// BEGIN_COPYRIGHT -*- glean -*- // // Copyright (C) 1999 Allen Akin All Rights Reserved. // Copyright (C) 2008 VMware, Inc. All Rights Reserved. // // 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 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 ALLEN AKIN 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. // // END_COPYRIGHT // tglsl1.h: Test OpenGL shading language // Brian Paul 6 March 2007 #define GL_GLEXT_PROTOTYPES #include #include #include #include #include "tglsl1.h" namespace GLEAN { #define FLAG_NONE 0x0 #define FLAG_LOOSE 0x1 // to indicate a looser tolerance test is needed #define FLAG_ILLEGAL_SHADER 0x2 // the shader test should not compile #define FLAG_ILLEGAL_LINK 0x4 // the shaders should not link #define FLAG_VERSION_1_20 0x8 // GLSL 1.20 test #define FLAG_VERSION_1_30 0x10 // GLSL 1.30 test #define FLAG_WINDING_CW 0x20 // clockwise-winding polygon #define FLAG_VERTEX_TEXTURE 0x40 #define FLAG_ARB_DRAW_BUFFERS 0x80 #define DONT_CARE_Z -1.0 #define NO_VERTEX_SHADER NULL #define NO_FRAGMENT_SHADER NULL #define PRIMARY_R 0.25 #define PRIMARY_G 0.75 #define PRIMARY_B 0.5 #define PRIMARY_A 0.25 #define SECONDARY_R 0.0 #define SECONDARY_G 0.25 #define SECONDARY_B 0.25 #define SECONDARY_A 1.0 #define AMBIENT { 0.2, 0.4, 0.6, 0.8 } #define LIGHT_DIFFUSE { 0.1, 0.3, 0.5, 0.7 } #define MAT_DIFFUSE { 0.1, 0.3, 0.5, 0.7 } #define DIFFUSE_PRODUCT { 0.01, 0.09, 0.25, 0.7 } // note alpha! #define UNIFORM1 {1.0, 0.25, 0.75, 0.0 } // don't change! #define PSIZE 3.0 #define PSIZE_MIN 2.0 #define PSIZE_MAX 8.0 #define PSIZE_THRESH 1.5 #define PSIZE_ATTEN0 4.0 #define PSIZE_ATTEN1 5.0 #define PSIZE_ATTEN2 6.0 #define FOG_START 100.0 #define FOG_END 200.0 #define FOG_R 1.0 #define FOG_G 0.5 #define FOG_B 1.0 #define FOG_A 0.0 static const GLfloat PrimaryColor[4] = { PRIMARY_R, PRIMARY_G, PRIMARY_B, PRIMARY_A }; static const GLfloat SecondaryColor[4] = { SECONDARY_R, SECONDARY_G, SECONDARY_B, SECONDARY_A }; static const GLfloat Ambient[4] = AMBIENT; static const GLfloat MatDiffuse[4] = MAT_DIFFUSE; static const GLfloat LightDiffuse[4] = LIGHT_DIFFUSE; static const GLfloat Uniform1[4] = UNIFORM1; static const GLfloat UniformArray[4] = { 0.1, 0.25, 0.5, 0.75 }; static const GLfloat UniformArray4[4][4] = { { 0.1, 0.2, 0.3, 0.4 }, { 0.9, 0.8, 0.7, 0.6 }, { 0.5, 0.6, 0.7, 0.5 }, { 0.3, 0.4, 0.5, 0.6 } }; static const GLfloat PointAtten[3] = { PSIZE_ATTEN0, PSIZE_ATTEN1, PSIZE_ATTEN2 }; static const GLfloat FogColor[4] = { FOG_R, FOG_G, FOG_B, FOG_A }; // Shader program test cases static const ShaderProgram Programs[] = { // Simple tests ======================================================= { "Primary plus secondary color", // vert shader: "void main() { \n" " gl_Position = ftransform(); \n" " gl_FrontColor = gl_Color + gl_SecondaryColor; \n" "} \n", // frag shader: "void main() { \n" " gl_FragColor = gl_Color; \n" "} \n", { PRIMARY_R + SECONDARY_R, PRIMARY_G + SECONDARY_G, PRIMARY_B + SECONDARY_B, 1.0 /*PRIMARY_A + SECONDARY_A*/ }, DONT_CARE_Z, FLAG_NONE }, { "Global vars and initializers", NO_VERTEX_SHADER, "vec4 c = vec4(1.0, 0.5, 0.25, 0.0); \n" "void main() { \n" " gl_FragColor = c; \n" "} \n", { 1.0, 0.5, 0.25, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "Global vars and initializers (2)", NO_VERTEX_SHADER, "vec4 c1 = vec4(0.4, 0.5, 0.25, 0.0); \n" "vec4 c2 = vec4(0.3, 0.5, 0.5, 0.4); \n" "vec4 c3 = c1 + c2; \n" "void main() { \n" " gl_FragColor = c3; \n" "} \n", { 0.7, 1.0, 0.75, 0.4 }, DONT_CARE_Z, FLAG_NONE }, // Swizzle, writemask ================================================= { "Swizzle", NO_VERTEX_SHADER, "void main() { \n" " vec4 a = vec4(0.5, 0.25, 0.0, 1.0); \n" " gl_FragColor = a.yxxz; \n" "} \n", { 0.25, 0.5, 0.5, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "Swizzle (rgba)", NO_VERTEX_SHADER, "void main() { \n" " vec4 a = vec4(0.5, 0.25, 0.0, 1.0); \n" " gl_FragColor = a.grrb; \n" "} \n", { 0.25, 0.5, 0.5, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "Swizzle (stpq)", NO_VERTEX_SHADER, "void main() { \n" " vec4 a = vec4(0.5, 0.25, 0.0, 1.0); \n" " gl_FragColor = a.tssp; \n" "} \n", { 0.25, 0.5, 0.5, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "Writemask", NO_VERTEX_SHADER, "void main() { \n" " gl_FragColor = vec4(1.0); \n" " gl_FragColor.x = 0.5; \n" " gl_FragColor.z = 0.25; \n" "} \n", { 0.5, 1.0, 0.25, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "Swizzled writemask", NO_VERTEX_SHADER, "void main() { \n" " gl_FragColor.zwxy = vec4(1.0, 0.5, 0.25, 0.75); \n" "} \n", { 0.25, 0.75, 1.0, 0.5 }, DONT_CARE_Z, FLAG_NONE }, { "Swizzled writemask (2)", NO_VERTEX_SHADER, "void main() { \n" " gl_FragColor.zy = vec2(1.0, 0.5); \n" " gl_FragColor.wx = vec2(0.25, 0.75); \n" "} \n", { 0.75, 0.5, 1.0, 0.25 }, DONT_CARE_Z, FLAG_NONE }, { "Swizzled writemask (rgba)", NO_VERTEX_SHADER, "void main() { \n" " gl_FragColor.bg = vec2(1.0, 0.5); \n" " gl_FragColor.ar = vec2(0.25, 0.75); \n" "} \n", { 0.75, 0.5, 1.0, 0.25 }, DONT_CARE_Z, FLAG_NONE }, { "Swizzled writemask (stpq)", NO_VERTEX_SHADER, "void main() { \n" " gl_FragColor.pt = vec2(1.0, 0.5); \n" " gl_FragColor.qs = vec2(0.25, 0.75); \n" "} \n", { 0.75, 0.5, 1.0, 0.25 }, DONT_CARE_Z, FLAG_NONE }, { "Swizzled expression", NO_VERTEX_SHADER, "void main() { \n" " vec4 a = vec4(1, 1, 1, 1); \n" " vec4 b = vec4(0.5, 0.2, 0.1, 0.8); \n" " vec4 c = (a * b).wzyx; \n" " gl_FragColor = c; \n" "} \n", { 0.8, 0.1, 0.2, 0.5 }, DONT_CARE_Z, FLAG_NONE }, { // This test targets SOA implementations where we have to // check for SOA dependencies. "Swizzle in-place", NO_VERTEX_SHADER, "void