From: Alejandro Piñeiro <apinhe...@igalia.com>

This test extend the already existing getactiveattrib by testing the
new functions added by the ARB_vertex_attrib_64 specification.

One alternative option would be to directly extend that test. Having
said so, this kind of isolated subtests for the new functionality
defined on a specification is really common.

Contributed by Andres Gomez.
---
 tests/all.py                                       |   1 +
 .../execution/CMakeLists.gl.txt                    |   1 +
 .../execution/getactiveattrib.c                    | 345 +++++++++++++++++++++
 3 files changed, 347 insertions(+)
 create mode 100644 
tests/spec/arb_vertex_attrib_64bit/execution/getactiveattrib.c

diff --git a/tests/all.py b/tests/all.py
index 97ce02a..53d3bf3 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -4674,6 +4674,7 @@ with profile.group_manager(
         grouptools.join('spec', 'arb_vertex_attrib_64bit')) as g:
     g(['arb_vertex_attrib_64bit-double_attribs'], 'double_attribs')
     g(['arb_vertex_attrib_64bit-check-explicit-location'], 
'check-explicit-location')
+    g(['arb_vertex_attrib_64bit-getactiveattrib'], 'getactiveattrib')
 
 with profile.group_manager(
         PiglitGLTest,
diff --git a/tests/spec/arb_vertex_attrib_64bit/execution/CMakeLists.gl.txt 
b/tests/spec/arb_vertex_attrib_64bit/execution/CMakeLists.gl.txt
index 3c9a980..9b19668 100644
--- a/tests/spec/arb_vertex_attrib_64bit/execution/CMakeLists.gl.txt
+++ b/tests/spec/arb_vertex_attrib_64bit/execution/CMakeLists.gl.txt
@@ -10,3 +10,4 @@ link_libraries (
 
