[Piglit] [PATCH 06/10 v2] sso: Verify that uniforms has per-program namespace

Ian Romanick idr at freedesktop.org
Sun Apr 27 14:12:09 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.

v2: Use pick_a_glsl_version utility function.

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                            | 168 +++++++++++++++++++++
 3 files changed, 170 insertions(+)
 create mode 100644 tests/spec/arb_separate_shader_objects/uniform-namespace.c

diff --git a/tests/all.py b/tests/all.py
index d0e8359..7648bb7 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 53d96ee..43440bc 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 sso-common.c)
+piglit_add_executable (arb_separate_shader_object-uniform-namespace uniform-namespace.c sso-common.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..374c0cb
--- /dev/null
+++ b/tests/spec/arb_separate_shader_objects/uniform-namespace.c
@@ -0,0 +1,168 @@
+/*
+ * 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"
+#include "sso-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;
+	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");
+
+	glsl_version = pick_a_glsl_version();
+
+	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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