[Piglit] [PATCH 07/11] arb_uniform_buffer_object: Add test based on extension spec
Tapani Pälli
tapani.palli at intel.com
Mon Sep 8 21:58:30 PDT 2014
Hi Ian;
I was planning to have a 'custom' layout-std140 test with some doubles
included. I think I will instead copy-paste this one and add doubles in
to the mix. Is there any way I could introduce "optional content" in to
this test when extension is present or should I rather make a copy of
the whole test?
(I have some ubo fixes for double in my "fp64_fixes" Mesa tree but not
yet tested)
Thanks;
// Tapani
On 09/09/2014 12:34 AM, Ian Romanick wrote:
> From: Ian Romanick <ian.d.romanick at intel.com>
>
> This comes almost verbatim from the ARB_uniform_buffer_object spec.
> It's also mostly redundant with the layout-std140 test... which will be
> removed soon.
>
> This test passes on NVIDIA's closed source driver (version 331.89 on
> GTX260)
>
> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
> ---
> .../example_from_spec.shader_test | 218 +++++++++++++++++++++
> 1 file changed, 218 insertions(+)
> create mode 100644 tests/spec/arb_uniform_buffer_object/example_from_spec.shader_test
>
> diff --git a/tests/spec/arb_uniform_buffer_object/example_from_spec.shader_test b/tests/spec/arb_uniform_buffer_object/example_from_spec.shader_test
> new file mode 100644
> index 0000000..b14b6a1
> --- /dev/null
> +++ b/tests/spec/arb_uniform_buffer_object/example_from_spec.shader_test
> @@ -0,0 +1,218 @@
> +[require]
> +GLSL >= 1.30
> +GL_ARB_uniform_buffer_object
> +
> +[vertex shader]
> +#extension GL_ARB_uniform_buffer_object : require
> +
> +struct f_struct {
> + int d;
> + bvec2 e;
> +};
> +
> +struct o_struct {
> + uvec3 j;
> + vec2 k;
> + float l[2];
> + vec2 m;
> + mat3 n[2];
> +};
> +
> +layout(std140) uniform Example {
> + // Base types below consume 4 basic machine units
> + //
> + // base base align
> + // rule align off. off. bytes used
> + // ---- ------ ---- ---- -----------------------
> + float a; // 1 4 0 0 0..3
> + vec2 b; // 2 8 4 8 8..15
> + vec3 c; // 3 16 16 16 16..27
> + f_struct // 9 16 28 32 (align begin)
> +// int d; // 1 4 32 32 32..35
> +// bvec2 e; // 2 8 36 40 40..47
> + f; // 9 16 48 48 (pad end)
> + float g; // 1 4 48 48 48..51
> + float h[2]; // 4 16 52 64 64..67 (h[0])
> + // 80 80..83 (h[1])
> + // 4 16 84 96 (pad end of h)
> + mat2x3 i; // 5/4 16 96 96 96..107 (i, column 0)
> + // 112 112..123 (i, column 1)
> + // 5/4 16 124 128 (pad end of i)
> + o_struct // 10 16 128 128 (align begin)
> +// uvec3 j; // 3 16 128 128 128..139 (o[0].j)
> +// vec2 k; // 2 8 140 144 144..151 (o[0].k)
> +// float l[2]; // 4 16 152 160 160..163 (o[0].l[0])
> + // 176 176..179 (o[0].l[1])
> + // 4 16 180 192 (pad end of o[0].l)
> +// vec2 m; // 2 8 192 192 192..199 (o[0].m)
> +// mat3 n[2]; // 6/4 16 200 208 208..219 (o[0].n[0], column 0)
> + // 224 224..235 (o[0].n[0], column 1)
> + // 240 240..251 (o[0].n[0], column 2)
> + // 256 256..267 (o[0].n[1], column 0)
> + // 272 272..283 (o[0].n[1], column 1)
> + // 288 288..299 (o[0].n[1], column 2)
> + // 6/4 16 300 304 (pad end of o[0].n)
> + // 9 16 304 304 (pad end of o[0])
> + // 3 16 304 304 304..315 (o[1].j)
> + // 2 8 316 320 320..327 (o[1].k)
> + // 4 16 328 336 336..347 (o[1].l[0])
> + // 352 352..355 (o[1].l[1])
> + // 4 16 356 368 (pad end of o[1].l)
> + // 2 8 368 368 368..375 (o[1].m)
> + // 6/4 16 376 384 384..395 (o[1].n[0], column 0)
> + // 400 400..411 (o[1].n[0], column 1)
> + // 416 416..427 (o[1].n[0], column 2)
> + // 432 432..443 (o[1].n[1], column 0)
> + // 448 448..459 (o[1].n[1], column 1)
> + // 464 464..475 (o[1].n[1], column 2)
> + // 6/4 16 476 480 (pad end of o[1].n)
> + // 9 16 480 480 (pad end of o[1])
> + o[2];
> +};
> +
> +void main()
> +{
> + /* std140 (or shared) layout prevents any fields or blocks from being
> + * eliminted. Section 2.11.6 of the OpenGL ES 3.0 spec makes this
> + * explicit, but desktop GL specs only say it implicitly. Either way,
> + * there is no need to reference any field of the std140 block.
