/* * Copyright © 2014 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 dlist.c * Verify the commands that are / are not compiled into display lists * * The GL_ARB_separate_shader_objects spec says: * * "Add CreateShaderProgram, GenProgramPipelines, DeleteProgramPipelines, * and BindProgramPipelines to the "Program and shader objects" list of * commands that cannot be compiled into a display list but are instead * executed immediately." * * The issues section further says: * * "9. Is glUseProgramStages allowed to be compiled within a * display list? * * RESOLVED: Yes, just like glUseProgram is allowed within a * display list. * * ... * * 11. Can glCreateShaderProgram be compiled into a display list? * * RESOLVED: No. * * glCreateShaderProgram is equivalent to a sequence of commands * that are themselves not allowed to be compiled into a display * list." */ #include "piglit-util-gl.h" #include "sso-common.h" PIGLIT_GL_TEST_CONFIG_BEGIN /* No supports_gl_core_version setting because there are no display * lists in core profile. */ config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END static bool GenProgramPipelines(void); static bool DeleteProgramPipelines(void); static bool BindProgramPipelines(void); static bool CreateShaderProgramv(void); static bool ProgramUniformf(void); static bool ProgramUniformd(void); static bool ProgramUniformi(void); static bool ProgramUniformui(void); static bool ProgramUniformMatrixf(void); static bool ProgramUniformMatrixd(void); static bool UseProgramStages(void); void piglit_init(int argc, char **argv) { unsigned glsl_version; bool pass = true; piglit_require_vertex_shader(); piglit_require_fragment_shader(); piglit_require_extension("GL_ARB_separate_shader_objects"); glsl_version = pick_a_glsl_version(); pass = GenProgramPipelines() && pass; pass = DeleteProgramPipelines() && pass; pass = BindProgramPipelines() && pass; pass = CreateShaderProgramv() && pass; pass = UseProgramStages() && pass; pass = ProgramUniformf() && pass; pass = ProgramUniformi() && pass; if (glsl_version >= 130) pass = ProgramUniformui() && pass; if (glsl_version >= 120) pass = ProgramUniformMatrixf() && pass; if (glsl_version >= 130 && piglit_is_extension_supported("GL_ARB_gpu_shader_fp64")) { pass = ProgramUniformd() && pass; pass = ProgramUniformMatrixd() && pass; } piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } bool GenProgramPipelines(void) { bool pass = true; GLuint list; GLuint pipe; printf("Testing gl%s\n", __func__); list = glGenLists(1); glNewList(list, GL_COMPILE); pipe = 0; glGenProgramPipelines(1, &pipe); glEndList(); if (pipe == 0) { printf(" gl%s did not execute immediately.\n", __func__); pass = false; } glDeleteProgramPipelines(1, &pipe); pipe = 0; glCallList(list); if (pipe != 0) { glDeleteProgramPipelines(1, &pipe); printf(" gl%s was compiled in display list.\n", __func__); pass = false; } glDeleteLists(list, 1); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass; } bool DeleteProgramPipelines(void) { bool pass = true; GLuint list; GLuint pipe; printf("Testing gl%s\n", __func__); /* Must generate the program pipeline after generating the name so * that it will be "live." Otherwise, glIsProgramPipeline will return * false even if the name hasn't been deleted. */ glGenProgramPipelines(1, &pipe); glBindProgramPipeline(pipe); glBindProgramPipeline(0); if (!glIsProgramPipeline(pipe)) { printf(" Program pipeline is not \"live.