From: Ian Romanick <[email protected]>

Note: This test currently fails on the sso5 branch because none of the
display list code has been implemented yet.

Signed-off-by: Ian Romanick <[email protected]>
---
 tests/all.py                                       |   1 +
 .../arb_separate_shader_objects/CMakeLists.gl.txt  |   1 +
 tests/spec/arb_separate_shader_objects/dlist.c     | 846 +++++++++++++++++++++
 3 files changed, 848 insertions(+)
 create mode 100644 tests/spec/arb_separate_shader_objects/dlist.c

diff --git a/tests/all.py b/tests/all.py
index 2823e89..c88596f 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1807,6 +1807,7 @@ arb_separate_shader_objects['ValidateProgramPipeline'] = 
concurrent_test('arb_se
 arb_separate_shader_objects['400 combinations by location'] = 
plain_test('arb_separate_shader_object-400-combinations -fbo --by-location')
 arb_separate_shader_objects['400 combinations by name'] = 
plain_test('arb_separate_shader_object-400-combinations -fbo')
 arb_separate_shader_objects['active sampler conflict'] = 
concurrent_test('arb_separate_shader_object-active-sampler-conflict')
+arb_separate_shader_objects['dlist'] = 
concurrent_test('arb_separate_shader_object-dlist')
 
 # Group ARB_sampler_objects
 arb_sampler_objects = {}
diff --git a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt 
b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
index b8ac47d..2cdcb4d 100644
--- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
+++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
@@ -12,6 +12,7 @@ link_libraries (
 piglit_add_executable (arb_separate_shader_object-400-combinations 
400-combinations.c)
 piglit_add_executable (arb_separate_shader_object-active-sampler-conflict 
active-sampler-conflict.c)
 piglit_add_executable 
(arb_separate_shader_object-ActiveShaderProgram-invalid-program 
ActiveShaderProgram-invalid-program.c)
+piglit_add_executable (arb_separate_shader_object-dlist dlist.c)
 piglit_add_executable (arb_separate_shader_object-GetProgramPipelineiv 
GetProgramPipelineiv.c)
 piglit_add_executable (arb_separate_shader_object-IsProgramPipeline 
IsProgramPipeline.c)
 piglit_add_executable (arb_separate_shader_object-mix_pipeline_useprogram 
mix_pipeline_useprogram.c)
diff --git a/tests/spec/arb_separate_shader_objects/dlist.c 
b/tests/spec/arb_separate_shader_objects/dlist.c
new file mode 100644
index 0000000..ce220ea
--- /dev/null
+++ b/tests/spec/arb_separate_shader_objects/dlist.c
@@ -0,0 +1,846 @@
+/*
+ * Copyright © 2014 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 dlist.c
+ * Verify the commands that are / are not compiled into display lists
+ *
+ * The GL_ARB_separate_shader_objects spec says:
+ *
+ *     "Add CreateShaderProgram, GenProgramPipelines, DeleteProgramPipelines,
+ *     and BindProgramPipelines to the "Program and shader objects" list of
+ *     commands that cannot be compiled into a display list but are instead
+ *     executed immediately."
+ *
+ * The issues section further says:
+ *
+ *     "9.  Is glUseProgramStages allowed to be compiled within a
+ *          display list?
+ *
+ *          RESOLVED:  Yes, just like glUseProgram is allowed within a
+ *          display list.
+ *
+ *     ...
+ *
+ *      11. Can glCreateShaderProgram be compiled into a display list?
+ *
+ *          RESOLVED:  No.
+ *
+ *          glCreateShaderProgram is equivalent to a sequence of commands
+ *          that are themselves not allowed to be compiled  into a display
+ *          list."
