[Mesa-dev] [PATCH 4/4] ARB_Uniform_Buffer_Object: Draw several ubos test
Vincent Lejeune
vljn at ovi.com
Sun Dec 25 09:35:50 PST 2011
---
tests/all.tests | 1 +
.../arb_uniform_buffer_object/CMakeLists.gl.txt | 1 +
.../draw_several_ubo_test.c | 291 ++++++++++++++++++++
3 files changed, 293 insertions(+), 0 deletions(-)
create mode 100644 tests/spec/arb_uniform_buffer_object/draw_several_ubo_test.c
diff --git a/tests/all.tests b/tests/all.tests
index 8ad3d89..2cf5e7d 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -1392,6 +1392,7 @@ spec['ARB_uniform_buffer_object'] = arb_uniform_buffer_object
arb_uniform_buffer_object['standard_layout'] = concurrent_test('arb_uniform_buffer_object_standard_layout')
arb_uniform_buffer_object['types'] = concurrent_test('arb_uniform_buffer_object_types')
arb_uniform_buffer_object['draw_test'] = PlainExecTest('arb_uniform_buffer_object_draw_test')
+arb_uniform_buffer_object['draw_several_ubo_test'] = PlainExecTest('arb_uniform_buffer_object_draw_several_ubo_test')
ati_draw_buffers = Group()
spec['ATI_draw_buffers'] = ati_draw_buffers
diff --git a/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt b/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt
index f2bf52b..54d35e9 100644
--- a/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt
+++ b/tests/spec/arb_uniform_buffer_object/CMakeLists.gl.txt
@@ -15,5 +15,6 @@ link_libraries (
add_executable (arb_uniform_buffer_object_standard_layout standard-layout.c)
add_executable (arb_uniform_buffer_object_types types.c)
add_executable (arb_uniform_buffer_object_draw_test draw_test.c)
+add_executable (arb_uniform_buffer_object_draw_several_ubo_test draw_several_ubo_test.c)
# vim: ft=cmake:
diff --git a/tests/spec/arb_uniform_buffer_object/draw_several_ubo_test.c b/tests/spec/arb_uniform_buffer_object/draw_several_ubo_test.c
new file mode 100644
index 0000000..8b11bbb
--- /dev/null
+++ b/tests/spec/arb_uniform_buffer_object/draw_several_ubo_test.c
@@ -0,0 +1,291 @@
+/*
+ * Copyright © 2011 Marek Olšák <maraeo at gmail.com>
+ * Copyright © 2011 Vincent Lejeune
+ *
+ * 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.
+ */
+
+/**
+ * ARB_uniform_buffer_object test
+ *
+
+ */
+
+#include "piglit-util.h"
+
+int piglit_width = 64;
+int piglit_height = 64;
+int piglit_window_mode = GLUT_DOUBLE | GLUT_RGB | GLUT_ALPHA;
+
+static const char vert_shader_text[] =
+ "#version 130\n"
+ "in vec2 VertexPosition;\n"
+ "invariant gl_Position;\n"
+ "\n"
+ "void main ()\n"
+ "{\n"
+ " gl_Position = vec4 (VertexPosition, 0.0, 1.0);\n"
+ "}\n"
+;
+
+static const char frag_shader_text[] =
+ "#version 130\n"
+ "#extension GL_ARB_uniform_buffer_object : enable\n "
+ "uniform mode_and_offset {\n"
+ " int mode1;\n"
+ " int mode2;\n"
+ " int index1;\n"
+ " int index2;\n"
+ "};\n"
+ "\n"
+ "struct colors {\n"
+ " float first[3];\n"
+ " float second[3];\n"
+ " float third[3];\n"
+ "};"
+ "uniform color_information {\n"
+ " colors colors_array[3];\n"
+ "};\n"
+ "out vec3 fragColor;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " colors tmp1;"
+ " colors tmp2;"
+ " if (mode1 == 0)\n"
+ " {\n"
+ " tmp1 = colors(colors_array[index1].first, colors_array[index2].second, colors_array[index1].third);"
+ " tmp2 = colors_array[index2];"
+ " }\n"
+ " else\n"
+ " {\n"
+ " tmp1 = colors_array[index1];"
