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diff --git a/tests/spec/arb_tessellation_shader/large-uniforms.c b/tests/spec/arb_tessellation_shader/large-uniforms.c
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+/*
+ * 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;
+
+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));
+ 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));
+ 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));
+ 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));
+ 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;
+}
+