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/*
* Copyright 2012 Google Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* \file glsl-uniform-out-of-bounds-2.c
*
* glGetUniformLocation should return:
* -1 for inactive array elements (as reported by glGetActiveUniform)
* not -1 for active array elements (as reported by glGetActiveUniform)
* -1 for non-existent array elements (indices outside the array)
*
* Write and read some invalid locations and check for GL_INVALID_OPERATION.
*
* \author Frank Henigman <fjhenigman@google.com>
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
enum piglit_result
piglit_display(void)
{
/* unreached */
return PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
GLint prog;
GLint vs, fs;
int i, k;
bool pass = true;
GLint num_active_uniform;
GLint min = -1, max = -1;
GLint bogus[99];
int num_bogus = 0;
piglit_require_gl_version(20);
vs = piglit_compile_shader_text(GL_VERTEX_SHADER,
"attribute vec4 p;\n"
"void main() { gl_Position = p; }\n"
);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
"uniform vec4 v[4];\n"
"uniform mat4 m[4];\n"
"void main() { gl_FragColor = v[1] + m[1][1]; }\n"
);
prog = piglit_link_simple_program(vs, fs);
glUseProgram(prog);
glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_active_uniform);
printf("active uniforms %d\n", num_active_uniform);
/* for each array in shader */
for (k = 0; k < num_active_uniform; ++k) {
GLchar name[99];
GLint num_active_elements;
GLenum type;
char *bracket;
glGetActiveUniform(prog, k, ARRAY_SIZE(name), NULL,
&num_active_elements,
&type, name);
/* OpenGL 4.2 and OpenGL ES 3.0 require that the name returned
* for an array have "[0]" on the end. Earlier versions make
* it optional.
*/
bracket = strchr(name, '[');
if (bracket != NULL) {
if (strncmp(bracket, "[0]", 3) != 0) {
printf("FAIL: invalid uniform array element "
"returned: %s\n", name);
pass = false;
}
*bracket = '\0';
}
if (!((name[0] == 'v' || name[0] == 'm') && name[1] == 0))
continue;
printf("array '%s' active elements %d\n",
name, num_active_elements);
/* for each index in array, plus some before and after */
for (i = -2; i < 6; ++i) {
bool is_active = 0 <= i && i < num_active_elements;
GLchar element[112];
GLint loc;
sprintf(element, "%s[%d]", name, i);
loc = glGetUniformLocation(prog, element);
/* does glGetUniformLocation agree with
* glGetActiveUniform?
*/
if (loc == -1) {
if (is_active) {
printf("FAIL: no location for "
"active %s\n", element);
pass = false;
}
} else {
if (!is_active) {
printf("FAIL: got location for "
"inactive %s\n", element);
pass = false;
}
/* keep track of location min/max so
* we can pick some locations to test
* that we know aren't available.
*/
if (min == -1 || loc < min)
min = loc;
if (max == -1 || loc > max)
max = loc;
}
}
}
// make up some bogus locations
for (i = 1; i < 6; ++i) {
bogus[num_bogus++] = min - i;
bogus[num_bogus++] = max + i;
/* mesa encodes the uniform variable in the upper 16
* bits of a location and puts the array index in the
* lower 16
*/
bogus[num_bogus++] = max + (1<<16) + i - 3;
}
/* test writing and reading bogus locations */
for (i = 0; i < num_bogus; ++i) {
GLfloat v[16];
if (bogus[i] == -1)
continue;
printf("trying bogus location %d\n", bogus[i]);
glUniform4fv(bogus[i], 1, v);
if (!piglit_check_gl_error(GL_INVALID_OPERATION)) {
printf("FAIL: wrote vector to bogus location\n");
pass = false;
}
glUniformMatrix4fv(bogus[i], 1, GL_FALSE, v);
if (!piglit_check_gl_error(GL_INVALID_OPERATION)) {
printf("FAIL: wrote matrix to bogus location\n");
pass = false;
}
glGetUniformfv(prog, bogus[i], v);
if (!piglit_check_gl_error(GL_INVALID_OPERATION)) {
printf("FAIL: read from bogus location\n");
pass = false;
}
}
piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
}
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