+ " tmp2 = colors(colors_array[index2].first, colors_array[index1].second, colors_array[index2].third);"
+ " }\n"
+ " if (mode2 == 0)"
+ " {\n"
+ " float f1 = tmp1.first[0] + tmp2.first[0];"
+ " float f2 = tmp1.first[1] + tmp2.first[1];"
+ " float f3 = tmp1.first[2] + tmp2.first[2];"
+ " fragColor = vec3(f1,f2,f3);"
+ " }\n"
+ " else\n"
+ " {\n"
+ " float f1 = tmp1.first[0] + tmp2.first[0];"
+ " float f2 = tmp1.second[1] + tmp2.second[1];"
+ " float f3 = tmp1.third[2] + tmp2.third[2];"
+ " fragColor = vec3(f1,f2,f3);"
+ " }\n"
+ "}\n"
+;
+
+GLuint prog;
+GLuint mode_and_offset_buf;
+GLuint color_information_buf;
+GLuint vertex_buf;
+GLuint positionAttrib;
+
+
+static const float verts[] = {
+ -0.25, -0.25,
+ -0.25, 0.25,
+ 0.25, 0.25,
+ 0.25, -0.25
+};
+
+const char* mode_and_offset_names[] = {"mode1","mode2","index1","index2"};
+const char* color_information_names[] = {
+ "colors_array[0].first", "colors_array[0].second", "colors_array[0].third",
+ "colors_array[1].first", "colors_array[1].second", "colors_array[1].third",
+ "colors_array[2].first", "colors_array[2].second", "colors_array[2].third",
+ };
+
+static void
+set_uniform_int(const char* name, const int value)
+{
+ GLuint ubo_var_id;
+ GLint ubo_var_offset;
+ glGetUniformIndices(prog, 1, &name, &ubo_var_id);
+ glGetActiveUniformsiv(prog, 1, &ubo_var_id, GL_UNIFORM_OFFSET, &ubo_var_offset);
+ glBufferSubData(GL_UNIFORM_BUFFER, ubo_var_offset, sizeof(GLint), &value );
+ assert(glGetError() == 0);
+}
+
+static void
+set_uniform_array(const char* name,const float value[])
+{
+ GLuint ubo_var_id;
+ GLint ubo_var_offset;
+ GLint ubo_var_size;
+ GLint ubo_var_stride;
+ unsigned i;
+ glGetUniformIndices(prog, 1, &name, &ubo_var_id);
+ glGetActiveUniformsiv(prog, 1, &ubo_var_id, GL_UNIFORM_OFFSET, &ubo_var_offset);
+ glGetActiveUniformsiv(prog, 1, &ubo_var_id, GL_UNIFORM_SIZE, &ubo_var_size);
+ glGetActiveUniformsiv(prog, 1, &ubo_var_id, GL_UNIFORM_ARRAY_STRIDE, &ubo_var_stride);
+ for (i = 0; i < ubo_var_size; i++)
+ glBufferSubData(GL_UNIFORM_BUFFER, ubo_var_offset + i * ubo_var_stride , sizeof(float),&value[i] );
+ assert(glGetError() == 0);
+
+}
+
+static void set_ubo_content(void)
+{
+ static GLuint ubo_id;
+ static GLuint ubo_size;
+
+ static const float f1[] = { 0.1, 0.2, 0.3 };
+ static const float f2[] = { 0.15, 0.25, 0.35 };
+ static const float f3[] = { 0.175, 0.275, 0.375 };
+ static const float f4[] = { 0.22, 0.28, 0.30 };
+ static const float f5[] = { 0.28, 0.21, 0.6} ;
+ static const float f6[] = { 0.12, 0.13, 0.14};
+ static const float f7[] = { 0, 0.57, 0.34 };
+ static const float f8[] = { 0.05, 0.11, 0.17 };
+ static const float f9[] = { 0.45, 0.45, 0.45 };
+
+ /* First UBO */
+
+ ubo_id = glGetUniformBlockIndex(prog, "mode_and_offset");
+ glGetActiveUniformBlockiv(prog, ubo_id,GL_UNIFORM_BLOCK_DATA_SIZE, &ubo_size);
+
+ glGenBuffers(1,&mode_and_offset_buf);
+ glBindBuffer(GL_UNIFORM_BUFFER,mode_and_offset_buf);
+ glBufferData(GL_UNIFORM_BUFFER,ubo_size,0,GL_DYNAMIC_DRAW);
+
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, mode_and_offset_buf);
+ glUniformBlockBinding(prog, ubo_id, 0);
+
+ /* Second UBO */
+
+ ubo_id = glGetUniformBlockIndex(prog, "color_information");
+ glGetActiveUniformBlockiv(prog, ubo_id,GL_UNIFORM_BLOCK_DATA_SIZE, &ubo_size);
+
+ glGenBuffers(1,&color_information_buf);
