/* * 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. */ /** * Verify that unsigned glUniform* commands added in GL 3.0 are compiled into * display lists. * * This test is adapted from tests/spec/arb_separate_shader_objects/dlist.c */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN /* No supports_gl_core_version setting because there are no display * lists in core profile. */ config.supports_gl_compat_version = 30; 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 bool Uniformui(void); void piglit_init(int argc, char **argv) { bool pass = true; pass = Uniformui() && pass; piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); } enum mode { set_scalar, set_vector, get_and_compare }; #define UINT_UNIFORM(type, n, suffix) \ do { \ type inbuf[n]; \ type outbuf[n]; \ unsigned jjj; \ \ for (jjj = 0; jjj < n; jjj++) \ outbuf[jjj] = (type) value++; \ \ switch (m) { \ case set_scalar: \ switch (n) { \ case 1: \ glUniform1 ## suffix \ (loc, \ outbuf[0]); \ break; \ case 2: \ glUniform2 ## suffix \ (loc, \ outbuf[0], \ outbuf[1]); \ break; \ case 3: \ glUniform3 ## suffix \ (loc, \ outbuf[0], \ outbuf[1], \ outbuf[2]); \ break; \ case 4: \ glUniform4 ## suffix \ (loc, \ outbuf[0], \ outbuf[1], \ outbuf[2], \ outbuf[3]); \ break; \ default: \ printf("internal error - " \ "cannot set_scalar a " \ "%d count\n", n); \ pass = false; \ break; \ } \ break; \ \ case set_vector: \ glUniform ## n ## suffix ## v \ (loc, 1, outbuf); \ break; \ \ case get_and_compare: \ glGetUniform ## suffix ## v \ (prog, loc, inbuf); \ if (memcmp(inbuf, outbuf, \ sizeof(type) * n) != 0) { \ printf(" %s data " \ "does not match.\n", \ name); \ pass = false; \ } \ break; \ } \ } while (0) /** * Set or get/verify all the active uniforms in a program * * \param prog Program to operate on * \param base_value Value set (or expected) for the first element of the * first uniform. Each element expects a successively * incremented value. * \param m Mode of operation. Set using scalars (e.g., using * \c glUniform4f), set using vectors (e.g., using * \c glUniform4fv), or get and verify. */ bool process_program_uniforms(GLuint prog, unsigned base_value, enum mode m) { unsigned num_uniforms; unsigned i; unsigned value; bool pass = true; glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, (GLint *) &num_uniforms); value = base_value; for (i = 0; i < num_uniforms; i++) { GLint size; GLenum type; char name[64]; GLuint loc; glGetActiveUniform(prog, i, sizeof(name), NULL, &size, &type, name); loc = glGetUniformLocation(prog, name); if (loc == -1) { printf("%s was active, but could not get location.\n", name); pass = false; continue; } switch (type) { case GL_UNSIGNED_INT: UINT_UNIFORM(unsigned, 1, ui); break; case GL_UNSIGNED_INT_VEC2: UINT_UNIFORM(unsigned, 2, ui); break; case GL_UNSIGNED_INT_VEC3: UINT_UNIFORM(unsigned, 3, ui); break; case GL_UNSIGNED_INT_VEC4: UINT_UNIFORM(unsigned, 4, ui); break; } } return pass; } static bool process_shader(const char *func, const char *source) { static const struct { GLenum list_mode; enum mode setter_mode; const char *setter_mode_name; unsigned base_value; } tests[] = { { GL_COMPILE, set_scalar, "scalar", 5 }, { GL_COMPILE, set_vector, "vector", 7 }, { GL_COMPILE_AND_EXECUTE, set_scalar, "scalar", 11 }, { GL_COMPILE_AND_EXECUTE, set_vector, "vector", 13 } }; bool pass = true; printf("Testing gl%s\n", func); GLuint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, source); GLuint prog = piglit_link_simple_program(vs, 0); glUseProgram(prog); GLuint list = glGenLists(1); for (unsigned i = 0; i < ARRAY_SIZE(tests); i++) { const unsigned post_compile_base_value = (tests[i].list_mode == GL_COMPILE) ? 0 : tests[i].base_value; printf(" %s: %s mode\n", piglit_get_gl_enum_name(tests[i].list_mode), tests[i].setter_mode_name); printf(" pre-initialize\n"); pass = process_program_uniforms(prog, 0, tests[i].setter_mode) && pass; pass = process_program_uniforms(prog, 0, get_and_compare) && pass; glNewList(list, tests[i].list_mode); printf(" compiling\n"); pass = process_program_uniforms(prog, tests[i].base_value, tests[i].setter_mode) && pass; glEndList(); printf(" post-compile verify\n"); pass = process_program_uniforms(prog, post_compile_base_value, get_and_compare) && pass; /* Reset the values back. This is useful if GL_COMPILE * executed the commands and for GL_COMPILE_AND_EXECUTE. We * want to know that glCallList changed things. */ printf(" restore original values\n"); pass = process_program_uniforms(prog, 0, tests[i].setter_mode) && pass; pass = process_program_uniforms(prog, 0, get_and_compare) && pass; printf(" post-glCallList verify\n"); glCallList(list); pass = process_program_uniforms(prog, tests[i].base_value, get_and_compare) && pass; } glDeleteLists(list, 1); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; return pass; } bool Uniformui(void) { const char *source = "#version 130\n" "uniform uint s;\n" "uniform uvec2 v2;\n" "uniform uvec3 v3;\n" "uniform uvec4 v4;\n" "\n" "void main()\n" "{\n" " gl_Position = vec4(v3, s) + vec4(v2, v2) + vec4(v4);\n" "}\n" ; return process_shader(__func__, source); } enum piglit_result piglit_display(void) { /* NOTREACHED */ return PIGLIT_FAIL; }