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