/* * Copyright © 2012 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 maxblocks.c * * From the GL_ARB_uniform_buffer_object spec: * * "There is a set of implementation-dependent maximums for the * number of active uniform blocks used by each shader (vertex, * fragment, geometry). If the number of uniform blocks used by * any shader in the program exceeds its corresponding limit, the * program will fail to link. The limits for vertex, fragment, * and geometry shaders can be obtained by calling GetIntegerv * with values of MAX_VERTEX_UNIFORM_BLOCKS, * MAX_FRAGMENT_UNIFORM_BLOCKS, and MAX_GEOMETRY_UNIFORM_BLOCKS, * respectively. * * Additionally, there is an implementation-dependent limit on * the sum of the number of active uniform blocks used by each * shader of a program. If a uniform block is used by multiple * shaders, each such use counts separately against this combined * limit. The combined uniform block use limit can be obtained * by calling GetIntegerv with a of * MAX_COMBINED_UNIFORM_BLOCKS." */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.window_width = 800; config.window_height = 100; config.supports_gl_compat_version = 10; 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 char * get_shader(GLenum target, const char *block_prefix, int blocks) { char *shader = NULL; const char *vs_source = "#extension GL_ARB_uniform_buffer_object : enable\n" "\n" "varying vec4 v;" "\n" "%s" "\n" "void main() {\n" " gl_Position = gl_Vertex;\n" " v = vec4(0)%s;\n" "}\n"; const char *fs_source = "#extension GL_ARB_uniform_buffer_object : enable\n" "\n" "varying vec4 v;" "\n" "%s" "\n" "void main() {\n" " gl_FragColor = v%s;\n" "}\n"; const char *prefix_template = "layout(std140) uniform %s_block%d {\n" " vec4 %s_var%d;\n" "};\n"; const char *body_template = " + %s_var%d"; char *prefix, *prefix_tail, *body, *body_tail; int i; prefix = calloc(1, (strlen(block_prefix) * 2 + strlen(prefix_template) + 20) * blocks + 1); body = calloc(1, (strlen(block_prefix) + strlen(body_template) + 20) * blocks + 1); prefix_tail = prefix; prefix[0] = 0; body_tail = body; body[0] = 0; for (i = 0; i < blocks; i++) { prefix_tail += sprintf(prefix_tail, prefix_template, block_prefix, i, block_prefix, i); body_tail += sprintf(body_tail, body_template, block_prefix, i); } switch (target) { case GL_VERTEX_SHADER: (void)!asprintf(&shader, vs_source, prefix, body); break; case GL_FRAGMENT_SHADER: (void)!asprintf(&shader, fs_source, prefix, body); break; default: piglit_report_result(PIGLIT_FAIL); } free(prefix); free(body); return shader; } static GLuint build_shaders(const char *vs_prefix, int vs_blocks, const char *fs_prefix, int fs_blocks) { char *vs_source, *fs_source; GLuint vs, fs, prog; vs_source = get_shader(GL_VERTEX_SHADER, vs_prefix, vs_blocks); fs_source = get_shader(GL_FRAGMENT_SHADER, fs_prefix, fs_blocks); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source); prog = glCreateProgram(); glAttachShader(prog, vs); glAttachShader(prog, fs); glLinkProgram(prog); if (!piglit_link_check_status_quiet(prog)) { glDeleteProgram(prog); prog = 0; } glDeleteShader(vs); glDeleteShader(fs); return prog; } static bool fail_link_test(const char *vs_prefix, int vs_blocks, const char *fs_prefix, int fs_blocks) { GLuint prog; prog = build_shaders(vs_prefix, vs_blocks, fs_prefix, fs_blocks); if (prog) { printf("linked with (%d, %d) blocks, should have failed\n", vs_blocks, fs_blocks); return false; } glDeleteProgram(prog); return