[Piglit] [PATCH 4/5] sso: Verify that uniforms has per-program namespace
Ian Romanick
idr at freedesktop.org
Fri Apr 25 20:03:51 PDT 2014
From: Ian Romanick <ian.d.romanick at intel.com>
As opposed to per-pipeline namespace. Setting a uniform named "a" one
program attached to a pipeline should not affect the value of a
uniform named "a" in a different program attached to the same
pipeline.
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
tests/all.py | 1 +
.../arb_separate_shader_objects/CMakeLists.gl.txt | 1 +
.../uniform-namespace.c | 178 +++++++++++++++++++++
3 files changed, 180 insertions(+)
create mode 100644 tests/spec/arb_separate_shader_objects/uniform-namespace.c
diff --git a/tests/all.py b/tests/all.py
index c88596f..2580737 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1808,6 +1808,7 @@ arb_separate_shader_objects['400 combinations by location'] = plain_test('arb_se
arb_separate_shader_objects['400 combinations by name'] = plain_test('arb_separate_shader_object-400-combinations -fbo')
arb_separate_shader_objects['active sampler conflict'] = concurrent_test('arb_separate_shader_object-active-sampler-conflict')
arb_separate_shader_objects['dlist'] = concurrent_test('arb_separate_shader_object-dlist')
+arb_separate_shader_objects['uniform namespace is per-program'] = concurrent_test('arb_separate_shader_object-uniform-namespace')
# Group ARB_sampler_objects
arb_sampler_objects = {}
diff --git a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
index 2cdcb4d..3d93665 100644
--- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
+++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
@@ -18,5 +18,6 @@ piglit_add_executable (arb_separate_shader_object-IsProgramPipeline IsProgramPip
piglit_add_executable (arb_separate_shader_object-mix_pipeline_useprogram mix_pipeline_useprogram.c)
piglit_add_executable (arb_separate_shader_object-ProgramUniform-coverage ProgramUniform-coverage.c)
piglit_add_executable (arb_separate_shader_object-rendezvous_by_location rendezvous_by_location.c)
+piglit_add_executable (arb_separate_shader_object-uniform-namespace uniform-namespace.c)
piglit_add_executable (arb_separate_shader_object-UseProgramStages-non-separable UseProgramStages-non-separable.c)
piglit_add_executable (arb_separate_shader_object-ValidateProgramPipeline ValidateProgramPipeline.c)
diff --git a/tests/spec/arb_separate_shader_objects/uniform-namespace.c b/tests/spec/arb_separate_shader_objects/uniform-namespace.c
new file mode 100644
index 0000000..955a789
--- /dev/null
+++ b/tests/spec/arb_separate_shader_objects/uniform-namespace.c
@@ -0,0 +1,178 @@
+/*
+ * Copyright © 2014 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 uniform-namespace.c
+ * Verify that the namespace of uniforms is per program, not per pipeline
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_compat_version = 10;
+ config.supports_gl_core_version = 31;
+
+ config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static const char vs_template[] =
+ "#version %u\n"
+ "#extension GL_ARB_separate_shader_objects: require\n"
+ "#extension GL_ARB_explicit_attrib_location: require\n"
+ "\n"
+ "layout(location=0) in vec4 piglit_vertex;\n"
+ "\n"
+ "uniform vec4 a;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = piglit_vertex + a;\n"
+ "}"
+ ;
+
+static const char fs_template[] =
+ "#version %u\n"
+ "#extension GL_ARB_separate_shader_objects: require\n"
+ "#extension GL_ARB_explicit_attrib_location: require\n"
+ "\n"
+ "uniform vec4 a;\n"
+ "\n"
+ "#if __VERSION__ >= 130\n"
+ "layout(location = 0) out vec4 out_color;\n"
+ "#else\n"
+ "#define out_color gl_FragColor\n"
+ "#endif\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = a;\n"
+ "}"
+ ;
+
+static GLuint vs = 0;
+static GLuint fs = 0;
+
+/**
+ * Location of the "a" uniform in the vertex shader program.
+ */
+static GLint loc_vs = -1;
+
+/**
+ * Location of the "a" uniform in the fragment shader program.
+ */
+static GLint loc_fs = -1;
+
+static GLuint
+generate_program(const char *code_template, unsigned glsl_version,
+ GLenum program_target, GLint *uniform_loc)
+{
+ char *code = NULL;
+ GLuint prog;
+
+ asprintf(&code, code_template, glsl_version);
+ prog = glCreateShaderProgramv(program_target, 1,
+ (const GLchar * const*) &code);
+ free(code);
+
+ piglit_link_check_status(prog);
+
+ *uniform_loc = glGetUniformLocation(prog, "a");
+
+ return prog;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ GLuint pipe = 0;
+ bool es;
+ int glsl_major;
+ int glsl_minor;
+ unsigned glsl_version;
+
+ piglit_require_vertex_shader();
+ piglit_require_fragment_shader();
+ piglit_require_extension("GL_ARB_separate_shader_objects");
+ piglit_require_extension("GL_ARB_explicit_attrib_location");
+
+ /* Some NVIDIA drivers have issues with layout qualifiers, 'in'
+ * keywords, and 'out' keywords in "lower" GLSL versions. If the
+ * driver supports GLSL >= 1.40, use 1.40. Otherwise, pick the
+ * highest version that the driver supports.
+ */
+ piglit_get_glsl_version(&es, &glsl_major, &glsl_minor);
+ glsl_version = ((glsl_major * 100) + glsl_minor) >= 140
+ ? 140 : ((glsl_major * 100) + glsl_minor);
+
+ vs = generate_program(vs_template, glsl_version, GL_VERTEX_SHADER,
+ &loc_vs);
+
+ fs = generate_program(fs_template, glsl_version, GL_FRAGMENT_SHADER,
+ &loc_fs);
+
+ if (vs == 0 || fs == 0)
+ piglit_report_result(PIGLIT_FAIL);
+
+ glGenProgramPipelines(1, &pipe);
+ glBindProgramPipeline(pipe);
+ glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs);
+ glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs);
+
+ if (!piglit_check_gl_error(0))
+ piglit_report_result(PIGLIT_FAIL);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+ static const float gray[] = { 0.5, 0.5, 0.5, 1.0 };
+ static const float green[] = { 0.0, 1.0, 0.0, 0.0 };
+ static const float red[] = { 1.0, 0.0, 0.0, 0.0 };
+ bool pass = true;
+
+ glProgramUniform4fv(vs, loc_vs, 1, red);
+ glProgramUniform4fv(fs, loc_fs, 1, green);
+
+ glClearColor(gray[0], gray[1], gray[2], gray[3]);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ piglit_draw_rect(-1, -1, 1, 2);
+
+ pass = piglit_probe_rect_rgb(0, 0,
+ piglit_width / 2, piglit_height,
+ gray)
+ && pass;
+
+ pass = piglit_probe_rect_rgb(piglit_width / 2, 0,
+ piglit_width / 2, piglit_height,
+ green)
+ && pass;
+
+ piglit_present_results();
+
+ pass = piglit_check_gl_error(0) && pass;
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
--
1.8.1.4
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