[Piglit] [PATCH] ARB_shader_objects/getuniform: New test for glGetUniform* on various types.
Eric Anholt
eric at anholt.net
Tue Aug 23 18:26:50 PDT 2011
[v2] Test rounding of float to integer, and pretty up the test name in
the results.
---
tests/all.tests | 6 +
tests/spec/CMakeLists.txt | 1 +
tests/spec/arb_shader_objects/CMakeLists.gl.txt | 14 +
tests/spec/arb_shader_objects/CMakeLists.txt | 1 +
tests/spec/arb_shader_objects/getuniform.c | 307 +++++++++++++++++++++++
5 files changed, 329 insertions(+), 0 deletions(-)
create mode 100644 tests/spec/arb_shader_objects/CMakeLists.gl.txt
create mode 100644 tests/spec/arb_shader_objects/CMakeLists.txt
create mode 100644 tests/spec/arb_shader_objects/getuniform.c
diff --git a/tests/all.tests b/tests/all.tests
index 74f20b1..c7aa088 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -882,6 +882,12 @@ arb_shader_texture_lod['execution']['tex-miplevel-selection-texture2DLod'] = Pla
arb_shader_texture_lod['execution']['tex-miplevel-selection-texture2DLod-lod'] = PlainExecTest(['tex-miplevel-selection', '-auto', '-nobias', '-GL_ARB_shader_texture_lod'])
arb_shader_texture_lod['execution']['tex-miplevel-selection-texture2DLod-lod-bias'] = PlainExecTest(['tex-miplevel-selection', '-auto', '-GL_ARB_shader_texture_lod'])
+# Group ARB_shader_objects
+arb_shader_objects = Group()
+spec['ARB_shader_objects'] = arb_shader_objects
+arb_shader_objects['getuniform'] = PlainExecTest(['arb_shader_objects-getuniform', '-auto'])
+arb_shader_objects['getuniform'].runConcurrent = True
+
# Group ARB_explicit_attrib_location
arb_explicit_attrib_location = Group()
spec['ARB_explicit_attrib_location'] = arb_explicit_attrib_location
diff --git a/tests/spec/CMakeLists.txt b/tests/spec/CMakeLists.txt
index b4e7707..5e7d288 100644
--- a/tests/spec/CMakeLists.txt
+++ b/tests/spec/CMakeLists.txt
@@ -6,6 +6,7 @@ add_subdirectory (arb_sampler_objects)
add_subdirectory (arb_seamless_cube_map)
add_subdirectory (amd_seamless_cubemap_per_texture)
add_subdirectory (arb_shader_texture_lod/execution)
+add_subdirectory (arb_shader_objects)
add_subdirectory (ati_draw_buffers)
add_subdirectory (arb_texture_compression)
add_subdirectory (arb_texture_float)
diff --git a/tests/spec/arb_shader_objects/CMakeLists.gl.txt b/tests/spec/arb_shader_objects/CMakeLists.gl.txt
new file mode 100644
index 0000000..03b3f61
--- /dev/null
+++ b/tests/spec/arb_shader_objects/CMakeLists.gl.txt
@@ -0,0 +1,14 @@
+include_directories(
+ ${OPENGL_INCLUDE_PATH}
+ ${GLUT_INCLUDE_DIR}
+ ${piglit_SOURCE_DIR}/tests/util
+)
+
+link_libraries (
+ piglitutil
+ ${OPENGL_gl_LIBRARY}
+ ${OPENGL_glu_LIBRARY}
+ ${GLUT_glut_LIBRARY}
+)
+
+add_executable (arb_shader_objects-getuniform getuniform.c)
diff --git a/tests/spec/arb_shader_objects/CMakeLists.txt b/tests/spec/arb_shader_objects/CMakeLists.txt
new file mode 100644
index 0000000..144a306
--- /dev/null
+++ b/tests/spec/arb_shader_objects/CMakeLists.txt
@@ -0,0 +1 @@
+piglit_include_target_api()
diff --git a/tests/spec/arb_shader_objects/getuniform.c b/tests/spec/arb_shader_objects/getuniform.c
new file mode 100644
index 0000000..71317fa
--- /dev/null
+++ b/tests/spec/arb_shader_objects/getuniform.c
@@ -0,0 +1,307 @@
+/* © 2011 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.
+ */
+
+#include "piglit-util.h"
+
+/**
+ * @file getuniform.c
+ *
+ * Tests that glGetUniform* work on various scalar/vector types.
