[Piglit] [PATCH] Add gl-2.0/vertexattribpointer-size-3 test
Brian Paul
brianp at vmware.com
Tue Nov 8 15:08:19 UTC 2016
Minor nits...
On 11/08/2016 07:23 AM, Nicolai Hähnle wrote:
> From: Nicolai Hähnle <nicolai.haehnle at amd.com>
>
> Exposes a subtle bug in radeonsi on VI when 3-component data is precisely
> at the end of a buffer object.
> ---
> tests/spec/gl-2.0/CMakeLists.gl.txt | 1 +
> tests/spec/gl-2.0/vertexattribpointer-size-3.c | 268 +++++++++++++++++++++++++
I think you also need to add the test to tests/all.py, right?
> 2 files changed, 269 insertions(+)
> create mode 100644 tests/spec/gl-2.0/vertexattribpointer-size-3.c
>
> diff --git a/tests/spec/gl-2.0/CMakeLists.gl.txt b/tests/spec/gl-2.0/CMakeLists.gl.txt
> index b171dea..50f3678 100644
> --- a/tests/spec/gl-2.0/CMakeLists.gl.txt
> +++ b/tests/spec/gl-2.0/CMakeLists.gl.txt
> @@ -9,12 +9,13 @@ link_libraries (
> ${OPENGL_gl_LIBRARY}
> )
>
> piglit_add_executable (vertex-program-two-side vertex-program-two-side.c)
> piglit_add_executable (gl-2.0-edgeflag edgeflag.c)
> piglit_add_executable (gl-2.0-edgeflag-immediate edgeflag-immediate.c)
> piglit_add_executable (gl-2.0-large-point-fs large-point-fs.c)
> piglit_add_executable (gl-2.0-link-empty-prog glsl-link-empty-prog.c)
> piglit_add_executable (gl-2.0-two-sided-stencil two-sided-stencil.c)
> piglit_add_executable (gl-2.0-vertexattribpointer vertexattribpointer.c)
> +piglit_add_executable (gl-2.0-vertexattribpointer-size-3 vertexattribpointer-size-3.c)
> piglit_add_executable (gl-2.0-vertex-const-attr vertex-const-attr.c)
> piglit_add_executable (gl-2.0-reuse_fragment_shader reuse_fragment_shader.c)
> diff --git a/tests/spec/gl-2.0/vertexattribpointer-size-3.c b/tests/spec/gl-2.0/vertexattribpointer-size-3.c
> new file mode 100644
> index 0000000..4d5a4fc
> --- /dev/null
> +++ b/tests/spec/gl-2.0/vertexattribpointer-size-3.c
> @@ -0,0 +1,268 @@
> +/*
> + * Copyright 2016 Advanced Micro Devices, Inc.
> + *
> + * 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.
> + */
> +
> +/**
> + * Test glVertexAttribPointer with size 3 and various combinations of types and
> + * normalized/unnormalized, sourcing from a tightly-sized VBO. This exercises
> + * a bounds checking boundary case.
> + *
> + * This failed with radeonsi on VI.
> + *
> + * Based on vertexattribpointer.c
> + */
> +
> +#include "piglit-util-gl.h"
> +
> +PIGLIT_GL_TEST_CONFIG_BEGIN
> + config.supports_gl_compat_version = 20;
> + config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE;
> +PIGLIT_GL_TEST_CONFIG_END
> +
> +
> +static const char *vertShaderText =
> + "uniform vec4 expected; \n"
> + "uniform float tolerance; \n"
> + "attribute vec4 attr; \n"
> + "varying vec4 color; \n"
> + " \n"
> + "void main() \n"
> + "{ \n"
> + " gl_Position = gl_Vertex; \n"
> + " vec4 diff = abs(expected - attr); \n"
> + " if (any(greaterThan(diff, vec4(tolerance)))) \n"
> + " color = vec4(1, attr.xyz); // bad! \n"
> + " else \n"
> + " color = vec4(0, 1, 0, 0); // good! \n"
> + "} \n";
> +
> +static const char *fragShaderText =
> + "varying vec4 color;\n"
> + "void main()\n"
> + "{ \n"
> + " gl_FragColor = color; \n"
> + "} \n";
> +
> +
> +static const GLfloat float4_data[] = { -0.5, 0.0, 0.75 };
> +static const GLubyte ubyte4_data[] = { 100, 0, 200 };
> +static const GLbyte byte4_data[] = { 50, 0, -25 };
> +static const GLushort ushort4_data[] = { 16000, 0, 32000 };
> +static const GLshort short4_data[] = { 2000, 0, -4000 };
> +static const GLuint uint4_data[] = { 10000000, 0, 20000000 };
> +static const GLint int4_data[] = { 10000000, 0, -20000000 };
What does the '4' indicate? All the arrays have 3 elements.