 piglit_add_executable (arb_vertex_attrib_64bit-double_attribs double_attribs.c)
 piglit_add_executable (arb_vertex_attrib_64bit-check-explicit-location 
check-explicit-location.c)
+piglit_add_executable (arb_vertex_attrib_64bit-getactiveattrib  
getactiveattrib.c)
diff --git a/tests/spec/arb_vertex_attrib_64bit/execution/getactiveattrib.c 
b/tests/spec/arb_vertex_attrib_64bit/execution/getactiveattrib.c
new file mode 100644
index 0000000..4b2241c
--- /dev/null
+++ b/tests/spec/arb_vertex_attrib_64bit/execution/getactiveattrib.c
@@ -0,0 +1,345 @@
+/*
+ * Copyright © 2016 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 getactiveattrib.c
+ * Verify that glGetActiveAttrib and GL_ACTIVE_ATTRIBUTES return the expected
+ * values for the new tokens defined at ARB_vertex_attrib_64bit specification.
+ *
+ * This is based on tests/general/getactiveattrib.c
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+       config.supports_gl_compat_version = 32;
+       config.supports_gl_core_version = 32;
+
+       config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+PIGLIT_GL_TEST_CONFIG_END
+
+struct attribute {
+       /** Name of the attribute. */
+       const char *name;
+
+       /** Expected GLSL type of the attribute. */
+       GLenum type;
+};
+
+struct test {
+       const char *code;
+
+       /**
+        * List of attributes to be checked
+        *
+        * \note
+        * The list is terminated by an attribute with a \c NULL \c name
+        * pointer.
+        */
+       struct attribute attributes[16];
+};
+
+static const struct test vertex_attrib_64bit_tests[] = {
+       /* Try all the possible types for vertex shader inputs added
+        * at the spec. They could be added as 13 attributes on the
+        * same vertex shader, but we would need to get them all
+        * active. It is easier to read this way.
+        */
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in double _double;\n"
+               "void main() { gl_Position = vec4(float(_double)); }\n",
+               {
+                       { "_double",    GL_DOUBLE },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dvec2 _dvec2;\n"
+               "void main() { gl_Position = vec4(float(_dvec2.x)); }\n",
+               {
+                       { "_dvec2",     GL_DOUBLE_VEC2 },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dvec3 _dvec3;\n"
+               "void main() { gl_Position = vec4(float(_dvec3.x)); }\n",
+               {
+                       { "_dvec3",     GL_DOUBLE_VEC3 },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dvec4 _dvec4;\n"
+               "void main() { gl_Position = vec4(float(_dvec4.x)); }\n",
+               {
+                       { "_dvec4",     GL_DOUBLE_VEC4 },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dmat2 _dmat2;\n"
+               "void main() { gl_Position = vec4(float(_dmat2[0][0])); }\n",
+               {
+                       { "_dmat2",     GL_DOUBLE_MAT2 },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dmat3 _dmat3;\n"
+               "void main() { gl_Position = vec4(float(_dmat3[0][0])); }\n",
+               {
+                       { "_dmat3",     GL_DOUBLE_MAT3 },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dmat4 _dmat4;\n"
+               "void main() { gl_Position = vec4(float(_dmat4[0][0])); }\n",
+               {
+                       { "_dmat4",     GL_DOUBLE_MAT4 },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dmat2x3 _dmat2x3;\n"
+               "void main() { gl_Position = vec4(float(_dmat2x3[0][0])); }\n",
+               {
+                       { "_dmat2x3",   GL_DOUBLE_MAT2x3 },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dmat2x4 _dmat2x4;\n"
+               "void main() { gl_Position = vec4(float(_dmat2x4[0][0])); }\n",
+               {
+                       { "_dmat2x4",   GL_DOUBLE_MAT2x4 },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dmat3x2 _dmat3x2;\n"
+               "void main() { gl_Position = vec4(float(_dmat3x2[0][0])); }\n",
+               {
+                       { "_dmat3x2",   GL_DOUBLE_MAT3x2 },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dmat3x4 _dmat3x4;\n"
+               "void main() { gl_Position = vec4(float(_dmat3x4[0][0])); }\n",
+               {
+                       { "_dmat3x4",   GL_DOUBLE_MAT3x4 },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dmat4x2 _dmat4x2;\n"
+               "void main() { gl_Position = vec4(float(_dmat4x2[0][0])); }\n",
+               {
+                       { "_dmat4x2",   GL_DOUBLE_MAT4x2 },
+                       { NULL, }
+               }
+       },
+       {
+               "#version 150\n"
+               "#extension GL_ARB_vertex_attrib_64bit: require\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "in dmat4x3 _dmat4x3;\n"
+               "void main() { gl_Position = vec4(float(_dmat4x3[0][0])); }\n",
+               {
+                       { "_dmat4x3",   GL_DOUBLE_MAT4x3 },
+                       { NULL, }
+               }
+       },
+};
+
+enum piglit_result
+piglit_display(void)
+{
+       return PIGLIT_FAIL;
+}
+
+int
+find_attrib(const struct attribute *attribs, const char *name)
+{
+       unsigned i;
+
+       for (i = 0; attribs[i].name != NULL; i++) {
+               if (strcmp(attribs[i].name, name) == 0)
+                       return (int) i;
+       }
+
+       return -1;
+}
+
+#define DUMP_SHADER(code)                                              \
+       do {                                                            \
+               if (!shader_dumped) {                                   \
+                       fprintf(stderr, "\nFailing shader:\n%s\n\n",    \
+                               code);                                  \
+                       shader_dumped = true;                           \
+               }                                                       \
+       } while (false)
+
+bool
+do_test(const struct test *tests, unsigned num_tests)
+{
+       bool pass = true;
+       unsigned i;
+
+       for (i = 0; i < num_tests; i++) {
+               GLint prog = piglit_build_simple_program(tests[i].code, 0);
+               GLint num_attr;
+               unsigned visited_count[64];
+               unsigned j;
+               bool shader_dumped = false;
+
+               memset(visited_count, 0, sizeof(visited_count));
+
+               /* From page 93 (page 109 of the PDF) says:
+                *
+                *     "An attribute variable (either conventional or generic)
+                *      is considered active if it is determined by the
+                *      compiler and linker that the attribute may be accessed
+                *      when the shader is executed. Attribute variables that
+                *      are declared in a vertex shader but never used will not
+                *      count against the limit. In cases where the compiler
+                *      and linker cannot make a conclusive determination, an
+                *      attribute will be considered active."
+                *
+                * Compare the set of active attributes against the list of
+                * expected active attributes.
+                */
+               glGetProgramiv(prog, GL_ACTIVE_ATTRIBUTES, &num_attr);
+
+               for (j = 0; j < num_attr; j++) {
+                       const struct attribute *attr;
+                       char name_buf[256];
+                       int attr_idx;
+                       GLsizei name_len;
+                       GLint size;
+                       GLenum type;
+
+                       glGetActiveAttrib(prog, j,
+                                         sizeof(name_buf),
+                                         &name_len,
+                                         &size,
+                                         &type,
+                                         name_buf);
+                       attr_idx = find_attrib(tests[i].attributes, name_buf);
+
+                       /* If the named attribute is not in the list for the
+                        * test, then it must not be active.
+                        */
+                       if (attr_idx < 0) {
+                               DUMP_SHADER(tests[i].code);
+                               fprintf(stderr,
+                                       "Attribute `%s' should not be active"
+                                       " but is.\n", name_buf);
+                               pass = false;
+                               continue;
+                       }
+
+                       attr = &tests[i].attributes[attr_idx];
+                       if (visited_count[attr_idx] != 0) {
+                               DUMP_SHADER(tests[i].code);
+                               fprintf(stderr,
+                                       "Attribute `%s' listed multiple times"
+                                       " in active list.\n", name_buf);
+                               pass = false;
+                       } else if (attr->type != type) {
+                               DUMP_SHADER(tests[i].code);
+                               fprintf(stderr,
+                                       "Attribute `%s' should have type"
+                                       " %s, but had type %s.\n",
+                                       name_buf, 
piglit_get_gl_enum_name(attr->type),
+                                       piglit_get_gl_enum_name(type));
+                               pass = false;
+                       }
+
+                       visited_count[attr_idx]++;
+               }
+
+               for (j = 0; tests[i].attributes[j].name != NULL; j++) {
+                       if (visited_count[j] == 0) {
+                               DUMP_SHADER(tests[i].code);
+                               fprintf(stderr,
+                                       "Attribute `%s' should have been"
+                                       " active but wasn't.\n",
+                                       tests[i].attributes[j].name);
+                               pass = false;
+                       }
+               }
+       }
+
+       return pass;
+}
+
+void piglit_init(int argc, char **argv)
+{
+       bool pass = true;
+
+       piglit_require_extension("GL_ARB_vertex_attrib_64bit");
+
+       pass = do_test(vertex_attrib_64bit_tests,
+                      ARRAY_SIZE(vertex_attrib_64bit_tests));
+
+       piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}
-- 
2.8.1

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