/* * 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. */ /** @file layout-std430-write-shader.c * * Tests that shader storage block writes in GLSL works correctly (offsets and * values) when interface packing qualifier is std430. * * 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_SIZE 64 static const char vs_pass_thru_text[] = "#version 130\n" "#extension GL_ARB_shader_storage_buffer_object : require\n" "#extension GL_ARB_uniform_buffer_object : require\n" "\n" "struct B { float b1[3]; };\n" "struct A {\n" " float a1;\n" " vec3 a2;\n" " mat2 a4[2];\n" " B sb[2];\n" "};\n" "layout(std430, binding=2) buffer ssbo {\n" " vec4 v;\n" " float f;\n" " A s;\n" " mat3x4 m;\n" " vec2 v2a[3];\n" " vec3 v3a[2];\n" " float unsized_array[];\n" "};\n" "in vec4 piglit_vertex;\n" "void main() {\n" " gl_Position = piglit_vertex;\n" " v.yz = vec2(1.0, 2.0);\n" " f = 4.0;\n" " s.a2.x = 6.0; \n" " s.a2.y = 7.0; \n" " s.a4[0] = mat2(10.0, 11.0, 12.0, 13.0);\n" " s.sb[0].b1[0] = 18.0;\n" " s.sb[0].b1[1] = 19.0;\n" " m[1] = vec4(25.0, 26.0, 27.0, 28.0);\n" " v2a[0].yx = vec2(34.0, 33.0);\n" " v2a[1].y = 36.0;\n" " v3a[0].xz = vec2(39.0, 41.0);\n" " v3a[1].y = 43.0;\n" " int index = int(v.x); // index should be zero\n" " if ((index + gl_VertexID) < 4)\n" " unsized_array[index + gl_VertexID] = unsized_array.length();\n" "}\n"; static const char fs_source[] = "#version 130\n" "#extension GL_ARB_shader_storage_buffer_object : require\n" "#extension GL_ARB_uniform_buffer_object : require\n" "\n" "struct B { float b1[3]; };\n" "struct A {\n" " float a1;\n" " vec3 a2;\n" " mat2 a4[2];\n" " B sb[2];\n" "};\n" "layout(std430, binding=2) buffer ssbo {\n" " vec4 v;\n" " float f;\n" " A s;\n" " mat3x4 m;\n" " vec2 v2a[3];\n" " vec3 v3a[2];\n" " float unsized_array[];\n" "};\n" "out vec4 color;\n" "\n" "void main() {\n" " color = vec4(0,1,0,1);\n" " v.xw = vec2(0.0, 3.0);\n" " s.a1 = 5.0;\n" " s.a2.z = 8.0;\n" " s.a4[1] = mat2(14.0, 15.0, 16.0, 17.0);\n" " s.sb[1].b1[2] = 20.0;\n" " m[0] = vec4(21.0, 22.0, 23.0, 24.0);\n" " m[2] = vec4(29.0, 30.0, 31.0, 32.0);\n" " v2a[1].x = 35.0;\n" " v2a[2].xy = vec2(37.0, 38.0);\n" " v3a[0].y = 40.0;\n" " v3a[1].xz = vec2(42.0, 44.0);\n" " int index = int(v.z + gl_FragCoord.x);\n" " if (index >= 0 && index < 4)\n" " unsized_array[index] = unsized_array.length() * 2.0;\n" "}\n"; GLuint prog; float expected[SSBO_SIZE] = { 0.0, 1.0, 2.0, 3.0, // vec4 v 4.0, 0.0, 0.0, 0.0, // float f 5.0, 0.0, 0.0, 0.0, // float s.a1 6.0, 7.0, 8.0, 0.0, // vec3 s.a2 10.0, 11.0, 12.0, 13.0, // mat2 s.a4[0] 14.0, 15.0, 16.0, 17.0, // mat2 s.a4[1] 18.0, 19.0, 0.0, 0.0, // float s.sb[0].b1 0.0, 20.0, 0.0, 0.0, // float s.sb[1].b1 21.0, 22.0, 23.0, 24.0, // mat3x4 m[0] 25.0, 26.0, 27.0, 28.0, // mat3x4 m[1] 29.0, 30.0, 31.0, 32.0, // mat3x4 m[2] 33.0, 34.0, 35.0, 36.0, // vec2 v2a[3] 37.0, 38.0, 0.0, 0.0, // 39.0, 40.0, 41.0, 0.0, // vec3 v3a[2] 42.0, 43.0, 44.0, 0.0, // 4.0, 4.0, 8.0, 8.0 // float unsized_array[0] }; void piglit_init(int argc, char **argv) { bool pass = true; GLuint buffer; unsigned int i; float ssbo_values[SSBO_SIZE] = {0}; float *map; GLint num_vertex_ssbo; piglit_require_extension("GL_ARB_shader_storage_buffer_object"); piglit_require_GLSL_version(130); 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(vs_pass_thru_text, fs_source); glUseProgram(prog); glClearColor(0, 0, 0, 0); glGenBuffers(1, &buffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, buffer); glBufferData(GL_SHADER_STORAGE_BUFFER, SSBO_SIZE*sizeof(GLfloat), &ssbo_values[0], GL_DYNAMIC_DRAW); glViewport(0, 0, piglit_width, piglit_height); piglit_draw_rect(-1, -1, 2, 2); glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer); map = (float *) glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY); for (i = 0; i < SSBO_SIZE; i++) { if (map[i] != expected[i]) { printf("expected[%d] = %.2f. Read value: %.2f\n", i, expected[i], map[i]); pass = false; } } glUnmapBuffer(GL_SHADER_STORAGE_BUFFER); if (!piglit_check_gl_error(GL_NO_ERROR)) pass = false; piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } enum piglit_result piglit_display(void) { /* UNREACHED */ return PIGLIT_FAIL; }