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24 /** @file vs-non-uniform-control-flow-ubo.c
26 * This test checks that uniform block reads works correctly when they are
27 * under non-uniform control flow.
30 #include "piglit-util-gl.h"
32 PIGLIT_GL_TEST_CONFIG_BEGIN
33 config
.window_width
= 62;
34 config
.window_height
= 62;
35 config
.supports_gl_compat_version
= 32;
36 config
.supports_gl_core_version
= 32;
37 config
.window_visual
= PIGLIT_GL_VISUAL_DOUBLE
| PIGLIT_GL_VISUAL_RGBA
;
38 config
.khr_no_error_support
= PIGLIT_NO_ERRORS
;
39 PIGLIT_GL_TEST_CONFIG_END
43 static const char vs_source
[] =
45 "#extension GL_ARB_gpu_shader_fp64 : require\n"
46 "#extension GL_ARB_shading_language_420pack : require\n"
50 "layout(binding=2) uniform ubo {\n"
54 "layout(location = 0) in vec3 inVertexPosition;\n"
57 " gl_Position = vec4(inVertexPosition, 1);\n"
59 " if (inVertexPosition.x < 0 && inVertexPosition.y < 0)\n"
63 " color = vec4(rg, 0, 1);\n"
66 static const char fs_source
[] =
70 "out vec4 frag_color;\n"
73 " frag_color = color;\n"
76 static GLuint prog
, vertexArrayID
;
80 piglit_init(int argc
, char **argv
)
82 GLuint vertexBuffer
, buffer
;
84 static const GLfloat vertexData
[4 * 3] = {
90 static double ubo_values
[UBO_SIZE
] = {0, 1, 1, 0,
94 piglit_require_extension("GL_ARB_gpu_shader_fp64");
96 piglit_require_GLSL_version(330);
98 prog
= piglit_build_simple_program(vs_source
, fs_source
);
101 glClearColor(0, 0, 0, 1);
104 glGenRenderbuffers(1, &rb
);
105 glBindRenderbuffer(GL_RENDERBUFFER
, rb
);
106 glRenderbufferStorage(GL_RENDERBUFFER
, GL_RGBA
,
107 piglit_width
, piglit_height
);
109 glGenFramebuffers(1, &fb
);
110 glBindFramebuffer(GL_DRAW_FRAMEBUFFER
, fb
);
111 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
112 GL_RENDERBUFFER
, rb
);
114 // Record vertex data and attributes in a VAO
115 glGenVertexArrays(1, &vertexArrayID
);
116 glBindVertexArray(vertexArrayID
);
117 // Upload vertex position data to a VBO
118 glGenBuffers(1, &vertexBuffer
);
119 glBindBuffer(GL_ARRAY_BUFFER
, vertexBuffer
);
120 glBufferData(GL_ARRAY_BUFFER
, sizeof(vertexData
),
121 vertexData
, GL_STATIC_DRAW
);
123 // Bind vertex position VBO to vertex shader attribute index 0
124 glEnableVertexAttribArray(0);
125 glVertexAttribPointer(
126 0, // attribute index
129 GL_FALSE
, // normalized?
131 (void*)0 // buffer offset
134 glBindBuffer(GL_ARRAY_BUFFER
, 0);
136 glBindVertexArray(0);
137 // Disable attribute arrays
138 glDisableVertexAttribArray(0);
140 glGenBuffers(1, &buffer
);
141 glBindBufferBase(GL_UNIFORM_BUFFER
, 2, buffer
);
142 glBufferData(GL_UNIFORM_BUFFER
, UBO_SIZE
*sizeof(GLdouble
),
143 &ubo_values
[0], GL_DYNAMIC_DRAW
);
145 if (!piglit_check_gl_error(GL_NO_ERROR
))
146 piglit_report_result(PIGLIT_FAIL
);
149 enum piglit_result
piglit_display(void)
152 float red
[4] = {1.0, 0.0, 0.0, 1.0};
153 float green
[4] = {0.0, 1.0, 0.0, 1.0};
156 glBindFramebuffer(GL_DRAW_FRAMEBUFFER
, fb
);
157 glViewport(0, 0, piglit_width
, piglit_height
);
159 glClear(GL_COLOR_BUFFER_BIT
);
160 glBindVertexArray(vertexArrayID
);
161 glDrawArrays(GL_POINTS
, 0, 4);
162 glBindVertexArray(0);
164 glBindFramebuffer(GL_READ_FRAMEBUFFER
, fb
);
167 pass
= piglit_probe_pixel_rgba(0, 0, green
) && pass
;
168 pass
= piglit_probe_pixel_rgba(0, piglit_height
- 1, red
) && pass
;
169 pass
= piglit_probe_pixel_rgba(piglit_width
- 1,
170 piglit_height
- 1, red
) && pass
;
171 pass
= piglit_probe_pixel_rgba(piglit_width
- 1, 0, red
) && pass
;
173 pass
= piglit_check_gl_error(GL_NO_ERROR
) && pass
;
174 piglit_present_results();
176 return pass
? PIGLIT_PASS
: PIGLIT_FAIL
;