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-rw-r--r--progs/tests/shader_api.c337
1 files changed, 337 insertions, 0 deletions
diff --git a/progs/tests/shader_api.c b/progs/tests/shader_api.c
new file mode 100644
index 00000000000..598f029a977
--- /dev/null
+++ b/progs/tests/shader_api.c
@@ -0,0 +1,337 @@
+/* Tests to validate fixes to various bugs in src/mesa/shader/shader_api.c
+ *
+ * Written by Bruce Merry
+ */
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#define GL_GLEXT_PROTOTYPES
+#include <GL/glut.h>
+
+static void assert_test(const char *file, int line, int cond, const char *msg)
+{
+ if (!cond)
+ fprintf(stderr, "%s:%d assertion \"%s\" failed\n", file, line, msg);
+}
+
+#undef assert
+#define assert(x) assert_test(__FILE__, __LINE__, (x), #x)
+
+static void assert_no_error_test(const char *file, int line)
+{
+ GLenum err;
+
+ err = glGetError();
+ if (err != GL_NO_ERROR)
+ fprintf(stderr, "%s:%d received error %s\n",
+ file, line, gluErrorString(err));
+}
+
+#define assert_no_error() assert_no_error_test(__FILE__, __LINE__)
+
+static void assert_error_test(const char *file, int line, GLenum expect)
+{
+ GLenum err;
+
+ err = glGetError();
+ if (err != expect)
+ fprintf(stderr, "%s:%d expected %s but received %s\n",
+ file, line, gluErrorString(expect), gluErrorString(err));
+ while (glGetError()); /* consume any following errors */
+}
+
+#define assert_error(err) assert_error_test(__FILE__, __LINE__, (err))
+
+static void check_status(GLuint id, GLenum pname, void (*query)(GLuint, GLenum, GLint *))
+{
+ GLint status;
+
+ query(id, pname, &status);
+ if (!status)
+ {
+ char info[65536];
+
+ fprintf(stderr, "Compilation/link failure:\n");
+ glGetInfoLogARB(id, sizeof(info), NULL, info);
+ fprintf(stderr, "%s\n", info);
+ exit(1);
+ }
+}
+
+static void check_compile_status(GLuint id)
+{
+ check_status(id, GL_COMPILE_STATUS, glGetShaderiv);
+}
+
+static void check_link_status(GLuint id)
+{
+ check_status(id, GL_LINK_STATUS, glGetProgramiv);
+}
+
+static GLuint make_shader(GLenum type, const char *src)
+{
+ GLuint id;
+
+ assert_no_error();
+ id = glCreateShader(type);
+ glShaderSource(id, 1, &src, NULL);
+ glCompileShader(id);
+ check_compile_status(id);
+ assert_no_error();
+ return id;
+}
+
+static GLuint make_program(const char *vs_src, const char *fs_src)
+{
+ GLuint id, vs, fs;
+
+ assert_no_error();
+ id = glCreateProgram();
+ if (vs_src) {
+ vs = make_shader(GL_VERTEX_SHADER, vs_src);
+ glAttachShader(id, vs);
+ glDeleteShader(vs);
+ }
+ if (fs_src) {
+ fs = make_shader(GL_FRAGMENT_SHADER, fs_src);
+ glAttachShader(id, fs);
+ glDeleteShader(fs);
+ }
+ glLinkProgram(id);
+ check_link_status(id);
+ glUseProgram(id);
+ glDeleteProgram(id);
+ assert_no_error();
+ return id;
+}
+
+static void test_uniform_size_type1(const char *glslType, GLenum glType, const char *el)
+{
+ char buffer[1024];
+ GLuint program;
+ GLint active, i;
+ GLenum type;
+ GLint size;
+
+ printf(" Running subtest %s\n", glslType); fflush(stdout);
+ sprintf(buffer, "#version 120\nuniform %s m[60];\nvoid main() { gl_Position[0] = m[59]%s; }\n",
+ glslType, el);
+
+ program = make_program(buffer, NULL);
+ glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &active);
+ assert_no_error();
+ for (i = 0; i < active; i++) {
+ size = -1;
+ type = 0;
+ glGetActiveUniform(program, i, sizeof(buffer), NULL, &size, &type, buffer);
+ assert_no_error();
+ if (strncmp(buffer, "m", 1) == 0)
+ break;
+ }
+ assert(i < active); /* Otherwise the compiler optimised it out */
+ assert(type == glType);
+ assert(size == 60);
+}
+
+static void test_uniform_size_type(void)
+{
+ test_uniform_size_type1("float", GL_FLOAT, "");
+ test_uniform_size_type1("vec2", GL_FLOAT_VEC2, "[0]");
+ test_uniform_size_type1("vec3", GL_FLOAT_VEC3, "[0]");
+ test_uniform_size_type1("vec4", GL_FLOAT_VEC4, "[0]");
+
+ test_uniform_size_type1("bool", GL_BOOL, " ? 1.0 : 0.0");
+ test_uniform_size_type1("bvec2", GL_BOOL_VEC2, "[0] ? 1.0 : 0.0");
+ test_uniform_size_type1("bvec3", GL_BOOL_VEC3, "[0] ? 1.0 : 0.0");
+ test_uniform_size_type1("bvec4", GL_BOOL_VEC4, "[0] ? 1.0 : 0.0");
+
