diff options
Diffstat (limited to 'tests/spec/arb_uniform_buffer_object')
-rw-r--r-- | tests/spec/arb_uniform_buffer_object/example_from_spec.shader_test | 218 |
1 files changed, 218 insertions, 0 deletions
diff --git a/tests/spec/arb_uniform_buffer_object/example_from_spec.shader_test b/tests/spec/arb_uniform_buffer_object/example_from_spec.shader_test new file mode 100644 index 000000000..b14b6a1d3 --- /dev/null +++ b/tests/spec/arb_uniform_buffer_object/example_from_spec.shader_test @@ -0,0 +1,218 @@ +[require] +GLSL >= 1.30 +GL_ARB_uniform_buffer_object + +[vertex shader] +#extension GL_ARB_uniform_buffer_object : require + +struct f_struct { + int d; + bvec2 e; +}; + +struct o_struct { + uvec3 j; + vec2 k; + float l[2]; + vec2 m; + mat3 n[2]; +}; + +layout(std140) uniform Example { + // Base types below consume 4 basic machine units + // + // base base align + // rule align off. off. bytes used + // ---- ------ ---- ---- ----------------------- + float a; // 1 4 0 0 0..3 + vec2 b; // 2 8 4 8 8..15 + vec3 c; // 3 16 16 16 16..27 + f_struct // 9 16 28 32 (align begin) +// int d; // 1 4 32 32 32..35 +// bvec2 e; // 2 8 36 40 40..47 + f; // 9 16 48 48 (pad end) + float g; // 1 4 48 48 48..51 + float h[2]; // 4 16 52 64 64..67 (h[0]) + // 80 80..83 (h[1]) + // 4 16 84 96 (pad end of h) + mat2x3 i; // 5/4 16 96 96 96..107 (i, column 0) + // 112 112..123 (i, column 1) + // 5/4 16 124 128 (pad end of i) + o_struct // 10 16 128 128 (align begin) +// uvec3 j; // 3 16 128 128 128..139 (o[0].j) +// vec2 k; // 2 8 140 144 144..151 (o[0].k) +// float l[2]; // 4 16 152 160 160..163 (o[0].l[0]) + // 176 176..179 (o[0].l[1]) + // 4 16 180 192 (pad end of o[0].l) +// vec2 m; // 2 8 192 192 192..199 (o[0].m) +// mat3 n[2]; // 6/4 16 200 208 208..219 (o[0].n[0], column 0) + // 224 224..235 (o[0].n[0], column 1) + // 240 240..251 (o[0].n[0], column 2) + // 256 256..267 (o[0].n[1], column 0) + // 272 272..283 (o[0].n[1], column 1) + // 288 288..299 (o[0].n[1], column 2) + // 6/4 16 300 304 (pad end of o[0].n) + // 9 16 304 304 (pad end of o[0]) + // 3 16 304 304 304..315 (o[1].j) + // 2 8 316 320 320..327 (o[1].k) + // 4 16 328 336 336..347 (o[1].l[0]) + // 352 352..355 (o[1].l[1]) + // 4 16 356 368 (pad end of o[1].l) + // 2 8 368 368 368..375 (o[1].m) + // 6/4 16 376 384 384..395 (o[1].n[0], column 0) + // 400 400..411 (o[1].n[0], column 1) + // 416 416..427 (o[1].n[0], column 2) + // 432 432..443 (o[1].n[1], column 0) + // 448 448..459 (o[1].n[1], column 1) + // 464 464..475 (o[1].n[1], column 2) + // 6/4 16 476 480 (pad end of o[1].n) + // 9 16 480 480 (pad end of o[1]) + o[2]; +}; + +void main() +{ + /* std140 (or shared) layout prevents any fields or blocks from being + * eliminted. Section 2.11.6 of the OpenGL ES 3.0 spec makes this + * explicit, but