[Piglit] [PATCH] shaders: add a test counting builtin active uniforms

Martin Peres martin.peres at linux.intel.com
Tue May 19 05:29:33 PDT 2015


The test will almost-always pass but it is a nice way to catch bugs
in our implementation... More information inside the test!

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=32403
Signed-off-by: Martin Peres <martin.peres at linux.intel.com>
---
 tests/all.py                    |   1 +
 tests/shaders/CMakeLists.gl.txt |   1 +
 tests/shaders/getuniform-03.c   | 305 ++++++++++++++++++++++++++++++++++++++++
 3 files changed, 307 insertions(+)
 create mode 100755 tests/shaders/getuniform-03.c

diff --git a/tests/all.py b/tests/all.py
index 5b87410..8159b9b 100755
--- a/tests/all.py
+++ b/tests/all.py
@@ -484,6 +484,7 @@ with profile.group_manager(PiglitGLTest, 'shaders') as g:
     g(['glsl-getattriblocation'])
     g(['getuniform-01'])
     g(['getuniform-02'])
+    g(['getuniform-03'])
     g(['glsl-invalid-asm-01'])
     g(['glsl-invalid-asm-02'])
     g(['glsl-novertexdata'])
diff --git a/tests/shaders/CMakeLists.gl.txt b/tests/shaders/CMakeLists.gl.txt
index 35b4c6c..192debb 100644
--- a/tests/shaders/CMakeLists.gl.txt
+++ b/tests/shaders/CMakeLists.gl.txt
@@ -59,6 +59,7 @@ piglit_add_executable (glsl-getactiveuniform-count glsl-getactiveuniform-count.c
 piglit_add_executable (glsl-getactiveuniform-length glsl-getactiveuniform-length.c)
 piglit_add_executable (getuniform-01 getuniform-01.c)
 piglit_add_executable (getuniform-02 getuniform-02.c)
+piglit_add_executable (getuniform-03 getuniform-03.c)
 piglit_add_executable (glsl-invalid-asm-01 glsl-invalid-asm-01.c)
 piglit_add_executable (glsl-invalid-asm-02 glsl-invalid-asm-02.c)
 piglit_add_executable (glsl-novertexdata glsl-novertexdata.c)
diff --git a/tests/shaders/getuniform-03.c b/tests/shaders/getuniform-03.c
new file mode 100755
index 0000000..927a98f
--- /dev/null
+++ b/tests/shaders/getuniform-03.c
@@ -0,0 +1,305 @@
+/*
+ * Copyright 2015 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.
+ */
+
+#include "piglit-util-gl.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+	config.supports_gl_compat_version = 21;
+
+	config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+struct builtin_uniform_t {
+	const char *name;
+	GLenum type;
+	bool is_array;
+	bool found;
+} uniforms[] = {
+	{ "gl_DepthRange.near", GL_FLOAT, false , false },
+	{ "gl_DepthRange.far", GL_FLOAT, false , false },
+	{ "gl_DepthRange.diff", GL_FLOAT, false , false },
+	/* { "gl_NumSamples", GL_INT, false , false }, requires OGL 4.0 */
+	{ "gl_ModelViewMatrix", GL_FLOAT_MAT4, false , false },
+	{ "gl_ProjectionMatrix", GL_FLOAT_MAT4, false , false  },
+	{ "gl_ModelViewProjectionMatrix", GL_FLOAT_MAT4, false , false },
+	{ "gl_TextureMatrix", GL_FLOAT_MAT4, true , false  },
+	{ "gl_NormalMatrix", GL_FLOAT_MAT3, false , false  },
+	{ "gl_ModelViewMatrixInverse", GL_FLOAT_MAT4, false , false },
