From: Fabian Bieler <fabianbie...@fastmail.fm> Test uniform arrays of maximal size as well as arrays of uniform blocks.
Also test for the required linking errors if too large uniform arrays are requested. Reviewed-by: Chris Forbes <chr...@ijw.co.nz> --- tests/all.py | 1 + .../spec/arb_tessellation_shader/CMakeLists.gl.txt | 1 + .../spec/arb_tessellation_shader/large-uniforms.c | 299 +++++++++++++++++++++ 3 files changed, 301 insertions(+) create mode 100644 tests/spec/arb_tessellation_shader/large-uniforms.c diff --git a/tests/all.py b/tests/all.py index 20ebec2..1b38faf 100644 --- a/tests/all.py +++ b/tests/all.py @@ -1515,6 +1515,7 @@ add_concurrent_test(arb_tessellation_shader, 'arb_tessellation_shader-invalid-pa add_concurrent_test(arb_tessellation_shader, 'arb_tessellation_shader-invalid-primitive') add_concurrent_test(arb_tessellation_shader, 'built-in-constants tests/spec/arb_tessellation_shader/minimum-maximums.txt') add_concurrent_test(arb_tessellation_shader, 'arb_tessellation_shader-minmax') +add_concurrent_test(arb_tessellation_shader, 'arb_tessellation_shader-large-uniforms') import_glsl_parser_tests(arb_tessellation_shader, os.path.join(testsDir, 'spec', 'arb_tessellation_shader'), ['compiler']) diff --git a/tests/spec/arb_tessellation_shader/CMakeLists.gl.txt b/tests/spec/arb_tessellation_shader/CMakeLists.gl.txt index a897205..adc0ddc 100644 --- a/tests/spec/arb_tessellation_shader/CMakeLists.gl.txt +++ b/tests/spec/arb_tessellation_shader/CMakeLists.gl.txt @@ -16,5 +16,6 @@ piglit_add_executable (arb_tessellation_shader-invalid-get-program-params invali piglit_add_executable (arb_tessellation_shader-invalid-patch-vertices-range invalid-patch-vertices-range.c) piglit_add_executable (arb_tessellation_shader-invalid-primitive invalid-primitive.c) piglit_add_executable (arb_tessellation_shader-minmax minmax.c) +piglit_add_executable (arb_tessellation_shader-large-uniforms large-uniforms.c) # vim: ft=cmake: diff --git a/tests/spec/arb_tessellation_shader/large-uniforms.c b/tests/spec/arb_tessellation_shader/large-uniforms.c new file mode 100644 index 0000000..118f12e --- /dev/null +++ b/tests/spec/arb_tessellation_shader/large-uniforms.c @@ -0,0 +1,299 @@ +/* + * 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 large-uniforms.c + * + * Test that shader with the maximum allowed uniforms links successfully + * and test link error when using more uniforms slots than allowed. + * + * From the ARB_tessellation_shader spec (Sections 2.X.1.1 and 2.X.3.1): + * + * A link error is generated if an attempt is made to utilize more than the + * space available for tessellation control shader uniform variables. + * + */ + +#include "piglit-util-gl.h" + +PIGLIT_GL_TEST_CONFIG_BEGIN + + config.supports_gl_compat_version = 32; + config.supports_gl_core_version = 32; + +PIGLIT_GL_TEST_CONFIG_END + + +static const char *const vs_source = +"#version 150\n" +"void main() { gl_Position = vec4(0.0); }\n"; + +static const char *const tcs_source = +"#version 150\n" +"#extension GL_ARB_tessellation_shader: require\n" +"layout(vertices = 3) out;\n" +"void main() {\n" +" gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n" +" gl_TessLevelInner = float[2](1.0, 1.0);\n" +"}\n"; + +static const char *const tcs_source_uniform_array_template = +"#version 150\n" +"#extension GL_ARB_tessellation_shader: require\n" +"layout(vertices = 3) out;\n" +"uniform float large_array[%d];\n" +"void main() {\n" +" gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n" +" gl_TessLevelInner = float[2](1.0, 1.0);\n" +" for (int i = 0; i < large_array.length(); ++i)\n" +" gl_TessLevelInner[0] += large_array[i];\n" +"}\n"; + +static const char *const tcs_source_uniform_block_template = +"#version 150\n" +"#extension GL_ARB_tessellation_shader: require\n" +"layout(vertices = 3) out;\n" +"uniform block {\n" +" float large_array[%d];\n" +"} large_block[%d];\n" +"void main() {\n" +" gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n" +" gl_TessLevelInner = float[2](1.0, 1.0);\n" +" for (int i = 0; i < large_block[0].large_array.length(); ++i)\n" +" gl_TessLevelInner[0] += %s;\n" +"}\n"; + +static const char *const tes_source = +"#version 150\n" +"#extension GL_ARB_tessellation_shader: require\n" +"layout(triangles) in;\n" +"void main() { gl_Position = vec4(0.0); }\n"; + +static const char *const tes_source_uniform_array_template = +"#version 150\n" +"#extension GL_ARB_tessellation_shader: require\n" +"layout(triangles) in;\n" +"uniform float large_array[%d];\n" +"void main() {\n" +" gl_Position = vec4(0.0);\n" +" for (int i = 0; i < large_array.length(); ++i)\n" +" gl_Position.x += large_array[i];\n" +"}\n"; + +static const char *const tes_source_uniform_block_template = +"#version 150\n" +"#extension GL_ARB_tessellation_shader: require\n" +"layout(triangles) in;\n" +"uniform block {\n" +" float large_array[%d];\n" +"} large_block[%d];\n" +"void main() {\n" +" gl_Position = vec4(0.0);\n" +" for (int i = 0; i < large_block[0].large_array.length(); ++i)\n" +" gl_Position.x += %s;\n" +"}\n"; + +static const char *const fs_source = +"#version 150\n" +"void main() { gl_FragColor = vec4(0.0); }\n"; + + +static bool +test_uniform_array(const GLenum shader, const int n, const bool expect_fail) +{ + bool link_status; + unsigned int