xenocara/dist/Mesa/progs/tests/shader_api.c

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/* Tests to validate fixes to various bugs in src/mesa/shader/shader_api.c
*
* Written by Bruce Merry
*/
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/glut.h>
static void assert_test(const char *file, int line, int cond, const char *msg)
{
if (!cond)
fprintf(stderr, "%s:%d assertion \"%s\" failed\n", file, line, msg);
}
#undef assert
#define assert(x) assert_test(__FILE__, __LINE__, (x), #x)
static void assert_no_error_test(const char *file, int line)
{
GLenum err;
err = glGetError();
if (err != GL_NO_ERROR)
fprintf(stderr, "%s:%d received error %s\n",
file, line, gluErrorString(err));
}
#define assert_no_error() assert_no_error_test(__FILE__, __LINE__)
static void assert_error_test(const char *file, int line, GLenum expect)
{
GLenum err;
err = glGetError();
if (err != expect)
fprintf(stderr, "%s:%d expected %s but received %s\n",
file, line, gluErrorString(expect), gluErrorString(err));
while (glGetError()); /* consume any following errors */
}
#define assert_error(err) assert_error_test(__FILE__, __LINE__, (err))
static void check_status(GLuint id, GLenum pname, void (*query)(GLuint, GLenum, GLint *))
{
GLint status;
query(id, pname, &status);
if (!status)
{
char info[65536];
fprintf(stderr, "Compilation/link failure:\n");
glGetInfoLogARB(id, sizeof(info), NULL, info);
fprintf(stderr, "%s\n", info);
exit(1);
}
}
static void check_compile_status(GLuint id)
{
check_status(id, GL_COMPILE_STATUS, glGetShaderiv);
}
static void check_link_status(GLuint id)
{
check_status(id, GL_LINK_STATUS, glGetProgramiv);
}
static GLuint make_shader(GLenum type, const char *src)
{
GLuint id;
assert_no_error();
id = glCreateShader(type);
glShaderSource(id, 1, &src, NULL);
glCompileShader(id);
check_compile_status(id);
assert_no_error();
return id;
}
static GLuint make_program(const char *vs_src, const char *fs_src)
{
GLuint id, vs, fs;
assert_no_error();
id = glCreateProgram();
if (vs_src) {
vs = make_shader(GL_VERTEX_SHADER, vs_src);
glAttachShader(id, vs);
glDeleteShader(vs);
}
if (fs_src) {
fs = make_shader(GL_FRAGMENT_SHADER, fs_src);
glAttachShader(id, fs);
glDeleteShader(fs);
}
glLinkProgram(id);
check_link_status(id);
glUseProgram(id);
glDeleteProgram(id);
assert_no_error();
return id;
}
static void test_uniform_size_type1(const char *glslType, GLenum glType, const char *el)
{
char buffer[1024];
GLuint program;
GLint active, i;
GLenum type;
GLint size;
printf(" Running subtest %s\n", glslType); fflush(stdout);
sprintf(buffer, "#version 120\nuniform %s m[60];\nvoid main() { gl_Position[0] = m[59]%s; }\n",
glslType, el);
program = make_program(buffer, NULL);
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &active);
assert_no_error();
for (i = 0; i < active; i++) {
size = -1;
type = 0;
glGetActiveUniform(program, i, sizeof(buffer), NULL, &size, &type, buffer);
assert_no_error();
if (strncmp(buffer, "m", 1) == 0)
break;
}
assert(i < active); /* Otherwise the compiler optimised it out */
assert(type == glType);
assert(size == 60);
}