+	{ "gl_ProjectionMatrixInverse", GL_FLOAT_MAT4, false , false  },
+	{ "gl_TextureMatrixInverse", GL_FLOAT_MAT4, true , false  },
+	{ "gl_ModelViewMatrixTranspose", GL_FLOAT_MAT4, false , false  },
+	{ "gl_ProjectionMatrixTranspose", GL_FLOAT_MAT4, false , false },
+	{ "gl_ModelViewProjectionMatrixTranspose", GL_FLOAT_MAT4, false , false },
+	{ "gl_TextureMatrixTranspose", GL_FLOAT_MAT4, true , false  },
+	{ "gl_ModelViewMatrixInverseTranspose", GL_FLOAT_MAT4, false , false  },
+	{ "gl_ProjectionMatrixInverseTranspose", GL_FLOAT_MAT4, false , false },
+	{ "gl_ModelViewProjectionMatrixInverseTranspose", GL_FLOAT_MAT4, false  },
+	{ "gl_TextureMatrixInverseTranspose", GL_FLOAT_MAT4, true , false },
+	{ "gl_NormalScale", GL_FLOAT, false , false },
+	{ "gl_ClipPlane", GL_FLOAT_VEC4, true , false },
+	{ "gl_Point.size", GL_FLOAT, false , false },
+	{ "gl_Point.sizeMin", GL_FLOAT, false , false },
+	{ "gl_Point.sizeMax", GL_FLOAT, false , false },
+	{ "gl_Point.fadeThresholdSize", GL_FLOAT, false , false },
+	{ "gl_Point.distanceConstantAttenuation", GL_FLOAT, false , false },
+	{ "gl_Point.distanceLinearAttenuation", GL_FLOAT, false , false },
+	{ "gl_Point.distanceQuadraticAttenuation", GL_FLOAT, false , false },
+	{ "gl_FrontMaterial.emission", GL_FLOAT_VEC4, false , false },
+	{ "gl_FrontMaterial.ambient", GL_FLOAT_VEC4, false , false },
+	{ "gl_FrontMaterial.diffuse", GL_FLOAT_VEC4, false , false },
+	{ "gl_FrontMaterial.specular", GL_FLOAT_VEC4, false , false },
+	{ "gl_FrontMaterial.shininess", GL_FLOAT, false , false },
+	{ "gl_BackMaterial.emission", GL_FLOAT_VEC4, false , false },
+	{ "gl_BackMaterial.ambient", GL_FLOAT_VEC4, false , false },
+	{ "gl_BackMaterial.diffuse", GL_FLOAT_VEC4, false , false },
+	{ "gl_BackMaterial.specular", GL_FLOAT_VEC4, false , false },
+	{ "gl_BackMaterial.shininess", GL_FLOAT, false , false },
+	{ "gl_LightSource[0].ambient", GL_FLOAT_VEC4, false , false },
+	{ "gl_LightSource[0].diffuse", GL_FLOAT_VEC4, false , false },
+	{ "gl_LightSource[0].specular", GL_FLOAT_VEC4, false , false },
+	{ "gl_LightSource[0].position", GL_FLOAT_VEC4, false , false },
+	{ "gl_LightSource[0].halfVector", GL_FLOAT_VEC4, false , false },
+	{ "gl_LightSource[0].spotDirection", GL_FLOAT_VEC3, false , false },
+	{ "gl_LightSource[0].spotExponent", GL_FLOAT, false , false },
+	{ "gl_LightSource[0].spotCutoff", GL_FLOAT, false , false },
+	{ "gl_LightSource[0].spotCosCutoff", GL_FLOAT, false , false },
+	{ "gl_LightSource[0].constantAttenuation", GL_FLOAT, false , false },
+	{ "gl_LightSource[0].linearAttenuation", GL_FLOAT, false , false },
+	{ "gl_LightSource[0].quadraticAttenuation", GL_FLOAT, false , false },
+	{ "gl_LightModel.ambient", GL_FLOAT_VEC4, false , false },
+	{ "gl_FrontLightModelProduct.sceneColor", GL_FLOAT_VEC4, false , false },
+	{ "gl_BackLightModelProduct.sceneColor", GL_FLOAT_VEC4, false , false },
+	{ "gl_FrontLightProduct[0].ambient", GL_FLOAT_VEC4, true , false },
