[Piglit] [PATCH 07/11] arb_uniform_buffer_object: Add test based on extension spec

Ian Romanick idr at freedesktop.org
Tue Sep 9 16:28:00 PDT 2014


[Resend without the giant attachment that made the list angry.]

On 09/09/2014 11:19 AM, Ian Romanick wrote:
> On 09/08/2014 09:58 PM, Tapani Pälli wrote:
>> 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 only included this test because it came directly from the specification.
> 
> I don't think we'll need any hand written tests for fp64. :)  I've
> attached a sample test from the fully random test generator.  I think by
> using the "directed" mode we'll be able to generate all the tests we'll
> need.

http://people.freedesktop.org/~idr/test.shader_test

> Note: I haven't tested any of the fp64 support yet, so that test may be
> completely bogus.
> 
>> (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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