+ glBindBuffer(GL_UNIFORM_BUFFER,color_information_buf);
+ glBufferData(GL_UNIFORM_BUFFER,ubo_size,0,GL_DYNAMIC_DRAW);
+
+ set_uniform_array(color_information_names[0],f1);
+ set_uniform_array(color_information_names[1],f2);
+ set_uniform_array(color_information_names[2],f3);
+ set_uniform_array(color_information_names[3],f4);
+ set_uniform_array(color_information_names[4],f5);
+ set_uniform_array(color_information_names[5],f6);
+ set_uniform_array(color_information_names[6],f7);
+ set_uniform_array(color_information_names[7],f8);
+ set_uniform_array(color_information_names[8],f9);
+
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, 1, color_information_buf);
+ glUniformBlockBinding(prog, ubo_id, 1);
+
+ assert(glGetError() == 0);
+}
+
+void piglit_init(int argc, char **argv)
+{
+ GLuint vs;
+ GLuint fs;
+
+ piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
+
+ /* Check the driver. */
+ if (!GLEW_VERSION_1_5) {
+ fprintf(stderr, "OpenGL 1.5 required.\n");
+ piglit_report_result(PIGLIT_SKIP);
+ }
+ piglit_require_GLSL();
+ piglit_require_extension("GL_ARB_uniform_buffer_object");
+
+
+ /* Create shaders. */
+ vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert_shader_text);
+ fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag_shader_text);
+ prog = piglit_CreateProgram();
+ piglit_AttachShader(prog,vs);
+ piglit_AttachShader(prog, fs);
+
+ piglit_LinkProgram(prog);
+ if (!piglit_link_check_status(prog)) {
+ piglit_DeleteProgram(prog);
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
+ positionAttrib = glGetAttribLocation(prog,"VertexPosition");
+
+ glGenBuffers(1,&vertex_buf);
+ glBindBuffer(GL_ARRAY_BUFFER,vertex_buf);
+ glBufferData(GL_ARRAY_BUFFER,sizeof(verts),verts,GL_STATIC_DRAW);
+
+ glClearColor(0., 0., 0., 1.0);
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ set_ubo_content();
+}
+
+static void
+render_mode(GLint mode1, GLint mode2, GLint offset1, GLint offset2)
+{
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ piglit_UseProgram(prog);
+ glLoadIdentity();
+
+ glBindBuffer(GL_UNIFORM_BUFFER,mode_and_offset_buf);
+
+ set_uniform_int(mode_and_offset_names[0],mode1);
+ set_uniform_int(mode_and_offset_names[1],mode2);
+ set_uniform_int(mode_and_offset_names[2],offset1);
+ set_uniform_int(mode_and_offset_names[3],offset2);
+
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buf);
+ glVertexAttribPointer(positionAttrib,2,GL_FLOAT,GL_FALSE,8,0);
+ glEnableVertexAttribArray(positionAttrib);
+ glDrawArrays(GL_QUADS, 0, 4);
+
+ assert(glGetError() == 0);
+}
+
+enum piglit_result piglit_display(void)
+{
+ static const float result1[] = {0.22,0.85,0.64};
+ static const float result2[] = {0.22,0.85,0.64};
+ static const float result3[] = {0.22,0.22,0.59};
+ static const float result4[] = {0.22,0.42,0.59};
+
+ GLboolean pass = GL_TRUE;
+
+ render_mode(0,0,1,2);
+ pass = piglit_probe_pixel_rgb(32, 32, result1) && pass;
+
+ render_mode(1,0,1,2);
+ pass = piglit_probe_pixel_rgb(32, 32, result2) && pass;
+
+ render_mode(0,1,1,2);
+ pass = piglit_probe_pixel_rgb(32, 32, result3) && pass;
+
+ render_mode(1,1,1,2);
+ pass = piglit_probe_pixel_rgb(32, 32, result4) && pass;
+
+ glutSwapBuffers();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
--
1.7.7
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