[Piglit] [PATCH 1/3] ARB_ubo/referenced-by-shader: Add support for ARB_geometry_shader4.

Eric Anholt eric at anholt.net
Mon Jun 17 13:34:48 PDT 2013


Like before, we enumerate all the combinations of stages that could
use a uniform block.  But since we may not have GS support, we only
check for support in that stage if we actually found the extension and
linked the GS.
---
 .../referenced-by-shader.c                         | 117 +++++++++++++++------
 1 file changed, 84 insertions(+), 33 deletions(-)

diff --git a/tests/spec/arb_uniform_buffer_object/referenced-by-shader.c b/tests/spec/arb_uniform_buffer_object/referenced-by-shader.c
index dad8c77..0608ac6 100644
--- a/tests/spec/arb_uniform_buffer_object/referenced-by-shader.c
+++ b/tests/spec/arb_uniform_buffer_object/referenced-by-shader.c
@@ -51,65 +51,116 @@ piglit_init(int argc, char **argv)
 {
 	bool pass = true;
 	unsigned int i;
-	GLuint vs, fs, prog;
+	GLuint vs, fs, gs, prog;
 	const char *vs_source =
-		"#extension GL_ARB_uniform_buffer_object : enable\n"
-		"uniform vs { float a; };\n"
-		"uniform vsfs { float c; };\n"
+		"%s"
+		"uniform vs { float v; };\n"
+		"uniform vsgs { float vg; };\n"
+		"uniform vsfs { float vf; };\n"
+		"uniform vsgsfs { float vgf; };\n"
 		"uniform float dddd;\n"
 		"void main() {\n"
-		"	gl_Position = gl_Vertex + vec4(a + c);\n"
+		"	gl_Position = vec4(v + vg + vf + vgf);\n"
+		"}\n";
+	const char *gs_source =
+		"%s"
+		"\n"
+		"uniform gs { float g; };\n"
+		"uniform vsgs { float vg; };\n"
+		"uniform gsfs { float gf; };\n"
+		"uniform vsgsfs { float vgf; };\n"
+		"\n"
+		"void main() {\n"
+		"	gl_Position = gl_PositionIn[0] + vec4(g + vg + gf + vgf);\n"
+		"	EmitVertex();\n"
 		"}\n";
 	const char *fs_source =
-		"#extension GL_ARB_uniform_buffer_object : enable\n"
-		"uniform fs { float b; };\n"
-		"uniform vsfs { float c; };\n"
+		"%s"
+		"uniform fs { float f; };\n"
+		"uniform vsfs { float vf; };\n"
+		"uniform gsfs { float gf; };\n"
+		"uniform vsgsfs { float vgf; };\n"
 		"uniform float dddd;\n"
 		"void main() {\n"
-		"	gl_FragColor = vec4(b + c);\n"
+		"	gl_FragColor = vec4(f + vf + gf + vgf);\n"
 		"}\n";
+	char *gen_source;
 	char name[10];
+	bool use_gs = piglit_is_extension_supported("GL_ARB_geometry_shader4");
+	const char *header;
+
+	if (use_gs) {
+		header =
+			"#version 110\n"
+			"#extension GL_ARB_uniform_buffer_object : enable\n"
+			"#extension GL_ARB_geometry_shader4 : enable\n";
+	} else {
+		header =
+			"#version 110\n"
+			"#extension GL_ARB_uniform_buffer_object : enable\n";
+	}
 
 	piglit_require_extension("GL_ARB_uniform_buffer_object");
 
-	fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source);
-	vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source);
-	prog = piglit_link_simple_program(vs, fs);
-	if (!prog) {
+	prog = glCreateProgram();
+
+	asprintf(&gen_source, vs_source, header);
+	vs = piglit_compile_shader_text(GL_VERTEX_SHADER, gen_source);
+	free(gen_source);
+
+	glAttachShader(prog, vs);
+	if (use_gs) {
+		asprintf(&gen_source, gs_source, header);
+		gs = piglit_compile_shader_text(GL_GEOMETRY_SHADER, gen_source);
+		free(gen_source);
+		glAttachShader(prog, gs);
+
+		glProgramParameteri(prog,
+				    GL_GEOMETRY_INPUT_TYPE_ARB, GL_POINTS);
+		glProgramParameteri(prog,
+				    GL_GEOMETRY_OUTPUT_TYPE_ARB, GL_POINTS);
+		glProgramParameteri(prog,
+				    GL_GEOMETRY_VERTICES_OUT_ARB, 1);
+	}
+	asprintf(&gen_source, fs_source, header);
+	fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, gen_source);
+	free(gen_source);
+	glAttachShader(prog, fs);
+
+	glLinkProgram(prog);
+	if (!piglit_link_check_status(prog)) {
 		fprintf(stderr, "Failed to link shaders.\n");
 		piglit_report_result(PIGLIT_FAIL);
 	}
 
-	for (i = 0; i < 3; i++) {
-		GLint ref_vs, ref_fs;
+	for (i = 0; i < 5; i++) {
+		GLint ref_vs, ref_fs, ref_gs = 0;
+		bool block_fail;
 
 		glGetActiveUniformBlockName(prog, i, sizeof(name), NULL, name);
 
 		glGetActiveUniformBlockiv(prog, i,
 					  GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER,
 					  &ref_vs);
+		if (use_gs) {
+			glGetActiveUniformBlockiv(prog, i,
+						  GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER,
+						  &ref_gs);
+		}
 		glGetActiveUniformBlockiv(prog, i,
 					  GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER,
 					  &ref_fs);
 
-		printf("%10s: %d %d", name, ref_vs, ref_fs);
-
-		if (strcmp(name, "vs") == 0) {
-			if (!ref_vs || ref_fs) {
-				printf(" FAIL");
-				pass = false;
-			}
-		} else if (strcmp(name, "fs") == 0) {
-			if (ref_vs || !ref_fs) {
-				printf(" FAIL");
-				pass = false;
-			}
-		} else if (strcmp(name, "vsfs") == 0) {
-			if (!ref_vs || !ref_fs) {
-				printf(" FAIL");
-				pass = false;
-			}
-		} else {
+		printf("%10s: %d %d %d", name, ref_vs, ref_gs, ref_fs);
+
+		block_fail = block_fail || ((strstr(name, "vs") != 0) != ref_vs);
+		if (use_gs) {
+			block_fail = block_fail || ((strstr(name, "gs") != 0) !=
+						    ref_gs);
+		}
+		block_fail = block_fail || ((strstr(name, "fs") != 0) != ref_fs);
+
+		if (block_fail) {
 			printf(" FAIL");
 			pass = false;
 		}
-- 
1.8.3.rc0



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