/* * 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 binding-layout.c * Try some shaders with UBOs that use layout(binding=N). Verify that the API * reports back the correct binding, and verify that the correct thing is used * for rendering. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_core_version = 31; config.window_width = 100; config.window_height = 100; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const char vert140_source[] = "#version 140\n" "#extension GL_ARB_explicit_attrib_location: require\n" "\n" "layout(location=0) in vec4 piglit_vertex;\n" "void main() { gl_Position = piglit_vertex; }\n" ; static const char *frag140_source = "#version 140\n" "#extension GL_ARB_shading_language_420pack: require\n" "#extension GL_ARB_explicit_attrib_location: require\n" "#extension GL_ARB_uniform_buffer_object: require\n" "\n" "layout(location=0) out vec4 o;\n" "layout(binding=2, std140) uniform U { vec4 a; };\n" "void main() { o = a; }\n" ; static const char vert150_source[] = "#version 150 core\n" "#extension GL_ARB_explicit_attrib_location: require\n" "\n" "layout(location=0) in vec4 piglit_vertex;\n" "void main() { gl_Position = piglit_vertex; }\n" ; static const char *frag150_source = "#version 150 core\n" "#extension GL_ARB_shading_language_420pack: require\n" "#extension GL_ARB_explicit_attrib_location: require\n" "\n" "layout(location=0) out vec4 o;\n" "layout(binding=3, std140) uniform U { vec4 a; } u[2];\n" "void main() { o = (u[0].a + u[1].a) / 5.0; }\n" ; static GLuint prog140 = 0; static GLuint prog150 = 0; static bool try_140_test() { bool pass = true; GLint idx; GLint binding; prog140 = piglit_build_simple_program(vert140_source, frag140_source); idx = glGetUniformBlockIndex(prog140, "U"); if (idx == -1) { printf("Failed to get index for \"U\"\n"); pass = false; } glGetActiveUniformBlockiv(prog140, idx, GL_UNIFORM_BLOCK_BINDING, &binding); if (binding != 2) { printf("Expected block binding = 2, got %d\n", binding); pass = false; } pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass; } static bool try_150_test() { bool pass = true; GLint idx; GLint binding; unsigned i; prog150 = piglit_build_simple_program(vert150_source, frag150_source); for (i = 0; i < 2; i++) { char name[5] = "U[0]"; name[2] = '0' + i; idx = glGetUniformBlockIndex(prog150, name); if (idx == -1) { printf("Failed to get index for \"%s\"\n", name); pass = false; } glGetActiveUniformBlockiv(prog150, idx, GL_UNIFORM_BLOCK_BINDING, &binding); if (binding != (3 + i)) { printf("Expected block binding = %d, got %d\n", 3 + i, binding); pass = false; } } pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass; } void piglit_init(int argc, char **argv) { static const float data[] = { 0.0, 1.0, 0.0, 1.0, 0.0, 2.0, 0.0, 1.0, 0.0, 3.0, 0.0, 0.0, }; bool pass = true; GLuint bo; GLint alignment; piglit_require_extension("GL_ARB_shading_language_420pack"); piglit_require_extension("GL_ARB_explicit_attrib_location"); pass = try_140_test() && pass; if (piglit_get_gl_version() >= 32) pass = try_150_test() && pass; /* If the set-up tests failed, don't even bother trying to render. * That can only lead to more failure. We don't need to rub it in. */ 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, 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 * 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); } enum piglit_result piglit_display(void) { static const float green[] = { 0.0, 1.0, 0.0, 1.0 }; glClear(GL_COLOR_BUFFER_BIT); glUseProgram(prog140); piglit_draw_rect(-1.0f, -1.0f, 1.0f, 2.0f); piglit_probe_rect_rgb(0, 0, piglit_width / 2, piglit_height, green); if (prog150 != 0) { glUseProgram(prog150); piglit_draw_rect(0.0f, -1.0f, 1.0f, 2.0f); piglit_probe_rect_rgb(piglit_width / 2, 0, piglit_width / 2, piglit_height, green); } piglit_present_results(); return PIGLIT_PASS; }