\"\n"); pass = false; } list = glGenLists(1); glNewList(list, GL_COMPILE); glDeleteProgramPipelines(1, &pipe); glEndList(); if (glIsProgramPipeline(pipe)) { printf(" gl%s did not execute immediately.\n", __func__); pass = false; } /* There is no way to determine whether glDeleteProgramPipelines is * compiled into the display list. The object is already deleted, so * we can't use glIsProgramPipeline. Deleting an already deleted * object doesn't generate an error. */ glDeleteLists(list, 1); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass; } bool BindProgramPipelines(void) { bool pass = true; GLuint list; GLuint pipe; GLuint binding; printf("Testing gl%s\n", __func__); glGenProgramPipelines(1, &pipe); list = glGenLists(1); glNewList(list, GL_COMPILE); glBindProgramPipeline(pipe); glEndList(); glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, (GLint *) &binding); if (binding != pipe) { printf(" gl%s did not execute immediately.\n", __func__); pass = false; } glBindProgramPipeline(0); glCallList(list); glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, (GLint *) &binding); if (binding != 0) { glBindProgramPipeline(0); printf(" gl%s was compiled in display list.\n", __func__); pass = false; } glDeleteProgramPipelines(1, &pipe); glDeleteLists(list, 1); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass; } bool CreateShaderProgramv(void) { static const char *source = "void main() { gl_Position = vec4(0); }"; bool pass = true; GLuint list; GLuint prog; printf("Testing gl%s\n", __func__); list = glGenLists(1); glNewList(list, GL_COMPILE); prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &source); glEndList(); if (prog == 0) { printf(" gl%s did not execute immediately.\n", __func__); pass = false; } /* Since glCreateShaderProgramv returns a value, it is not clear how * to test whether or not it was compiled into the display list. */ glDeleteProgram(prog); glDeleteLists(list, 1); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass; } bool UseProgramStages(void) { static const char *vs_source = "void main() { gl_Position = gl_Vertex; }"; static const char *red_fs_source = "void main() { gl_FragColor = vec4(1, 0, 0, 1); }"; static const char *green_fs_source = "void main() { gl_FragColor = vec4(0, 1, 0, 1); }"; bool pass = true; GLuint list; GLuint pipe; GLuint vert_prog; GLuint red_frag_prog; GLuint green_frag_prog; GLuint prog; printf("Testing gl%s\n", __func__); vert_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vs_source); red_frag_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &red_fs_source); green_frag_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &green_fs_source); glGenProgramPipelines(1, &pipe); glBindProgramPipeline(pipe); glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vert_prog); glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, red_frag_prog); list = glGenLists(1); glNewList(list, GL_COMPILE); glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, green_frag_prog); glEndList(); glGetProgramPipelineiv(pipe, GL_FRAGMENT_SHADER, (GLint *) &prog); if (prog != red_frag_prog) { printf(" gl%s executed immediately.\n", __func__); pass = false; } /* Restore the red program (just in case the green program was * incorrectly bound during display list compilation. */ glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, red_frag_prog); /* Call the list to use the green program, and query the result. */ glCallList(list); glGetProgramPipelineiv(pipe, GL_FRAGMENT_SHADER, (GLint *) &prog); if (prog != green_frag_prog) { printf(" gl%s was not compiled into the display list.\n", __func__); pass = false; } glBindProgramPipeline(0); glDeleteProgram(vert_prog); glDeleteProgram(red_frag_prog); glDeleteProgram(green_frag_prog); glDeleteProgramPipelines(1, &pipe); glDeleteLists(list, 1); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass; } enum mode { set_scalar, set_vector, get_and_compare }; #define NONMATRIX_UNIFORM(type, n, suffix) \ do { \ type inbuf[n]; \ type outbuf[n]; \ unsigned jjj; \ \ for (jjj = 0; jjj < n; jjj++) \ outbuf[jjj] = (type) value++; \ \ switch (m) { \ case set_scalar: \ switch (n) { \ case 1: \ glProgramUniform1 ## suffix \ (prog, loc, \ outbuf[0]); \ break; \ case 2: \ glProgramUniform2 ## suffix \ (prog, loc, \ outbuf[0], \ outbuf[1]); \ break; \ case 3: \ glProgramUniform3 ## suffix \ (prog, loc, \ outbuf[0], \ outbuf[1], \ outbuf[2]); \ break; \ case 4: \ glProgramUniform4 ## suffix \ (prog, loc, \ outbuf[0], \ outbuf[1], \ outbuf[2], \ outbuf[3]); \ break; \ default: \ printf("internal error - " \ "cannot set_scalar a " \ "%d count\n", n); \ pass = false; \ break; \ } \ break; \ \ case set_vector: \ glProgramUniform ## n ## suffix ## v \ (prog, loc, 1, outbuf); \ break; \ \ case get_and_compare: \ glGetUniform ## suffix ## v \ (prog, loc, inbuf); \ if (memcmp(inbuf, outbuf, \ sizeof(type) * n) != 0) { \ printf(" %s data " \ "does not match.\n", \ name); \ pass = false; \ } \ break; \ } \ } while (0) #define glProgramUniformMatrix2x2fv glProgramUniformMatrix2fv #define glProgramUniformMatrix3x3fv glProgramUniformMatrix3fv #define glProgramUniformMatrix4x4fv glProgramUniformMatrix4fv #define glProgramUniformMatrix2x2dv glProgramUniformMatrix2dv #define glProgramUniformMatrix3x3dv glProgramUniformMatrix3dv #define glProgramUniformMatrix4x4dv glProgramUniformMatrix4dv #define MATRIX_UNIFORM(type, r, c, suffix) \ do { \ type inbuf[r * c]; \ type outbuf[r * c]; \ unsigned jjj; \ \ for (jjj = 0; jjj < (r * c); jjj++) \ outbuf[jjj] = (type) value++; \ \ switch (m) { \ case set_scalar: \ printf("internal error - cannot set_scalar a " \ "matrix\n"); \ pass = false; \ break; \ \ case set_vector: \ glProgramUniformMatrix ## r ## x ## c ## suffix ## v \ (prog, loc, 1, GL_FALSE, outbuf); \ break; \ \ case get_and_compare: \ glGetUniform ## suffix ## v \ (prog, loc, inbuf); \ if (memcmp(inbuf, outbuf, \ sizeof(type) * r * c) != 0) { \ printf(" %s data " \ "does not match.\n", \ name); \ pass = false; \ } \ break; \ } \ } while (0) /** * Set or get/verify all the active uniforms in a program * * \param prog Program to operate on * \param base_value Value set (or expected) for the first element of the * first uniform. Each element expects a successively * incremented value. * \param m Mode of operation. Set using scalars (e.g., using * \c glProgramUniform4f), set using vectors (e.g., using * \c glProgramUniform4fv), or get and verify. */ bool process_program_uniforms(GLuint prog, unsigned base_value, enum mode m) { unsigned num_uniforms; unsigned i; unsigned value; bool pass = true; glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, (GLint *) &num_uniforms); value = base_value; for (i = 0; i < num_uniforms; i++) { GLint size; GLenum type; char name[64]; GLuint loc; glGetActiveUniform(prog, i, sizeof(name), NULL, &size, &type, name); loc = glGetUniformLocation(prog, name); if (loc == -1) { printf("%s was active, but could not get location.