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/*
* Copyright (c) 2014 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.
*/
/** @file bufferstorage.c
*
* Test rendering with UBOs. We draw four squares with different
* positions, sizes, rotations and colors where those parameters come
* from UBOs. Same as rendering.c, except that the UBOs are
* persistently mapped.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 20;
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 const char vert_shader_text[] =
"#extension GL_ARB_uniform_buffer_object : require\n"
"\n"
"layout(std140) uniform;\n"
"uniform ub_pos_size { vec2 pos; float size; };\n"
"uniform ub_rot {float rotation; };\n"
"\n"
"void main()\n"
"{\n"
" mat2 m;\n"
" m[0][0] = m[1][1] = cos(rotation); \n"
" m[0][1] = sin(rotation); \n"
" m[1][0] = -m[0][1]; \n"
" gl_Position.xy = m * gl_Vertex.xy * vec2(size) + pos;\n"
" gl_Position.zw = vec2(0, 1);\n"
"}\n";
static const char frag_shader_text[] =
"#extension GL_ARB_uniform_buffer_object : require\n"
"\n"
"layout(std140) uniform;\n"
"uniform ub_color { vec4 color; float color_scale; };\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = color * color_scale;\n"
"}\n";
#define NUM_SQUARES 4
#define NUM_UBOS 3
/* Square positions and sizes */
static const float pos_size[NUM_SQUARES][3] = {
{ -0.5, -0.5, 0.1 },
{ 0.5, -0.5, 0.2 },
{ -0.5, 0.5, 0.3 },
{ 0.5, 0.5, 0.4 }
};
/* Square color and color_scales */
static const float color[NUM_SQUARES][8] = {
{ 2.0, 0.0, 0.0, 1.0, 0.50, 0.0, 0.0, 0.0 },
{ 0.0, 4.0, 0.0, 1.0, 0.25, 0.0, 0.0, 0.0 },
{ 0.0, 0.0, 5.0, 1.0, 0.20, 0.0, 0.0, 0.0 },
{ 0.2, 0.2, 0.2, 0.2, 5.00, 0.0, 0.0, 0.0 }
};
/* Square rotations */
static const float rotation[NUM_SQUARES] = {
0.0,
0.1,
0.2,
0.3
};
static GLuint prog;
static GLuint buffers[NUM_UBOS];
static void *ubos[NUM_UBOS];
static void
setup_ubos(void)
{
static const char *names[NUM_UBOS] = {
"ub_pos_size",
"ub_color",
"ub_rot"
};
int i;
glGenBuffers(NUM_UBOS, buffers);
for (i = 0; i < NUM_UBOS; i++) {
GLint index, size;
/* query UBO index */
index = glGetUniformBlockIndex(prog, names[i]);
/* query UBO size */
glGetActiveUniformBlockiv(prog, index,
GL_UNIFORM_BLOCK_DATA_SIZE, &size);
printf("UBO %s: index = %d, size = %d\n",
names[i], index, size);
/* Allocate UBO */
glBindBuffer(GL_UNIFORM_BUFFER, buffers[i]);
glBufferStorage(GL_UNIFORM_BUFFER, size, NULL,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT |
GL_MAP_COHERENT_BIT |
GL_DYNAMIC_STORAGE_BIT);
piglit_check_gl_error(GL_NO_ERROR);
ubos[i] = glMapBufferRange(GL_UNIFORM_BUFFER, 0, size,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT |
GL_MAP_COHERENT_BIT);
piglit_check_gl_error(GL_NO_ERROR);
if (!ubos[i])
piglit_report_result(PIGLIT_FAIL);
/* Attach UBO */
glBindBufferBase(GL_UNIFORM_BUFFER, i, buffers[i]);
glUniformBlockBinding(prog, index, i);
if (!piglit_check_gl_error(GL_NO_ERROR))
piglit_report_result(PIGLIT_FAIL);
}
}
void
piglit_init(int argc, char **argv)
{
piglit_require_extension("GL_ARB_uniform_buffer_object");
piglit_require_extension("GL_ARB_buffer_storage");
piglit_require_extension("GL_ARB_map_buffer_range");
prog = piglit_build_simple_program(vert_shader_text, frag_shader_text);
assert(prog);
glUseProgram(prog);
setup_ubos();
glClearColor(0.2, 0.2, 0.2, 0.2);
}
static bool
probe(int x, int y, int color_index)
{
float expected[4];
/* mul color by color_scale */
expected[0] = color[color_index][0] * color[color_index][4];
expected[1] = color[color_index][1] * color[color_index][4];
expected[2] = color[color_index][2] * color[color_index][4];
expected[3] = color[color_index][3] * color[color_index][4];
return piglit_probe_pixel_rgba(x, y, expected);
}
enum piglit_result
piglit_display(void)
{
GLsync fence;
bool pass = true;
int x0 = piglit_width / 4;
int x1 = piglit_width * 3 / 4;
int y0 = piglit_height / 4;
int y1 = piglit_height * 3 / 4;
int i;
glViewport(0, 0, piglit_width, piglit_height);
glClear(GL_COLOR_BUFFER_BIT);
for (i = 0; i < NUM_SQUARES; i++) {
/* Wait for any previous rendering to finish before
* updating the UBOs
*/
fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glClientWaitSync(fence, GL_SYNC_FLUSH_COMMANDS_BIT,
GL_TIMEOUT_IGNORED);
/* Load UBO data */
memcpy(ubos[0], pos_size[i], sizeof(pos_size[0]));
memcpy(ubos[1], color[i], sizeof(color[0]));
memcpy(ubos[2], &rotation[i], sizeof(rotation[0]));
piglit_draw_rect(-1, -1, 2, 2);
}
pass = probe(x0, y0, 0) && pass;
pass = probe(x1, y0, 1) && pass;
pass = probe(x0, y1, 2) && pass;
pass = probe(x1, y1, 3) && pass;
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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