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/*
* 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 uniformblockbinding.c
*
* From the GL_ARB_uniform_buffer_object spec:
*
* "Each of a program's active uniform blocks has a corresponding
* uniform buffer object binding point. This binding point can be
* assigned by calling:
*
* void UniformBlockBinding(uint program,
* uint uniformBlockIndex,
* uint uniformBlockBinding);
*
* <program> is a name of a program object for which the command
* LinkProgram has been issued in the past.
*
* <uniformBlockIndex> must be an active uniform block index of
* the program <program>. Otherwise, INVALID_VALUE is generated.
*
* <uniformBlockBinding> must be less than MAX_UNIFORM_BUFFER_BINDINGS.
* Otherwise, INVALID_VALUE is generated.
*
* ...
*
* When a program object is linked or re-linked, the uniform
* buffer object binding point assigned to each of its active
* uniform blocks is reset to zero.
* ...
*
* The error INVALID_VALUE is generated by GetActiveUniformsiv,
* GetActiveUniformName, GetActiveUniformBlockiv,
* GetActiveUniformBlockName, and UniformBlockBinding if
* <program> is not a value generated by GL."
*/
#include "piglit-util-gl-common.h"
PIGLIT_GL_TEST_MAIN(
10 /*window_width*/,
10 /*window_height*/,
PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_ALPHA)
void
piglit_init(int argc, char **argv)
{
int i;
GLuint fs, prog;
const char *source =
"#extension GL_ARB_uniform_buffer_object : enable\n"
"uniform a { float u1; };\n"
"uniform b { float u2; };\n"
"void main() {\n"
" gl_FragColor = vec4(u1 + u2);\n"
"}\n";
int blocks;
int binding, max_bindings;
bool pass = true;
piglit_require_extension("GL_ARB_uniform_buffer_object");
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, source);
prog = piglit_link_simple_program(fs, 0);
if (!fs || !prog) {
fprintf(stderr, "Failed to compile shader:\n%s", source);
piglit_report_result(PIGLIT_FAIL);
}
glGetProgramiv(prog, GL_ACTIVE_UNIFORM_BLOCKS, &blocks);
assert(blocks == 2);
for (i = 0; i < blocks; i++) {
glGetActiveUniformBlockiv(prog, i, GL_UNIFORM_BLOCK_BINDING,
&binding);
if (binding != 0) {
fprintf(stderr,
"Linked program should have binding[%d] = %d, "
"saw %d\n",
i, 0, binding);
pass = false;
}
}
for (i = 0; i < blocks; i++) {
glUniformBlockBinding(prog, i, blocks - i);
}
for (i = 0; i < blocks; i++) {
glGetActiveUniformBlockiv(prog, i, GL_UNIFORM_BLOCK_BINDING,
&binding);
if (binding != blocks - i) {
fprintf(stderr,
"Updated binding[%d] to %d, but got %d\n",
i, blocks - i, binding);
pass = false;
}
}
glLinkProgram(prog);
for (i = 0; i < blocks; i++) {
glGetActiveUniformBlockiv(prog, i, GL_UNIFORM_BLOCK_BINDING,
&binding);
if (binding != 0) {
fprintf(stderr,
"Relinked program should have binding[%d] = %d, "
"saw %d\n",
i, 0, binding);
pass = false;
}
}
glUniformBlockBinding(prog, blocks, 0);
pass = piglit_check_gl_error(GL_INVALID_VALUE) && pass;
glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &max_bindings);
glUniformBlockBinding(prog, 0, max_bindings);
pass = piglit_check_gl_error(GL_INVALID_VALUE) && pass;
glUniformBlockBinding(0xd0d0, 0, 0);
pass = piglit_check_gl_error(GL_INVALID_VALUE) && pass;
glDeleteProgram(prog);
glDeleteShader(fs);
piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
}
enum piglit_result piglit_display(void)
{
/* UNREACHED */
return PIGLIT_FAIL;
}
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