\n", name); pass = false; continue; } switch (type) { case GL_FLOAT: NONMATRIX_UNIFORM(float, 1, f); break; case GL_FLOAT_VEC2: NONMATRIX_UNIFORM(float, 2, f); break; case GL_FLOAT_VEC3: NONMATRIX_UNIFORM(float, 3, f); break; case GL_FLOAT_VEC4: NONMATRIX_UNIFORM(float, 4, f); break; case GL_DOUBLE: NONMATRIX_UNIFORM(double, 1, d); break; case GL_DOUBLE_VEC2: NONMATRIX_UNIFORM(double, 2, d); break; case GL_DOUBLE_VEC3: NONMATRIX_UNIFORM(double, 3, d); break; case GL_DOUBLE_VEC4: NONMATRIX_UNIFORM(double, 4, d); break; case GL_INT: NONMATRIX_UNIFORM(int, 1, i); break; case GL_INT_VEC2: NONMATRIX_UNIFORM(int, 2, i); break; case GL_INT_VEC3: NONMATRIX_UNIFORM(int, 3, i); break; case GL_INT_VEC4: NONMATRIX_UNIFORM(int, 4, i); break; case GL_UNSIGNED_INT: NONMATRIX_UNIFORM(unsigned, 1, ui); break; case GL_UNSIGNED_INT_VEC2: NONMATRIX_UNIFORM(unsigned, 2, ui); break; case GL_UNSIGNED_INT_VEC3: NONMATRIX_UNIFORM(unsigned, 3, ui); break; case GL_UNSIGNED_INT_VEC4: NONMATRIX_UNIFORM(unsigned, 4, ui); break; case GL_FLOAT_MAT2: MATRIX_UNIFORM(float, 2, 2, f); break; case GL_FLOAT_MAT2x3: MATRIX_UNIFORM(float, 2, 3, f); break; case GL_FLOAT_MAT2x4: MATRIX_UNIFORM(float, 2, 4, f); break; case GL_FLOAT_MAT3x2: MATRIX_UNIFORM(float, 3, 2, f); break; case GL_FLOAT_MAT3: MATRIX_UNIFORM(float, 3, 3, f); break; case GL_FLOAT_MAT3x4: MATRIX_UNIFORM(float, 3, 4, f); break; case GL_FLOAT_MAT4x2: MATRIX_UNIFORM(float, 4, 2, f); break; case GL_FLOAT_MAT4x3: MATRIX_UNIFORM(float, 4, 3, f); break; case GL_FLOAT_MAT4: MATRIX_UNIFORM(float, 4, 4, f); break; case GL_DOUBLE_MAT2: MATRIX_UNIFORM(double, 2, 2, d); break; case GL_DOUBLE_MAT2x3: MATRIX_UNIFORM(double, 2, 3, d); break; case GL_DOUBLE_MAT2x4: MATRIX_UNIFORM(double, 2, 4, d); break; case GL_DOUBLE_MAT3x2: MATRIX_UNIFORM(double, 3, 2, d); break; case GL_DOUBLE_MAT3: MATRIX_UNIFORM(double, 3, 3, d); break; case GL_DOUBLE_MAT3x4: MATRIX_UNIFORM(double, 3, 4, d); break; case GL_DOUBLE_MAT4x2: MATRIX_UNIFORM(double, 4, 2, d); break; case GL_DOUBLE_MAT4x3: MATRIX_UNIFORM(double, 4, 3, d); break; case GL_DOUBLE_MAT4: MATRIX_UNIFORM(double, 4, 4, d); break; } } return pass; } static bool process_shader(const char *func, const char *source, bool matrix) { static const struct { GLenum list_mode; enum mode setter_mode; const char *setter_mode_name; unsigned base_value; } tests[] = { { GL_COMPILE, set_scalar, "scalar", 5 }, { GL_COMPILE, set_vector, "vector", 7 }, { GL_COMPILE_AND_EXECUTE, set_scalar, "scalar", 11 }, { GL_COMPILE_AND_EXECUTE, set_vector, "vector", 13 } }; GLuint prog; GLuint list; unsigned i; bool pass = true; printf("Testing gl%s\n", func); prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &source); list = glGenLists(1); for (i = 0; i < ARRAY_SIZE(tests); i++) { const unsigned post_compile_base_value = (tests[i].list_mode == GL_COMPILE) ? 