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[require]
GLSL >= 1.30
GL_ARB_uniform_buffer_object
[vertex shader]
#extension GL_ARB_uniform_buffer_object : require
struct f_struct {
int d;
bvec2 e;
};
struct o_struct {
uvec3 j;
vec2 k;
float l[2];
vec2 m;
mat3 n[2];
};
layout(std140) uniform Example {
// Base types below consume 4 basic machine units
//
// base base align
// rule align off. off. bytes used
// ---- ------ ---- ---- -----------------------
float a; // 1 4 0 0 0..3
vec2 b; // 2 8 4 8 8..15
vec3 c; // 3 16 16 16 16..27
f_struct // 9 16 28 32 (align begin)
// int d; // 1 4 32 32 32..35
// bvec2 e; // 2 8 36 40 40..47
f; // 9 16 48 48 (pad end)
float g; // 1 4 48 48 48..51
float h[2]; // 4 16 52 64 64..67 (h[0])
// 80 80..83 (h[1])
// 4 16 84 96 (pad end of h)
mat2x3 i; // 5/4 16 96 96 96..107 (i, column 0)
// 112 112..123 (i, column 1)
// 5/4 16 124 128 (pad end of i)
o_struct // 10 16 128 128 (align begin)
// uvec3 j; // 3 16 128 128 128..139 (o[0].j)
// vec2 k; // 2 8 140 144 144..151 (o[0].k)
// float l[2]; // 4 16 152 160 160..163 (o[0].l[0])
// 176 176..179 (o[0].l[1])
// 4 16 180 192 (pad end of o[0].l)
// vec2 m; // 2 8 192 192 192..199 (o[0].m)
// mat3 n[2]; // 6/4 16 200 208 208..219 (o[0].n[0], column 0)
// 224 224..235 (o[0].n[0], column 1)
// 240 240..251 (o[0].n[0], column 2)
// 256 256..267 (o[0].n[1], column 0)
// 272 272..283 (o[0].n[1], column 1)
// 288 288..299 (o[0].n[1], column 2)
// 6/4 16 300 304 (pad end of o[0].n)
// 9 16 304 304 (pad end of o[0])
// 3 16 304 304 304..315 (o[1].j)
// 2 8 316 320 320..327 (o[1].k)
// 4 16 328 336 336..347 (o[1].l[0])
// 352 352..355 (o[1].l[1])
// 4 16 356 368 (pad end of o[1].l)
// 2 8 368 368 368..375 (o[1].m)
// 6/4 16 376 384 384..395 (o[1].n[0], column 0)
// 400 400..411 (o[1].n[0], column 1)
// 416 416..427 (o[1].n[0], column 2)
// 432 432..443 (o[1].n[1], column 0)
// 448 448..459 (o[1].n[1], column 1)
// 464 464..475 (o[1].n[1], column 2)
// 6/4 16 476 480 (pad end of o[1].n)
// 9 16 480 480 (pad end of o[1])
o[2];
};
void main()
{
/* std140 (or shared) layout prevents any fields or blocks from being
* eliminted. Section 2.11.6 of the OpenGL ES 3.0 spec makes this
* explicit, but desktop GL specs only say it implicitly. Either way,
* there is no need to reference any field of the std140 block.
