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25 * \file large-uniforms.c
27 * Test that shader with the maximum allowed uniforms links successfully
28 * and test link error when using more uniforms slots than allowed.
30 * From the ARB_tessellation_shader spec (Sections 2.X.1.1 and 2.X.3.1):
32 * A link error is generated if an attempt is made to utilize more than the
33 * space available for tessellation control shader uniform variables.
37 #include "piglit-util-gl.h"
39 PIGLIT_GL_TEST_CONFIG_BEGIN
41 config
.supports_gl_compat_version
= 32;
42 config
.supports_gl_core_version
= 32;
43 config
.khr_no_error_support
= PIGLIT_NO_ERRORS
;
45 PIGLIT_GL_TEST_CONFIG_END
48 static const char *const vs_source
=
50 "void main() { gl_Position = vec4(0.0); }\n";
52 static const char *const tcs_dummy
=
54 "#extension GL_ARB_tessellation_shader: require\n"
55 "layout(vertices = 3) out;\n"
57 " gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n"
58 " gl_TessLevelInner = float[2](1.0, 1.0);\n"
61 static const char *const tcs_source_uniform_array_template
=
63 "#extension GL_ARB_tessellation_shader: require\n"
64 "layout(vertices = 3) out;\n"
65 "uniform float large_array[%d];\n"
67 " gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n"
68 " gl_TessLevelInner = float[2](1.0, 1.0);\n"
69 " for (int i = 0; i < large_array.length(); ++i)\n"
70 " gl_TessLevelInner[0] += large_array[i];\n"
73 static const char *const tcs_source_uniform_block_template
=
75 "#extension GL_ARB_tessellation_shader: require\n"
76 "layout(vertices = 3) out;\n"
77 "layout(std140) uniform block {\n"
78 " vec4 large_array[%d];\n"
79 "} large_block[%d];\n"
81 " gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);\n"
82 " gl_TessLevelInner = float[2](1.0, 1.0);\n"
83 " for (int i = 0; i < large_block[0].large_array.length(); ++i)\n"
84 " gl_TessLevelInner[0] += %s;\n"
87 static const char *const tes_dummy
=
89 "#extension GL_ARB_tessellation_shader: require\n"
90 "layout(triangles) in;\n"
92 " gl_Position = vec4(0.0);\n"
95 static const char *const tes_source_uniform_array_template
=
97 "#extension GL_ARB_tessellation_shader: require\n"
98 "layout(triangles) in;\n"
99 "uniform float large_array[%d];\n"
101 " gl_Position = vec4(0.0);\n"
102 " for (int i = 0; i < large_array.length(); ++i)\n"
103 " gl_Position.x += large_array[i];\n"
106 static const char *const tes_source_uniform_block_template
=
108 "#extension GL_ARB_tessellation_shader: require\n"
109 "layout(triangles) in;\n"
110 "layout(std140) uniform block {\n"
111 " vec4 large_array[%d];\n"
112 "} large_block[%d];\n"
114 " gl_Position = vec4(0.0);\n"
115 " for (int i = 0; i < large_block[0].large_array.length(); ++i)\n"
116 " gl_Position.x += %s;\n"
119 static const char *const fs_source
=
121 "void main() { gl_FragColor = vec4(0.0); }\n";
125 test_uniform_array(const GLenum shader
, const int n
, const bool expect_fail
)
129 char *source_uniforms
;
130 const char *source_template
= (shader
== GL_TESS_CONTROL_SHADER
) ?
131 tcs_source_uniform_array_template
:
132 tes_source_uniform_array_template
;
134 source_uniforms
= malloc(strlen(source_template
) + 8);
135 sprintf(source_uniforms
, source_template
, n
);
137 if (shader
== GL_TESS_CONTROL_SHADER
)
138 prog
= piglit_build_simple_program_unlinked_multiple_shaders(
139 GL_VERTEX_SHADER
, vs_source
,
140 GL_TESS_CONTROL_SHADER
, source_uniforms
,
141 GL_TESS_EVALUATION_SHADER
, tes_dummy
,
142 GL_FRAGMENT_SHADER
, fs_source
,
145 prog
= piglit_build_simple_program_unlinked_multiple_shaders(
146 GL_VERTEX_SHADER
, vs_source
,
147 GL_TESS_CONTROL_SHADER
, tcs_dummy
,
148 GL_TESS_EVALUATION_SHADER
, source_uniforms
,
149 GL_FRAGMENT_SHADER
, fs_source
,
153 link_status
= piglit_link_check_status_quiet(prog
);
155 if (link_status
&& expect_fail
) {
156 fprintf(stderr
, "Program with %d uniform components in %s "
157 "linked successfully\n", n
,
158 piglit_get_gl_enum_name(shader
));
159 free(source_uniforms
);
162 if (!link_status
&& !expect_fail
) {
163 fprintf(stderr
, "Program with %d uniform components in %s "
164 "failed to link\n", n
,
165 piglit_get_gl_enum_name(shader
));
166 free(source_uniforms
);
169 glDeleteProgram(prog
);
171 free(source_uniforms
);
178 test_uniform_block(const GLenum shader
, const int num_blocks
, const int size
,
179 const bool expect_fail
)
183 char *source_uniforms
;
184 const char *source_template
= shader
== GL_TESS_CONTROL_SHADER
?