+ */
+#include "piglit-util-gl-common.h"
+
+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
+
+static bool GenProgramPipelines(void);
+static bool DeleteProgramPipelines(void);
+static bool BindProgramPipelines(void);
+static bool CreateShaderProgramv(void);
+static bool ProgramUniformf(void);
+static bool ProgramUniformd(void);
+static bool ProgramUniformi(void);
+static bool ProgramUniformui(void);
+static bool ProgramUniformMatrixf(void);
+static bool ProgramUniformMatrixd(void);
+static bool UseProgramStages(void);
+
+void
+piglit_init(int argc, char **argv)
+{
+       unsigned glsl_version;
+       bool es;
+       int glsl_major;
+       int glsl_minor;
+       bool pass = true;
+
+       piglit_require_vertex_shader();
+       piglit_require_fragment_shader();
+       piglit_require_extension("GL_ARB_separate_shader_objects");
+
+       piglit_get_glsl_version(&es, &glsl_major, &glsl_minor);
+       glsl_version = (glsl_major * 100) + glsl_minor;
+
+       pass = GenProgramPipelines() && pass;
+       pass = DeleteProgramPipelines() && pass;
+       pass = BindProgramPipelines() && pass;
+       pass = CreateShaderProgramv() && pass;
+       pass = UseProgramStages() && pass;
+
+       pass = ProgramUniformf() && pass;
+       pass = ProgramUniformi() && pass;
+
+       if (glsl_version >= 130)
+               pass = ProgramUniformui() && pass;
+
+       if (glsl_version >= 120)
+               pass = ProgramUniformMatrixf() && pass;
+
+       if (glsl_version >= 130
+           && piglit_is_extension_supported("GL_ARB_gpu_shader_fp64")) {
+               pass = ProgramUniformd() && pass;
+               pass = ProgramUniformMatrixd() && pass;
+       }
+
+       piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
+}
+
+bool
+GenProgramPipelines(void)
+{
+       bool pass = true;
+       GLuint list;
+       GLuint pipe;
+
+       printf("Testing gl%s\n", __func__);
+
+       list = glGenLists(1);
+
+       glNewList(list, GL_COMPILE);
+       pipe = 0;
+       glGenProgramPipelines(1, &pipe);
+       glEndList();
+
+       if (pipe == 0) {
+               printf("    gl%s did not execute immediately.\n", __func__);
+               pass = false;
+       }
+
+       glDeleteProgramPipelines(1, &pipe);
+       pipe = 0;
+
+       glCallList(list);
+
+       if (pipe != 0) {
+               glDeleteProgramPipelines(1, &pipe);
+               printf("    gl%s was compiled in display list.\n", __func__);
+               pass = false;
+       }
+
+       glDeleteLists(list, 1);
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       return pass;
+}
+
+bool
+DeleteProgramPipelines(void)
+{
+       bool pass = true;
+       GLuint list;
+       GLuint pipe;
+
+       printf("Testing gl%s\n", __func__);
+
+       /* Must generate the program pipeline after generating the name so
+        * that it will be "live."  Otherwise, glIsProgramPipeline will return
+        * false even if the name hasn't been deleted.
+        */
+       glGenProgramPipelines(1, &pipe);
+       glBindProgramPipeline(pipe);
+       glBindProgramPipeline(0);
+
+       if (!glIsProgramPipeline(pipe)) {
+               printf("    Program pipeline is not \"live.\"\n");
+               pass = false;
+       }
+
+       list = glGenLists(1);
+
+       glNewList(list, GL_COMPILE);
+       glDeleteProgramPipelines(1, &pipe);
+       glEndList();
+
+       if (glIsProgramPipeline(pipe)) {
+               printf("    gl%s did not execute immediately.\n", __func__);
+               pass = false;
+       }
+
+       /* There is no way to determine whether glDeleteProgramPipelines is
+        * compiled into the display list.  The object is already deleted, so
+        * we can't use glIsProgramPipeline.  Deleting an already deleted
+        * object doesn't generate an error.