prog; + char *source_uniforms; + const char *source_template = (shader == GL_TESS_CONTROL_SHADER) ? + tcs_source_uniform_array_template : + tes_source_uniform_array_template; + + source_uniforms = malloc(strlen(source_template) + 8); + sprintf(source_uniforms, source_template, n); + + prog = piglit_build_simple_program_unlinked_multiple_shaders( + GL_VERTEX_SHADER, vs_source, + shader, source_uniforms, + //GL_TESS_EVALUATION_SHADER, tes_source, + GL_FRAGMENT_SHADER, fs_source, + 0); + glLinkProgram(prog); + link_status = piglit_link_check_status_quiet(prog); + + if (link_status && expect_fail) { + fprintf(stderr, "Program with %d uniform components in %s " + "linked succesfully\n", n, + piglit_get_gl_enum_name(shader)); + return false; + } + if (!link_status && !expect_fail) { + fprintf(stderr, "Program with %d uniform components in %s " + "failed to link\n", n, + piglit_get_gl_enum_name(shader)); + return false; + } + glDeleteProgram(prog); + + free(source_uniforms); + + return true; +} + + +static bool +test_uniform_block(const GLenum shader, const int num_blocks, const int size, + const bool expect_fail) +{ + bool link_status; + unsigned int prog; + char *source_uniforms; + const char *source_template = shader == GL_TESS_CONTROL_SHADER ? + tcs_source_uniform_block_template : + tes_source_uniform_block_template; + const char *summand_template = " + large_block[%d].large_array[i]"; + char *sum; + int i; + + + /* From the GLSL 1.5 spec (chapter 4.3.7): + * + * All indexes used to index a uniform block + * array must be integral constant expressions. + * + * So we have to generate code from an unrolled loop. + */ + sum = malloc((strlen(summand_template) + 8) * num_blocks); + sum[0] = '\0'; + for(i = 0; i < num_blocks; ++i) { + char summand[40]; + sprintf(summand, summand_template, i); + strcat(sum, summand); + } + + source_uniforms = malloc(strlen(source_template) + 16 + strlen(sum)); + sprintf(source_uniforms, source_template, size, num_blocks, sum); + free(sum); + + prog = piglit_build_simple_program_unlinked_multiple_shaders( + GL_VERTEX_SHADER, vs_source, + shader, source_uniforms, + //GL_TESS_EVALUATION_SHADER, tes_source, + GL_FRAGMENT_SHADER, fs_source, + 0); + glLinkProgram(prog); + link_status = piglit_link_check_status_quiet(prog); + + if (link_status && expect_fail) { + fprintf(stderr, "Program with %d uniform blocks of size %d " + "in %s linked succesfully\n", num_blocks, size, + piglit_get_gl_enum_name(shader)); + return false; + } + if (!link_status && !expect_fail) { + fprintf(stderr, "Program with %d uniform blocks of size %d " + "in %s failed to link\n", num_blocks, size, + piglit_get_gl_enum_name(shader)); + return false; + } + glDeleteProgram(prog); + + free(source_uniforms); + + return true; +} + + +static bool +test_shader(const GLenum shader, const int max_uniform_components, + const int max_combined_uniform_components, + const int max_uniform_blocks) +{ + bool pass = true; + int max_uniform_block_size; + + /* From the tessellation shader spec (New State section): + * + * The minimum values for MAX_COMBINED_*_UNIFORM_COMPONENTS by + * computing the value of: + * MAX_*_UNIFORM_COMPONENTS + MAX_*_UNIFORM_BLOCKS * + * (MAX_UNIFORM_BLOCK_SIZE/4) + * using the minimum values of the corresponding terms. + */ + pass = max_combined_uniform_components >= + max_uniform_components + + max_uniform_blocks * + (max_uniform_block_size/4) && pass; + + pass = test_uniform_array(shader, max_uniform_components, false) && pass; + pass = test_uniform_array(shader, max_uniform_components + 1, true) && pass; + + glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_block_size); + + pass = test_uniform_block(shader, max_uniform_blocks, max_uniform_block_size/4, false) && pass; + pass = test_uniform_block(shader, max_uniform_blocks + 1, max_uniform_block_size/4, true) && pass; + pass = test_uniform_block(shader, max_uniform_blocks, max_uniform_block_size/4 + 1, true) && pass; + + return pass; +} + + +void +piglit_init(int argc, char **argv) +{ + bool pass = true; + int max_uniform_components; + int max_combined_uniform_components; + int max_uniform_blocks; + + piglit_require_extension("GL_ARB_tessellation_shader"); + + glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS, + &max_uniform_components); + glGetIntegerv(GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS, + &max_combined_uniform_components); + glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, + &max_uniform_blocks); + + pass = test_shader(GL_TESS_CONTROL_SHADER, max_uniform_components, max_combined_uniform_components, max_uniform_blocks) && pass; + + glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS, + &max_uniform_components); + glGetIntegerv(GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS, + &max_combined_uniform_components); + glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, + &max_uniform_blocks); + + pass = test_shader(GL_TESS_EVALUATION_SHADER, max_uniform_components, max_combined_uniform_components, max_uniform_blocks) && pass; + + pass = piglit_check_gl_error(GL_NO_ERROR) && pass; + + piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); +} + + +enum piglit_result +piglit_display(void) +{ + return PIGLIT_PASS; +} + -- 2.0.4 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/piglit