main() { \n" " vec4 a = vec4(0.5, 0.2, 0.1, 0.8); \n" " a = a.yxwz; \n" " gl_FragColor = a; \n" "} \n", { 0.2, 0.5, 0.8, 0.1 }, DONT_CARE_Z, FLAG_NONE }, { "Swizzled swizzle", NO_VERTEX_SHADER, "void main() { \n" " vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n" " vec4 b = a.wzyx.yxwz; \n" " gl_FragColor = b; \n" "} \n", { 0.3, 0.4, 0.1, 0.2 }, DONT_CARE_Z, FLAG_NONE }, { "Swizzled swizzled swizzle", NO_VERTEX_SHADER, "void main() { \n" " vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n" " vec4 b = a.wzyx.yxwz.xxyz; \n" " gl_FragColor = b; \n" "} \n", { 0.3, 0.3, 0.4, 0.1 }, DONT_CARE_Z, FLAG_NONE }, // Z-write ============================================================ { "gl_FragDepth writing", NO_VERTEX_SHADER, "void main() { \n" " gl_FragColor = vec4(0.5); \n" " gl_FragDepth = 0.25; \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, 0.25, // Z value FLAG_NONE }, // Basic arithmetic =================================================== { "chained assignment", NO_VERTEX_SHADER, "void main() { \n" " float x, y, z; \n" " x = y = z = 0.25; \n" " gl_FragColor = vec4(x + y + z); \n" "} \n", { 0.75, 0.75, 0.75, 0.75 }, DONT_CARE_Z, FLAG_NONE }, // built-in functions ================================================ { // This is a Mesa regression test (bump.c) "cross() function, in-place", NO_VERTEX_SHADER, "void main() { \n" " vec3 u,v ; \n" " u.x = 0.8; \n" " u.y = -0.5; \n" " u.z = 1.0; \n" " v.x = 0.1; \n" " v.y = 0.5; \n" " v.z = -2.0; \n" " u = cross(u, v); \n" " gl_FragColor.xyz = u; \n" " gl_FragColor.w = 1.0; \n" "} \n", { 0.502, 1.0, 0.4509, 1.0 }, DONT_CARE_Z, FLAG_NONE }, // Flow Control ====================================================== { "sequence (comma) operator", NO_VERTEX_SHADER, "void main() { \n" " float x, y, z; \n" " x = 1.0, y = 0.5, z = x * y; \n" " gl_FragColor = vec4(z); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_NONE }, // Logical operators ================================================= { "&& operator, short-circuit", NO_VERTEX_SHADER, "void main() { \n" " float x = 0.75; \n" " // this should always be false \n" " if (x <= 0.5 && ++x > 0.0) { \n" " x += 0.1; \n" " } \n" " gl_FragColor = vec4(x); \n" "} \n", { 0.75, 0.75, 0.75, 0.75 }, DONT_CARE_Z, FLAG_NONE }, { "|| operator, short-circuit", NO_VERTEX_SHADER, "void main() { \n" " float x = 0.75; \n" " // this should always be true \n" " if (x >= 0.5 || ++x >= 0.0) { \n" " x += 0.1; \n" " } \n" " gl_FragColor = vec4(x); \n" "} \n", { 0.85, 0.85, 0.85, 0.85 }, DONT_CARE_Z, FLAG_NONE }, // GL state refs ===================================================== { "GL state variable reference (gl_FrontMaterial.ambient)", NO_VERTEX_SHADER, "void main() { \n" " gl_FragColor = gl_FrontMaterial.ambient; \n" "} \n", AMBIENT, DONT_CARE_Z, FLAG_NONE }, { "GL state variable reference (gl_LightSource[0].diffuse)", NO_VERTEX_SHADER, "void main() { \n" " gl_FragColor = gl_LightSource[0].diffuse; \n" "} \n", LIGHT_DIFFUSE, DONT_CARE_Z, FLAG_NONE }, { "GL state variable reference (diffuse product)", NO_VERTEX_SHADER, "void main() { \n" " gl_FragColor = gl_FrontLightProduct[0].diffuse; \n" "} \n", DIFFUSE_PRODUCT, DONT_CARE_Z, FLAG_NONE }, { "GL state variable reference (point size)", "void main() { \n" " gl_Position = ftransform(); \n" " gl_FrontColor.x = gl_Point.size * 0.1; \n" " gl_FrontColor.y = gl_Point.sizeMin * 0.1; \n" " gl_FrontColor.z = gl_Point.sizeMax * 0.1; \n" " gl_FrontColor.w = 0.0; \n" "} \n", NO_FRAGMENT_SHADER, { PSIZE * 0.1, PSIZE_MIN * 0.1, PSIZE_MAX * 0.1, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "GL state variable reference (point attenuation)", "void main() { \n" " gl_Position = ftransform(); \n" " gl_FrontColor.x = gl_Point.distanceConstantAttenuation * 0.1; \n" " gl_FrontColor.y = gl_Point.distanceLinearAttenuation * 0.1; \n" " gl_FrontColor.z = gl_Point.distanceQuadraticAttenuation * 0.1; \n" " gl_FrontColor.w = 0.0; \n" "} \n", NO_FRAGMENT_SHADER, { PSIZE_ATTEN0 * 0.1, PSIZE_ATTEN1 * 0.1, PSIZE_ATTEN2 * 0.1, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "linear fog", // vertex prog: "void main() { \n" " gl_Position = ftransform(); \n" " gl_FogFragCoord = 125.0; \n" " gl_FrontColor = gl_Color; \n" "} \n", // fragment prog: "void main() { \n" " float bf = (gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale; \n" " gl_FragColor = mix(gl_Color, gl_Fog.color, bf); \n" "} \n", #define BF (125.0 - FOG_START) / (FOG_END - FOG_START) // Blend Factor { PRIMARY_R + BF * (FOG_R - PRIMARY_R), PRIMARY_G + BF * (FOG_G - PRIMARY_G), PRIMARY_B + BF * (FOG_B - PRIMARY_B), PRIMARY_A + BF * (FOG_A - PRIMARY_A) }, #undef BF DONT_CARE_Z, FLAG_NONE }, { "built-in constants", // vertex shader: "void main() { \n" " gl_Position = ftransform(); \n" " // front color values should all be >= 1.0 \n" " gl_FrontColor = vec4(gl_MaxLights, gl_MaxClipPlanes,\n" " gl_MaxTextureUnits, \n" " gl_MaxTextureCoords); \n" "} \n", NO_FRAGMENT_SHADER, { 1.0, 1.0, 1.0, 1.0 }, DONT_CARE_Z, FLAG_NONE }, // Texture functions ================================================== { "texture2D()", NO_VERTEX_SHADER, "uniform sampler2D tex2d; \n" "void main() { \n" " gl_FragColor = texture2D(tex2d, gl_TexCoord[0].xy);\n" "} \n", { 1.0, 0.0, 0.0, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "texture2D(), computed coordinate", NO_VERTEX_SHADER, "uniform sampler2D tex2d; \n" "void main() { \n" " vec2 coord = gl_TexCoord[0].xy + vec2(0.5); \n" " gl_FragColor = texture2D(tex2d, coord, 0.0); \n" "} \n", { 1.0, 1.0, 1.0, 1.0 }, // upper-right tex color DONT_CARE_Z, FLAG_NONE }, { "texture2D(), with bias", NO_VERTEX_SHADER, "uniform sampler2D tex2d; \n" "void main() { \n" " gl_FragColor = texture2D(tex2d, gl_TexCoord[0].xy, 1.0);\n" "} \n", { 0.5, 0.0, 0.0, 0.5 }, DONT_CARE_Z, FLAG_NONE }, { "2D Texture lookup with explicit lod (Vertex shader)", "uniform sampler2D tex2d; \n" "void main() { \n" " gl_FrontColor = texture2DLod(tex2d, gl_MultiTexCoord0.xy, 2.0);\n" " gl_Position = ftransform(); \n" "} \n", NO_FRAGMENT_SHADER, { 0.25, 0.0, 0.0, 0.25 }, DONT_CARE_Z, FLAG_VERTEX_TEXTURE }, { "texture2DProj()", NO_VERTEX_SHADER, "uniform sampler2D tex2d; \n" "void main() { \n" " vec4 coord = gl_TexCoord[0] * vec4(2.25); \n" " // 'proj' will divide components by w (=2.25) \n" " gl_FragColor = texture2DProj(tex2d, coord);\n" "} \n", { 1.0, 0.0, 0.0, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "texture1D()", NO_VERTEX_SHADER, "uniform sampler1D tex1d; \n" "void main() { \n" " gl_FragColor = texture1D(tex1d, gl_TexCoord[0].x);\n" "} \n", { 1.0, 0.0, 0.0, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "texture3D()", NO_VERTEX_SHADER, "uniform sampler3D tex3d; \n" "void main() { \n" " gl_FragColor = texture3D(tex3d, gl_TexCoord[0].xyz);\n" "} \n", { 1.0, 0.0, 0.0, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "texture3D(), computed coord", NO_VERTEX_SHADER, "uniform sampler3D tex3d; \n" "void main() { \n" " vec3 coord = gl_TexCoord[0].xyz; \n" " coord.y = 0.75; \n" " coord.z = 0.75; \n" " gl_FragColor = texture3D(tex3d, coord); \n" "} \n", { 0.0, 0.0, 0.5, 0.5 }, DONT_CARE_Z, FLAG_NONE }, { "shadow2D(): 1", NO_VERTEX_SHADER, "uniform sampler2DShadow texZ; \n" "void main() { \n" " vec3 coord = vec3(0.1, 0.1, 0.5); \n" " // shadow map value should be 0.25 \n" " gl_FragColor = shadow2D(texZ, coord) + vec4(0.25); \n" " // color = (0.5 <= 0.25) ? 1.25 : 0.25\n" "} \n", { 0.25, 0.25, 0.25, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "shadow2D(): 2", NO_VERTEX_SHADER, "uniform sampler2DShadow texZ; \n" "void main() { \n" " vec3 coord = vec3(0.1, 0.1, 0.2); \n" " // shadow map value should be 0.25 \n" " gl_FragColor = shadow2D(texZ, coord); \n" " // color = (0.2 <= 0.25) ? 1 : 0\n" "} \n", { 1.0, 1.0, 1.0, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "shadow2D(): 3", NO_VERTEX_SHADER, "uniform sampler2DShadow texZ; \n" "void main() { \n" " vec3 coord = vec3(0.9, 0.9, 0.95); \n" " // shadow map value should be 0.75 \n" " gl_FragColor = shadow2D(texZ, coord) + vec4(0.25); \n" " // color = (0.95 <= 0.75) ? 1.25 : 0.25\n" "} \n", { 0.25, 0.25, 0.25, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "shadow2D(): 4", NO_VERTEX_SHADER, "uniform sampler2DShadow texZ; \n" "void main() { \n" " vec3 coord = vec3(0.9, 0.9, 0.65); \n" " // shadow map value should be 0.75 \n" " gl_FragColor = shadow2D(texZ, coord); \n" " // color = (0.65 <= 0.75) ? 1 : 0\n" "} \n", { 1.0, 1.0, 1.0, 1.0 }, DONT_CARE_Z, FLAG_NONE }, // Function calls ==================================================== { "nested function calls (1)", NO_VERTEX_SHADER, "float Half(const in float x) { \n" " return 0.5 * x; \n" "} \n" "\n" "float square(const in float x) { \n" " return x * x; \n" "} \n" "\n" "void main() { \n" " float a = 0.5; \n" " float b = square(Half(1.0)); \n" " gl_FragColor = vec4(b); \n" "} \n", { 0.25, 0.25, 0.25, 0.25 }, DONT_CARE_Z, FLAG_NONE }, { "nested function calls (2)", NO_VERTEX_SHADER, "float Half(const in float x) { \n" " return 0.5 * x; \n" "} \n" "\n" "float square_half(const in float x) { \n" " float y = Half(x); \n" " return y * y; \n" "} \n" "\n" "void main() { \n" " float a = 1.0; \n" " float b = square_half(a); \n" " gl_FragColor = vec4(b); \n" "} \n", { 0.25, 0.25, 0.25, 0.25 }, DONT_CARE_Z, FLAG_NONE }, { "nested function calls (3)", NO_VERTEX_SHADER, "float Half(const in float x) { \n" " return 0.5 * x; \n" "} \n" "\n" "void main() { \n" " float a = 0.5; \n" " float b = Half(Half(a)); \n" " gl_FragColor = vec4(b); \n" "} \n", { 0.125, 0.125, 0.125, 0.125 }, DONT_CARE_Z, FLAG_NONE }, { "TPPStreamCompiler::assignOperands", NO_VERTEX_SHADER, "struct S { \n" " float f; \n" "}; \n" "\n" "void F(S s) {} \n" "\n" "const S s = S(0.0); \n" "\n" "void F() { \n" " F(s); \n" "} \n" "\n" "void main() { \n" " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); \n" "} \n", { 0.0, 0.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_NONE }, // Matrix tests ====================================================== { "matrix column check (1)", NO_VERTEX_SHADER, "void main() { \n" " mat4 m = gl_TextureMatrix[1]; \n" " gl_FragColor = m[0]; \n" "} \n", { 1.0, 0.5, 0.6, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "matrix column check (2)", NO_VERTEX_SHADER, "void main() { \n" " mat4 m = gl_TextureMatrix[1]; \n" " gl_FragColor = m[3]; \n" "} \n", { 0.1, 0.2, 0.3, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "matrix, vector multiply (1)", NO_VERTEX_SHADER, "void main() { \n" " mat4 m = mat4(0.5); // scale by 0.5 \n" " vec4 color = gl_Color * m; \n" " gl_FragColor = color; \n" "} \n", { 0.5 * PRIMARY_R, 0.5 * PRIMARY_G, 0.5 * PRIMARY_B, 0.5 * PRIMARY_A }, DONT_CARE_Z, FLAG_NONE }, { "matrix, vector multiply (2)", NO_VERTEX_SHADER, "void main() { \n" " vec4 color = gl_TextureMatrix[1] * gl_Color; \n" " gl_FragColor = color; \n" "} \n", { 0.2745, 0.9255, 0.7294, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "matrix, vector multiply (3)", NO_VERTEX_SHADER, "void main() { \n" " vec4 color = gl_Color * gl_TextureMatrix[1]; \n" " gl_FragColor = color; \n" "} \n", { 0.925, 0.925, 0.6999, .5750 }, DONT_CARE_Z, FLAG_NONE }, { "uniform matrix", NO_VERTEX_SHADER, "uniform mat4 uniformMat4; \n" "void main() { \n" " gl_FragColor = uniformMat4[3]; \n" "} \n", { 0.6, 0.7, 0.8, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "uniform matrix, transposed", NO_VERTEX_SHADER, "uniform mat4 uniformMat4t; \n" "void main() { \n" " gl_FragColor = uniformMat4t[2]; \n" "} \n", { 0.2, 0.0, 1.0, 0.8 }, DONT_CARE_Z, FLAG_NONE }, // Struct tests ====================================================== { "struct (1)", NO_VERTEX_SHADER, "struct s1 { \n" " float f1; \n" " vec4 v4; \n" "}; \n" "\n" "void main() { \n" " s1 a, b; \n" " a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" " a.f1 = 0.0; \n" " b = a; \n" " gl_FragColor = b.v4; \n" "} \n", { 0.25, 0.5, 0.75, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "struct (2)", NO_VERTEX_SHADER, "struct s1 { \n" " float f1; \n" " vec4 v4; \n" "}; \n" "\n" "void main() { \n" " s1 a[2]; \n" " a[0].v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" " a[0].f1 = 0.0; \n" " a[1] = a[0]; \n" " gl_FragColor = a[1].v4; \n" "} \n", { 0.25, 0.5, 0.75, 1.0 }, DONT_CARE_Z, FLAG_NONE }, { "struct (3)", NO_VERTEX_SHADER, "struct s1 { \n" " float f1; \n" " vec4 v4; \n" "}; \n" "\n" "void main() { \n" " vec4 scale = vec4(0.5); \n" " vec4 bias = vec4(0.1); \n" " s1 a; \n" " a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" " a.f1 = 0.0; \n" " gl_FragColor = a.v4 * scale + bias; \n" "} \n", { 0.225, 0.35, 0.475, 0.6 }, DONT_CARE_Z, FLAG_NONE }, { "struct (4)", NO_VERTEX_SHADER, "struct s1 { \n" " float foo; \n" " vec4 v4; \n" "}; \n" "struct s2 { \n" " float bar; \n" " s1 s; \n" " float baz; \n" "}; \n" "\n" "void main() { \n" " s2 a; \n" " a.s.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n" " a.bar = 0.0; \n" " a.baz = 0.0; \n" " a.s.foo = 0.0; \n" " gl_FragColor = a.s.v4; \n" "} \n", { 0.25, 0.5, 0.75, 1.0 }, DONT_CARE_Z, FLAG_NONE }, // Preprocessor tests ================================================ { "Preprocessor test 1 (#if 0)", NO_VERTEX_SHADER, "void main() { \n" "#if 0 \n" " gl_FragColor = vec4(0.5); \n" "#else \n" " gl_FragColor = vec4(0.3); \n" "#endif \n" "} \n", { 0.3, 0.3, 0.3, 0.3 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 2 (#if 1)", NO_VERTEX_SHADER, "void main() { \n" "#if 1 \n" " gl_FragColor = vec4(0.5); \n" "#else \n" " gl_FragColor = vec4(0.3); \n" "#endif \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 3 (#if ==)", NO_VERTEX_SHADER, "void main() { \n" "#define SYMBOL 3 \n" "#if SYMBOL == 3 \n" " gl_FragColor = vec4(0.5); \n" "#else \n" " gl_FragColor = vec4(0.3); \n" "#endif \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 4 (#if 1, #define macro)", NO_VERTEX_SHADER, "#if 1 \n" "#define FOO(x) x \n" "#else \n" "#define FOO(x) (0.5 * (x)) \n" "#endif \n" "void main() { \n" " gl_FragColor = vec4(FOO(0.25)); \n" "} \n", { 0.25, 0.25, 0.25, 0.25 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 5 (#if 1, #define macro)", NO_VERTEX_SHADER, "#define BAR(x) x \n" "#if 1 \n" "#define FOO(x) BAR(x) \n" "#else \n" "#define FOO(x) (BAR(x) + BAR(x)) \n" "#endif \n" "void main() { \n" " gl_FragColor = vec4(FOO(0.25)); \n" "} \n", { 0.25, 0.25, 0.25, 0.25 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 6 (#if 0, #define macro)", NO_VERTEX_SHADER, "#define BAR(x) x \n" "#if 0 \n" "#define FOO(x) BAR(x) \n" "#else \n" "#define FOO(x) (BAR(x) + BAR(x)) \n" "#endif \n" "void main() { \n" " gl_FragColor = vec4(FOO(0.25)); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 7 (multi-line #define)", NO_VERTEX_SHADER, "#define FOO(x) \\\n" " ((x) + (x)) \n" "void main() { \n" " gl_FragColor = vec4(FOO(0.25)); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 8 (#ifdef)", NO_VERTEX_SHADER, "#define FOO \n" "void main() { \n" "#ifdef FOO \n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n" "#else \n" " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 9 (#ifndef)", NO_VERTEX_SHADER, "#define FOO \n" "void main() { \n" "#ifndef FOO \n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n" "#else \n" " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n", { 1.0, 0.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 10 (#if defined())", NO_VERTEX_SHADER, "#define FOO \n" "void main() { \n" "#if defined(FOO) \n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n" "#else \n" " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 11 (#elif)", NO_VERTEX_SHADER, "#define FOO 1\n" "void main() { \n" "#if FOO == 1 \n" " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n" "#elif FOO == 2\n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" "#else \n" " vec4 r = vec4(1.0, 1.0, 0.0, 0.0); \n" "#endif \n" " gl_FragColor = r; \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 12 (#elif)", NO_VERTEX_SHADER, "#define FOO 2\n" "void main() { \n" "#if FOO == 1 \n" " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n" "#elif FOO == 2\n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" "#else \n" " vec4 r = vec4(1.0, 1.0, 0.0, 0.0); \n" "#endif \n" " gl_FragColor = r; \n" "} \n", { 1.0, 0.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 13 (nested #if)", NO_VERTEX_SHADER, "#define FOO 1\n" "#define BAR 0\n" "void main() { \n" "#if FOO == 1 \n" "#if BAR == 1 \n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" "#else \n" " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n" "#endif \n" "#else \n" " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n" "#endif \n" " gl_FragColor = r; \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 14 (nested #if)", NO_VERTEX_SHADER, "#define FOO 0\n" "#define BAR 0\n" "void main() { \n" "#if FOO == 1 \n" " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n" "#else \n" "#if BAR == 1 \n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" "#else \n" " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n" "#endif \n" "#endif \n" " gl_FragColor = r; \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { "Preprocessor test 15 (nested #if, #elif)", NO_VERTEX_SHADER, "#define FOO 0\n" "#define BAR 2\n" "void main() { \n" "#if FOO == 1 \n" " vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n" "#else \n" "#if BAR == 1 \n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" "#elif BAR == 2 \n" " vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n" "#else \n" " vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n" "#endif \n" "#endif \n" " gl_FragColor = r; \n" "} \n", { 1.0, 0.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { // This test will only be run if we have the GL_ARB_draw_buffers // extension. Note the FLAG_ARB_DRAW_BUFFERS flag. "Preprocessor test (extension test 1)", NO_VERTEX_SHADER, "#extension GL_ARB_draw_buffers: enable\n" "void main() { \n" "#if defined(GL_ARB_draw_buffers) \n" " gl_FragData[0] = vec4(0.0, 1.0, 0.0, 0.0); \n" "#else \n" " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_ARB_DRAW_BUFFERS }, { // As above, but use #if == 1 test. "Preprocessor test (extension test 2)", NO_VERTEX_SHADER, "#extension GL_ARB_draw_buffers: enable\n" "void main() { \n" "#if GL_ARB_draw_buffers == 1\n" " gl_FragData[0] = vec4(0.0, 1.0, 0.0, 0.0); \n" "#else \n" " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_ARB_DRAW_BUFFERS }, { // Test using a non-existant function. Should not compile. "Preprocessor test (extension test 3)", NO_VERTEX_SHADER, "#extension GL_FOO_bar: require\n" "void main() { \n" " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "} \n", { 0.0, 1.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_ILLEGAL_SHADER }, { "Preprocessor test (11)", NO_VERTEX_SHADER, "#define FOO \n" "void main() { \n" "#if !defined(FOO) \n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n" "#else \n" " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n" "#endif \n" "} \n", { 1.0, 0.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_NONE }, // Illegal shaders ================================================== { "undefined variable", NO_VERTEX_SHADER, "void main() { \n" " vec3 v = u; \n" " gl_FragColor = vec4(0.5); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_ILLEGAL_SHADER }, { "if (boolean-scalar) check", NO_VERTEX_SHADER, "void main() { \n" " vec3 v; \n" " if (v) { \n" " } \n" " gl_FragColor = vec4(0.5); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_ILLEGAL_SHADER }, { "break with no loop", NO_VERTEX_SHADER, "void main() { \n" " break; \n" " gl_FragColor = vec4(0.5); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_ILLEGAL_SHADER }, { "continue with no loop", NO_VERTEX_SHADER, "void main() { \n" " continue; \n" " gl_FragColor = vec4(0.5); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_ILLEGAL_SHADER }, { "illegal assignment", NO_VERTEX_SHADER, "void main() { \n" " float x = main; \n" " gl_FragColor = vec4(0.5); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_ILLEGAL_SHADER }, { "syntax error check (1)", NO_VERTEX_SHADER, "void main() { \n" " float x = ; \n" " gl_FragColor = vec4(0.5); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_ILLEGAL_SHADER }, { "syntax error check (2)", NO_VERTEX_SHADER, "main() { \n" " gl_FragColor = vec4(0.5); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_ILLEGAL_SHADER }, { "syntax error check (3)", NO_VERTEX_SHADER, "main() { \n" " float x = 1.0 2.0; \n" " gl_FragColor = vec4(0.5); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_ILLEGAL_SHADER }, { "TIntermediate::addUnaryMath", NO_VERTEX_SHADER, "void main() { \n" " -vec4(x ? 1.0 : -1.0); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_ILLEGAL_SHADER }, // Other new GLSL 1.20, 1.30 features (just parse/compile tests) { "GLSL 1.30 precision qualifiers", NO_VERTEX_SHADER, "#version 130 \n" "highp float f1; \n" "mediump float f2; \n" "lowp float f3; \n" "precision mediump float; \n" "precision lowp int; \n" "precision highp float; \n" "void main() { \n" " gl_FragColor = vec4(1); \n" "} \n", { 1.0, 1.0, 1.0, 1.0 }, DONT_CARE_Z, FLAG_VERSION_1_30 }, { "GLSL 1.20 invariant, centroid qualifiers", NO_VERTEX_SHADER, "#version 120 \n" "invariant varying vec4 v1; \n" "centroid varying vec4 v2; \n" "invariant centroid varying vec4 v3; \n" "varying vec4 v4; \n" "invariant v4; \n" "void main() { \n" " gl_FragColor = vec4(1); \n" "} \n", { 1.0, 1.0, 1.0, 1.0 }, DONT_CARE_Z, FLAG_VERSION_1_20 }, #if 0 // Check behaviour of inf/nan ========================================= { "Divide by zero", NO_VERTEX_SHADER, "uniform vec4 uniform1; \n" "void main() { \n" " float div = uniform1.y / uniform1.w; // div by zero\n" " div = div * uniform1.w; // mul by zero \n" " gl_FragColor = vec4(0.5 + div); \n" "} \n", { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_NONE }, #endif // Illegal link test ================================================== { "gl_Position not written check", "void main() { \n" " gl_FrontColor = vec4(0.3); \n" "} \n", NO_FRAGMENT_SHADER, { 0.5, 0.5, 0.5, 0.5 }, DONT_CARE_Z, FLAG_ILLEGAL_LINK }, { "varying var mismatch", // vert shader: "varying vec4 foo; \n" "void main() { \n" " foo = gl_Color; \n" " gl_Position = ftransform(); \n" "} \n", // frag shader: "varying vec4 bar; \n" "void main() { \n" " gl_FragColor = bar; \n" "} \n", { 0.0, 0.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_ILLEGAL_LINK }, { "varying read but not written", // vert shader: "varying vec4 foo; \n" "void main() { \n" " gl_Position = ftransform(); \n" "} \n", // frag shader: "varying vec4 foo; \n" "void main() { \n" " gl_FragColor = foo; \n" "} \n", { 0.0, 0.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_ILLEGAL_LINK }, { "texcoord varying", // Does the linker correctly recognize that texcoord[1] is // written by the vertex shader and read by the fragment shader? // vert shader: "varying vec4 gl_TexCoord[4]; \n" "void main() { \n" " int i = 1; \n" " gl_TexCoord[i] = vec4(0.5, 0, 0, 0); \n" " gl_Position = ftransform(); \n" "} \n", // frag shader: "varying vec4 gl_TexCoord[4]; \n" "void main() { \n" " gl_FragColor = gl_TexCoord[1]; \n" "} \n", { 0.5, 0.0, 0.0, 0.0 }, DONT_CARE_Z, FLAG_NONE }, { NULL, NULL, NULL, {0,0,0,0}, 0, FLAG_NONE } // end of list sentinal }; void GLSLTest::setupTextures(void) { GLubyte teximage0[16][16][4]; GLubyte teximage1[8][8][4]; GLubyte teximage2[4][4][4]; GLubyte teximage3D[16][16][16][4]; GLfloat teximageZ[16][16]; GLint i, j, k; GLuint obj1D, obj2D, obj3D, objZ; glGenTextures(1, &obj1D); glGenTextures(1, &obj2D); glGenTextures(1, &obj3D); glGenTextures(1, &objZ); glActiveTexture(GL_TEXTURE0); // // 2D texture, w/ mipmap // glBindTexture(GL_TEXTURE_2D, obj2D); // +-------+-------+ // | blue | white | // +-------+-------+ // | red | green | // +-------+-------+ for (i = 0; i < 16; i++) { for (j = 0; j < 16; j++) { if (i < 8) { // bottom half if (j < 8) { // red teximage0[i][j][0] = 255; teximage0[i][j][1] = 0; teximage0[i][j][2] = 0; teximage0[i][j][3] = 255; } else { // green teximage0[i][j][0] = 0; teximage0[i][j][1] = 255; teximage0[i][j][2] = 0; teximage0[i][j][3] = 255; } } else { // top half if (j < 8) { // blue teximage0[i][j][0] = 0; teximage0[i][j][1] = 0; teximage0[i][j][2] = 255; teximage0[i][j][3] = 255; } else { // white teximage0[i][j][0] = 255; teximage0[i][j][1] = 255; teximage0[i][j][2] = 255; teximage0[i][j][3] = 255; } } } } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage0); // level 1: same colors, half intensity for (i = 0; i < 8; i++) { for (j = 0; j < 8; j++) { teximage1[i][j][0] = teximage0[i*2][j*2][0] / 2; teximage1[i][j][1] = teximage0[i*2][j*2][1] / 2; teximage1[i][j][2] = teximage0[i*2][j*2][2] / 2; teximage1[i][j][3] = teximage0[i*2][j*2][3] / 2; } } glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage1); // level 2: 1/4 intensity for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { teximage2[i][j][0] = teximage0[i*4][j*4][0] / 4; teximage2[i][j][1] = teximage0[i*4][j*4][1] / 4; teximage2[i][j][2] = teximage0[i*4][j*4][2] / 4; teximage2[i][j][3] = teximage0[i*4][j*4][3] / 4; } } glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage2); // level 3, 4: don't care glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage0); glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // // 1D texture: just bottom row of the 2D texture // glBindTexture(GL_TEXTURE_1D, obj1D); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage0); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // // 3D texture: 2D texture, depth = 1 // for (i = 0; i < 16; i++) { for (j = 0; j < 16; j++) { for (k = 0; k < 16; k++) { if (i < 8) { teximage3D[i][j][k][0] = teximage0[j][k][0]; teximage3D[i][j][k][1] = teximage0[j][k][1]; teximage3D[i][j][k][2] = teximage0[j][k][2]; teximage3D[i][j][k][3] = teximage0[j][k][3]; } else { // back half: half intensity teximage3D[i][j][k][0] = teximage0[j][k][0] / 2; teximage3D[i][j][k][1] = teximage0[j][k][1] / 2; teximage3D[i][j][k][2] = teximage0[j][k][2] / 2; teximage3D[i][j][k][3] = teximage0[j][k][3] / 2; } } } } glBindTexture(GL_TEXTURE_3D, obj3D); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage3D); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // // 2D GL_DEPTH_COMPONENT texture (for shadow sampler tests) // Left half = 0.25, right half = 0.75 // for (i = 0; i < 16; i++) { for (j = 0; j < 16; j++) { if (j < 8) teximageZ[i][j] = 0.25; else teximageZ[i][j] = 0.75; } } glActiveTexture(GL_TEXTURE1); // NOTE: Unit 1 glBindTexture(GL_TEXTURE_2D, objZ); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 16, 16, 0, GL_DEPTH_COMPONENT, GL_FLOAT, teximageZ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); glActiveTexture(GL_TEXTURE0); } void GLSLTest::setupTextureMatrix1(void) { // This matrix is used by some of the general matrix tests static const GLfloat m[16] = { 1.0, 0.5, 0.6, 0.0, // col 0 0.0, 1.0, 0.0, 0.7, // col 1 0.0, 0.0, 1.0, 0.8, // col 2 0.1, 0.2, 0.3, 1.0 // col 3 }; glMatrixMode(GL_TEXTURE); glActiveTexture(GL_TEXTURE1); glLoadMatrixf(m); glActiveTexture(GL_TEXTURE0); glMatrixMode(GL_MODELVIEW); } bool GLSLTest::setup(void) { // check GLSL version #ifdef GL_SHADING_LANGUAGE_VERSION const char *glslVersion = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION); #else const char *glslVersion = NULL; #endif const float version = atof(glslVersion); if (version < 1.00) { env->log << "GLSL 1.x not supported\n"; return false; } glsl_120 = version >= 1.20; glsl_130 = version >= 1.30; setupTextures(); setupTextureMatrix1(); // load program inputs glColor4fv(PrimaryColor); glSecondaryColor3fv(SecondaryColor); // other GL state glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MatDiffuse); glPointSize(PSIZE); glPointParameterf(GL_POINT_SIZE_MIN, PSIZE_MIN); glPointParameterf(GL_POINT_SIZE_MAX, PSIZE_MAX); glPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, PSIZE_THRESH); glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, PointAtten); glFogf(GL_FOG_START, FOG_START); glFogf(GL_FOG_END, FOG_END); glFogfv(GL_FOG_COLOR, FogColor); GLenum err = glGetError(); assert(!err); // should be OK // setup vertex transform (we'll draw a quad in middle of window) glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-4.0, 4.0, -4.0, 4.0, 0.