+        */
+
+       glDeleteLists(list, 1);
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       return pass;
+}
+
+bool
+BindProgramPipelines(void)
+{
+       bool pass = true;
+       GLuint list;
+       GLuint pipe;
+       GLuint binding;
+
+       printf("Testing gl%s\n", __func__);
+
+       glGenProgramPipelines(1, &pipe);
+
+       list = glGenLists(1);
+
+       glNewList(list, GL_COMPILE);
+       glBindProgramPipeline(pipe);
+       glEndList();
+
+       glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, (GLint *) &binding);
+       if (binding != pipe) {
+               printf("    gl%s did not execute immediately.\n", __func__);
+               pass = false;
+       }
+
+       glBindProgramPipeline(0);
+       glCallList(list);
+
+       glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, (GLint *) &binding);
+       if (binding != 0) {
+               glBindProgramPipeline(0);
+               printf("    gl%s was compiled in display list.\n", __func__);
+               pass = false;
+       }
+
+       glDeleteProgramPipelines(1, &pipe);
+       glDeleteLists(list, 1);
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       return pass;
+}
+
+bool
+CreateShaderProgramv(void)
+{
+       static const char *source =
+               "void main() { gl_Position = vec4(0); }";
+       bool pass = true;
+       GLuint list;
+       GLuint prog;
+
+       printf("Testing gl%s\n", __func__);
+
+       list = glGenLists(1);
+
+       glNewList(list, GL_COMPILE);
+       prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &source);
+       glEndList();
+
+       if (prog == 0) {
+               printf("    gl%s did not execute immediately.\n", __func__);
+               pass = false;
+       }
+
+       /* Since glCreateShaderProgramv returns a value, it is not clear how
+        * to test whether or not it was compiled into the display list.
+        */
+
+       glDeleteProgram(prog);
+       glDeleteLists(list, 1);
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       return pass;
+}
+
+bool
+UseProgramStages(void)
+{
+       static const char *vs_source =
+               "void main() { gl_Position = gl_Vertex; }";
+       static const char *red_fs_source =
+               "void main() { gl_FragColor = vec4(1, 0, 0, 1); }";
+       static const char *green_fs_source =
+               "void main() { gl_FragColor = vec4(0, 1, 0, 1); }";
+       bool pass = true;
+       GLuint list;
+       GLuint pipe;
+       GLuint vert_prog;
+       GLuint red_frag_prog;
+       GLuint green_frag_prog;
+       GLuint prog;
+
+       printf("Testing gl%s\n", __func__);
+
+       vert_prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vs_source);
+       red_frag_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
+                                              &red_fs_source);
+       green_frag_prog = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1,
+                                                &green_fs_source);
+
+       glGenProgramPipelines(1, &pipe);
+       glBindProgramPipeline(pipe);
+
+       glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vert_prog);
+       glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, red_frag_prog);
+
+       list = glGenLists(1);
+
+       glNewList(list, GL_COMPILE);
+       glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, green_frag_prog);
+       glEndList();
+
+       glGetProgramPipelineiv(pipe, GL_FRAGMENT_SHADER, (GLint *) &prog);
+       if (prog != red_frag_prog) {
+               printf("    gl%s executed immediately.\n", __func__);
+               pass = false;
+       }
+
+       /* Restore the red program (just in case the green program was
+        * incorrectly bound during display list compilation.
+        */
+       glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, red_frag_prog);
+
+       /* Call the list to use the green program, and query the result.
+        */
+       glCallList(list);
+
+       glGetProgramPipelineiv(pipe, GL_FRAGMENT_SHADER, (GLint *) &prog);
+       if (prog != green_frag_prog) {
+               printf("    gl%s was not compiled into the display list.\n",
+                      __func__);
+               pass = false;
+       }
+
+       glBindProgramPipeline(0);
+       glDeleteProgram(vert_prog);
+       glDeleteProgram(red_frag_prog);
+       glDeleteProgram(green_frag_prog);
+       glDeleteProgramPipelines(1, &pipe);
+       glDeleteLists(list, 1);
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       return pass;
+}
+
+enum mode {
+       set_scalar,
+       set_vector,
+       get_and_compare
+};
+
+#define NONMATRIX_UNIFORM(type, n, suffix)                     \
+       do {                                                    \
+               type inbuf[n];                                  \
+               type outbuf[n];                                 \
+               unsigned jjj;                                   \
+                                                               \
+               for (jjj = 0; jjj < n; jjj++)                   \
+                       outbuf[jjj] = (type) value++;           \
+                                                               \
+               switch (m) {                                    \
+               case set_scalar:                                \
+                       switch (n) {                            \
+                       case 1:                                 \
+                               glProgramUniform1 ## suffix     \
+                                       (prog, loc,             \
+                                        outbuf[0]);            \
+                               break;                          \
+                       case 2:                                 \
+                               glProgramUniform2 ## suffix     \
+                                       (prog, loc,             \
+                                        outbuf[0],             \
+                                        outbuf[1]);            \
+                               break;                          \
