[Piglit] [PATCH] arb_tessellation_shader: Test large uniforms arrays. (v3)

Marek Olšák maraeo at gmail.com
Tue Jul 28 01:52:53 PDT 2015


From: Fabian Bieler <fabianbieler at fastmail.fm>

Test uniform arrays of maximal size as well as arrays of uniform blocks.

Also test for the required linking errors if too large uniform arrays are
requested.

v2: Marek - removed commented out code
v3: added missing TCS and TES

Reviewed-by: Marek Olšák <marek.olsak at amd.com>
---
 tests/all.py                                       |   1 +
 .../spec/arb_tessellation_shader/CMakeLists.gl.txt |   1 +
 .../spec/arb_tessellation_shader/large-uniforms.c  | 333 +++++++++++++++++++++
 3 files changed, 335 insertions(+)
 create mode 100644 tests/spec/arb_tessellation_shader/large-uniforms.c

diff --git a/tests/all.py b/tests/all.py
index 3ee36ed..a5e507c 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1703,6 +1703,7 @@ with profile.group_manager(
        os.path.join(TESTS_DIR, 'spec', 'arb_tessellation_shader',
                     'minimum-maximums.txt')],
       'built-in-constants')
+    g(['arb_tessellation_shader-large-uniforms'])
     g(['arb_tessellation_shader-layout-mismatch'])
 
 # Group ARB_texture_multisample
diff --git a/tests/spec/arb_tessellation_shader/CMakeLists.gl.txt b/tests/spec/arb_tessellation_shader/CMakeLists.gl.txt
index 83cfd89..dd4cbc1 100644
--- a/tests/spec/arb_tessellation_shader/CMakeLists.gl.txt
+++ b/tests/spec/arb_tessellation_shader/CMakeLists.gl.txt
@@ -16,6 +16,7 @@ piglit_add_executable (arb_tessellation_shader-invalid-get-program-params invali
 piglit_add_executable (arb_tessellation_shader-invalid-patch-vertices-range invalid-patch-vertices-range.c)
 piglit_add_executable (arb_tessellation_shader-invalid-primitive invalid-primitive.c)
 piglit_add_executable (arb_tessellation_shader-minmax minmax.c)
+piglit_add_executable (arb_tessellation_shader-large-uniforms large-uniforms.c)
 piglit_add_executable (arb_tessellation_shader-layout-mismatch layout-mismatch.c)
 
 # vim: ft=cmake:
diff --git a/tests/spec/arb_tessellation_shader/large-uniforms.c b/tests/spec/arb_tessellation_shader/large-uniforms.c
new file mode 100644
index 0000000..c1e6398
--- /dev/null
+++ b/tests/spec/arb_tessellation_shader/large-uniforms.c
@@ -0,0 +1,333 @@
+/*
+ * Copyright © 2014 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/**
+ * \file large-uniforms.c
+ *
+ * Test that shader with the maximum allowed uniforms links successfully
+ * and test link error when using more uniforms slots than allowed.
+ *
+ * From the ARB_tessellation_shader spec (Sections 2.X.1.1 and 2.X.3.1):
+ *
+ *    A link error is generated if an attempt is made to utilize more than the
+ *    space available for tessellation control shader uniform variables.
+ *
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+	config.supports_gl_compat_version = 32;
+	config.supports_gl_core_version = 32;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+
+static const char *const vs_source =
+"#version 150\n"
+"void main() { gl_Position = vec4(0.0); }\n";
+
+static const char *const tcs_dummy =
+"#version 150\n"
+"#extension GL_ARB_tessellation_shader: require\n"
+"layout(vertices = 3) out;\n"
+"void main() {\n"
+"	gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n"
+"	gl_TessLevelInner = float[2](1.0, 1.0);\n"
+"}\n";
+
+static const char *const tcs_source_uniform_array_template =
+"#version 150\n"
+"#extension GL_ARB_tessellation_shader: require\n"
+"layout(vertices = 3) out;\n"
+"uniform float large_array[%d];\n"
+"void main() {\n"
+"	gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n"
+"	gl_TessLevelInner = float[2](1.0, 1.0);\n"
+"	for (int i = 0; i < large_array.length(); ++i)\n"
+"		gl_TessLevelInner[0] += large_array[i];\n"
+"}\n";
+
+static const char *const tcs_source_uniform_block_template =
+"#version 150\n"
+"#extension GL_ARB_tessellation_shader: require\n"
+"layout(vertices = 3) out;\n"
+"layout(std140) uniform block {\n"
+"	vec4 large_array[%d];\n"
+"} large_block[%d];\n"
+"void main() {\n"
+"	gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n"
+"	gl_TessLevelInner = float[2](1.0, 1.0);\n"
+"	for (int i = 0; i < large_block[0].large_array.length(); ++i)\n"
+"		gl_TessLevelInner[0] += %s;\n"
+"}\n";
+
+static const char *const tes_dummy =
+"#version 150\n"
+"#extension GL_ARB_tessellation_shader: require\n"
+"layout(triangles) in;\n"
+"void main() {\n"
+"	gl_Position = vec4(0.0);\n"
+"}\n";
+
+static const char *const tes_source_uniform_array_template =
+"#version 150\n"
+"#extension GL_ARB_tessellation_shader: require\n"
+"layout(triangles) in;\n"
+"uniform float large_array[%d];\n"
+"void main() {\n"
+"	gl_Position = vec4(0.0);\n"
+"	for (int i = 0; i < large_array.length(); ++i)\n"
+"		gl_Position.x += large_array[i];\n"
+"}\n";
+
+static const char *const tes_source_uniform_block_template =
+"#version 150\n"
+"#extension GL_ARB_tessellation_shader: require\n"
+"layout(triangles) in;\n"
+"layout(std140) uniform block {\n"
+"	vec4 large_array[%d];\n"
+"} large_block[%d];\n"
+"void main() {\n"
+"	gl_Position = vec4(0.0);\n"
+"	for (int i = 0; i < large_block[0].large_array.length(); ++i)\n"
+"		gl_Position.x += %s;\n"
+"}\n";
+
+static const char *const fs_source =
+"#version 150\n"
+"void main() { gl_FragColor = vec4(0.0); }\n";
+
+
+static bool
+test_uniform_array(const GLenum shader, const int n, const bool expect_fail)
+{
+	bool link_status;
+	unsigned int prog;
+	char *source_uniforms;
+	const char *source_template = (shader == GL_TESS_CONTROL_SHADER) ?
+				      tcs_source_uniform_array_template :
+				      tes_source_uniform_array_template;
+
+	source_uniforms = malloc(strlen(source_template) + 8);
+	sprintf(source_uniforms, source_template, n);
+
+	if (shader == GL_TESS_CONTROL_SHADER)
+		prog = piglit_build_simple_program_unlinked_multiple_shaders(
+				GL_VERTEX_SHADER, vs_source,
+				GL_TESS_CONTROL_SHADER, source_uniforms,
+			        GL_TESS_EVALUATION_SHADER, tes_dummy,
+				GL_FRAGMENT_SHADER, fs_source,
+				0);
+	else
+		prog = piglit_build_simple_program_unlinked_multiple_shaders(
+				GL_VERTEX_SHADER, vs_source,
+			        GL_TESS_CONTROL_SHADER, tcs_dummy,
+				GL_TESS_EVALUATION_SHADER, source_uniforms,
+				GL_FRAGMENT_SHADER, fs_source,
+				0);
+
+	glLinkProgram(prog);
+	link_status = piglit_link_check_status_quiet(prog);
+
+	if (link_status && expect_fail) {
+		fprintf(stderr, "Program with %d uniform components in %s "
+			"linked succesfully\n", n,
+			piglit_get_gl_enum_name(shader));
+		return false;
+	}
+	if (!link_status && !expect_fail) {
+		fprintf(stderr, "Program with %d uniform components in %s "
+			"failed to link\n", n,
+			piglit_get_gl_enum_name(shader));
+		return false;
+	}
+	glDeleteProgram(prog);
+
+	free(source_uniforms);
+
+	return true;
+}
+
+
+static bool
+test_uniform_block(const GLenum shader, const int num_blocks, const int size,
+		   const bool expect_fail)
+{
+	bool link_status;
+	unsigned int prog;
+	char *source_uniforms;
