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

Tapani Pälli tapani.palli at intel.com
Fri May 22 02:47:27 PDT 2015


Did you notice that this test segfaults on a Mesa debug build?

--- 8< ---
ir_swizzle @ 0x1181e00 specifies a channel not present in the value.
(swiz xyzw (var_ref gl_NormalMatrix) )Aborted (core dumped)


On 05/19/2015 03:29 PM, Martin Peres wrote:
> 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);
> +}
>


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