+ */
+
+int piglit_width = 32;
+int piglit_height = 32;
+int piglit_window_mode = GLUT_DOUBLE | GLUT_RGB | GLUT_ALPHA;
+
+enum piglit_result
+piglit_display(void)
+{
+ /* Not reached */
+ return PIGLIT_FAIL;
+}
+
+static const char *source =
+ "uniform vec4 u_vec4;\n"
+ "uniform ivec4 u_ivec4;\n"
+ "uniform bvec4 u_bvec4;\n"
+ "uniform vec3 u_vec3;\n"
+ "uniform ivec3 u_ivec3;\n"
+ "uniform bvec3 u_bvec3;\n"
+ "uniform vec2 u_vec2;\n"
+ "uniform ivec2 u_ivec2;\n"
+ "uniform bvec2 u_bvec2;\n"
+ "uniform float u_float;\n"
+ "uniform int u_int;\n"
+ "uniform bool u_bool;\n"
+ "\n"
+ "void main()\n"
+ "{"
+ " gl_Position = gl_Vertex;\n"
+ " gl_FrontColor =\n"
+ " vec4(u_float + float(u_int) + float(u_bool),\n"
+ " u_vec2.x + float(u_ivec2.x) + float(u_bvec2.x),\n"
+ " u_vec3.x + float(u_ivec3.x) + float(u_bvec3.x),\n"
+ " u_vec4.x + float(u_ivec4.x) + float(u_bvec4.x));\n"
+ "}\n";
+
+static GLuint prog;
+
+static void
+uniformiv_n(int loc, int count, int *values)
+{
+ switch (count) {
+ case 1:
+ piglit_Uniform1iv(loc, 1, values);
+ break;
+ case 2:
+ piglit_Uniform2iv(loc, 1, values);
+ break;
+ case 3:
+ piglit_Uniform3iv(loc, 1, values);
+ break;
+ case 4:
+ piglit_Uniform4iv(loc, 1, values);
+ break;
+ default:
+ abort();
+ }
+}
+
+static void
+uniformfv_n(int loc, int count, float *values)
+{
+ switch (count) {
+ case 1:
+ piglit_Uniform1fv(loc, 1, values);
+ break;
+ case 2:
+ piglit_Uniform2fv(loc, 1, values);
+ break;
+ case 3:
+ piglit_Uniform3fv(loc, 1, values);
+ break;
+ case 4:
+ piglit_Uniform4fv(loc, 1, values);
+ break;
+ default:
+ abort();
+ }
+}
+
+static bool
+check_f(const char *uniform_name, int chan, float expected, float result)
+{
+ if (expected == result)
+ return true;
+
+ fprintf(stderr, "%s.%c: expected %f, got %f\n",
+ uniform_name + 2, "xyzw"[chan],
+ expected, result);
+ return false;
+}
+
+static bool
+check_i(const char *uniform_name, int chan, int expected, int result)
+{
+ if (expected == result)
+ return true;
+
+ fprintf(stderr, "%s.%c: expected %d, got %d\n",
+ uniform_name + 2, "xyzw"[chan],
+ expected, result);
+
+ return false;
+}
+
+static bool
+test_bool_type(const char *name, int loc, int size)
+{
+ int tvals[4] = {1, 2, -3, -4};
+ int fvals[4] = {0, 0, 0, 0};
+ float retf[4];
+ int reti[4];
+ int i;
+
+ /* Make the stack data have a consistent starting value, to
+ * distinguish unset out values.
+ */
+ memset(retf, 0xd0, sizeof(retf));
+ memset(reti, 0xd0, sizeof(reti));
+
+ /* According to the ARB_shader_objects spec:
+ *
+ * When loading values for a uniform declared as a Boolean, a
+ * Boolean vector or an array of Booleans or an array of Boolean
+ * vectors, both the Uniform*i{v} and Uniform*f{v} set of commands
+ * can be used to load Boolean values. Type conversion is done by
+ * the GL. The uniform is set to FALSE if the input value is 0 or
+ * 0.0f, and set to TRUE otherwise. The Uniform*ARB command used
+ * must match the size of the uniform, as declared in the shader.
+ *
+ * We don't really care about loading of different types in this test,
+ * just getting types back out.