desktop GL specs only say it implicitly. Either way, + * there is no need to reference any field of the std140 block. + */ + gl_Position = vec4(0); +} + +[fragment shader] +out vec4 piglit_fragcolor; + +void main() +{ + piglit_fragcolor = vec4(0); +} + +[test] +link success + +active uniform a GL_UNIFORM_TYPE GL_FLOAT +active uniform a GL_UNIFORM_SIZE 1 +active uniform a GL_UNIFORM_OFFSET 0 +active uniform a GL_UNIFORM_ARRAY_STRIDE 0 +active uniform a GL_UNIFORM_MATRIX_STRIDE 0 +active uniform a GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform b GL_UNIFORM_TYPE GL_FLOAT_VEC2 +active uniform b GL_UNIFORM_SIZE 1 +active uniform b GL_UNIFORM_OFFSET 8 +active uniform b GL_UNIFORM_ARRAY_STRIDE 0 +active uniform b GL_UNIFORM_MATRIX_STRIDE 0 +active uniform b GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform c GL_UNIFORM_TYPE GL_FLOAT_VEC3 +active uniform c GL_UNIFORM_SIZE 1 +active uniform c GL_UNIFORM_OFFSET 16 +active uniform c GL_UNIFORM_ARRAY_STRIDE 0 +active uniform c GL_UNIFORM_MATRIX_STRIDE 0 +active uniform c GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform f.d GL_UNIFORM_TYPE GL_INT +active uniform f.d GL_UNIFORM_SIZE 1 +active uniform f.d GL_UNIFORM_OFFSET 32 +active uniform f.d GL_UNIFORM_ARRAY_STRIDE 0 +active uniform f.d GL_UNIFORM_MATRIX_STRIDE 0 +active uniform f.d GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform f.e GL_UNIFORM_TYPE GL_BOOL_VEC2 +active uniform f.e GL_UNIFORM_SIZE 1 +active uniform f.e GL_UNIFORM_OFFSET 40 +active uniform f.e GL_UNIFORM_ARRAY_STRIDE 0 +active uniform f.e GL_UNIFORM_MATRIX_STRIDE 0 +active uniform f.e GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform g GL_UNIFORM_TYPE GL_FLOAT +active uniform g GL_UNIFORM_SIZE 1 +active uniform g GL_UNIFORM_OFFSET 48 +active uniform g GL_UNIFORM_ARRAY_STRIDE 0 +active uniform g GL_UNIFORM_MATRIX_STRIDE 0 +active uniform g GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform h[0] GL_UNIFORM_TYPE GL_FLOAT +active uniform h[0] GL_UNIFORM_SIZE 2 +active uniform h[0] GL_UNIFORM_OFFSET 64 +active uniform h[0] GL_UNIFORM_ARRAY_STRIDE 16 +active uniform h[0] GL_UNIFORM_MATRIX_STRIDE 0 +active uniform h[0] GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform i GL_UNIFORM_TYPE GL_FLOAT_MAT2x3 +active uniform i GL_UNIFORM_SIZE 1 +active uniform i GL_UNIFORM_OFFSET 96 +active uniform i GL_UNIFORM_ARRAY_STRIDE 0 +active uniform i GL_UNIFORM_MATRIX_STRIDE 16 +active uniform i GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform o[0].j GL_UNIFORM_TYPE GL_UNSIGNED_INT_VEC3 +active uniform o[0].j GL_UNIFORM_SIZE 1 +active uniform o[0].j GL_UNIFORM_OFFSET 128 +active uniform o[0].j GL_UNIFORM_ARRAY_STRIDE 0 +active uniform o[0].j GL_UNIFORM_MATRIX_STRIDE 0 +active uniform o[0].j GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform o[0].k GL_UNIFORM_TYPE GL_FLOAT_VEC2 +active uniform o[0].k GL_UNIFORM_SIZE 1 +active uniform o[0].k GL_UNIFORM_OFFSET 144 +active uniform o[0].k GL_UNIFORM_ARRAY_STRIDE 0 +active uniform o[0].k GL_UNIFORM_MATRIX_STRIDE 0 +active uniform o[0].k GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform o[0].l[0] GL_UNIFORM_TYPE GL_FLOAT +active uniform o[0].l[0] GL_UNIFORM_SIZE 2 +active uniform o[0].l[0] GL_UNIFORM_OFFSET 160 +active uniform o[0].l[0] GL_UNIFORM_ARRAY_STRIDE 16 +active uniform o[0].l[0] GL_UNIFORM_MATRIX_STRIDE 0 +active uniform o[0].l[0] GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform o[0].m GL_UNIFORM_TYPE GL_FLOAT_VEC2 +active uniform o[0].m GL_UNIFORM_SIZE 1 +active uniform o[0].m GL_UNIFORM_OFFSET 192 +active uniform o[0].m GL_UNIFORM_ARRAY_STRIDE 0 +active uniform o[0].m GL_UNIFORM_MATRIX_STRIDE 0 +active uniform o[0].m GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform o[0].n[0] GL_UNIFORM_TYPE GL_FLOAT_MAT3 +active uniform o[0].n[0] GL_UNIFORM_SIZE 2 +active uniform o[0].n[0] GL_UNIFORM_OFFSET 208 +active uniform o[0].n[0] GL_UNIFORM_ARRAY_STRIDE 48 +active uniform o[0].n[0] GL_UNIFORM_MATRIX_STRIDE 16 +active uniform o[0].n[0] GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform o[1].j GL_UNIFORM_TYPE GL_UNSIGNED_INT_VEC3 +active uniform o[1].j GL_UNIFORM_SIZE 1 +active uniform o[1].j GL_UNIFORM_OFFSET 304 +active uniform o[1].j GL_UNIFORM_ARRAY_STRIDE 0 +active uniform o[1].j GL_UNIFORM_MATRIX_STRIDE 0 +active uniform o[1].j GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform o[1].k GL_UNIFORM_TYPE GL_FLOAT_VEC2 +active uniform o[1].k GL_UNIFORM_SIZE 1 +active uniform o[1].k GL_UNIFORM_OFFSET 320 +active uniform o[1].k GL_UNIFORM_ARRAY_STRIDE 0 +active uniform o[1].k GL_UNIFORM_MATRIX_STRIDE 0 +active uniform o[1].k GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform o[1].l[0] GL_UNIFORM_TYPE GL_FLOAT +active uniform o[1].l[0] GL_UNIFORM_SIZE 2 +active uniform o[1].l[0] GL_UNIFORM_OFFSET 336 +active uniform o[1].l[0] GL_UNIFORM_ARRAY_STRIDE 16 +active uniform o[1].l[0] GL_UNIFORM_MATRIX_STRIDE 0 +active uniform o[1].l[0] GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform o[1].m GL_UNIFORM_TYPE GL_FLOAT_VEC2 +active uniform o[1].m GL_UNIFORM_SIZE 1 +active uniform o[1].m GL_UNIFORM_OFFSET 368 +active uniform o[1].m GL_UNIFORM_ARRAY_STRIDE 0 +active uniform o[1].m GL_UNIFORM_MATRIX_STRIDE 0 +active uniform o[1].m GL_UNIFORM_IS_ROW_MAJOR 0 + +active uniform o[1].n[0] GL_UNIFORM_TYPE GL_FLOAT_MAT3 +active uniform o[1].n[0] GL_UNIFORM_SIZE 2 +active uniform o[1].n[0] GL_UNIFORM_OFFSET 384 +active uniform o[1].n[0] GL_UNIFORM_ARRAY_STRIDE 48 +active uniform o[1].n[0] GL_UNIFORM_MATRIX_STRIDE 16 +active uniform o[1].n[0] GL_UNIFORM_IS_ROW_MAJOR 0 |