/* * 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); * * is a name of a program object for which the command * LinkProgram has been issued in the past. * * must be an active uniform block index of * the program . Otherwise, INVALID_VALUE is generated. * * 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 * is not a value generated by GL." */ #include "piglit-util-gl-common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.window_width = 10; config.window_height = 10; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_ALPHA; PIGLIT_GL_TEST_CONFIG_END 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; }