+                       case 3:                                 \
+                               glProgramUniform3 ## suffix     \
+                                       (prog, loc,             \
+                                        outbuf[0],             \
+                                        outbuf[1],             \
+                                        outbuf[2]);            \
+                               break;                          \
+                       case 4:                                 \
+                               glProgramUniform4 ## suffix     \
+                                       (prog, loc,             \
+                                        outbuf[0],             \
+                                        outbuf[1],             \
+                                        outbuf[2],             \
+                                        outbuf[3]);            \
+                               break;                          \
+                       default:                                \
+                               printf("internal error - "      \
+                                      "cannot set_scalar a "   \
+                                      "%d count\n", n);        \
+                               pass = false;                   \
+                               break;                          \
+                       }                                       \
+                       break;                                  \
+                                                               \
+               case set_vector:                                \
+                       glProgramUniform ## n ## suffix ## v    \
+                               (prog, loc, 1, outbuf);         \
+                       break;                                  \
+                                                               \
+               case get_and_compare:                           \
+                       glGetUniform ## suffix ## v             \
+                               (prog, loc, inbuf);             \
+                       if (memcmp(inbuf, outbuf,               \
+                                  sizeof(type) * n) != 0) {    \
+                               printf("            %s data "   \
+                                      "does not match.\n",     \
+                                      name);                   \
+                               pass = false;                   \
+                       }                                       \
+                       break;                                  \
+               }                                               \
+       } while (0)
+
+#define glProgramUniformMatrix2x2fv glProgramUniformMatrix2fv
+#define glProgramUniformMatrix3x3fv glProgramUniformMatrix3fv
+#define glProgramUniformMatrix4x4fv glProgramUniformMatrix4fv
+#define glProgramUniformMatrix2x2dv glProgramUniformMatrix2dv
+#define glProgramUniformMatrix3x3dv glProgramUniformMatrix3dv
+#define glProgramUniformMatrix4x4dv glProgramUniformMatrix4dv
+
+#define MATRIX_UNIFORM(type, r, c, suffix)                             \
+       do {                                                            \
+               type inbuf[r * c];                                      \
+               type outbuf[r * c];                                     \
+               unsigned jjj;                                           \
+                                                                       \
+               for (jjj = 0; jjj < (r * c); jjj++)                     \
+                       outbuf[jjj] = (type) value++;                   \
+                                                                       \
+               switch (m) {                                            \
+               case set_scalar:                                        \
+                       printf("internal error - cannot set_scalar a "  \
+                              "matrix\n");                             \
+                       pass = false;                                   \
+                       break;                                          \
+                                                                       \
+               case set_vector:                                        \
+                       glProgramUniformMatrix ## r ## x ## c ## suffix ## v \
+                               (prog, loc, 1, GL_FALSE, outbuf);       \
+                               break;                                  \
+                                                                       \
+               case get_and_compare:                                   \
+                       glGetUniform ## suffix ## v                     \
+                               (prog, loc, inbuf);                     \
+                       if (memcmp(inbuf, outbuf,                       \
+                                  sizeof(type) * r * c) != 0) {        \
+                               printf("            %s data "           \
+                                      "does not match.\n",             \
+                                      name);                           \
+                               pass = false;                           \
+                       }                                               \
+                       break;                                          \
+               }                                                       \
+       } while (0)
+
+/**
+ * Set or get/verify all the active uniforms in a program
+ *
+ * \param prog        Program to operate on
+ * \param base_value  Value set (or expected) for the first element of the
+ *                    first uniform.  Each element expects a successively
+ *                    incremented value.
+ * \param m           Mode of operation.  Set using scalars (e.g., using
+ *                    \c glProgramUniform4f), set using vectors (e.g., using
+ *                    \c glProgramUniform4fv), or get and verify.
+ */
+bool
+process_program_uniforms(GLuint prog, unsigned base_value, enum mode m)
+{
+       unsigned num_uniforms;
+       unsigned i;
+       unsigned value;
+       bool pass = true;
+
+       glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, (GLint *) &num_uniforms);
+
+       value = base_value;
+       for (i = 0; i < num_uniforms; i++) {
+               GLint size;
+               GLenum type;
+               char name[64];
+               GLuint loc;
+
+               glGetActiveUniform(prog, i, sizeof(name), NULL,
+                                  &size, &type, name);
+
+               loc = glGetUniformLocation(prog, name);
+               if (loc == -1) {
+                       printf("%s was active, but could not get location.\n",
+                              name);
+                       pass = false;
+                       continue;
+               }
+
+               switch (type) {
+               case GL_FLOAT:
+                       NONMATRIX_UNIFORM(float, 1, f);
+                       break;
+               case GL_FLOAT_VEC2:
+                       NONMATRIX_UNIFORM(float, 2, f);
+                       break;
+               case GL_FLOAT_VEC3:
+                       NONMATRIX_UNIFORM(float, 3, f);
+                       break;
+               case GL_FLOAT_VEC4:
+                       NONMATRIX_UNIFORM(float, 4, f);
+                       break;
+
+               case GL_DOUBLE:
+                       NONMATRIX_UNIFORM(double, 1, d);
+                       break;
+               case GL_DOUBLE_VEC2:
+                       NONMATRIX_UNIFORM(double, 2, d);
+                       break;
+               case GL_DOUBLE_VEC3:
+                       NONMATRIX_UNIFORM(double, 3, d);
+                       break;
+               case GL_DOUBLE_VEC4:
+                       NONMATRIX_UNIFORM(double, 4, d);
+                       break;
+
+               case GL_INT:
+                       NONMATRIX_UNIFORM(int, 1, i);
+                       break;
+               case GL_INT_VEC2:
+                       NONMATRIX_UNIFORM(int, 2, i);
+                       break;
+               case GL_INT_VEC3:
+                       NONMATRIX_UNIFORM(int, 3, i);
+                       break;
+               case GL_INT_VEC4:
+                       NONMATRIX_UNIFORM(int, 4, i);
+                       break;
+
+               case GL_UNSIGNED_INT:
+                       NONMATRIX_UNIFORM(unsigned, 1, ui);
+                       break;
+               case GL_UNSIGNED_INT_VEC2:
+                       NONMATRIX_UNIFORM(unsigned, 2, ui);
+                       break;
+               case GL_UNSIGNED_INT_VEC3:
+                       NONMATRIX_UNIFORM(unsigned, 3, ui);
+                       break;
+               case GL_UNSIGNED_INT_VEC4:
+                       NONMATRIX_UNIFORM(unsigned, 4, ui);
+                       break;
+
+               case GL_FLOAT_MAT2:
+                       MATRIX_UNIFORM(float, 2, 2, f);
+                       break;
+               case GL_FLOAT_MAT2x3:
+                       MATRIX_UNIFORM(float, 2, 3, f);
+                       break;
+               case GL_FLOAT_MAT2x4:
+                       MATRIX_UNIFORM(float, 2, 4, f);
+                       break;
+               case GL_FLOAT_MAT3x2:
+                       MATRIX_UNIFORM(float, 3, 2, f);
+                       break;
+               case GL_FLOAT_MAT3:
+                       MATRIX_UNIFORM(float, 3, 3, f);
+                       break;
+               case GL_FLOAT_MAT3x4:
+                       MATRIX_UNIFORM(float, 3, 4, f);
+                       break;
+               case GL_FLOAT_MAT4x2:
+                       MATRIX_UNIFORM(float, 4, 2, f);
+                       break;
+               case GL_FLOAT_MAT4x3:
+                       MATRIX_UNIFORM(float, 4, 3, f);
+                       break;
+               case GL_FLOAT_MAT4:
+                       MATRIX_UNIFORM(float, 4, 4, f);
+                       break;