*/
gl_Position = vec4(0);
}
[fragment shader]
out vec4 piglit_fragcolor;
void main()
{
piglit_fragcolor = vec4(0);
}
[test]
link success
active uniform a GL_UNIFORM_TYPE GL_FLOAT
active uniform a GL_UNIFORM_SIZE 1
active uniform a GL_UNIFORM_OFFSET 0
active uniform a GL_UNIFORM_ARRAY_STRIDE 0
active uniform a GL_UNIFORM_MATRIX_STRIDE 0
active uniform a GL_UNIFORM_IS_ROW_MAJOR 0
active uniform b GL_UNIFORM_TYPE GL_FLOAT_VEC2
active uniform b GL_UNIFORM_SIZE 1
active uniform b GL_UNIFORM_OFFSET 8
active uniform b GL_UNIFORM_ARRAY_STRIDE 0
active uniform b GL_UNIFORM_MATRIX_STRIDE 0
active uniform b GL_UNIFORM_IS_ROW_MAJOR 0
active uniform c GL_UNIFORM_TYPE GL_FLOAT_VEC3
active uniform c GL_UNIFORM_SIZE 1
active uniform c GL_UNIFORM_OFFSET 16
active uniform c GL_UNIFORM_ARRAY_STRIDE 0
active uniform c GL_UNIFORM_MATRIX_STRIDE 0
active uniform c GL_UNIFORM_IS_ROW_MAJOR 0
active uniform f.d GL_UNIFORM_TYPE GL_INT
active uniform f.d GL_UNIFORM_SIZE 1
active uniform f.d GL_UNIFORM_OFFSET 32
active uniform f.d GL_UNIFORM_ARRAY_STRIDE 0
active uniform f.d GL_UNIFORM_MATRIX_STRIDE 0
active uniform f.d GL_UNIFORM_IS_ROW_MAJOR 0
active uniform f.e GL_UNIFORM_TYPE GL_BOOL_VEC2
active uniform f.e GL_UNIFORM_SIZE 1
active uniform f.e GL_UNIFORM_OFFSET 40
active uniform f.e GL_UNIFORM_ARRAY_STRIDE 0
active uniform f.e GL_UNIFORM_MATRIX_STRIDE 0
active uniform f.e GL_UNIFORM_IS_ROW_MAJOR 0
active uniform g GL_UNIFORM_TYPE GL_FLOAT
active uniform g GL_UNIFORM_SIZE 1
active uniform g GL_UNIFORM_OFFSET 48
active uniform g GL_UNIFORM_ARRAY_STRIDE 0
active uniform g GL_UNIFORM_MATRIX_STRIDE 0
active uniform g GL_UNIFORM_IS_ROW_MAJOR 0
active uniform h[0] GL_UNIFORM_TYPE GL_FLOAT
active uniform h[0] GL_UNIFORM_SIZE 2
active uniform h[0] GL_UNIFORM_OFFSET 64
active uniform h[0] GL_UNIFORM_ARRAY_STRIDE 16
active uniform h[0] GL_UNIFORM_MATRIX_STRIDE 0
active uniform h[0] GL_UNIFORM_IS_ROW_MAJOR 0
active uniform i GL_UNIFORM_TYPE GL_FLOAT_MAT2x3
active uniform i GL_UNIFORM_SIZE 1
active uniform i GL_UNIFORM_OFFSET 96
active uniform i GL_UNIFORM_ARRAY_STRIDE 0
active uniform i GL_UNIFORM_MATRIX_STRIDE 16
active uniform i GL_UNIFORM_IS_ROW_MAJOR 0
active uniform o[0].j GL_UNIFORM_TYPE GL_UNSIGNED_INT_VEC3
active uniform o[0].j GL_UNIFORM_SIZE 1
active uniform o[0].j GL_UNIFORM_OFFSET 128
active uniform o[0].j GL_UNIFORM_ARRAY_STRIDE 0
active uniform o[0].j GL_UNIFORM_MATRIX_STRIDE 0
active uniform o[0].j GL_UNIFORM_IS_ROW_MAJOR 0
active uniform o[0].k GL_UNIFORM_TYPE GL_FLOAT_VEC2
active uniform o[0].k GL_UNIFORM_SIZE 1
