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

Tapani tapani.palli at intel.com
Wed Sep 10 22:36:47 PDT 2014


On 09/10/2014 02:28 AM, Ian Romanick wrote:
> [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

Thanks, this generator seems very useful in getting ubo's to work 
considering the complexity of the output. I had to bump GLSL version to 
1.50 to have fp64 extension. FYI for now I'm encountering following 
problem when running the test with my fp64 branch:

Failed to link:
error: insufficient contiguous locations available for fragment shader 
output `piglit_fragcolor'

will try to debug further.

>> 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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