From: Ian Romanick <[email protected]>

As opposed to per-pipeline namespace.  Setting a uniform named "a" one
program attached to a pipeline should not affect the value of a
uniform named "a" in a different program attached to the same
pipeline.

Signed-off-by: Ian Romanick <[email protected]>
---
 tests/all.py                                       |   1 +
 .../arb_separate_shader_objects/CMakeLists.gl.txt  |   1 +
 .../uniform-namespace.c                            | 178 +++++++++++++++++++++
 3 files changed, 180 insertions(+)
 create mode 100644 tests/spec/arb_separate_shader_objects/uniform-namespace.c

diff --git a/tests/all.py b/tests/all.py
index c88596f..2580737 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1808,6 +1808,7 @@ arb_separate_shader_objects['400 combinations by 
location'] = plain_test('arb_se
 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')
+arb_separate_shader_objects['uniform namespace is per-program'] = 
concurrent_test('arb_separate_shader_object-uniform-namespace')
 
 # 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 2cdcb4d..3d93665 100644
--- a/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
+++ b/tests/spec/arb_separate_shader_objects/CMakeLists.gl.txt
@@ -18,5 +18,6 @@ piglit_add_executable 
(arb_separate_shader_object-IsProgramPipeline IsProgramPip
 piglit_add_executable (arb_separate_shader_object-mix_pipeline_useprogram 
mix_pipeline_useprogram.c)
 piglit_add_executable (arb_separate_shader_object-ProgramUniform-coverage 
ProgramUniform-coverage.c)
 piglit_add_executable (arb_separate_shader_object-rendezvous_by_location 
rendezvous_by_location.c)
+piglit_add_executable (arb_separate_shader_object-uniform-namespace 
uniform-namespace.c)
 piglit_add_executable 
(arb_separate_shader_object-UseProgramStages-non-separable 
UseProgramStages-non-separable.c)
 piglit_add_executable (arb_separate_shader_object-ValidateProgramPipeline 
ValidateProgramPipeline.c)
diff --git a/tests/spec/arb_separate_shader_objects/uniform-namespace.c 
b/tests/spec/arb_separate_shader_objects/uniform-namespace.c
new file mode 100644
index 0000000..955a789
--- /dev/null
+++ b/tests/spec/arb_separate_shader_objects/uniform-namespace.c
@@ -0,0 +1,178 @@
+/*
+ * 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 uniform-namespace.c
+ * Verify that the namespace of uniforms is per program, not per pipeline
+ */
+
+#include "piglit-util-gl-common.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+       config.supports_gl_compat_version = 10;
+       config.supports_gl_core_version = 31;
+
+       config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static const char vs_template[] =
+       "#version %u\n"
+       "#extension GL_ARB_separate_shader_objects: require\n"
+       "#extension GL_ARB_explicit_attrib_location: require\n"
+       "\n"
+       "layout(location=0) in vec4 piglit_vertex;\n"
+       "\n"
+       "uniform vec4 a;\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    gl_Position = piglit_vertex + a;\n"
+       "}"
+       ;
+
+static const char fs_template[] =
+       "#version %u\n"
+       "#extension GL_ARB_separate_shader_objects: require\n"
+       "#extension GL_ARB_explicit_attrib_location: require\n"
+       "\n"
+       "uniform vec4 a;\n"
+       "\n"
+       "#if __VERSION__ >= 130\n"
+       "layout(location = 0) out vec4 out_color;\n"
+       "#else\n"
+       "#define out_color gl_FragColor\n"
+       "#endif\n"
+       "\n"
+       "void main()\n"
+       "{\n"
+       "    out_color = a;\n"
+       "}"
+       ;
+
+static GLuint vs = 0;
+static GLuint fs = 0;
+
+/**
+ * Location of the "a" uniform in the vertex shader program.
+ */
+static GLint loc_vs = -1;
+
+/**
+ * Location of the "a" uniform in the fragment shader program.
+ */
+static GLint loc_fs = -1;
+
+static GLuint
+generate_program(const char *code_template, unsigned glsl_version,
+                GLenum program_target, GLint *uniform_loc)
+{
+       char *code = NULL;
+       GLuint prog;
+
+       asprintf(&code, code_template, glsl_version);
+       prog = glCreateShaderProgramv(program_target, 1,
+                                     (const GLchar * const*) &code);
+       free(code);
+
+       piglit_link_check_status(prog);
+
+       *uniform_loc = glGetUniformLocation(prog, "a");
+
+       return prog;
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+       GLuint pipe = 0;
+       bool es;
+       int glsl_major;
+       int glsl_minor;
+       unsigned glsl_version;
+
+       piglit_require_vertex_shader();
+       piglit_require_fragment_shader();
+       piglit_require_extension("GL_ARB_separate_shader_objects");
+       piglit_require_extension("GL_ARB_explicit_attrib_location");
+
+       /* Some NVIDIA drivers have issues with layout qualifiers, 'in'
+        * keywords, and 'out' keywords in "lower" GLSL versions.  If the
+        * driver supports GLSL >= 1.40, use 1.40.  Otherwise, pick the
+        * highest version that the driver supports.
+        */
+       piglit_get_glsl_version(&es, &glsl_major, &glsl_minor);
+       glsl_version = ((glsl_major * 100) + glsl_minor) >= 140
+               ? 140 : ((glsl_major * 100) + glsl_minor);
+
+       vs = generate_program(vs_template, glsl_version, GL_VERTEX_SHADER,
+                             &loc_vs);
+
+       fs = generate_program(fs_template, glsl_version, GL_FRAGMENT_SHADER,
+                             &loc_fs);
+
+       if (vs == 0 || fs == 0)
+               piglit_report_result(PIGLIT_FAIL);
+
+       glGenProgramPipelines(1, &pipe);
+       glBindProgramPipeline(pipe);
+       glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vs);
+       glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fs);
+
+       if (!piglit_check_gl_error(0))
+               piglit_report_result(PIGLIT_FAIL);
+}
+
+enum piglit_result
+piglit_display(void)
+{
+       static const float gray[]  = { 0.5, 0.5, 0.5, 1.0 };
+       static const float green[] = { 0.0, 1.0, 0.0, 0.0 };
+       static const float red[]   = { 1.0, 0.0, 0.0, 0.0 };
+       bool pass = true;
+
+       glProgramUniform4fv(vs, loc_vs, 1, red);
+       glProgramUniform4fv(fs, loc_fs, 1, green);
+
+       glClearColor(gray[0], gray[1], gray[2], gray[3]);
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       piglit_draw_rect(-1, -1, 1, 2);
+
+       pass = piglit_probe_rect_rgb(0, 0,
+                                    piglit_width / 2, piglit_height,
+                                    gray)
+               && pass;
+
+       pass = piglit_probe_rect_rgb(piglit_width / 2, 0,
+                                    piglit_width / 2, piglit_height,
+                                    green)
+               && pass;
+
+       piglit_present_results();
+
+       pass = piglit_check_gl_error(0) && pass;
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
1.8.1.4

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