true; } static bool test_draw(int y_index, GLuint prog, GLuint *bos, int test_block, int active_blocks) { float black[4] = {0, 0, 0, 0}; /* Color values have to be 0 or 1, since in the case of a * shared block between VS and FS, they'll be added twice. */ float other_colors[][4] = { {1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {1, 1, 1, 1}, }; float *color; int screen_w = 10; int screen_h = 10; int screen_x = screen_w * (1 + 2 * test_block); int screen_y = screen_h * (1 + 2 * y_index); float x = -1.0 + 2.0 * screen_x / piglit_width; float y = -1.0 + 2.0 * screen_y / piglit_height; float w = 2.0 * screen_w / piglit_width; float h = 2.0 * screen_h / piglit_height; int i; float *expected_color; assert(test_block < active_blocks); glViewport(0, 0, piglit_width, piglit_height); expected_color = other_colors[test_block % ARRAY_SIZE(other_colors)]; for (i = 0; i < active_blocks; i++) { if (i == test_block) color = expected_color; else color = black; glBindBuffer(GL_UNIFORM_BUFFER, bos[i]); glBufferData(GL_UNIFORM_BUFFER, 4 * sizeof(float), color, GL_DYNAMIC_DRAW); } piglit_draw_rect(x, y, w, h); if (screen_x + screen_w >= piglit_width || screen_y + screen_h >= piglit_height) { printf("warning: window too small to display test rect.\n"); return true; } return piglit_probe_rect_rgba(screen_x, screen_y, screen_w, screen_h, expected_color); } static bool pass_link_test(int y_index, const char *vs_prefix, int vs_blocks, const char *fs_prefix, int fs_blocks) { bool pass = true; GLuint prog; GLuint *bos = (GLuint *) calloc(vs_blocks + fs_blocks, sizeof(GLuint)); GLint active_blocks; int i; prog = build_shaders(vs_prefix, vs_blocks, fs_prefix, fs_blocks); if (!prog) { printf("shader with (%d, %d) blocks failed to link\n", vs_blocks, fs_blocks); free(bos); return false; } glUseProgram(prog); glGetProgramiv(prog, GL_ACTIVE_UNIFORM_BLOCKS, &active_blocks); glGenBuffers(active_blocks, bos); for (i = 0; i < active_blocks; i++) { glUniformBlockBinding(prog, i, i); glBindBufferBase(GL_UNIFORM_BUFFER, i, bos[i]); } for (i = 0; i < active_blocks; i++) { if (!test_draw(y_index, prog, bos, i, active_blocks)) { pass = false; } } glDeleteBuffers(active_blocks, bos); glDeleteProgram(prog); free(bos); return pass; } enum piglit_result piglit_display(void) { bool pass = true; GLint max_vs, max_fs, max_combined; piglit_require_extension("GL_ARB_uniform_buffer_object"); glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &max_vs); glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &max_fs); glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &max_combined); printf("Max VS uniform blocks: %d\n", max_vs); printf("Max FS uniform blocks: %d\n", max_fs); printf("Max combined uniform blocks: %d\n", max_combined); glClearColor(0.5, 0.5, 0.5, 0.5); glClear(GL_COLOR_BUFFER_BIT); pass = fail_link_test("vs", max_vs + 1, "vs", 0) && pass; pass = fail_link_test("fs", 0, "fs", max_fs + 1) && pass; if (max_vs + max_fs > max_combined) { pass = fail_link_test("vs", max_vs, "fs", max_combined + 1 - max_vs) && pass; pass = fail_link_test("shared", max_vs, "shared", max_combined + 1 - max_vs) && pass; } pass = pass_link_test(0, "vs", max_vs, "vs", 0) && pass; pass = pass_link_test(1, "fs", 0, "fs", max_fs) && pass; pass = pass_link_test(2, "vs", max_vs, "fs", MIN2(max_fs, max_combined - max_vs)) && pass; pass = pass_link_test(3, "shared", max_vs, "shared", MIN2(max_fs, max_combined - max_vs)) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { }