/* * Copyright © 2016 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 layout-std430-fp64-mixed-shader.c * * Tests that shader storage block reads/writes in GLSL works correctly (offsets * and values) when interface packing qualifier is std430, using mixed content. * * From GL_ARB_shader_storage_buffer_object: * * "When using the "std430" storage layout, shader storage * blocks will be laid out in buffer storage identically to uniform and * shader storage blocks using the "std140" layout, except that the base * alignment of arrays of scalars and vectors in rule (4) and of structures * in rule (9) are not rounded up a multiple of the base alignment of a vec4." */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.window_width = 100; config.window_height = 100; config.supports_gl_compat_version = 32; config.supports_gl_core_version = 32; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END #define SSBO_SIZE1 4 #define SSBO_SIZE2 6 #define SSBO_SIZE3 4 #define SSBO_SIZE4 58 #define TOLERANCE 1e-5 #define DIFFER(a,b) ((a > b ? a - b : b - a) > TOLERANCE) static const char vs_code[] = "#version 150\n" "#extension GL_ARB_shader_storage_buffer_object : require\n" "#extension GL_ARB_gpu_shader_fp64 : require\n" "\n" "struct B { double b1[3]; };\n" "struct A {\n" " double a1;\n" " dvec3 a2;\n" " dmat2 a4[2];\n" " double a5;\n" " B sb[2];\n" "};\n" "\n" "layout(std430, binding=2) buffer ssbo {\n" " vec2 u;\n" " dvec4 v;\n" " float f;\n" " A s;\n" " dmat3x4 m;\n" " dvec2 v2a[3];\n" " dvec3 v3a[2];\n" " double unsized_array[];\n" "};\n" "\n" "in vec4 piglit_vertex;\n" "out vec4 vertex_to_gs;\n" "\n" "void main() {\n" " vertex_to_gs = piglit_vertex;\n" " v.yz = dvec2(1.0, 2.0);\n" " f = 4.0;\n" " s.a2.x = 6.0lf;\n" " s.a2.y = 7.0lf;\n" " s.sb[0].b1[0] = 18.333333333333333259lf;\n" " s.sb[0].b1[1] = 19.0lf;\n" " m[1] = dvec4(25.0, 26.0, 27.0, 28.0);\n" " v2a[0].yx = dvec2(34.0, 33.0) * s.a5;\n" " v2a[1].y = 36.0lf;\n" " v3a[0].xz = dvec2(39.0, 41.0);\n" " v3a[1].y = 43.0lf;\n" " int index = int(v.x); // index should be zero\n" " unsized_array[index + gl_VertexID] = unsized_array.length();\n" "}\n"; static const char gs_source[] = "#version 150\n" "#extension GL_ARB_shader_storage_buffer_object : require\n" "#extension GL_ARB_gpu_shader_fp64 : require\n" "\n" "struct B { double b1[3]; };\n" "struct A {\n" " double a1;\n" " dvec3 a2;\n" " dmat2 a4[2];\n" " double a5;\n" " B sb[2];\n" "};\n" "\n" "layout(std430, binding=2) buffer ssbo {\n" " vec2 u;\n" " dvec4 v;\n" " float f;\n" " A s;\n" " dmat3x4 m;\n" " dvec2 v2a[3];\n" " dvec3 v3a[2];\n" " double unsized_array[];\n" "};\n" "layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 3) out;\n" "\n" "in vec4 vertex_to_gs[3];\n" "\n" "void main() {\n" " for (int i = 0; i < 3; i++) {\n" " gl_Position = vertex_to_gs[i] + vec4(s.a1);\n" " EmitVertex();\n" " }\n" " s.a4[0] = dmat2(-1.333333333333333259lf, 11.0, 12.0, 13.0);\n" "}\n"; static const char fs_source[] = "#version 150\n" "#extension GL_ARB_shader_storage_buffer_object : require\n" "#extension GL_ARB_gpu_shader_fp64 : require\n" "\n" "struct B { double b1[3]; };\n" "struct A {\n" " double a1;\n" " dvec3 a2;\n" " dmat2 a4[2];\n" " double a5;\n" " B sb[2];\n" "};\n" "\n" "layout(std430, binding=2) buffer ssbo {\n" " vec2 u;\n" " dvec4 v;\n" " float f;\n" " A s;\n" " dmat3x4 m;\n" " dvec2 v2a[3];\n" " dvec3 v3a[2];\n" " double unsized_array[];\n" "};\n" "\n" "out vec4 color;\n" "\n" "void main() {\n" " color = vec4(0,1,0,1);\n" " v.xw = dvec2(0.0, 3.0) + u;\n" " s.a2.z = 8.0lf;\n" " s.a4[1] = dmat2(14.0, 15.0, 16.0, 17.0);\n" " s.sb[1].b1[2] = 20.0lf;\n" " m[0] = dvec4(21.333333333333333259lf, 22.0, 23.0, 24.0);\n" " m[2] = dvec4(29.0, 30.0, 31.0, 32.0);\n" " v2a[1].x = 35.0lf;\n" " v2a[2].xy = dvec2(37.0, 38.0);\n" " v3a[0].y = 40.0lf;\n" " v3a[1].xz = dvec2(42.0, 44.0);\n" " int index = int(v.z + gl_FragCoord.x);\n" " unsized_array[index] = unsized_array.length() * 2.0LF;\n" "}\n"; GLuint prog; float ssbo_values1[SSBO_SIZE1] = { 