[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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