static void test_uniform_size_type(void)
{
test_uniform_size_type1("float", GL_FLOAT, "");
test_uniform_size_type1("vec2", GL_FLOAT_VEC2, "[0]");
test_uniform_size_type1("vec3", GL_FLOAT_VEC3, "[0]");
test_uniform_size_type1("vec4", GL_FLOAT_VEC4, "[0]");
test_uniform_size_type1("bool", GL_BOOL, " ? 1.0 : 0.0");
test_uniform_size_type1("bvec2", GL_BOOL_VEC2, "[0] ? 1.0 : 0.0");
test_uniform_size_type1("bvec3", GL_BOOL_VEC3, "[0] ? 1.0 : 0.0");
test_uniform_size_type1("bvec4", GL_BOOL_VEC4, "[0] ? 1.0 : 0.0");
test_uniform_size_type1("int", GL_INT, "");
test_uniform_size_type1("ivec2", GL_INT_VEC2, "[0]");
test_uniform_size_type1("ivec3", GL_INT_VEC3, "[0]");
test_uniform_size_type1("ivec4", GL_INT_VEC4, "[0]");
test_uniform_size_type1("mat2", GL_FLOAT_MAT2, "[0][0]");
test_uniform_size_type1("mat3", GL_FLOAT_MAT3, "[0][0]");
test_uniform_size_type1("mat4", GL_FLOAT_MAT4, "[0][0]");
test_uniform_size_type1("mat2x3", GL_FLOAT_MAT2x3, "[0][0]");
test_uniform_size_type1("mat2x4", GL_FLOAT_MAT2x4, "[0][0]");
test_uniform_size_type1("mat3x2", GL_FLOAT_MAT3x2, "[0][0]");
test_uniform_size_type1("mat3x4", GL_FLOAT_MAT3x4, "[0][0]");
test_uniform_size_type1("mat4x2", GL_FLOAT_MAT4x2, "[0][0]");
test_uniform_size_type1("mat4x3", GL_FLOAT_MAT4x3, "[0][0]");
}
static void test_attrib_size_type1(const char *glslType, GLenum glType, const char *el)
{
char buffer[1024];
GLuint program;
GLint active, i;
GLenum type;
GLint size;
printf(" Running subtest %s\n", glslType); fflush(stdout);
sprintf(buffer, "#version 120\nattribute %s m;\nvoid main() { gl_Position[0] = m%s; }\n",
glslType, el);
program = make_program(buffer, NULL);
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &active);
assert_no_error();
for (i = 0; i < active; i++) {
size = -1;
type = -1;
glGetActiveAttrib(program, i, sizeof(buffer), NULL, &size, &type, buffer);
assert_no_error();
if (strncmp(buffer, "m", 1) == 0)
break;
}
assert(i < active); /* Otherwise the compiler optimised it out */
assert(type == glType);
assert(size == 1);
}
static void test_attrib_size_type(void)
{
test_attrib_size_type1("float", GL_FLOAT, "");
test_attrib_size_type1("vec2", GL_FLOAT_VEC2, "[0]");
test_attrib_size_type1("vec3", GL_FLOAT_VEC3, "[0]");
test_attrib_size_type1("vec4", GL_FLOAT_VEC4, "[0]");
test_attrib_size_type1("mat2", GL_FLOAT_MAT2, "[0][0]");
test_attrib_size_type1("mat3", GL_FLOAT_MAT3, "[0][0]");
test_attrib_size_type1("mat4", GL_FLOAT_MAT4, "[0][0]");
test_attrib_size_type1("mat2x3", GL_FLOAT_MAT2x3, "[0][0]");
test_attrib_size_type1("mat2x4", GL_FLOAT_MAT2x4, "[0][0]");
test_attrib_size_type1("mat3x2", GL_FLOAT_MAT3x2, "[0][0]");
test_attrib_size_type1("mat3x4", GL_FLOAT_MAT3x4, "[0][0]");
test_attrib_size_type1("mat4x2", GL_FLOAT_MAT4x2, "[0][0]");
test_attrib_size_type1("mat4x3", GL_FLOAT_MAT4x3, "[0][0]");
}
static void test_uniform_array_overflow(void)
{
GLuint program;
GLint location;
GLfloat data[128];
program = make_program("#version 120\nuniform vec2 x[10];\nvoid main() { gl_Position.xy = x[9]; }\n", NULL);
location = glGetUniformLocation(program, "x");
assert_no_error();