6.0, 7.0, 0.0, 0.0, // vec2 u }; double ssbo_values2[SSBO_SIZE2] = { 0.0, 0.0, // padding 0.0, 0.0, 0.0, 0.0, // dvec4 v }; float ssbo_values3[SSBO_SIZE3] = { 0.0, 0.0, 0.0, 0.0, // float f }; double ssbo_values4[SSBO_SIZE4] = { 0.0, 0.0, // padding 1.0, 0.0, 0.0, 0.0, // double s.a1 0.0, 0.0, 0.0, 0.0, // dvec3 s.a2 0.0, 0.0, 0.0, 0.0, // dmat2 s.a4[0] 0.0, 0.0, 0.0, 0.0, // dmat2 s.a4[1] 2.0, 0.0, 0.0, 0.0, // double s.a5, s.sb[0].b1 0.0, 0.0, 0.0, 0.0, // double s.sb[1].b1 0.0, 0.0, 0.0, 0.0, // dmat3x4 m[0] 0.0, 0.0, 0.0, 0.0, // dmat3x4 m[1] 0.0, 0.0, 0.0, 0.0, // dmat3x4 m[2] 0.0, 0.0, 0.0, 0.0, // dvec2 v2a[3] 0.0, 0.0, 0.0, 0.0, // 0.0, 0.0, 0.0, 0.0, // dvec3 v3a[2] 0.0, 0.0, 0.0, 0.0, // 0.0, 0.0, 0.0, 0.0, // double unsized_array[0-3] }; float expected1[SSBO_SIZE1] = { 6.0, 7.0, 0.0, 0.0, // vec2 u }; double expected2[SSBO_SIZE2] = { 0.0, 0.0, // padding 6.0, 1.0, 2.0, 10.0, // dvec4 v }; float expected3[SSBO_SIZE3] = { 4.0, 0.0, 0.0, 0.0, // float f }; double expected4[SSBO_SIZE4] = { 0.0, 0.0, // padding 1.0, 0.0, 0.0, 0.0, // double s.a1 6.0, 7.0, 8.0, 0.0, // dvec3 s.a2 -1.333333333333333259, 11.0, 12.0, 13.0, // dmat2 s.a4[0] 14.0, 15.0, 16.0, 17.0, // dmat2 s.a4[1] 2.0, 18.333333333333333259, 19.0, 0.0, // double s.a5, s.sb[0].b1 0.0, 0.0, 20.0, 0.0, // double s.sb[1].b1 21.333333333333333259, 22.0, 23.0, 24.0, // dmat3x4 m[0] 25.0, 26.0, 27.0, 28.0, // dmat3x4 m[1] 29.0, 30.0, 31.0, 32.0, // dmat3x4 m[2] 66.0, 68.0, 35.0, 36.0, // dvec2 v2a[3] 37.0, 38.0, 0.0, 0.0, // 39.0, 40.0, 41.0, 0.0, // dvec3 v3a[2] 42.0, 43.0, 44.0, 0.0, // 4.0, 4.0, 4.0, 4.0, // double unsized_array[0-3] }; void piglit_init(int argc, char **argv) { bool pass = true; GLuint buffer; unsigned int i; float *map_f; double *map_d; void *data; void *data_base; GLint num_vertex_ssbo; piglit_require_extension("GL_ARB_shader_storage_buffer_object"); piglit_require_extension("GL_ARB_gpu_shader_fp64"); piglit_require_GLSL_version(150); glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &num_vertex_ssbo); if (num_vertex_ssbo < 1) piglit_report_result(PIGLIT_SKIP); prog = piglit_build_simple_program_multiple_shaders( GL_VERTEX_SHADER, vs_code, GL_GEOMETRY_SHADER, gs_source, GL_FRAGMENT_SHADER, fs_source, NULL); glUseProgram(prog); glClearColor(0, 0, 0, 0); data = malloc((SSBO_SIZE1 + SSBO_SIZE3) * sizeof(float) + (SSBO_SIZE2 + SSBO_SIZE4) * sizeof(double)); data_base = data; memcpy(data_base, ssbo_values1, SSBO_SIZE1 * sizeof(float)); data_base = ((float *) data_base) + SSBO_SIZE1; memcpy(data_base, ssbo_values2, SSBO_SIZE2 * sizeof(double)); data_base = ((double *) data_base) + SSBO_SIZE2; memcpy(data_base, ssbo_values3, SSBO_SIZE3 * sizeof(float)); data_base = ((float *) data_base) + SSBO_SIZE3; memcpy(data_base, ssbo_values4, SSBO_SIZE4 * sizeof(double)); glGenBuffers(1, &buffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, buffer); glBufferData(GL_SHADER_STORAGE_BUFFER, (SSBO_SIZE1 + SSBO_SIZE3) * sizeof(GLfloat) + (SSBO_SIZE2 + SSBO_SIZE4) * sizeof(GLdouble), data, GL_DYNAMIC_DRAW); glViewport(0, 0, piglit_width, piglit_height); piglit_draw_rect(-1, -1, 2, 2); glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer); map_f = glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY); #define CHECK_RESULTS(map, expected, size) \ for (i = 0; i < size; i++) { \ if (DIFFER(*map, expected[i])) { \ printf("#expected[%d] = %.14g. Read value %.14g\n", \ i, expected[i], *map); \ pass = false; \ } \ map++; \ } \ CHECK_RESULTS(map_f, expected1, SSBO_SIZE1); map_d = (double *) map_f; CHECK_RESULTS(map_d, expected2, SSBO_SIZE2); map_f = (float *) map_d; CHECK_RESULTS(map_f, expected3, SSBO_SIZE3); map_d = (double *) map_f; CHECK_RESULTS(map_d, expected4, SSBO_SIZE4); glUnmapBuffer(GL_SHADER_STORAGE_BUFFER); free(data); if (!piglit_check_gl_error(GL_NO_ERROR)) pass = false; glDeleteProgram(prog); piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } enum piglit_result piglit_display(void) { /* UNREACHED */ return PIGLIT_FAIL; }