[Piglit] [PATCH 09/13] arb_shader_atomic_counters: Test the maximum number of supported counters, buffers and bindings.

Francisco Jerez currojerez at riseup.net
Tue Oct 8 03:14:13 CEST 2013


---
 tests/all.tests                                    |   1 +
 .../arb_shader_atomic_counters/CMakeLists.gl.txt   |   1 +
 .../spec/arb_shader_atomic_counters/max-counters.c | 434 +++++++++++++++++++++
 3 files changed, 436 insertions(+)
 create mode 100644 tests/spec/arb_shader_atomic_counters/max-counters.c

diff --git a/tests/all.tests b/tests/all.tests
index 88656e5..7b264ff 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -3176,6 +3176,7 @@ arb_shader_atomic_counters['buffer-binding'] = concurrent_test('arb_shader_atomi
 arb_shader_atomic_counters['default-partition'] = concurrent_test('arb_shader_atomic_counters-default-partition')
 arb_shader_atomic_counters['fragment-discard'] = concurrent_test('arb_shader_atomic_counters-fragment-discard')
 arb_shader_atomic_counters['function-argument'] = concurrent_test('arb_shader_atomic_counters-function-argument')
+arb_shader_atomic_counters['max-counters'] = concurrent_test('arb_shader_atomic_counters-max-counters')
 
 profile.tests['hiz'] = hiz
 profile.tests['fast_color_clear'] = fast_color_clear
diff --git a/tests/spec/arb_shader_atomic_counters/CMakeLists.gl.txt b/tests/spec/arb_shader_atomic_counters/CMakeLists.gl.txt
index f7c2c26..b473b3b 100644
--- a/tests/spec/arb_shader_atomic_counters/CMakeLists.gl.txt
+++ b/tests/spec/arb_shader_atomic_counters/CMakeLists.gl.txt
@@ -16,5 +16,6 @@ add_executable (arb_shader_atomic_counters-buffer-binding buffer-binding.c commo
 add_executable (arb_shader_atomic_counters-default-partition default-partition.c common.c)
 add_executable (arb_shader_atomic_counters-fragment-discard fragment-discard.c common.c)
 add_executable (arb_shader_atomic_counters-function-argument function-argument.c common.c)
+add_executable (arb_shader_atomic_counters-max-counters max-counters.c common.c)
 
 # vim: ft=cmake:
diff --git a/tests/spec/arb_shader_atomic_counters/max-counters.c b/tests/spec/arb_shader_atomic_counters/max-counters.c
new file mode 100644
index 0000000..91157f6
--- /dev/null
+++ b/tests/spec/arb_shader_atomic_counters/max-counters.c
@@ -0,0 +1,434 @@
+/*
+ * Copyright © 2013 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.
+ */
+
+/** @file max-counters.c
+ *
+ * Test that using more than the maximum number of suported atomic
+ * counters, buffers or bindings fails with a linking error.
+ */
+
+#include "common.h"
+
+#define L 1
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+        config.supports_gl_core_version = 31;
+
+        config.window_width = L;
+        config.window_height = L;
+        config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static bool
+run_test_vertex_max_counters(unsigned num_counters)
+{
+        /* Generate a shader with 'num_counters' counters. */
+        char *vs_source = atomic_counters_generate_source(
+                "#version 140\n"
+                "#extension GL_ARB_shader_atomic_counters : enable\n"
+                "\n"
+                "%s\n"
+                "\n"
+                "in vec4 position;\n"
+                "flat out ivec4 vcolor;\n"
+                "\n"
+                "void main() {\n"
+                "       uint y = 0u;\n"
+                "       %s\n"
+                "       vcolor.x = int(y);\n"
+                "       gl_Position = position;\n"
+                "}\n",
+                "layout(binding=0) uniform atomic_uint x%d;\n",
+                "       y += atomicCounterDecrement(x%d);\n",
+                num_counters);
+        GLuint prog = glCreateProgram();
+        bool ret = atomic_counters_compile(prog, GL_VERTEX_SHADER, vs_source) &&
+                atomic_counters_link(prog);
+
+        glDeleteProgram(prog);
+        free(vs_source);
+        return ret;
+}
+
+static bool
+run_test_fragment_max_counters(unsigned num_counters)
+{
+        /* Generate a shader with 'num_counters' counters. */
+        char *fs_source = atomic_counters_generate_source(
+                "#version 140\n"
+                "#extension GL_ARB_shader_atomic_counters : enable\n"
+                "\n"
+                "%s\n"
+                "\n"
+                "out ivec4 fcolor;\n"
+                "\n"
+                "void main() {\n"
+                "       uint y = 0u;\n"
+                "       %s\n"
+                "       fcolor.x = int(y);\n"
+                "}\n",