active uniform o[0].k GL_UNIFORM_OFFSET 144
active uniform o[0].k GL_UNIFORM_ARRAY_STRIDE 0
active uniform o[0].k GL_UNIFORM_MATRIX_STRIDE 0
active uniform o[0].k GL_UNIFORM_IS_ROW_MAJOR 0
active uniform o[0].l[0] GL_UNIFORM_TYPE GL_FLOAT
active uniform o[0].l[0] GL_UNIFORM_SIZE 2
active uniform o[0].l[0] GL_UNIFORM_OFFSET 160
active uniform o[0].l[0] GL_UNIFORM_ARRAY_STRIDE 16
active uniform o[0].l[0] GL_UNIFORM_MATRIX_STRIDE 0
active uniform o[0].l[0] GL_UNIFORM_IS_ROW_MAJOR 0
active uniform o[0].m GL_UNIFORM_TYPE GL_FLOAT_VEC2
active uniform o[0].m GL_UNIFORM_SIZE 1
active uniform o[0].m GL_UNIFORM_OFFSET 192
active uniform o[0].m GL_UNIFORM_ARRAY_STRIDE 0
active uniform o[0].m GL_UNIFORM_MATRIX_STRIDE 0
active uniform o[0].m GL_UNIFORM_IS_ROW_MAJOR 0
active uniform o[0].n[0] GL_UNIFORM_TYPE GL_FLOAT_MAT3
active uniform o[0].n[0] GL_UNIFORM_SIZE 2
active uniform o[0].n[0] GL_UNIFORM_OFFSET 208
active uniform o[0].n[0] GL_UNIFORM_ARRAY_STRIDE 48
active uniform o[0].n[0] GL_UNIFORM_MATRIX_STRIDE 16
active uniform o[0].n[0] GL_UNIFORM_IS_ROW_MAJOR 0
active uniform o[1].j GL_UNIFORM_TYPE GL_UNSIGNED_INT_VEC3
active uniform o[1].j GL_UNIFORM_SIZE 1
active uniform o[1].j GL_UNIFORM_OFFSET 304
active uniform o[1].j GL_UNIFORM_ARRAY_STRIDE 0
active uniform o[1].j GL_UNIFORM_MATRIX_STRIDE 0
active uniform o[1].j GL_UNIFORM_IS_ROW_MAJOR 0
active uniform o[1].k GL_UNIFORM_TYPE GL_FLOAT_VEC2
active uniform o[1].k GL_UNIFORM_SIZE 1
active uniform o[1].k GL_UNIFORM_OFFSET 320
active uniform o[1].k GL_UNIFORM_ARRAY_STRIDE 0
active uniform o[1].k GL_UNIFORM_MATRIX_STRIDE 0
active uniform o[1].k GL_UNIFORM_IS_ROW_MAJOR 0
active uniform o[1].l[0] GL_UNIFORM_TYPE GL_FLOAT
active uniform o[1].l[0] GL_UNIFORM_SIZE 2
active uniform o[1].l[0] GL_UNIFORM_OFFSET 336
active uniform o[1].l[0] GL_UNIFORM_ARRAY_STRIDE 16
active uniform o[1].l[0] GL_UNIFORM_MATRIX_STRIDE 0
active uniform o[1].l[0] GL_UNIFORM_IS_ROW_MAJOR 0
active uniform o[1].m GL_UNIFORM_TYPE GL_FLOAT_VEC2
active uniform o[1].m GL_UNIFORM_SIZE 1
active uniform o[1].m GL_UNIFORM_OFFSET 368
active uniform o[1].m GL_UNIFORM_ARRAY_STRIDE 0
active uniform o[1].m GL_UNIFORM_MATRIX_STRIDE 0
active uniform o[1].m GL_UNIFORM_IS_ROW_MAJOR 0
active uniform o[1].n[0] GL_UNIFORM_TYPE GL_FLOAT_MAT3
active uniform o[1].n[0] GL_UNIFORM_SIZE 2
active uniform o[1].n[0] GL_UNIFORM_OFFSET 384
active uniform o[1].n[0] GL_UNIFORM_ARRAY_STRIDE 48
active uniform o[1].n[0] GL_UNIFORM_MATRIX_STRIDE 16
active uniform o[1].n[0] GL_UNIFORM_IS_ROW_MAJOR 0
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