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authorKenneth Graunke <kenneth@whitecape.org>2017-06-04 18:30:17 -0700
committerKenneth Graunke <kenneth@whitecape.org>2017-07-17 01:21:02 -0700
commit5b3c61fb00c35fb8c16d1cf26a65b1f0542416a0 (patch)
tree6b354ad4d6be77fe7146a30c91b3d00b7814ec6a
parent60e7437ae54652a7daf1fd1868a9641e5ce54577 (diff)
Respect GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT in binding-layout.c.
The spec/arb_shading_language_420pack/execution/binding-layout test assumed that it could bind buffers at 16-byte offsets. This may not be true - we need to respect GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT. This prevents crashes on drivers which require an alignment larger than 16 bytes. The closed source AMD and NVIDIA drivers appear to require an alignment of 256 bytes, and I have a patch to bump i965 to 32 bytes. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
-rw-r--r--tests/spec/arb_shading_language_420pack/execution/binding-layout.c16
1 files changed, 12 insertions, 4 deletions
diff --git a/tests/spec/arb_shading_language_420pack/execution/binding-layout.c b/tests/spec/arb_shading_language_420pack/execution/binding-layout.c
index bda43dd0d..acbb8f4dd 100644
--- a/tests/spec/arb_shading_language_420pack/execution/binding-layout.c
+++ b/tests/spec/arb_shading_language_420pack/execution/binding-layout.c
@@ -152,6 +152,7 @@ piglit_init(int argc, char **argv)
};
bool pass = true;
GLuint bo;
+ GLint alignment;
piglit_require_extension("GL_ARB_shading_language_420pack");
piglit_require_extension("GL_ARB_explicit_attrib_location");
@@ -167,14 +168,21 @@ piglit_init(int argc, char **argv)
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, sizeof(data), data, GL_STATIC_DRAW);
+ 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, 16);
- glBindBufferRange(GL_UNIFORM_BUFFER, 3, bo, 16, 16);
- glBindBufferRange(GL_UNIFORM_BUFFER, 4, bo, 32, 16);
+ 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);
}