185 tcs_source_uniform_block_template
:
186 tes_source_uniform_block_template
;
187 const char *summand_template
= " + large_block[%d].large_array[i].w";
192 /* From the GLSL 1.5 spec (chapter 4.3.7):
194 * All indexes used to index a uniform block
195 * array must be integral constant expressions.
197 * So we have to generate code from an unrolled loop.
199 sum
= malloc((strlen(summand_template
) + 8) * num_blocks
);
201 for(i
= 0; i
< num_blocks
; ++i
) {
203 sprintf(summand
, summand_template
, i
);
204 strcat(sum
, summand
);
207 source_uniforms
= malloc(strlen(source_template
) + 16 + strlen(sum
));
208 sprintf(source_uniforms
, source_template
, size
, num_blocks
, sum
);
211 if (shader
== GL_TESS_CONTROL_SHADER
)
212 prog
= piglit_build_simple_program_unlinked_multiple_shaders(
213 GL_VERTEX_SHADER
, vs_source
,
214 GL_TESS_CONTROL_SHADER
, source_uniforms
,
215 GL_TESS_EVALUATION_SHADER
, tes_dummy
,
216 GL_FRAGMENT_SHADER
, fs_source
,
219 prog
= piglit_build_simple_program_unlinked_multiple_shaders(
220 GL_VERTEX_SHADER
, vs_source
,
221 GL_TESS_CONTROL_SHADER
, tcs_dummy
,
222 GL_TESS_EVALUATION_SHADER
, source_uniforms
,
223 GL_FRAGMENT_SHADER
, fs_source
,
227 link_status
= piglit_link_check_status_quiet(prog
);
229 if (link_status
&& expect_fail
) {
230 fprintf(stderr
, "Program with %d uniform blocks of size %d (vec4s)"
231 "in %s linked successfully\n", num_blocks
, size
,
232 piglit_get_gl_enum_name(shader
));
233 free(source_uniforms
);
236 if (!link_status
&& !expect_fail
) {
237 fprintf(stderr
, "Program with %d uniform blocks of size %d (vec4s)"
238 "in %s failed to link\n", num_blocks
, size
,
239 piglit_get_gl_enum_name(shader
));
240 free(source_uniforms
);
243 glDeleteProgram(prog
);
245 free(source_uniforms
);
252 report(bool result
, GLenum shader
, char const *name
)
254 piglit_report_subtest_result(result
? PIGLIT_PASS
: PIGLIT_FAIL
,
256 piglit_get_gl_enum_name(shader
),
263 test_shader(const GLenum shader
, const int max_uniform_components
,
264 const int max_combined_uniform_components
,
265 const int max_uniform_blocks
)
268 int max_uniform_block_size
;
270 /* From the tessellation shader spec (New State section):
272 * The minimum values for MAX_COMBINED_*_UNIFORM_COMPONENTS by
273 * computing the value of:
274 * MAX_*_UNIFORM_COMPONENTS + MAX_*_UNIFORM_BLOCKS *
275 * (MAX_UNIFORM_BLOCK_SIZE/4)
276 * using the minimum values of the corresponding terms.
278 glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE
, &max_uniform_block_size
);
280 pass
= report(max_combined_uniform_components
>=
281 max_uniform_components
+
283 (max_uniform_block_size
/4), shader
, "combined-limit-large-enough") && pass
;
285 pass
= report(test_uniform_array(shader
, max_uniform_components
, false), shader
, "array-at-limit") && pass
;
286 pass
= report(test_uniform_array(shader
, max_uniform_components
+ 1, true), shader
, "array-too-large") && pass
;
289 pass
= report(test_uniform_block(shader
, max_uniform_blocks
, max_uniform_block_size
/16, false), shader
, "blocks-at-limits") && pass
;
290 pass
= report(test_uniform_block(shader
, max_uniform_blocks
+ 1, max_uniform_block_size
/16, true), shader
, "blocks-too-many-blocks") && pass
;
291 /* For uniform blocks too large, the spec says a linker error *may* be
292 * emitted; it is not required. so don't test that.
300 piglit_init(int argc
, char **argv
)
303 int max_uniform_components
;
304 int max_combined_uniform_components
;
305 int max_uniform_blocks
;
307 piglit_require_extension("GL_ARB_tessellation_shader");
309 glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS
,
310 &max_uniform_components
);
311 glGetIntegerv(GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS
,
312 &max_combined_uniform_components
);
313 glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS
,
314 &max_uniform_blocks
);
316 pass
= test_shader(GL_TESS_CONTROL_SHADER
, max_uniform_components
, max_combined_uniform_components
, max_uniform_blocks
) && pass
;
318 glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS
,
319 &max_uniform_components
);
320 glGetIntegerv(GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS
,
321 &max_combined_uniform_components
);
322 glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS
,
323 &max_uniform_blocks
);
325 pass
= test_shader(GL_TESS_EVALUATION_SHADER
, max_uniform_components
, max_combined_uniform_components
, max_uniform_blocks
) && pass
;
327 pass
= piglit_check_gl_error(GL_NO_ERROR
) && pass
;
329 piglit_report_result(pass
? PIGLIT_PASS
: PIGLIT_FAIL
);