[Piglit] [PATCH 1/3] ARB_ubo/referenced-by-shader: Add support for ARB_geometry_shader4.
Fabian Bieler
fabianbieler at fastmail.fm
Mon Jun 17 14:35:12 PDT 2013
On 2013-06-17 22:34, Eric Anholt wrote:
> 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"
I know this was not introduced in this patch, but just out of curiosity, does the dddd uniform serve any purpose (it appears in the fs, too)?
> "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;
block_fail is used uninitialized. With that fixed,
Reviewed-by: Fabian Bieler <fabianbieler at fastmail.fm>
>
> 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;
> }
>
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