/* * Copyright (c) 2014 VMware, Inc. * * 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 bufferstorage.c * * Test rendering with UBOs. We draw four squares with different * positions, sizes, rotations and colors where those parameters come * from UBOs. Same as rendering.c, except that the UBOs are * persistently mapped. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 20; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const char vert_shader_text[] = "#extension GL_ARB_uniform_buffer_object : require\n" "\n" "layout(std140) uniform;\n" "uniform ub_pos_size { vec2 pos; float size; };\n" "uniform ub_rot {float rotation; };\n" "\n" "void main()\n" "{\n" " mat2 m;\n" " m[0][0] = m[1][1] = cos(rotation); \n" " m[0][1] = sin(rotation); \n" " m[1][0] = -m[0][1]; \n" " gl_Position.xy = m * gl_Vertex.xy * vec2(size) + pos;\n" " gl_Position.zw = vec2(0, 1);\n" "}\n"; static const char frag_shader_text[] = "#extension GL_ARB_uniform_buffer_object : require\n" "\n" "layout(std140) uniform;\n" "uniform ub_color { vec4 color; float color_scale; };\n" "\n" "void main()\n" "{\n" " gl_FragColor = color * color_scale;\n" "}\n"; #define NUM_SQUARES 4 #define NUM_UBOS 3 /* Square positions and sizes */ static const float pos_size[NUM_SQUARES][3] = { { -0.5, -0.5, 0.1 }, { 0.5, -0.5, 0.2 }, { -0.5, 0.5, 0.3 }, { 0.5, 0.5, 0.4 } }; /* Square color and color_scales */ static const float color[NUM_SQUARES][8] = { { 2.0, 0.0, 0.0, 1.0, 0.50, 0.0, 0.0, 0.0 }, { 0.0, 4.0, 0.0, 1.0, 0.25, 0.0, 0.0, 0.0 }, { 0.0, 0.0, 5.0, 1.0, 0.20, 0.0, 0.0, 0.0 }, { 0.2, 0.2, 0.2, 0.2, 5.00, 0.0, 0.0, 0.0 } }; /* Square rotations */ static const float rotation[NUM_SQUARES] = { 0.0, 0.1, 0.2, 0.3 }; static GLuint prog; static GLuint buffers[NUM_UBOS]; static void *ubos[NUM_UBOS]; static void setup_ubos(void) { static const char *names[NUM_UBOS] = { "ub_pos_size", "ub_color", "ub_rot" }; int i; glGenBuffers(NUM_UBOS, buffers); for (i = 0; i < NUM_UBOS; i++) { GLint index, size; /* query UBO index */ index = glGetUniformBlockIndex(prog, names[i]); /* query UBO size */ glGetActiveUniformBlockiv(prog, index, GL_UNIFORM_BLOCK_DATA_SIZE, &size); printf("UBO %s: index = %d, size = %d\n", names[i], index, size); /* Allocate UBO */ glBindBuffer(GL_UNIFORM_BUFFER, buffers[i]); glBufferStorage(GL_UNIFORM_BUFFER, size, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_DYNAMIC_STORAGE_BIT); piglit_check_gl_error(GL_NO_ERROR); ubos[i] = glMapBufferRange(GL_UNIFORM_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); piglit_check_gl_error(GL_NO_ERROR); if (!ubos[i]) piglit_report_result(PIGLIT_FAIL); /* Attach UBO */ glBindBufferBase(GL_UNIFORM_BUFFER, i, buffers[i]); glUniformBlockBinding(prog, index, i); if (!piglit_check_gl_error(GL_NO_ERROR)) piglit_report_result(PIGLIT_FAIL); } } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_ARB_uniform_buffer_object"); piglit_require_extension("GL_ARB_buffer_storage"); piglit_require_extension("GL_ARB_map_buffer_range"); prog = piglit_build_simple_program(vert_shader_text, frag_shader_text); assert(prog); glUseProgram(prog); setup_ubos(); glClearColor(0.2, 0.2, 0.2, 0.2); } static bool probe(int x, int y, int color_index) { float expected[4]; /* mul color by color_scale */ expected[0] = color[color_index][0] * color[color_index][4]; expected[1] = color[color_index][1] * color[color_index][4]; expected[2] = color[color_index][2] * color[color_index][4]; expected[3] = color[color_index][3] * color[color_index][4]; return piglit_probe_pixel_rgba(x, y, expected); } enum piglit_result piglit_display(void) { GLsync fence; bool pass = true; int x0 = piglit_width / 4; int x1 = piglit_width * 3 / 4; int y0 = piglit_height / 4; int y1 = piglit_height * 3 / 4; int i; glViewport(0, 0, piglit_width, piglit_height); glClear(GL_COLOR_BUFFER_BIT); for (i = 0; i < NUM_SQUARES; i++) { /* Wait for any previous rendering to finish before * updating the UBOs */ fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); glClientWaitSync(fence, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED); /* Load UBO data */ memcpy(ubos[0], pos_size[i], sizeof(pos_size[0])); memcpy(ubos[1], color[i], sizeof(color[0])); memcpy(ubos[2], &rotation[i], sizeof(rotation[0])); piglit_draw_rect(-1, -1, 2, 2); } pass = probe(x0, y0, 0) && pass; pass = probe(x1, y0, 1) && pass; pass = probe(x0, y1, 2) && pass; pass = probe(x1, y1, 3) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }