/* * 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 large-uniforms.c * * Test that shader with the maximum allowed uniforms links successfully * and test link error when using more uniforms slots than allowed. * * From the ARB_tessellation_shader spec (Sections 2.X.1.1 and 2.X.3.1): * * A link error is generated if an attempt is made to utilize more than the * space available for tessellation control shader uniform variables. * */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 32; config.supports_gl_core_version = 32; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const char *const vs_source = "#version 150\n" "void main() { gl_Position = vec4(0.0); }\n"; static const char *const tcs_dummy = "#version 150\n" "#extension GL_ARB_tessellation_shader: require\n" "layout(vertices = 3) out;\n" "void main() {\n" " gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n" " gl_TessLevelInner = float[2](1.0, 1.0);\n" "}\n"; static const char *const tcs_source_uniform_array_template = "#version 150\n" "#extension GL_ARB_tessellation_shader: require\n" "layout(vertices = 3) out;\n" "uniform float large_array[%d];\n" "void main() {\n" " gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n" " gl_TessLevelInner = float[2](1.0, 1.0);\n" " for (int i = 0; i < large_array.length(); ++i)\n" " gl_TessLevelInner[0] += large_array[i];\n" "}\n"; static const char *const tcs_source_uniform_block_template = "#version 150\n" "#extension GL_ARB_tessellation_shader: require\n" "layout(vertices = 3) out;\n" "layout(std140) uniform block {\n" " vec4 large_array[%d];\n" "} large_block[%d];\n" "void main() {\n" " gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n" " gl_TessLevelInner = float[2](1.0, 1.0);\n" " for (int i = 0; i < large_block[0].large_array.length(); ++i)\n" " gl_TessLevelInner[0] += %s;\n" "}\n"; static const char *const tes_dummy = "#version 150\n" "#extension GL_ARB_tessellation_shader: require\n" "layout(triangles) in;\n" "void main() {\n" " gl_Position = vec4(0.0);\n" "}\n"; static const char *const tes_source_uniform_array_template = "#version 150\n" "#extension GL_ARB_tessellation_shader: require\n" "layout(triangles) in;\n" "uniform float large_array[%d];\n" "void main() {\n" " gl_Position = vec4(0.0);\n" " for (int i = 0; i < large_array.length(); ++i)\n" " gl_Position.x += large_array[i];\n" "}\n"; static const char *const tes_source_uniform_block_template = "#version 150\n" "#extension GL_ARB_tessellation_shader: require\n" "layout(triangles) in;\n" "layout(std140) uniform block {\n" " vec4 large_array[%d];\n" "} large_block[%d];\n" "void main() {\n" " gl_Position = vec4(0.0);\n" " for (int i = 0; i < large_block[0].large_array.length(); ++i)\n" " gl_Position.x += %s;\n" "}\n"; static const char *const fs_source = "#version 150\n" "void main() { gl_FragColor = vec4(0.0); }\n"; static bool test_uniform_array(const GLenum shader, const int n, const bool expect_fail) { bool link_status; unsigned int prog; char *source_uniforms; const char *source_template = (shader == GL_TESS_CONTROL_SHADER) ? tcs_source_uniform_array_template : tes_source_uniform_array_template; source_uniforms = malloc(strlen(source_template) + 8); sprintf(source_uniforms, source_template, n); if (shader == GL_TESS_CONTROL_SHADER) prog = piglit_build_simple_program_unlinked_multiple_shaders( GL_VERTEX_SHADER, vs_source, GL_TESS_CONTROL_SHADER, source_uniforms, GL_TESS_EVALUATION_SHADER, tes_dummy, GL_FRAGMENT_SHADER, fs_source, 0); else prog = piglit_build_simple_program_unlinked_multiple_shaders( GL_VERTEX_SHADER, vs_source, GL_TESS_CONTROL_SHADER, tcs_dummy, GL_TESS_EVALUATION_SHADER, source_uniforms, GL_FRAGMENT_SHADER, fs_source, 0); glLinkProgram(prog); link_status = piglit_link_check_status_quiet(prog); if (link_status && expect_fail) { fprintf(stderr, "Program with %d uniform components in %s " "linked succesfully\n", n, piglit_get_gl_enum_name(shader)); free(source_uniforms); return false; } if (!link_status && !expect_fail) { fprintf(stderr, "Program with %d uniform components in %s " "failed to link\n", n, piglit_get_gl_enum_name(shader)); free(source_uniforms); return false; } glDeleteProgram(prog); free(source_uniforms); return true; } static bool test_uniform_block(const GLenum shader, const int num_blocks, const int size, const bool expect_fail) { bool link_status; unsigned int prog; char *source_uniforms; const char *source_template = shader == GL_TESS_CONTROL_SHADER ? tcs_source_uniform_block_template : tes_source_uniform_block_template; const char *summand_template = " + large_block[%d].large_array[i].w"; char *sum; int i; /* From the GLSL 1.5 spec (chapter 4.3.7): * * All indexes used to index a uniform block * array must be integral constant expressions. * * So we have to generate code from an unrolled loop. */ sum = malloc((strlen(summand_template) + 8) * num_blocks); sum[0] = '\0'; for(i = 0; i < num_blocks; ++i) { char summand[40]; sprintf(summand, summand_template, i); strcat(sum, summand); } source_uniforms = malloc(strlen(source_template) + 16 + strlen(sum)); sprintf(source_uniforms, source_template, size, num_blocks, sum); free(sum); if (shader == GL_TESS_CONTROL_SHADER) prog = piglit_build_simple_program_unlinked_multiple_shaders( GL_VERTEX_SHADER, vs_source, GL_TESS_CONTROL_SHADER, source_uniforms, GL_TESS_EVALUATION_SHADER, tes_dummy, GL_FRAGMENT_SHADER, fs_source, 0); else prog = piglit_build_simple_program_unlinked_multiple_shaders( GL_VERTEX_SHADER, vs_source, GL_TESS_CONTROL_SHADER, tcs_dummy, GL_TESS_EVALUATION_SHADER, source_uniforms, GL_FRAGMENT_SHADER, fs_source, 0); glLinkProgram(prog); link_status = piglit_link_check_status_quiet(prog); if (link_status && expect_fail) { fprintf(stderr, "Program with %d uniform blocks of size %d (vec4s)" "in %s linked successfully\n", num_blocks, size, piglit_get_gl_enum_name(shader)); free(source_uniforms); return false; } if (!link_status && !expect_fail) { fprintf(stderr, "Program with %d uniform blocks of size %d (vec4s)" "in %s failed to link\n", num_blocks, size, piglit_get_gl_enum_name(shader)); free(source_uniforms); return false; } glDeleteProgram(prog); free(source_uniforms); return true; } static bool report(bool result, GLenum shader, char const *name) { piglit_report_subtest_result(result ? PIGLIT_PASS : PIGLIT_FAIL, "%s-%s", piglit_get_gl_enum_name(shader), name); return result; } static bool test_shader(const GLenum shader, const int max_uniform_components, const int max_combined_uniform_components, const int max_uniform_blocks) { bool pass = true; int max_uniform_block_size; /* From the tessellation shader spec (New State section): * * The minimum values for MAX_COMBINED_*_UNIFORM_COMPONENTS by * computing the value of: * MAX_*_UNIFORM_COMPONENTS + MAX_*_UNIFORM_BLOCKS * * (MAX_UNIFORM_BLOCK_SIZE/4) * using the minimum values of the corresponding terms. */ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_block_size); pass = report(max_combined_uniform_components >= max_uniform_components + max_uniform_blocks * (max_uniform_block_size/4), shader, "combined-limit-large-enough") && pass; pass = report(test_uniform_array(shader, max_uniform_components, false), shader, "array-at-limit") && pass; pass = report(test_uniform_array(shader, max_uniform_components + 1, true), shader, "array-too-large") && pass; pass = report(test_uniform_block(shader, max_uniform_blocks, max_uniform_block_size/16, false), shader, "blocks-at-limits") && pass; pass = report(test_uniform_block(shader, max_uniform_blocks + 1, max_uniform_block_size/16, true), shader, "blocks-too-many-blocks") && pass; /* For uniform blocks too large, the spec says a linker error *may* be * emitted; it is not required. so don't test that. */ return pass; } void piglit_init(int argc, char **argv) { bool pass = true; int max_uniform_components; int max_combined_uniform_components; int max_uniform_blocks; piglit_require_extension("GL_ARB_tessellation_shader"); glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS, &max_uniform_components); glGetIntegerv(GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS, &max_combined_uniform_components); glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &max_uniform_blocks); pass = test_shader(GL_TESS_CONTROL_SHADER, max_uniform_components, max_combined_uniform_components, max_uniform_blocks) && pass; glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS, &max_uniform_components); glGetIntegerv(GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS, &max_combined_uniform_components); glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &max_uniform_blocks); pass = test_shader(GL_TESS_EVALUATION_SHADER, max_uniform_components, max_combined_uniform_components, max_uniform_blocks) && pass; pass = piglit_check_gl_error(GL_NO_ERROR) && pass; piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } enum piglit_result piglit_display(void) { return PIGLIT_PASS; }