+                "layout(binding=0) uniform atomic_uint x%d;\n",
+                "       y += atomicCounterDecrement(x%d);\n",
+                num_counters);
+        GLuint prog = glCreateProgram();
+        bool ret = atomic_counters_compile(prog, GL_FRAGMENT_SHADER, fs_source) &&
+                atomic_counters_link(prog);
+
+        glDeleteProgram(prog);
+        free(fs_source);
+        return ret;
+}
+
+static bool
+run_test_combined_max_counters(unsigned num_fragment_counters,
+                               unsigned num_vertex_counters)
+{
+        /* Generate a shader with 'num_fragment_counters' counters. */
+        char *fs_source = atomic_counters_generate_source(
+                "#version 140\n"
+                "#extension GL_ARB_shader_atomic_counters : enable\n"
+                "\n"
+                "%s\n"
+                "\n"
+                "flat in ivec4 vcolor;\n"
+                "out ivec4 fcolor;\n"
+                "\n"
+                "void main() {\n"
+                "       uint y = uint(vcolor.x);\n"
+                "       %s\n"
+                "       fcolor.x = int(y);\n"
+                "}\n",
+                "layout(binding=0) uniform atomic_uint fx%d;\n",
+                "       y += atomicCounterDecrement(fx%d);\n",
+                num_fragment_counters);
+        /* Generate a shader with 'num_vertex_counters' counters. */
+        char *vs_source = atomic_counters_generate_source(
+                "#version 140\n"
+                "#extension GL_ARB_shader_atomic_counters : enable\n"
+                "\n"
+                "%s\n"
+                "\n"
+                "in vec4 position;\n"
+                "flat out ivec4 vcolor;\n"
+                "\n"
+                "void main() {\n"
+                "       uint y = 0u;\n"
+                "       %s\n"
+                "       vcolor.x = int(y);\n"
+                "       gl_Position = position;\n"
+                "}\n",
+                "layout(binding=1) uniform atomic_uint vx%d;\n",
+                "       y += atomicCounterDecrement(vx%d);\n",
+                num_vertex_counters);
+        GLuint prog = glCreateProgram();
+        bool ret = atomic_counters_compile(prog, GL_FRAGMENT_SHADER, fs_source) &&
+                atomic_counters_compile(prog, GL_VERTEX_SHADER, vs_source) &&
+                atomic_counters_link(prog);
+
+        glDeleteProgram(prog);
+        free(fs_source);
+        free(vs_source);
+        return ret;
+}
+
+static bool
+run_test_fragment_max_buffers(unsigned num_buffers)
+{
+        /* Generate a shader with 'num_buffers' buffers. */
+        char *src = atomic_counters_generate_source(
+                "#version 140\n"
+                "#extension GL_ARB_shader_atomic_counters : enable\n"
+                "#define Y(I) y##I\n"
+                "\n"
+                "out ivec4 fcolor;\n"
+                "\n"
+                "%s"
+                "\n"
+                "void main() {\n"
+                "       uint x = 0u;\n"
+                "       %s\n"
+                "       fcolor.x = int(x);\n"
+                "}\n",
+                "#define I %d\n"
+                "layout(binding=I, offset=0) uniform atomic_uint Y(I);\n"
+                "#undef I\n",
+                "       x += atomicCounterDecrement(y%d);\n",
+                num_buffers);
+        GLuint prog = glCreateProgram();
+        bool ret = atomic_counters_compile(prog, GL_FRAGMENT_SHADER, src) &&
+                atomic_counters_link(prog);
+
+        glDeleteProgram(prog);
+        free(src);
+        return ret;
+}
+
+static bool
+run_test_vertex_max_buffers(unsigned num_buffers)
+{
+        /* Generate a shader with 'num_buffers' buffers. */
+        char *src = atomic_counters_generate_source(
+                "#version 140\n"
+                "#extension GL_ARB_shader_atomic_counters : enable\n"
+                "#define X(I) x##I\n"
+                "\n"
+                "in vec4 position;\n"
+                "flat out ivec4 vcolor;\n"
+                "\n"
+                "%s"
+                "\n"
+                "void main() {\n"
+                "       uint x = 0u;\n"
+                "       %s\n"
+                "       vcolor.x = int(x);\n"
+                "       gl_Position = position;\n"
+                              "}\n",
+                "#define I %d\n"
+                "layout(binding=I, offset=0) uniform atomic_uint X(I);\n"
+                "#undef I\n",
+                "       x += atomicCounterDecrement(x%d);\n",
+                num_buffers);
