[Piglit] [PATCH] Add test glsl-uniform-out-of-bounds-2.c
Frank Henigman
fjhenigman at google.com
Mon Dec 3 13:43:17 PST 2012
Time for my weekly nag. Any comment on my last comment? Thanks.
On Mon, Nov 26, 2012 at 3:15 PM, Frank Henigman <fjhenigman at google.com>wrote:
> On Mon, Nov 26, 2012 at 2:27 PM, Eric Anholt <eric at anholt.net> wrote:
>
>> Frank Henigman <fjhenigman at google.com> writes:
>> > diff --git a/tests/all.tests b/tests/all.tests
>> > index 36c5847..2cf1ef4 100644
>> > --- a/tests/all.tests
>> > +++ b/tests/all.tests
>> > @@ -240,6 +240,7 @@ add_plain_test(shaders, 'glsl-novertexdata')
>> > add_plain_test(shaders, 'glsl-preprocessor-comments')
>> > add_plain_test(shaders, 'glsl-reload-source')
>> > add_plain_test(shaders, 'glsl-uniform-out-of-bounds')
>> > +add_plain_test(shaders, 'glsl-uniform-out-of-bounds-2')
>>
>> I think this could safely be a concurrent test.
>>
>> > +static GLint prog;
>>
>> Looks like this ought to live next to vs, fs declarations.
>>
>> > +void
>> > +piglit_init(int argc, char **argv)
>> > +{
>> > + GLint vs, fs;
>> > + int i, j, k;
>> > + bool pass = true;
>> > + GLint numActiveUniform;
>>
>> Generally we try to go for names_with_underscores.
>>
>> > + // for each array in shader
>> > + for (k = 0; k < numActiveUniform; ++k) {
>> > + GLchar name[99];
>> > + GLint numActiveElements;
>> > + GLenum type;
>> > + int size;
>> > + glGetActiveUniform(prog, k, ARRAY_SIZE(name), NULL,
>> > + &numActiveElements,
>> &type, name);
>> > + if (name[1] != 0)
>> > + continue;
>> > + if (name[0] == 'v')
>> > + size = 4;
>> > + else if (name[0] == 'm')
>> > + size = 16;
>> > + else
>> > + continue;
>> > + printf("array '%s' active elements %d\n", name,
>> numActiveElements);
>> > +
>> > + // for each index in array, plus some before and after
>> > + for (i = -2; i < 6; ++i) {
>> > + bool isActive = 0 <= i && i < numActiveElements;
>> > + GLchar element[9];
>> > + GLint loc;
>> > + sprintf(element, "%s[%d]", name, i);
>> > + loc = glGetUniformLocation(prog, element);
>> > +
>> > + // check result of glGetUniformLocation
>> > + if (loc == -1) {
>> > + if (isActive) {
>> > + printf("FAIL: no location for
>> active %s\n", element);
>> > + pass = false;
>> > + }
>> > + } else {
>> > + if (!isActive) {
>> > + printf("FAIL: got location for
>> inactive %s\n", element);
>> > + pass = false;
>> > + }
>> > +
>> > + // write location
>> > + if (size == 4) {
>> > + glUniform4fv(loc, 1, data);
>> > + } else {
>> > + glUniformMatrix4fv(loc, 1,
>> GL_FALSE, data);
>> > + }
>> > + // read back
>> > + for (j = 0; j < size; ++j)
>> > + v[j] = 0;
>> > + glGetUniformfv(prog, loc, v);
>> > + // compare
>> > + for (j = 0; j < size; ++j) {
>> > + if (v[j] != data[j]) {
>> > + printf("FAIL: wrong value
>> in %s\n", element);
>> > + pass = false;
>> > + break;
>> > + }
>> > + }
>>
>> Being able to round-trip data through the various components of a
>> uniform array/matrix seems like a very separate thing to test from
>> glsl-uniform-out-of-bounds-2. This test would make a lot more sense to
>> me without it. In that case, this loop would just be checking that
>> out-of-bounds stuff gets -1 location (a good thing to test), and
>> computing the bounds of the valid locations.
>>
>
> Mesa currently will return a location for elements past the point where
> glGetActiveUniform says they are active (I posted a patch for that but
> was asked for a test, hence this thread) and I wanted to see if those
> locations worked, as an indication of whether glGetActiveUniform or
> glGetUniformLocation was wrong. Would it be ok if I only test the
> round trip on those suspect locations? Thanks.
>
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