[Piglit] [PATCH] Respect GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT in binding-layout.c.
Ian Romanick
idr at freedesktop.org
Tue Jun 13 17:54:55 UTC 2017
This patch is
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
On 06/04/2017 06:30 PM, Kenneth Graunke wrote:
> The spec/arb_shading_language_420pack/execution/binding-layout test
> assumed that it could bind buffers at 16-byte offsets. This may not
> be true - we need to respect GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT.
>
> This prevents crashes on drivers which require an alignment larger than
> 16 bytes. The closed source AMD and NVIDIA drivers appear to require
> an alignment of 256 bytes, and I have a patch to bump i965 to 32 bytes.
> ---
> .../execution/binding-layout.c | 16 ++++++++++++----
> 1 file changed, 12 insertions(+), 4 deletions(-)
>
> diff --git a/tests/spec/arb_shading_language_420pack/execution/binding-layout.c b/tests/spec/arb_shading_language_420pack/execution/binding-layout.c
> index bda43dd0d..acbb8f4dd 100644
> --- a/tests/spec/arb_shading_language_420pack/execution/binding-layout.c
> +++ b/tests/spec/arb_shading_language_420pack/execution/binding-layout.c
> @@ -152,6 +152,7 @@ piglit_init(int argc, char **argv)
> };
> bool pass = true;
> GLuint bo;
> + GLint alignment;
>
> piglit_require_extension("GL_ARB_shading_language_420pack");
> piglit_require_extension("GL_ARB_explicit_attrib_location");
> @@ -167,14 +168,21 @@ piglit_init(int argc, char **argv)
> if (!pass)
> piglit_report_result(PIGLIT_FAIL);
>
> + /* Pad out to the alignment or the size of a vec4. */
> + glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
> + alignment = MAX2(alignment, 4 * sizeof(float));
> +
> glGenBuffers(1, &bo);
> glBindBuffer(GL_UNIFORM_BUFFER, bo);
> - glBufferData(GL_UNIFORM_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
> + glBufferData(GL_UNIFORM_BUFFER, 3 * alignment, NULL, GL_STATIC_DRAW);
> + glBufferSubData(GL_UNIFORM_BUFFER, 0 * alignment, 16, &data[0]);
> + glBufferSubData(GL_UNIFORM_BUFFER, 1 * alignment, 16, &data[4]);
> + glBufferSubData(GL_UNIFORM_BUFFER, 2 * alignment, 16, &data[8]);
> glBindBuffer(GL_UNIFORM_BUFFER, 0);
>
> - glBindBufferRange(GL_UNIFORM_BUFFER, 2, bo, 0, 16);
> - glBindBufferRange(GL_UNIFORM_BUFFER, 3, bo, 16, 16);
> - glBindBufferRange(GL_UNIFORM_BUFFER, 4, bo, 32, 16);
> + glBindBufferRange(GL_UNIFORM_BUFFER, 2, bo, 0 * alignment, 16);
> + glBindBufferRange(GL_UNIFORM_BUFFER, 3, bo, 1 * alignment, 16);
> + glBindBufferRange(GL_UNIFORM_BUFFER, 4, bo, 2 * alignment, 16);
>
> glClearColor(0.5, 0.5, 0.5, 1.0);
> }
>
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