+        GLuint prog = glCreateProgram();
+        bool ret = atomic_counters_compile(prog, GL_VERTEX_SHADER, src) &&
+                atomic_counters_link(prog);
+
+        glDeleteProgram(prog);
+        free(src);
+        return ret;
+}
+
+static bool
+run_test_combined_max_buffers(unsigned num_fragment_buffers,
+                              unsigned num_vertex_buffers)
+{
+        /* Generate a shader with 'num_fragment_buffers' buffers. */
+        char *fs_source = atomic_counters_generate_source(
+                "#version 140\n"
+                "#extension GL_ARB_shader_atomic_counters : enable\n"
+                "#define Y(I) y##I\n"
+                "\n"
+                "out ivec4 fcolor;\n"
+                "\n"
+                "%s"
+                "\n"
+                "void main() {\n"
+                "       uint x = 0;\n"
+                "       %s\n"
+                "       fcolor.x = int(x);\n"
+                "}\n",
+                "#define I %d\n"
+                "layout(binding=I, offset=0) uniform atomic_uint Y(I);\n"
+                "#undef I\n",
+                "       x += atomicCounterDecrement(y%d);\n",
+                num_fragment_buffers);
+        /* Generate a shader with 'num_vertex_buffers' buffers. */
+        char *vs_source = atomic_counters_generate_source(
+                "#version 140\n"
+                "#extension GL_ARB_shader_atomic_counters : enable\n"
+                "#define X(I) x##I\n"
+                "\n"
+                "in vec4 position;\n"
+                "flat out ivec4 vcolor;\n"
+                "\n"
+                "%s"
+                "\n"
+                "void main() {\n"
+                "       uint x = 0;\n"
+                "       %s\n"
+                "       vcolor.x = int(x);\n"
+                "       gl_Position = position;\n"
+                "}\n",
+                "#define I %d\n"
+                "layout(binding=I, offset=0) uniform atomic_uint X(I);\n"
+                "#undef I\n",
+                "       x += atomicCounterDecrement(x%d);\n",
+                num_vertex_buffers);
+        GLuint prog = glCreateProgram();
+        bool ret =
+                atomic_counters_compile(prog, GL_FRAGMENT_SHADER, fs_source) &&
+                atomic_counters_compile(prog, GL_VERTEX_SHADER, vs_source) &&
+                atomic_counters_link(prog);
+
+        glDeleteProgram(prog);
+        free(fs_source);
+        free(vs_source);
+        return ret;
+}
+
+static bool
+run_test_fragment_max_bindings(unsigned binding)
+{
+        const char *src_template = "#version 140\n"
+                "#extension GL_ARB_shader_atomic_counters : enable\n"
+                "\n"
+                "layout(binding=%d) uniform atomic_uint x;"
+                "\n"
+                "void main() {\n"
+                "}\n";
+        char *src;
+        GLuint prog = glCreateProgram();
+        int ret;
+
+        ret = asprintf(&src, src_template, binding);
+        assert(ret);
+
+        ret = atomic_counters_compile(prog, GL_FRAGMENT_SHADER, src);
+
+        glDeleteProgram(prog);
+        free(src);
+        return ret;
+}
+
+static bool
+run_test_vertex_max_bindings(unsigned binding)
+{
+        const char *src_template = "#version 140\n"
+                "#extension GL_ARB_shader_atomic_counters : enable\n"
+                "\n"
+                "in vec4 position;\n"
+                "layout(binding=%d) uniform atomic_uint x;"
+                "\n"
+                "void main() {\n"
+                "       gl_Position = position;\n"
+                "}\n";
+        char *src;
+        GLuint prog = glCreateProgram();
+        int ret;
+
+        ret = asprintf(&src, src_template, binding);
+        assert(ret);
+
+        ret = atomic_counters_compile(prog, GL_VERTEX_SHADER, src);
+
+        glDeleteProgram(prog);
+        free(src);
+        return ret;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+        enum piglit_result status = PIGLIT_PASS;
+        struct atomic_counters_limits ls = atomic_counters_get_limits();
+
+        piglit_require_gl_version(31);
+        piglit_require_extension("GL_ARB_shader_atomic_counters");
+
+        atomic_counters_subtest(&status, GL_VERTEX_SHADER,
+                                "Vertex shader test above maximum "
+                                "number of atomic counters",
+                                !run_test_vertex_max_counters,
+                                ls.vertex_counters + 1);
+
+        atomic_counters_subtest(&status, GL_FRAGMENT_SHADER,
