[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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