/* © 2011 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. */ #include "piglit-util-gl-common.h" /** * @file getuniform.c * * Tests that glGetUniform* work on various scalar/vector types. */ PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END enum piglit_result piglit_display(void) { /* Not reached */ return PIGLIT_FAIL; } static const char *source = "uniform vec4 u_vec4;\n" "uniform ivec4 u_ivec4;\n" "uniform bvec4 u_bvec4;\n" "uniform vec3 u_vec3;\n" "uniform ivec3 u_ivec3;\n" "uniform bvec3 u_bvec3;\n" "uniform vec2 u_vec2;\n" "uniform ivec2 u_ivec2;\n" "uniform bvec2 u_bvec2;\n" "uniform float u_float;\n" "uniform int u_int;\n" "uniform bool u_bool;\n" "\n" "void main()\n" "{" " gl_Position = gl_Vertex;\n" " gl_FrontColor =\n" " vec4(u_float + float(u_int) + float(u_bool),\n" " u_vec2.x + float(u_ivec2.x) + float(u_bvec2.x),\n" " u_vec3.x + float(u_ivec3.x) + float(u_bvec3.x),\n" " u_vec4.x + float(u_ivec4.x) + float(u_bvec4.x));\n" "}\n"; static GLuint prog; static void uniformiv_n(int loc, int count, int *values) { switch (count) { case 1: glUniform1iv(loc, 1, values); break; case 2: glUniform2iv(loc, 1, values); break; case 3: glUniform3iv(loc, 1, values); break; case 4: glUniform4iv(loc, 1, values); break; default: abort(); } } static void uniformfv_n(int loc, int count, float *values) { switch (count) { case 1: glUniform1fv(loc, 1, values); break; case 2: glUniform2fv(loc, 1, values); break; case 3: glUniform3fv(loc, 1, values); break; case 4: glUniform4fv(loc, 1, values); break; default: abort(); } } static bool check_f(const char *uniform_name, int chan, float expected, float result) { if (expected == result) return true; fprintf(stderr, "%s.%c: expected %f, got %f\n", uniform_name + 2, "xyzw"[chan], expected, result); return false; } static bool check_i(const char *uniform_name, int chan, int expected, int result) { if (expected == result) return true; fprintf(stderr, "%s.%c: expected %d, got %d\n", uniform_name + 2, "xyzw"[chan], expected, result); return false; } static bool test_bool_type(const char *name, int loc, int size) { int tvals[4] = {1, 2, -3, -4}; int fvals[4] = {0, 0, 0, 0}; float retf[4]; int reti[4]; int i; /* Make the stack data have a consistent starting value, to * distinguish unset out values. */ memset(retf, 0xd0, sizeof(retf)); memset(reti, 0xd0, sizeof(reti)); /* According to the ARB_shader_objects spec: * * When loading values for a uniform declared as a Boolean, a * Boolean vector or an array of Booleans or an array of Boolean * vectors, both the Uniform*i{v} and Uniform*f{v} set of commands * can be used to load Boolean values. Type conversion is done by * the GL. The uniform is set to FALSE if the input value is 0 or * 0.0f, and set to TRUE otherwise. The Uniform*ARB command used * must match the size of the uniform, as declared in the shader. * * We don't really care about loading of different types in this test, * just getting types back out. */ uniformiv_n(loc, size, tvals); glGetUniformfvARB(prog, loc, retf); glGetUniformivARB(prog, loc, reti); for (i = 0; i < size; i++) { if (!check_f(name, i, 1.0, retf[i])) return false; if (!check_i(name, i, 1, reti[i])) return false; } uniformiv_n(loc, size, fvals); glGetUniformfvARB(prog, loc, retf); glGetUniformivARB(prog, loc, reti); for (i = 0; i < size; i++) { if (!check_f(name, i, 0.0, retf[i])) return false; if (!check_i(name, i, 0, reti[i])) return false; } return true; } static bool test_float_type(const char *name, int loc, int size) { float vals[4] = {1.2, -3.9, 4.9, 0.0}; float retf[4]; int reti[4]; int i; /* Make the stack data have a consistent starting value, to * distinguish unset out values. */ memset(retf, 0xd0, sizeof(retf)); memset(reti, 0xd0, sizeof(reti)); /* According to the ARB_shader_objects spec: * * For all other uniform types the Uniform*ARB command used must * match the size and type of the uniform, as declared in the * shader. No type conversions are done. */ uniformfv_n(loc, size, vals); glGetUniformfvARB(prog, loc, retf); glGetUniformivARB(prog, loc, reti); for (i = 0; i < size; i++) { if (!check_f(name, i, vals[i], retf[i])) return false; /* While the GL 3.2 core spec doesn't explicitly * state how conversion of float uniforms to integer * values works, in section 6.2 "State Tables" on * page 267 it says: * * "Unless otherwise specified, when floating * point state is returned as integer values or * integer state is returned as floating-point * values it is converted in the fashion * described in section 6.1.2" * * That section, on page 248, says: * * "If GetIntegerv or GetInteger64v are called, * a floating-point value is rounded to the * nearest integer..." * * So we assume rounding. */ if (!check_i(name, i, round(vals[i]), reti[i])) return false; } return true; } static bool test_int_type(const char *name, int loc, int size) { int vals[4] = {0, 1, 20, -40}; float retf[4]; int reti[4]; int i; /* Make the stack data have a consistent starting value, to * distinguish unset out values. */ memset(retf, 0xd0, sizeof(retf)); memset(reti, 0xd0, sizeof(reti)); /* According to the ARB_shader_objects spec: * * For all other uniform types the Uniform*ARB command used must * match the size and type of the uniform, as declared in the * shader. No type conversions are done. */ uniformiv_n(loc, size, vals); glGetUniformfvARB(prog, loc, retf); glGetUniformivARB(prog, loc, reti); for (i = 0; i < size; i++) { if (!check_f(name, i, vals[i], retf[i])) return false; if (!check_i(name, i, vals[i], reti[i])) return false; } return true; } static struct { const char *name; bool (*test_func)(const char *name, int loc, int size); int size; } uniforms[] = { { "u_vec4", test_float_type, 4 }, { "u_vec3", test_float_type, 3 }, { "u_vec2", test_float_type, 2 }, { "u_float", test_float_type, 1 }, { "u_ivec4", test_int_type, 4 }, { "u_ivec3", test_int_type, 3 }, { "u_ivec2", test_int_type, 2 }, { "u_int", test_int_type, 1 }, { "u_bvec4", test_bool_type, 4 }, { "u_bvec3", test_bool_type, 3 }, { "u_bvec2", test_bool_type, 2 }, { "u_bool", test_bool_type, 1 }, }; void piglit_init(int argc, char **argv) { GLuint vs; int i; bool pass = true; piglit_require_vertex_shader(); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, source); assert(vs); prog = piglit_link_simple_program(vs, 0); glUseProgram(prog); if (!prog) piglit_report_result(PIGLIT_FAIL); for (i = 0; i < ARRAY_SIZE(uniforms); i++) { const char *name = uniforms[i].name; int loc = glGetUniformLocation(prog, name); assert(loc != -1); pass = pass && uniforms[i].test_func(name, loc, uniforms[i].size); } piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL); }