[Piglit] [PATCH] Add test glsl-uniform-out-of-bounds-2.c
Eric Anholt
eric at anholt.net
Mon Nov 26 11:27:29 PST 2012
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.
> + // make up some bogus locations
> + for (i = 1; i < 6; ++i) {
> + bogus[nbogus++] = min - i;
> + bogus[nbogus++] = max + i;
> + bogus[nbogus++] = max + (1<<16) + i - 3;
> + }
The last bogus location could use a comment pointing out that this is
white-box testing Mesa's implementation that uses 1 << 16 to
differentiate different uniform names, so poking at things at at that
offset from the max may trigger interesting bugs.
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