRY_ATOMIC_COUNTERS, &n);
return n;
case GL_TESS_CONTROL_SHADER:
if (piglit_is_extension_supported("GL_ARB_tessellation_shader"))
glGetIntegerv(GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS, &n);
return n;
case GL_TESS_EVALUATION_SHADER:
if (piglit_is_extension_supported("GL_ARB_tessellation_shader"))
glGetIntegerv(GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS,
&n);
return n;
default:
assert(!"Unreachable");
abort();
}
}
struct atomic_counters_limits
atomic_counters_get_limits()
{
struct atomic_counters_limits ls = { 0 };
piglit_require_extension("GL_ARB_shader_atomic_counters");
glGetIntegerv(GL_MAX_FRAGMENT_ATOMIC_COUNTERS,
&ls.fragment_counters);
glGetIntegerv(GL_MAX_VERTEX_ATOMIC_COUNTERS,
&ls.vertex_counters);
glGetIntegerv(GL_MAX_COMBINED_ATOMIC_COUNTERS,
&ls.combined_counters);
glGetIntegerv(GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS,
&ls.fragment_buffers);
glGetIntegerv(GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS,
&ls.vertex_buffers);
glGetIntegerv(GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS,
&ls.combined_buffers);
glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS,
&ls.bindings);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS,
&ls.uniform_components);
return ls;
}
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