+                                "Fragment shader test above maximum "
+                                "number of atomic counters",
+                                !run_test_fragment_max_counters,
+                                ls.fragment_counters + 1);
+
+        if (ls.vertex_counters + ls.fragment_counters > ls.combined_counters) {
+                atomic_counters_subtest(&status, GL_NONE,
+                                        "Combined test above maximum number "
+                                        "of atomic counters",
+                                        !run_test_combined_max_counters,
+                                        ls.fragment_counters,
+                                        ls.combined_counters
+                                        - ls.fragment_counters + 1);
+        } else {
+                piglit_report_subtest_result(
+                        PIGLIT_SKIP, "Combined test above maximum number "
+                        "of atomic counters");
+        }
+
+        atomic_counters_subtest(&status, GL_FRAGMENT_SHADER,
+                                "Fragment shader test under maximum "
+                                "number of atomic counter buffers",
+                                run_test_fragment_max_buffers,
+                                ls.fragment_buffers);
+
+        atomic_counters_subtest(&status, GL_FRAGMENT_SHADER,
+                                "Fragment shader test above maximum "
+                                "number of atomic counter buffers",
+                                !run_test_fragment_max_buffers,
+                                ls.fragment_buffers + 1);
+
+        atomic_counters_subtest(&status, GL_VERTEX_SHADER,
+                                "Vertex shader test under maximum "
+                                "number of atomic counter buffers",
+                                run_test_vertex_max_buffers,
+                                ls.vertex_buffers);
+
+        atomic_counters_subtest(&status, GL_VERTEX_SHADER,
+                                "Vertex shader test above maximum "
+                                "number of atomic counter buffers",
+                                !run_test_vertex_max_buffers,
+                                ls.vertex_buffers + 1);
+
+        if (ls.vertex_buffers + ls.fragment_buffers > ls.combined_buffers) {
+                atomic_counters_subtest(&status, GL_NONE,
+                                        "Combined test under maximum "
+                                        "number of atomic counter buffers",
+                                        run_test_combined_max_buffers,
+                                        ls.fragment_buffers,
+                                        ls.combined_buffers
+                                        - ls.fragment_buffers);
+
+                atomic_counters_subtest(&status, GL_NONE,
+                                        "Combined test above maximum "
+                                        "number of atomic counter buffers",
+                                        !run_test_combined_max_buffers,
+                                        ls.fragment_buffers,
+                                        ls.combined_buffers
+                                        - ls.fragment_buffers + 1);
+
+        } else {
+                piglit_report_subtest_result(
+                        PIGLIT_SKIP, "Combined test under maximum "
+                        "number of atomic counter buffers");
+                piglit_report_subtest_result(
+                        PIGLIT_SKIP, "Combined test above maximum "
+                        "number of atomic counter buffers");
+        }
+
+        atomic_counters_subtest(&status, GL_FRAGMENT_SHADER,
+                                "Fragment shader test above maximum "
+                                "number of atomic counter bindings",
+                                !run_test_fragment_max_bindings,
+                                ls.bindings + 1);
+
+        atomic_counters_subtest(&status, GL_VERTEX_SHADER,
+                                "Vertex shader test above maximum "
+                                "number of atomic counter bindings",
+                                !run_test_vertex_max_bindings,
+                                ls.bindings + 1);
+
+        piglit_report_result(status);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+        return PIGLIT_PASS;
+}
-- 
1.8.3.4



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