0 : tests[i].base_value; if (matrix && tests[i].setter_mode == set_scalar) continue; printf(" %s: %s mode\n", piglit_get_gl_enum_name(tests[i].list_mode), tests[i].setter_mode_name); printf(" pre-initialize\n"); pass = process_program_uniforms(prog, 0, tests[i].setter_mode) && pass; pass = process_program_uniforms(prog, 0, get_and_compare) && pass; glNewList(list, tests[i].list_mode); printf(" compiling\n"); pass = process_program_uniforms(prog, tests[i].base_value, tests[i].setter_mode) && pass; glEndList(); printf(" post-compile verify\n"); pass = process_program_uniforms(prog, post_compile_base_value, get_and_compare) && pass; /* Reset the values back. This is useful if GL_COMPILE * executed the commands and for GL_COMPILE_AND_EXECUTE. We * want to know that glCallList changed things. */ printf(" restore original values\n"); pass = process_program_uniforms(prog, 0, tests[i].setter_mode) && pass; pass = process_program_uniforms(prog, 0, get_and_compare) && pass; printf(" post-glCallList verify\n"); glCallList(list); pass = process_program_uniforms(prog, tests[i].base_value, get_and_compare) && pass; } glDeleteLists(list, 1); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass; } bool ProgramUniformf(void) { const char *source = "uniform float s;\n" "uniform vec2 v2;\n" "uniform vec3 v3;\n" "uniform vec4 v4;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4(v3, s) + vec4(v2, v2) + vec4(v4);\n" "}\n" ; return process_shader(__func__, source, false); } bool ProgramUniformd(void) { const char *source = "#version 130\n" "#extension GL_ARB_gpu_shader_fp64: require\n" "uniform double s;\n" "uniform dvec2 v2;\n" "uniform dvec3 v3;\n" "uniform dvec4 v4;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4(v3, s) + vec4(v2, v2) + vec4(v4);\n" "}\n" ; return process_shader(__func__, source, false); } bool ProgramUniformi(void) { const char *source = "uniform int s;\n" "uniform ivec2 v2;\n" "uniform ivec3 v3;\n" "uniform ivec4 v4;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4(v3, s) + vec4(v2, v2) + vec4(v4);\n" "}\n" ; return process_shader(__func__, source, false); } bool ProgramUniformui(void) { const char *source = "#version 130\n" "uniform uint s;\n" "uniform uvec2 v2;\n" "uniform uvec3 v3;\n" "uniform uvec4 v4;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4(v3, s) + vec4(v2, v2) + vec4(v4);\n" "}\n" ; return process_shader(__func__, source, false); } bool ProgramUniformMatrixf(void) { const char *source = "#version 120\n" "uniform mat2x2 m22;\n" "uniform mat2x3 m23;\n" "uniform mat2x4 m24;\n" "uniform mat3x2 m32;\n" "uniform mat3x3 m33;\n" "uniform mat3x4 m34;\n" "uniform mat4x2 m42;\n" "uniform mat4x3 m43;\n" "uniform mat4x4 m44;\n" "\n" "void main()\n" "{\n" " gl_Position = " "vec4(m22[0], 0, 0) + vec4(m32[0], 0, 0) + vec4(m42[0], 0, 0) " "+ vec4(m23[0], 0) + vec4(m33[0], 0) + vec4(m43[0], 0) " "+ vec4(m24[0]) + vec4(m34[0]) + vec4(m44[0]);\n" "}\n" ; return process_shader(__func__, source, true); } bool ProgramUniformMatrixd(void) { const char *source = "#version 130\n" "#extension GL_ARB_gpu_shader_fp64: require\n" "uniform dmat2x2 m22;\n" "uniform dmat2x3 m23;\n" "uniform dmat2x4 m24;\n" "uniform dmat3x2 m32;\n" "uniform dmat3x3 m33;\n" "uniform dmat3x4 m34;\n" "uniform dmat4x2 m42;\n" "uniform dmat4x3 m43;\n" "uniform dmat4x4 m44;\n" "\n" "void main()\n" "{\n" " gl_Position = " "vec4(m22[0], 0, 0) + vec4(m32[0], 0, 0) + vec4(m42[0], 0, 0) " "+ vec4(m23[0], 0) + vec4(m33[0], 0) + vec4(m43[0], 0) " "+ vec4(m24[0]) + vec4(m34[0]) + vec4(m44[0]);\n" "}\n" ; return process_shader(__func__, source, true); } enum piglit_result piglit_display(void) { /* NOTREACHED */ return PIGLIT_FAIL; }