+ */
+
+ uniformiv_n(loc, size, tvals);
+
+ glGetUniformfvARB(prog, loc, retf);
+ glGetUniformivARB(prog, loc, reti);
+ for (i = 0; i < size; i++) {
+ if (!check_f(name, i, 1.0, retf[i]))
+ return false;
+
+ if (!check_i(name, i, 1, reti[i]))
+ return false;
+ }
+
+ uniformiv_n(loc, size, fvals);
+
+ glGetUniformfvARB(prog, loc, retf);
+ glGetUniformivARB(prog, loc, reti);
+ for (i = 0; i < size; i++) {
+ if (!check_f(name, i, 0.0, retf[i]))
+ return false;
+
+ if (!check_i(name, i, 0, reti[i]))
+ return false;
+ }
+
+ return true;
+}
+
+static bool
+test_float_type(const char *name, int loc, int size)
+{
+ float vals[4] = {1.2, -3.9, 4.9, 0.0};
+ float retf[4];
+ int reti[4];
+ int i;
+
+ /* Make the stack data have a consistent starting value, to
+ * distinguish unset out values.
+ */
+ memset(retf, 0xd0, sizeof(retf));
+ memset(reti, 0xd0, sizeof(reti));
+
+ /* According to the ARB_shader_objects spec:
+ *
+ * For all other uniform types the Uniform*ARB command used must
+ * match the size and type of the uniform, as declared in the
+ * shader. No type conversions are done.
+ */
+
+ uniformfv_n(loc, size, vals);
+
+ glGetUniformfvARB(prog, loc, retf);
+ glGetUniformivARB(prog, loc, reti);
+ for (i = 0; i < size; i++) {
+ if (!check_f(name, i, vals[i], retf[i]))
+ return false;
+ if (!check_i(name, i, round(vals[i]), reti[i]))
+ return false;
+ }
+
+ return true;
+}
+
+static bool
+test_int_type(const char *name, int loc, int size)
+{
+ int vals[4] = {0, 1, 20, -40};
+ float retf[4];
+ int reti[4];
+ int i;
+
+ /* Make the stack data have a consistent starting value, to
+ * distinguish unset out values.
+ */
+ memset(retf, 0xd0, sizeof(retf));
+ memset(reti, 0xd0, sizeof(reti));
+
+ /* According to the ARB_shader_objects spec:
+ *
+ * For all other uniform types the Uniform*ARB command used must
+ * match the size and type of the uniform, as declared in the
+ * shader. No type conversions are done.
+ */
+
+ uniformiv_n(loc, size, vals);
+
+ glGetUniformfvARB(prog, loc, retf);
+ glGetUniformivARB(prog, loc, reti);
+ for (i = 0; i < size; i++) {
+ if (!check_f(name, i, vals[i], retf[i]))
+ return false;
+ if (!check_i(name, i, vals[i], reti[i]))
+ return false;
+ }
+
+ return true;
+}
+
+static struct {
+ const char *name;
+ bool (*test_func)(const char *name, int loc, int size);
+ int size;
+} uniforms[] = {
+ { "u_vec4", test_float_type, 4 },
+ { "u_vec3", test_float_type, 3 },
+ { "u_vec2", test_float_type, 2 },
+ { "u_float", test_float_type, 1 },
+ { "u_ivec4", test_int_type, 4 },
+ { "u_ivec3", test_int_type, 3 },
+ { "u_ivec2", test_int_type, 2 },
+ { "u_int", test_int_type, 1 },
+ { "u_bvec4", test_bool_type, 4 },
+ { "u_bvec3", test_bool_type, 3 },
+ { "u_bvec2", test_bool_type, 2 },
+ { "u_bool", test_bool_type, 1 },
+};
+
+void
+piglit_init(int argc, char **argv)
+{
+ GLuint vs;
+ int i;
+ bool pass = true;
+
+ piglit_require_vertex_shader();
+ vs = piglit_compile_shader_text(GL_VERTEX_SHADER, source);
+ assert(vs);
+
+ prog = piglit_link_simple_program(vs, 0);
+ glUseProgram(prog);
+
+ if (!prog)
+ piglit_report_result(PIGLIT_FAIL);
+
+ for (i = 0; i < ARRAY_SIZE(uniforms); i++) {
+ const char *name = uniforms[i].name;
+ int loc = piglit_GetUniformLocation(prog, name);
+ assert(loc != -1);
+
+ pass = pass && uniforms[i].test_func(name, loc,
+ uniforms[i].size);
+ }
+
+ piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}
--
1.7.5.4
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