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDrawBuffer(GL_FRONT); glReadBuffer(GL_FRONT); // compute error tolerances (may need fine-tuning) int bufferBits[5]; glGetIntegerv(GL_RED_BITS, &bufferBits[0]); glGetIntegerv(GL_GREEN_BITS, &bufferBits[1]); glGetIntegerv(GL_BLUE_BITS, &bufferBits[2]); glGetIntegerv(GL_ALPHA_BITS, &bufferBits[3]); glGetIntegerv(GL_DEPTH_BITS, &bufferBits[4]); tolerance[0] = 2.0 / (1 << bufferBits[0]); tolerance[1] = 2.0 / (1 << bufferBits[1]); tolerance[2] = 2.0 / (1 << bufferBits[2]); if (bufferBits[3]) tolerance[3] = 2.0 / (1 << bufferBits[3]); else tolerance[3] = 1.0; if (bufferBits[4]) tolerance[4] = 16.0 / (1 << bufferBits[4]); else tolerance[4] = 1.0; // Some tests request a looser tolerance: // XXX a factor of 4 may be too much... for (int i = 0; i < 5; i++) looseTolerance[i] = 4.0 * tolerance[i]; return true; } void GLSLTest::reportFailure(const char *programName, const GLfloat expectedColor[4], const GLfloat actualColor[4] ) const { env->log << "FAILURE:\n"; env->log << " Shader test: " << programName << "\n"; env->log << " Expected color: "; env->log << expectedColor[0] << ", "; env->log << expectedColor[1] << ", "; env->log << expectedColor[2] << ", "; env->log << expectedColor[3] << "\n"; env->log << " Observed color: "; env->log << actualColor[0] << ", "; env->log << actualColor[1] << ", "; env->log << actualColor[2] << ", "; env->log << actualColor[3] << "\n"; } void GLSLTest::reportZFailure(const char *programName, GLfloat expectedZ, GLfloat actualZ) const { env->log << "FAILURE:\n"; env->log << " Shader test: " << programName << "\n"; env->log << " Expected Z: " << expectedZ << "\n"; env->log << " Observed Z: " << actualZ << "\n"; } // Compare actual and expected colors bool GLSLTest::equalColors(const GLfloat act[4], const GLfloat exp[4], int flags) const { const GLfloat *tol; if (flags & FLAG_LOOSE) tol = looseTolerance; else tol = tolerance; if ((fabsf(act[0] - exp[0]) > tol[0]) || (fabsf(act[1] - exp[1]) > tol[1]) || (fabsf(act[2] - exp[2]) > tol[2]) || (fabsf(act[3] - exp[3]) > tol[3])) return false; else return true; } bool GLSLTest::equalDepth(GLfloat z0, GLfloat z1) const { if (fabsf(z0 - z1) > tolerance[4]) return false; else return true; } GLuint GLSLTest::loadAndCompileShader(GLenum target, const char *str) { GLuint shader; shader = glCreateShader(target); glShaderSource(shader, 1, (const GLchar **) &str, NULL); glCompileShader(shader); return shader; } // Check the compile status of the just compiled shader. // If the outcome is unexpected, report an error. bool GLSLTest::checkCompileStatus(GLenum target, GLuint shader, const ShaderProgram &p) { GLint stat; GLchar infoLog[1000]; GLsizei len; glGetShaderiv(shader, GL_COMPILE_STATUS, &stat); if (!stat) { glGetShaderInfoLog(shader, 1000, &len, infoLog); // env->log << infoLog << "\n"; } if (!stat && (p.flags & FLAG_ILLEGAL_SHADER) == 0) { // this _should_ have compiled env->log << "FAILURE:\n"; env->log << " Shader test: " << p.name << "\n"; if (target == GL_FRAGMENT_SHADER) env->log << "Fragment shader did not compile:\n"; else env->log << "Vertex shader did not compile:\n"; env->log << infoLog; return false; } else if (stat && (p.flags & FLAG_ILLEGAL_SHADER)) { // this should _not_ have compiled! env->log << "FAILURE:\n"; env->log << " Shader test: " << p.name << "\n"; env->log << " Shader should not have compiled, but it did.\n"; return false; } return true; } bool GLSLTest::testProgram(const ShaderProgram &p) { static const GLfloat uniformMatrix[16] = { 1.0, 0.1, 0.2, 0.3, // col 0 0.0, 1.0, 0.0, 0.4, // col 1 0.0, 1.0, 1.0, 0.5, // col 2 0.6, 0.7, 0.8, 1.0 // col 3 }; static const GLfloat uniformMatrix2x4[8] = { 0.0, 0.1, 0.2, 0.3, // col 0 0.4, 0.5, 0.6, 0.7 // col 1 }; static const GLfloat uniformMatrix4x3[12] = { 0.0, 0.1, 0.2, // col 0 0.3, 0.4, 0.5, // col 1 0.6, 0.7, 0.8, // col 2 0.9, 1.0, 0.0 // col 3 }; const GLfloat r = 0.62; // XXX draw 16x16 pixel quad GLuint fragShader = 0, vertShader = 0, program = 0; GLint u1, uArray, uArray4, utex1d, utex2d, utex3d, utexZ, umat4, umat4t; GLint umat2x4, umat2x4t, umat4x3, umat4x3t; bool retVal = false; if (p.flags & FLAG_ARB_DRAW_BUFFERS && !GLUtils::haveExtensions("GL_ARB_draw_buffers")) { // skip retVal = true; goto cleanup; } if (p.fragShaderString) { fragShader = loadAndCompileShader(GL_FRAGMENT_SHADER, p.fragShaderString); if (!checkCompileStatus(GL_FRAGMENT_SHADER, fragShader, p)) { retVal = false; goto cleanup; } } if (p.vertShaderString) { vertShader = loadAndCompileShader(GL_VERTEX_SHADER, p.vertShaderString); if (!checkCompileStatus(GL_VERTEX_SHADER, vertShader, p)) { retVal = false; goto cleanup; } } if (!fragShader && !vertShader) { // must have had a compilation errror retVal = false; goto cleanup; } if (p.flags & FLAG_ILLEGAL_SHADER) { // don't render/test retVal = true; goto cleanup; } program = glCreateProgram(); if (fragShader) glAttachShader(program, fragShader); if (vertShader) glAttachShader(program, vertShader); glLinkProgram(program); // check link { GLint stat; glGetProgramiv(program, GL_LINK_STATUS, &stat); if (!stat) { if (p.flags & FLAG_ILLEGAL_LINK) { // this is the expected outcome retVal = true; goto cleanup; } else { GLchar log[1000]; GLsizei len; glGetProgramInfoLog(program, 1000, &len, log); env->log << "FAILURE:\n"; env->log << " Shader test: " << p.name << "\n"; env->log << " Link error: "; env->log << log; retVal = false; goto cleanup; } } else { // link successful if (p.flags & FLAG_ILLEGAL_LINK) { // the shaders should _not_ have linked env->log << "FAILURE:\n"; env->log << " Shader test: " << p.name << "\n"; env->log << " Program linked, but shouldn't have.