+	const char *source_template = shader == GL_TESS_CONTROL_SHADER ?
+				      tcs_source_uniform_block_template :
+				      tes_source_uniform_block_template;
+	const char *summand_template = " + large_block[%d].large_array[i].w";
+	char *sum;
+	int i;
+
+
+	/* From the GLSL 1.5 spec (chapter 4.3.7):
+	 *
+	 *    All indexes used to index a uniform block
+	 *    array must be integral constant expressions.
+	 *
+	 * So we have to generate code from an unrolled loop.
+	 */
+	sum = malloc((strlen(summand_template) + 8) * num_blocks);
+	sum[0] = '\0';
+	for(i = 0; i < num_blocks; ++i) {
+		char summand[40];
+		sprintf(summand, summand_template, i);
+		strcat(sum, summand);
+	}
+
+	source_uniforms = malloc(strlen(source_template) + 16 + strlen(sum));
+	sprintf(source_uniforms, source_template, size, num_blocks, sum);
+	free(sum);
+
+	if (shader == GL_TESS_CONTROL_SHADER)
+		prog = piglit_build_simple_program_unlinked_multiple_shaders(
+				GL_VERTEX_SHADER, vs_source,
+				GL_TESS_CONTROL_SHADER, source_uniforms,
+			        GL_TESS_EVALUATION_SHADER, tes_dummy,
+				GL_FRAGMENT_SHADER, fs_source,
+				0);
+	else
+		prog = piglit_build_simple_program_unlinked_multiple_shaders(
+				GL_VERTEX_SHADER, vs_source,
+			        GL_TESS_CONTROL_SHADER, tcs_dummy,
+				GL_TESS_EVALUATION_SHADER, source_uniforms,
+				GL_FRAGMENT_SHADER, fs_source,
+				0);
+
+	glLinkProgram(prog);
+	link_status = piglit_link_check_status_quiet(prog);
+
+	if (link_status && expect_fail) {
+		fprintf(stderr, "Program with %d uniform blocks of size %d (vec4s)"
+			"in %s linked successfully\n", num_blocks, size,
+			piglit_get_gl_enum_name(shader));
+		return false;
+	}
+	if (!link_status && !expect_fail) {
+		fprintf(stderr, "Program with %d uniform blocks of size %d (vec4s)"
+			"in %s failed to link\n", num_blocks, size,
+			piglit_get_gl_enum_name(shader));
+		return false;
+	}
+	glDeleteProgram(prog);
+
+	free(source_uniforms);
+
+	return true;
+}
+
+
+static bool
+report(bool result, GLenum shader, char const *name)
+{
+	piglit_report_subtest_result(result ? PIGLIT_PASS : PIGLIT_FAIL,
+				     "%s-%s",
+				     piglit_get_gl_enum_name(shader),
+				     name);
+	return result;
+}
+
+
+static bool
+test_shader(const GLenum shader, const int max_uniform_components,
+	    const int max_combined_uniform_components,
+	    const int max_uniform_blocks)
+{
+	bool pass = true;
+	int max_uniform_block_size;
+
+	/* From the tessellation shader spec (New State section):
+	 *
+	 *    The minimum values for MAX_COMBINED_*_UNIFORM_COMPONENTS by
+	 *    computing the value of:
+	 *       MAX_*_UNIFORM_COMPONENTS + MAX_*_UNIFORM_BLOCKS *
+	 *       (MAX_UNIFORM_BLOCK_SIZE/4)
+	 *    using the minimum values of the corresponding terms.
+	 */
+	glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_block_size);
+
+	pass = report(max_combined_uniform_components >=
+	       max_uniform_components +
+	       max_uniform_blocks *
+	       (max_uniform_block_size/4), shader, "combined-limit-large-enough") && pass;
+
+	pass = report(test_uniform_array(shader, max_uniform_components, false), shader, "array-at-limit") && pass;
+	pass = report(test_uniform_array(shader, max_uniform_components + 1, true), shader, "array-too-large") && pass;
+
+
+	pass = report(test_uniform_block(shader, max_uniform_blocks, max_uniform_block_size/16, false), shader, "blocks-at-limits") && pass;
+	pass = report(test_uniform_block(shader, max_uniform_blocks + 1, max_uniform_block_size/16, true), shader, "blocks-too-many-blocks") && pass;
+	/* For uniform blocks too large, the spec says a linker error *may* be
+	 * emitted; it is not required. so don't test that.
+	 */
+
+	return pass;
+}
+
+
+void
+piglit_init(int argc, char **argv)
+{
+	bool pass = true;
+	int max_uniform_components;
+	int max_combined_uniform_components;
+	int max_uniform_blocks;
+
+	piglit_require_extension("GL_ARB_tessellation_shader");
+
+	glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS,
+		      &max_uniform_components);
+	glGetIntegerv(GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS,
+		      &max_combined_uniform_components);
+	glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS,
+		      &max_uniform_blocks);
+
+	pass = test_shader(GL_TESS_CONTROL_SHADER, max_uniform_components, max_combined_uniform_components, max_uniform_blocks) && pass;
+
+	glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS,
+		      &max_uniform_components);
+	glGetIntegerv(GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS,
+		      &max_combined_uniform_components);
+	glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS,
+		      &max_uniform_blocks);
+
+	pass = test_shader(GL_TESS_EVALUATION_SHADER, max_uniform_components, max_combined_uniform_components, max_uniform_blocks) && pass;
+
+	pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+	piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+	return PIGLIT_PASS;
+}
+
-- 
2.1.4



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