+
+               case GL_DOUBLE_MAT2:
+                       MATRIX_UNIFORM(double, 2, 2, d);
+                       break;
+               case GL_DOUBLE_MAT2x3:
+                       MATRIX_UNIFORM(double, 2, 3, d);
+                       break;
+               case GL_DOUBLE_MAT2x4:
+                       MATRIX_UNIFORM(double, 2, 4, d);
+                       break;
+               case GL_DOUBLE_MAT3x2:
+                       MATRIX_UNIFORM(double, 3, 2, d);
+                       break;
+               case GL_DOUBLE_MAT3:
+                       MATRIX_UNIFORM(double, 3, 3, d);
+                       break;
+               case GL_DOUBLE_MAT3x4:
+                       MATRIX_UNIFORM(double, 3, 4, d);
+                       break;
+               case GL_DOUBLE_MAT4x2:
+                       MATRIX_UNIFORM(double, 4, 2, d);
+                       break;
+               case GL_DOUBLE_MAT4x3:
+                       MATRIX_UNIFORM(double, 4, 3, d);
+                       break;
+               case GL_DOUBLE_MAT4:
+                       MATRIX_UNIFORM(double, 4, 4, d);
+                       break;
+               }
+       }
+
+       return pass;
+}
+
+static bool
+process_shader(const char *func, const char *source, bool matrix)
+{
+       static const struct {
+               GLenum list_mode;
+               const char *list_mode_name;
+               enum mode setter_mode;
+               const char *setter_mode_name;
+               unsigned base_value;
+       } tests[] = {
+               {
+                       GL_COMPILE, "GL_COMPILE",
+                       set_scalar, "scalar",
+                       5
+               },
+               {
+                       GL_COMPILE, "GL_COMPILE",
+                       set_vector, "vector",
+                       7
+               },
+               {
+                       GL_COMPILE_AND_EXECUTE, "GL_COMPILE_AND_EXECUTE",
+                       set_scalar, "scalar",
+                       11
+               },
+               {
+                       GL_COMPILE_AND_EXECUTE, "GL_COMPILE_AND_EXECUTE",
+                       set_vector, "vector",
+                       13
+               }
+       };
+
+       GLuint prog;
+       GLuint list;
+       unsigned i;
+       bool pass = true;
+
+       printf("Testing gl%s\n", func);
+
+       prog = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &source);
+
+       list = glGenLists(1);
+
+       for (i = 0; i < ARRAY_SIZE(tests); i++) {
+               const unsigned post_compile_base_value =
+                       (tests[i].list_mode == GL_COMPILE)
+                       ? 0 : tests[i].base_value;
+
+               if (matrix && tests[i].setter_mode == set_scalar)
+                       continue;
+
+               printf("    %s: %s mode\n",
+                      tests[i].list_mode_name,
+                      tests[i].setter_mode_name);
+
+               printf("        pre-initialize\n");
+               pass = process_program_uniforms(prog, 0, tests[i].setter_mode)
+                       && pass;
+               pass = process_program_uniforms(prog, 0, get_and_compare)
+                       && pass;
+
+               glNewList(list, tests[i].list_mode);
+               printf("        compiling\n");
+               pass = process_program_uniforms(prog,
+                                               tests[i].base_value,
+                                               tests[i].setter_mode)
+                       && pass;
+               glEndList();
+
+               printf("        post-compile verify\n");
+               pass = process_program_uniforms(prog, post_compile_base_value,
+                                               get_and_compare)
+                       && pass;
+
+               /* Reset the values back.  This is useful if GL_COMPILE
+                * executed the commands and for GL_COMPILE_AND_EXECUTE.  We
+                * want to know that glCallList changed things.
+                */
+               printf("        restore original values\n");
+               pass = process_program_uniforms(prog, 0, tests[i].setter_mode)
+                       && pass;
+               pass = process_program_uniforms(prog, 0, get_and_compare)
+                       && pass;
+
+               printf("        post-glCallList verify\n");
+               glCallList(list);
+               pass = process_program_uniforms(prog, tests[i].base_value,
+                                               get_and_compare)
+                       && pass;
+       }
+
+       glDeleteLists(list, 1);
+
+       pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
+
+       return pass;
+}
+
+bool
+ProgramUniformf(void)
+{
+       const char *source =
+               "uniform float s;\n"
+               "uniform vec2 v2;\n"
+               "uniform vec3 v3;\n"
+               "uniform vec4 v4;\n"
+               "\n"
+               "void main()\n"
+               "{\n"
+               "    gl_Position = vec4(v3, s) + vec4(v2, v2) + vec4(v4);\n"
+               "}\n"
+               ;
+
+       return process_shader(__func__, source, false);
+}
+
+bool
+ProgramUniformd(void)
+{
+       const char *source =
+               "#version 130\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "uniform double s;\n"
+               "uniform dvec2 v2;\n"
+               "uniform dvec3 v3;\n"
+               "uniform dvec4 v4;\n"
+               "\n"
+               "void main()\n"
+               "{\n"
+               "    gl_Position = vec4(v3, s) + vec4(v2, v2) + vec4(v4);\n"
+               "}\n"
+               ;
+
+       return process_shader(__func__, source, false);
+}
+
+bool
+ProgramUniformi(void)
+{
+       const char *source =
+               "uniform int s;\n"
+               "uniform ivec2 v2;\n"
+               "uniform ivec3 v3;\n"
+               "uniform ivec4 v4;\n"
+               "\n"
+               "void main()\n"
+               "{\n"
+               "    gl_Position = vec4(v3, s) + vec4(v2, v2) + vec4(v4);\n"
+               "}\n"
+               ;
+
+       return process_shader(__func__, source, false);
+}
+
+bool
+ProgramUniformui(void)
+{
+       const char *source =
+               "#version 130\n"
+               "uniform uint s;\n"
+               "uniform uvec2 v2;\n"
+               "uniform uvec3 v3;\n"
+               "uniform uvec4 v4;\n"
+               "\n"
+               "void main()\n"
+               "{\n"
+               "    gl_Position = vec4(v3, s) + vec4(v2, v2) + vec4(v4);\n"
+               "}\n"
+               ;
+
+       return process_shader(__func__, source, false);
+}
+
+bool
+ProgramUniformMatrixf(void)
+{
+       const char *source =
+               "#version 120\n"
+               "uniform mat2x2 m22;\n"
+               "uniform mat2x3 m23;\n"
+               "uniform mat2x4 m24;\n"
+               "uniform mat3x2 m32;\n"
+               "uniform mat3x3 m33;\n"
+               "uniform mat3x4 m34;\n"
+               "uniform mat4x2 m42;\n"
+               "uniform mat4x3 m43;\n"
+               "uniform mat4x4 m44;\n"
+               "\n"
+               "void main()\n"
+               "{\n"
+               "    gl_Position = "
+               "vec4(m22[0], 0, 0) + vec4(m32[0], 0, 0) + vec4(m42[0], 0, 0) "
+               "+ vec4(m23[0], 0)  + vec4(m33[0], 0)    + vec4(m43[0], 0) "
+               "+ vec4(m24[0])     + vec4(m34[0])       + vec4(m44[0]);\n"
+               "}\n"
+               ;
+
+       return process_shader(__func__, source, true);
+}
+
+bool
+ProgramUniformMatrixd(void)
+{
+       const char *source =
+               "#version 130\n"
+               "#extension GL_ARB_gpu_shader_fp64: require\n"
+               "uniform dmat2x2 m22;\n"
+               "uniform dmat2x3 m23;\n"
+               "uniform dmat2x4 m24;\n"
+               "uniform dmat3x2 m32;\n"
+               "uniform dmat3x3 m33;\n"
+               "uniform dmat3x4 m34;\n"
+               "uniform dmat4x2 m42;\n"
+               "uniform dmat4x3 m43;\n"
+               "uniform dmat4x4 m44;\n"
+               "\n"
+               "void main()\n"
+               "{\n"
+               "    gl_Position = "
+               "vec4(m22[0], 0, 0) + vec4(m32[0], 0, 0) + vec4(m42[0], 0, 0) "
+               "+ vec4(m23[0], 0)  + vec4(m33[0], 0)    + vec4(m43[0], 0) "
+               "+ vec4(m24[0])     + vec4(m34[0])       + vec4(m44[0]);\n"
+               "}\n"
+               ;
+
+       return process_shader(__func__, source, true);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       /* NOTREACHED */
+       return PIGLIT_FAIL;
+}
-- 
1.8.1.4

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