+	{ "gl_FrontLightProduct[0].diffuse", GL_FLOAT_VEC4, true , false },
+	{ "gl_FrontLightProduct[0].specular", GL_FLOAT_VEC4, true , false },
+	{ "gl_BackLightProduct[0].ambient", GL_FLOAT_VEC4, true , false },
+	{ "gl_BackLightProduct[0].diffuse", GL_FLOAT_VEC4, true , false },
+	{ "gl_BackLightProduct[0].specular", GL_FLOAT_VEC4, true , false },
+	{ "gl_TextureEnvColor", GL_FLOAT_VEC4, true , false },
+	{ "gl_EyePlaneS", GL_FLOAT_VEC4, true , false },
+	{ "gl_EyePlaneT", GL_FLOAT_VEC4, true , false },
+	{ "gl_EyePlaneR", GL_FLOAT_VEC4, true , false },
+	{ "gl_EyePlaneQ", GL_FLOAT_VEC4, true , false },
+	{ "gl_ObjectPlaneS", GL_FLOAT_VEC4, true , false },
+	{ "gl_ObjectPlaneT", GL_FLOAT_VEC4, true , false },
+	{ "gl_ObjectPlaneR", GL_FLOAT_VEC4, true , false },
+	{ "gl_ObjectPlaneQ", GL_FLOAT_VEC4, true , false },
+	{ "gl_Fog.color", GL_FLOAT_VEC4, false , false },
+	{ "gl_Fog.density", GL_FLOAT, false , false },
+	{ "gl_Fog.start", GL_FLOAT, false , false },
+	{ "gl_Fog.end", GL_FLOAT, false , false },
+	{ "gl_Fog.scale", GL_FLOAT, false , false },
+};
+
+static const char vs_header[] =
+   "void main()\n"
+   "{\n"
+   "  gl_Position = vec4(1);\n";
+
+static const char vs_footer[] =
+   "}\n";
+
+char *
+gen_vs_shader_all()
+{
+	/* strlen("  gl_Position += vec4(gl_ModelViewProjectionMatrixInverse
+	 *        "Transpose[0]);\n") */
+	size_t max_line_size = 64;
+	size_t uniforms_count = ARRAY_SIZE(uniforms);
+	size_t shader_len = strlen(vs_header) +
+			    uniforms_count * max_line_size +
+			    strlen(vs_footer) + 1;
+	size_t i;
+
+	/* allocate the shader */
+	char *vs_text = malloc(shader_len);
+	memset(vs_text, 0, shader_len);
+
+	/* add the header */
+	strcat(vs_text, vs_header);
+
+	/* add a reference to every uniform */
+	for (i = 0; i < uniforms_count; i++) {
+		strcat(vs_text, "  gl_Position += ");
+		switch(uniforms[i].type) {
+		case GL_FLOAT_VEC3:
+			strcat(vs_text, "vec4(");
+			strcat(vs_text, uniforms[i].name);
+			strcat(vs_text, ", 1)");
+			break;
+		case GL_FLOAT_MAT4:
+			strcat(vs_text, "vec4(");
+			strcat(vs_text, uniforms[i].name);
+			strcat(vs_text, "[0])");
+			break;
+		case GL_FLOAT_MAT3:
+			strcat(vs_text, "vec4(");
+			strcat(vs_text, uniforms[i].name);
+			strcat(vs_text, ")");
+			break;
+		default:
+			strcat(vs_text, uniforms[i].name);
+			if (uniforms[i].is_array)
+				strcat(vs_text, "[0]");
+		}
+		strcat(vs_text, ";\n");
+	}
+
+	/* add the footer */
+	strcat(vs_text, vs_footer);
+
+	/* Uncomment the following to view the generated shader */
+	/*fprintf(stderr, "shader = '%s'\n", vs_text);*/
+
+	return vs_text;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+	/* never called */
+	return PIGLIT_FAIL;
+}
+
+static struct builtin_uniform_t *
+find_uniform(const char *name)
+{
+	size_t i;
+
+	for (i = 0; i < ARRAY_SIZE(uniforms); i++) {
+		/* OpenGL ES 3.0 and OpenGL 4.2 require that the "[0]" be
+		 * appended to the name.  Earlier versions of the spec are
+		 * ambiguous.  Accept either name.