glUniform2fv(location, 64, data);
assert_no_error();
}
static void test_uniform_scalar_count(void)
{
GLuint program;
GLint location;
GLfloat data[128];
program = make_program("#version 110\nuniform vec2 x;\nvoid main() { gl_Position.xy = x; }\n", NULL);
location = glGetUniformLocation(program, "x");
assert_no_error();
glUniform2fv(location, 64, data);
assert_error(GL_INVALID_OPERATION);
}
static void test_uniform_query_matrix(void)
{
GLuint program;
GLfloat data[18];
GLint i, r, c;
GLint location;
program = make_program("#version 110\nuniform mat3 m[2];\nvoid main() { gl_Position.xyz = m[1][2]; }\n", NULL);
location = glGetUniformLocation(program, "m");
for (i = 0; i < 9; i++)
data[i] = i;
for (i = 9; i < 18; i++)
data[i] = 321.0;
glUniformMatrix3fv(location, 1, GL_TRUE, data);
for (i = 0; i < 18; i++)
data[i] = 123.0;
glGetUniformfv(program, location, data);
for (c = 0; c < 3; c++)
for (r = 0; r < 3; r++)
assert(data[c * 3 + r] == r * 3 + c);
for (i = 9; i < 18; i++)
assert(data[i] == 123.0);
}
static void test_uniform_neg_location(void)
{
GLuint program;
GLfloat data[4];
program = make_program("#version 110\nvoid main() { gl_Position = vec4(1.0, 1.0, 1.0, 1.0); }\n", NULL);
assert_no_error();
glUniform1i(-1, 1);
assert_no_error();
glUniform1i(-200, 1);
assert_error(GL_INVALID_OPERATION);
glUniformMatrix2fv(-1, 1, GL_FALSE, data);
assert_no_error();
glUniformMatrix2fv(-200, 1, GL_FALSE, data);
assert_error(GL_INVALID_OPERATION);
}
static void test_uniform_bool_conversion(void)
{
GLuint program;
GLint location;
GLint value[16]; /* in case glGetUniformiv goes nuts on the stack */
assert_no_error();
program = make_program("uniform bool b;\nvoid main() { gl_Position.x = b ? 1.5 : 0.5; }\n", NULL);
location = glGetUniformLocation(program, "b");
assert(location != -1);
assert_no_error();
glUniform1i(location, 5);
assert_no_error();
glGetUniformiv(program, location, &value[0]);
assert_no_error();
assert(value[0] == 1);
}
static void test_uniform_multiple_samplers(void)
{
GLuint program;
GLint location;
GLint values[2] = {0, 1};
assert_no_error();
program = make_program(NULL, "uniform sampler2D s[2];\nvoid main() { gl_FragColor = texture2D(s[1], vec2(0.0, 0.0)); }\n");
location = glGetUniformLocation(program, "s[0]");
if (location == -1) /* Mesa doesn't currently support indexing */
location = glGetUniformLocation(program, "s");
assert(location != -1);
assert_no_error();
glUniform1iv(location, 2, values);
assert_no_error();
}
static void run_test(const char *name, void (*callback)(void))
{
printf("Running %s\n", name);
fflush(stdout);
callback();
}
#define RUN_TEST(name) run_test(#name, (name))
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutCreateWindow("Mesa bug demo");
RUN_TEST(test_uniform_size_type);
RUN_TEST(test_attrib_size_type);
RUN_TEST(test_uniform_array_overflow);
RUN_TEST(test_uniform_scalar_count);
RUN_TEST(test_uniform_query_matrix);
RUN_TEST(test_uniform_neg_location);
RUN_TEST(test_uniform_bool_conversion);
/* Leave this one at the end, since it crashes Mesa's shader compiler */
RUN_TEST(test_uniform_multiple_samplers);
return 0;
}