> + */
> + gl_Position = vec4(0);
> +}
> +
> +[fragment shader]
> +out vec4 piglit_fragcolor;
> +
> +void main()
> +{
> + piglit_fragcolor = vec4(0);
> +}
> +
> +[test]
> +link success
> +
> +active uniform a GL_UNIFORM_TYPE GL_FLOAT
> +active uniform a GL_UNIFORM_SIZE 1
> +active uniform a GL_UNIFORM_OFFSET 0
> +active uniform a GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform a GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform a GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform b GL_UNIFORM_TYPE GL_FLOAT_VEC2
> +active uniform b GL_UNIFORM_SIZE 1
> +active uniform b GL_UNIFORM_OFFSET 8
> +active uniform b GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform b GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform b GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform c GL_UNIFORM_TYPE GL_FLOAT_VEC3
> +active uniform c GL_UNIFORM_SIZE 1
> +active uniform c GL_UNIFORM_OFFSET 16
> +active uniform c GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform c GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform c GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform f.d GL_UNIFORM_TYPE GL_INT
> +active uniform f.d GL_UNIFORM_SIZE 1
> +active uniform f.d GL_UNIFORM_OFFSET 32
> +active uniform f.d GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform f.d GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform f.d GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform f.e GL_UNIFORM_TYPE GL_BOOL_VEC2
> +active uniform f.e GL_UNIFORM_SIZE 1
> +active uniform f.e GL_UNIFORM_OFFSET 40
> +active uniform f.e GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform f.e GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform f.e GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform g GL_UNIFORM_TYPE GL_FLOAT
> +active uniform g GL_UNIFORM_SIZE 1
> +active uniform g GL_UNIFORM_OFFSET 48
> +active uniform g GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform g GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform g GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform h[0] GL_UNIFORM_TYPE GL_FLOAT
> +active uniform h[0] GL_UNIFORM_SIZE 2
> +active uniform h[0] GL_UNIFORM_OFFSET 64
> +active uniform h[0] GL_UNIFORM_ARRAY_STRIDE 16
> +active uniform h[0] GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform h[0] GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform i GL_UNIFORM_TYPE GL_FLOAT_MAT2x3
> +active uniform i GL_UNIFORM_SIZE 1
> +active uniform i GL_UNIFORM_OFFSET 96
> +active uniform i GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform i GL_UNIFORM_MATRIX_STRIDE 16
> +active uniform i GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform o[0].j GL_UNIFORM_TYPE GL_UNSIGNED_INT_VEC3
> +active uniform o[0].j GL_UNIFORM_SIZE 1
> +active uniform o[0].j GL_UNIFORM_OFFSET 128
> +active uniform o[0].j GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform o[0].j GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform o[0].j GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform o[0].k GL_UNIFORM_TYPE GL_FLOAT_VEC2
> +active uniform o[0].k GL_UNIFORM_SIZE 1
> +active uniform o[0].k GL_UNIFORM_OFFSET 144
> +active uniform o[0].k GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform o[0].k GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform o[0].k GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform o[0].l[0] GL_UNIFORM_TYPE GL_FLOAT
> +active uniform o[0].l[0] GL_UNIFORM_SIZE 2
> +active uniform o[0].l[0] GL_UNIFORM_OFFSET 160
> +active uniform o[0].l[0] GL_UNIFORM_ARRAY_STRIDE 16
> +active uniform o[0].l[0] GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform o[0].l[0] GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform o[0].m GL_UNIFORM_TYPE GL_FLOAT_VEC2
> +active uniform o[0].m GL_UNIFORM_SIZE 1
> +active uniform o[0].m GL_UNIFORM_OFFSET 192
> +active uniform o[0].m GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform o[0].m GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform o[0].m GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform o[0].n[0] GL_UNIFORM_TYPE GL_FLOAT_MAT3
> +active uniform o[0].n[0] GL_UNIFORM_SIZE 2
> +active uniform o[0].n[0] GL_UNIFORM_OFFSET 208
> +active uniform o[0].n[0] GL_UNIFORM_ARRAY_STRIDE 48
> +active uniform o[0].n[0] GL_UNIFORM_MATRIX_STRIDE 16
> +active uniform o[0].n[0] GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform o[1].j GL_UNIFORM_TYPE GL_UNSIGNED_INT_VEC3
> +active uniform o[1].j GL_UNIFORM_SIZE 1
> +active uniform o[1].j GL_UNIFORM_OFFSET 304
> +active uniform o[1].j GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform o[1].j GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform o[1].j GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform o[1].k GL_UNIFORM_TYPE GL_FLOAT_VEC2
> +active uniform o[1].k GL_UNIFORM_SIZE 1
> +active uniform o[1].k GL_UNIFORM_OFFSET 320
> +active uniform o[1].k GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform o[1].k GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform o[1].k GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform o[1].l[0] GL_UNIFORM_TYPE GL_FLOAT
> +active uniform o[1].l[0] GL_UNIFORM_SIZE 2
> +active uniform o[1].l[0] GL_UNIFORM_OFFSET 336
> +active uniform o[1].l[0] GL_UNIFORM_ARRAY_STRIDE 16
> +active uniform o[1].l[0] GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform o[1].l[0] GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform o[1].m GL_UNIFORM_TYPE GL_FLOAT_VEC2
> +active uniform o[1].m GL_UNIFORM_SIZE 1
> +active uniform o[1].m GL_UNIFORM_OFFSET 368
> +active uniform o[1].m GL_UNIFORM_ARRAY_STRIDE 0
> +active uniform o[1].m GL_UNIFORM_MATRIX_STRIDE 0
> +active uniform o[1].m GL_UNIFORM_IS_ROW_MAJOR 0
> +
> +active uniform o[1].n[0] GL_UNIFORM_TYPE GL_FLOAT_MAT3
> +active uniform o[1].n[0] GL_UNIFORM_SIZE 2
> +active uniform o[1].n[0] GL_UNIFORM_OFFSET 384
> +active uniform o[1].n[0] GL_UNIFORM_ARRAY_STRIDE 48
> +active uniform o[1].n[0] GL_UNIFORM_MATRIX_STRIDE 16
> +active uniform o[1].n[0] GL_UNIFORM_IS_ROW_MAJOR 0
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