> +
> +static GLuint Prog;
> +static GLint ToleranceUniform, ExpectedUniform, AttrAttrib;
> +
> +
> +/*
> + * Test glVertexAttribArray(type, size, normalized)
> + */
> +static bool
> +test_array(GLenum type, GLuint size, GLboolean normalized)
> +{
> + static const GLfloat verts[4][2] = {
> + { -1.0, -1.0 },
> + { 1.0, -1.0 },
> + { 1.0, 1.0 },
> + { -1.0, 1.0 }
> + };
> + static const GLfloat green[4] = { 0.0, 1.0, 0.0, 0.0 };
> + float maxVal;
> + int typeSize;
> + const void *data;
> + float expected[4];
> + int i, p;
> + float tolerance;
> + GLuint vbo;
> +
> + switch (type) {
> + case GL_BYTE:
> + maxVal = 127.0;
> + typeSize = sizeof(GLbyte);
> + data = byte4_data;
> + for (i = 0; i < 3; i++)
> + expected[i] = (float) byte4_data[i];
> + break;
> + case GL_UNSIGNED_BYTE:
> + maxVal = 255.0;
> + typeSize = sizeof(GLubyte);
> + data = ubyte4_data;
> + for (i = 0; i < 3; i++)
> + expected[i] = (float) ubyte4_data[i];
> + break;
> + case GL_SHORT:
> + maxVal = 32767.0;
> + typeSize = sizeof(GLshort);
> + data = short4_data;
> + for (i = 0; i < 3; i++)
> + expected[i] = (float) short4_data[i];
> + break;
> + case GL_UNSIGNED_SHORT:
> + maxVal = 65535.0;
> + typeSize = sizeof(GLushort);
> + data = ushort4_data;
> + for (i = 0; i < 3; i++)
> + expected[i] = (float) ushort4_data[i];
> + break;
> + case GL_INT:
> + maxVal = (float) 0x7fffffff;
> + typeSize = sizeof(GLint);
> + data = int4_data;
> + for (i = 0; i < 3; i++)
> + expected[i] = (float) int4_data[i];
> + break;
> + case GL_UNSIGNED_INT:
> + maxVal = (float) 0xffffffff;
> + typeSize = sizeof(GLuint);
> + data = uint4_data;
> + for (i = 0; i < 3; i++)
> + expected[i] = (float) uint4_data[i];
> + break;
> + case GL_FLOAT:
> + maxVal = 1.0;
> + typeSize = sizeof(GLfloat);
> + data = float4_data;
> + for (i = 0; i < 3; i++)
> + expected[i] = (float) float4_data[i];
> + break;
> + default:
> + abort();
> + }
> +
> + if (normalized) {
> + for (i = 0; i < 3; i++) {
> + expected[i] /= maxVal;
> + }
> + }
> + expected[3] = 1.0;
> +
> + glEnableVertexAttribArray(0);
> + glEnableVertexAttribArray(AttrAttrib);
> +
> + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
> +
> + /* Setup the attribute buffer by making four copies of the
> + * test's array data (for the four vertices).
> + *
> + * Use 4 * element_size as the stride; this increases the chances of
> + * staying on the fast path.
> + */
> + {
> + char buf[4 * 4 * sizeof(float)];
> + unsigned vec_size = 3 * typeSize;
> + unsigned stride = 4 * typeSize;
> + unsigned buffer_size = 3 * stride + vec_size;
> +
> + assert(buffer_size < sizeof(buf));
> +
> + memset(buf, 0, sizeof(buf));
> + for (unsigned i = 0; i < 4; i++)
> + memcpy(buf + i * stride, data, vec_size);
> +
> + glGenBuffers(1, &vbo);
> + glBindBuffer(GL_ARRAY_BUFFER, vbo);
> + glBufferData(GL_ARRAY_BUFFER, buffer_size, buf, GL_STATIC_DRAW);
> + glVertexAttribPointer(AttrAttrib, 3, type, normalized, stride, NULL);
> + }
> +
> + glViewport(0, 0, piglit_width, piglit_height);
> + glClearColor(1,0,0,0);
> + glClear(GL_COLOR_BUFFER_BIT);
> +
> + if (type == GL_FLOAT ||
> + type == GL_DOUBLE ||
> + type == GL_INT ||
> + type == GL_UNSIGNED_INT)
> + tolerance = 1.0 / 0xffffff; /* 1 / (2^24-1) */
> + else
> + tolerance = 1.0 / maxVal;
> +
> + glUniform1f(ToleranceUniform, tolerance);
> + glUniform4fv(ExpectedUniform, 1, expected);
Indentation is off
> +
> + glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
> +
> + glDisableVertexAttribArray(0);
> + glDisableVertexAttribArray(AttrAttrib);
> +
> + glBindBuffer(GL_ARRAY_BUFFER, 0);
> + glDeleteBuffers(1, &vbo);
> +
> + p = piglit_probe_rect_rgba(0, 0, piglit_width, piglit_height, green);
> + if (!p) {
> + printf("Test %s %s failed\n",
> + piglit_get_gl_enum_name(type),
> + (normalized ? "Normalized" : "Unnormalized"));
> + fflush(stdout);
Indentation.
> + }
> +
> + piglit_present_results();
> +
> + return p;
> +}
> +
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> + static const GLenum types[] = {
> + GL_BYTE,
> + GL_UNSIGNED_BYTE,
> + GL_SHORT,
> + GL_UNSIGNED_SHORT,
> + GL_INT,
> + GL_UNSIGNED_INT,
> + GL_FLOAT,
> + };
> + bool pass = true;
> + int t, size, normalized;
> +
> + for (t = 0; t < ARRAY_SIZE(types); t++) {
> + for (normalized = 0; normalized < (types[t] == GL_FLOAT ? 1 : 2); normalized++) {
> + pass = test_array(types[t], size, normalized)
> + && pass;
> + }
> + }
> +
> + return pass ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +
> +void
> +piglit_init(int argc, char **argv)
> +{
> + piglit_require_gl_version(20);
> +
> + Prog = piglit_build_simple_program(vertShaderText, fragShaderText);
> + if (!Prog) {
> + printf("Failed to compile/link program\n");
> + piglit_report_result(PIGLIT_FAIL);
> + }
> +
> + glUseProgram(Prog);
> +
> + ExpectedUniform = glGetUniformLocation(Prog, "expected");
> + ToleranceUniform = glGetUniformLocation(Prog, "tolerance");
> + AttrAttrib = glGetAttribLocation(Prog, "attr");
> +}
>
Looks good otherwise.
Reviewed-by: Brian Paul <brianp at vmware.com>
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