+		*/
+		if (strcmp(uniforms[i].name, name) == 0 ||
+		    (strcmp(name + strlen(name) - 3, "[0]") == 0 &&
+		     strncmp(uniforms[i].name, name, strlen(name) - 3) == 0))
+			return &uniforms[i];
+	}
+
+	return NULL;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+	GLint numUniforms, i;
+	bool pass = true;
+	GLuint vs, prog;
+	char *vs_text;
+
+	piglit_require_vertex_shader();
+	piglit_require_fragment_shader();
+
+	vs_text = gen_vs_shader_all();
+
+	vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_text);
+	prog = piglit_link_simple_program(vs, 0);
+	if (!prog) {
+		printf("Compilation error. Aborting...\n");
+		piglit_report_result(PIGLIT_FAIL);
+	}
+
+	glUseProgram(prog);
+	free(vs_text);
+
+	glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &numUniforms);
+	if (numUniforms != ARRAY_SIZE(uniforms)) {
+		printf("Unexpected number of uniforms (found %d, expected "
+		       "%lu)\n", numUniforms, ARRAY_SIZE(uniforms));
+	}
+
+	/* check the types of the active uniforms and check which ones got
+	 * references by glGetActiveUniform for later comparaison. */
+	for (i = 0; i < numUniforms; i++) {
+		struct builtin_uniform_t *uniform;
+		GLcharARB name[100];
+		GLsizei len;
+		GLint size;
+		GLenum type;
+
+		glGetActiveUniform(prog, i, sizeof(name), &len, &size, &type,
+				   name);
+
+		uniform = find_uniform(name);
+
+		if (!uniform) {
+			fprintf(stderr, "Cannot find uniform '%s'\n", name);
+			pass = false;
+			continue;
+		}
+
+		uniform->found = true;
+
+		if (type != uniform->type) {
+			printf("Wrong type for '%s' (found %s(0x%x)), "
+			       "expected %s(0x%x))\n",
+				name, piglit_get_gl_enum_name(type), type,
+				piglit_get_gl_enum_name(uniform->type),
+				uniform->type);
+				pass = false;
+		}
+	}
+
+	/* check that no uniform got forgotten as there is the possibility that
+	 * one got referenced twice!
+	 */
+	for (i = 0; i < ARRAY_SIZE(uniforms); i++) {
+		if (uniforms[i].found == false) {
+			fprintf(stderr, "uniform '%s' is missing from the "
+					"active uniform list!\n",
+				uniforms[i].name);
+
+			/* A missing builtin is legal, as stated by page 80
+			 * (page 94 of the PDF) of the OpenGL 2.1 spec:
+			 *
+			 * "The returned uniform name can be the name of
+			 * built-in uniform state as well."
+			 */
+
+			/* FIXME: verify that the missing uniform as not been
+			 * forgotten by the implementation. One way could have
+			 * been to count the number of components used by the
+			 * uniforms and add more components until reaching
+			 * shader then adding other uniforms to reach
+			 * GL_MAX_VERTEX_UNIFORM_COMPONENTS. If the shader still
+			 * compiles, and assuming that
+			 * GL_MAX_VERTEX_UNIFORM_COMPONENTS reports a good value
+			 * then we can assume that the compiler just replaced
+			 * the uniform with something else. If it does not
+			 * compile, then it probably lied somewhere!
+			 *
+			 * The problem with this approach is that counting the
+			 * number of components used for some types such as
+			 * matrices is implementation-dependent...
+			 *
+			 * Until we have such a way to verify, let's not fail
+			 * the test!
+			 */
+		}
+	}
+
+	piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}
-- 
2.4.0



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