\n"; retVal = false; goto cleanup; } } } glUseProgram(program); if (p.flags & FLAG_VERTEX_TEXTURE) { // check if vertex texture units are available GLint n; glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &n); if (n == 0) { // can't run the test retVal = true; goto cleanup; } } // load uniform vars u1 = glGetUniformLocation(program, "uniform1"); if (u1 >= 0) glUniform4fv(u1, 1, Uniform1); uArray = glGetUniformLocation(program, "uniformArray"); if (uArray >= 0) glUniform1fv(uArray, 4, UniformArray); uArray4 = glGetUniformLocation(program, "uniformArray4"); if (uArray4 >= 0) glUniform4fv(uArray4, 4, (float *) UniformArray4); utex1d = glGetUniformLocation(program, "tex1d"); if (utex1d >= 0) glUniform1i(utex1d, 0); // bind to tex unit 0 utex2d = glGetUniformLocation(program, "tex2d"); if (utex2d >= 0) glUniform1i(utex2d, 0); // bind to tex unit 0 utex3d = glGetUniformLocation(program, "tex3d"); if (utex3d >= 0) glUniform1i(utex3d, 0); // bind to tex unit 0 utexZ = glGetUniformLocation(program, "texZ"); if (utexZ >= 0) glUniform1i(utexZ, 1); // bind to tex unit 1 umat4 = glGetUniformLocation(program, "uniformMat4"); if (umat4 >= 0) glUniformMatrix4fv(umat4, 1, GL_FALSE, uniformMatrix); umat4t = glGetUniformLocation(program, "uniformMat4t"); if (umat4t >= 0) glUniformMatrix4fv(umat4t, 1, GL_TRUE, uniformMatrix); umat2x4 = glGetUniformLocation(program, "uniformMat2x4"); if (umat2x4 >= 0) glUniformMatrix2x4fv(umat2x4, 1, GL_FALSE, uniformMatrix2x4); umat2x4t = glGetUniformLocation(program, "uniformMat2x4t"); if (umat2x4t >= 0) glUniformMatrix2x4fv(umat2x4t, 1, GL_TRUE, uniformMatrix2x4); umat4x3 = glGetUniformLocation(program, "uniformMat4x3"); if (umat4x3 >= 0) glUniformMatrix4x3fv(umat4x3, 1, GL_FALSE, uniformMatrix4x3); umat4x3t = glGetUniformLocation(program, "uniformMat4x3t"); if (umat4x3t >= 0) glUniformMatrix4x3fv(umat4x3t, 1, GL_TRUE, uniformMatrix4x3); // to avoid potential issue with undefined result.depth.z if (p.expectedZ == DONT_CARE_Z) glDisable(GL_DEPTH_TEST); else glEnable(GL_DEPTH_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (p.flags & FLAG_WINDING_CW) { /* Clockwise */ glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex2f(-r, -r); glTexCoord2f(0, 1); glVertex2f(-r, r); glTexCoord2f(1, 1); glVertex2f( r, r); glTexCoord2f(1, 0); glVertex2f( r, -r); glEnd(); } else { /* Counter Clockwise */ glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex2f(-r, -r); glTexCoord2f(1, 0); glVertex2f( r, -r); glTexCoord2f(1, 1); glVertex2f( r, r); glTexCoord2f(0, 1); glVertex2f(-r, r); glEnd(); } // env->log << " Shader test: " << p.name << "\n"; // read a pixel from lower-left corder of rendered quad GLfloat pixel[4]; glReadPixels(windowSize / 2 - 2, windowSize / 2 - 2, 1, 1, GL_RGBA, GL_FLOAT, pixel); if (0) // debug printf("%s: Expect: %.3f %.3f %.3f %.3f found: %.3f %.3f %.3f %.3f\n", p.name, p.expectedColor[0], p.expectedColor[1], p.expectedColor[2], p.expectedColor[3], pixel[0], pixel[1], pixel[2], pixel[3]); if (!equalColors(pixel, p.expectedColor, p.flags)) { reportFailure(p.name, p.expectedColor, pixel); retVal = false; goto cleanup; } if (p.expectedZ != DONT_CARE_Z) { GLfloat z; // read z at center of quad glReadPixels(windowSize / 2, windowSize / 2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z); if (!equalDepth(z, p.expectedZ)) { reportZFailure(p.name, p.expectedZ, z); retVal = false; goto cleanup; } } // passed! retVal = true; if (0) // debug printf("%s passed\n", p.name); cleanup: if (fragShader) glDeleteShader(fragShader); if (vertShader) glDeleteShader(vertShader); glDeleteProgram(program); return retVal; } void GLSLTest::runOne(MultiTestResult &r, Window &w) { (void) w; if (!setup()) { r.pass = false; return; } // If you just want to run a single sub-test, assign the name to singleTest. const char *singleTest = getenv("PIGLIT_TEST"); if (singleTest) { env->log << "glsl1: Running single test: " << singleTest << "\n"; for (int i = 0; Programs[i].name; i++) { if (strcmp(Programs[i].name, singleTest) == 0) { if ((Programs[i].flags & FLAG_VERSION_1_20) && !glsl_120) break; // skip non-applicable tests if ((Programs[i].flags & FLAG_VERSION_1_30) && !glsl_130) break; // skip non-applicable tests r.numPassed = testProgram(Programs[i]); r.numFailed = 1 - r.numPassed; break; } } } else { // loop over all tests for (int i = 0; Programs[i].name; i++) { if ((Programs[i].flags & FLAG_VERSION_1_20) && !glsl_120) continue; // skip non-applicable tests if ((Programs[i].flags & FLAG_VERSION_1_30) && !glsl_130) continue; // skip non-applicable tests if (testProgram(Programs[i])) { r.numPassed++; } else { r.numFailed++; } } } r.pass = (r.numFailed == 0); } // We need OpenGL 2.0, 2.1 or 3.0 bool GLSLTest::isApplicable() const { const char *version = (const char *) glGetString(GL_VERSION); const float v = atof(version); if (v >= 2.0) { return true; } else { env->log << name << ": skipped. Requires GL 2.0 or later.\n"; return false; } } // The test object itself: GLSLTest glslTest("glsl1", "window, rgb, z", "", // no extension filter but see isApplicable() "GLSL test 1: test basic Shading Language functionality.\n" ); } // namespace GLEAN