+ test_uniform_size_type1("int", GL_INT, "");
+ test_uniform_size_type1("ivec2", GL_INT_VEC2, "[0]");
+ test_uniform_size_type1("ivec3", GL_INT_VEC3, "[0]");
+ test_uniform_size_type1("ivec4", GL_INT_VEC4, "[0]");
+
+ test_uniform_size_type1("mat2", GL_FLOAT_MAT2, "[0][0]");
+ test_uniform_size_type1("mat3", GL_FLOAT_MAT3, "[0][0]");
+ test_uniform_size_type1("mat4", GL_FLOAT_MAT4, "[0][0]");
+ test_uniform_size_type1("mat2x3", GL_FLOAT_MAT2x3, "[0][0]");
+ test_uniform_size_type1("mat2x4", GL_FLOAT_MAT2x4, "[0][0]");
+ test_uniform_size_type1("mat3x2", GL_FLOAT_MAT3x2, "[0][0]");
+ test_uniform_size_type1("mat3x4", GL_FLOAT_MAT3x4, "[0][0]");
+ test_uniform_size_type1("mat4x2", GL_FLOAT_MAT4x2, "[0][0]");
+ test_uniform_size_type1("mat4x3", GL_FLOAT_MAT4x3, "[0][0]");
+}
+
+static void test_attrib_size_type1(const char *glslType, GLenum glType, const char *el)
+{
+ char buffer[1024];
+ GLuint program;
+ GLint active, i;
+ GLenum type;
+ GLint size;
+
+ printf(" Running subtest %s\n", glslType); fflush(stdout);
+ sprintf(buffer, "#version 120\nattribute %s m;\nvoid main() { gl_Position[0] = m%s; }\n",
+ glslType, el);
+
+ program = make_program(buffer, NULL);
+ glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &active);
+ assert_no_error();
+ for (i = 0; i < active; i++) {
+ size = -1;
+ type = -1;
+ glGetActiveAttrib(program, i, sizeof(buffer), NULL, &size, &type, buffer);
+ assert_no_error();
+ if (strncmp(buffer, "m", 1) == 0)
+ break;
+ }
+ assert(i < active); /* Otherwise the compiler optimised it out */
+ assert(type == glType);
+ assert(size == 1);
+}
+
+static void test_attrib_size_type(void)
+{
+ test_attrib_size_type1("float", GL_FLOAT, "");
+ test_attrib_size_type1("vec2", GL_FLOAT_VEC2, "[0]");
+ test_attrib_size_type1("vec3", GL_FLOAT_VEC3, "[0]");
+ test_attrib_size_type1("vec4", GL_FLOAT_VEC4, "[0]");
+
+ test_attrib_size_type1("mat2", GL_FLOAT_MAT2, "[0][0]");
+ test_attrib_size_type1("mat3", GL_FLOAT_MAT3, "[0][0]");
+ test_attrib_size_type1("mat4", GL_FLOAT_MAT4, "[0][0]");
+ test_attrib_size_type1("mat2x3", GL_FLOAT_MAT2x3, "[0][0]");
+ test_attrib_size_type1("mat2x4", GL_FLOAT_MAT2x4, "[0][0]");
+ test_attrib_size_type1("mat3x2", GL_FLOAT_MAT3x2, "[0][0]");
+ test_attrib_size_type1("mat3x4", GL_FLOAT_MAT3x4, "[0][0]");
+ test_attrib_size_type1("mat4x2", GL_FLOAT_MAT4x2, "[0][0]");
+ test_attrib_size_type1("mat4x3", GL_FLOAT_MAT4x3, "[0][0]");
+}
+
+static void test_uniform_array_overflow(void)
+{
+ GLuint program;
+ GLint location;
+ GLfloat data[128];
+
+ program = make_program("#version 120\nuniform vec2 x[10];\nvoid main() { gl_Position.xy = x[9]; }\n", NULL);
+ location = glGetUniformLocation(program, "x");
+ assert_no_error();
+ glUniform2fv(location, 64, data);
+ assert_no_error();
+}
+
+static void test_uniform_scalar_count(void)
+{
+ GLuint program;
+ GLint location;
+ GLfloat data[128];
+
+ program = make_program("#version 110\nuniform vec2 x;\nvoid main() { gl_Position.xy = x; }\n", NULL);
+ location = glGetUniformLocation(program, "x");
+ assert_no_error();
+ glUniform2fv(location, 64, data);
+ assert_error(GL_INVALID_OPERATION);
+}
+
+static void test_uniform_query_matrix(void)
+{
+ GLuint program;
+ GLfloat data[18];
+ GLint i, r, c;
+ GLint location;
+
+ program = make_program("#version 110\nuniform mat3 m[2];\nvoid main() { gl_Position.xyz = m[1][2]; }\n", NULL);
+ location = glGetUniformLocation(program, "m");
+ for (i = 0; i < 9; i++)
+ data[i] = i;
+ for (i = 9; i < 18; i++)
+ data[i] = 321.0;
+ glUniformMatrix3fv(location, 1, GL_TRUE, data);
+
+ for (i = 0; i < 18; i++)
+ data[i] = 123.0;
+ glGetUniformfv(program, location, data);
+ for (c = 0; c < 3; c++)
+ for (r = 0; r < 3; r++)
+ assert(data[c * 3 + r] == r * 3 + c);
+ for (i = 9; i < 18; i++)
+ assert(data[i] == 123.0);
+}
+
+static void test_uniform_neg_location(void)
+{
+ GLuint program;
+ GLfloat data[4];
+
+ program = make_program("#version 110\nvoid main() { gl_Position = vec4(1.0, 1.0, 1.0, 1.0); }\n", NULL);
+ assert_no_error();
+ glUniform1i(-1, 1);
+ assert_no_error();
+ glUniform1i(-200, 1);
+ assert_error(GL_INVALID_OPERATION);
+ glUniformMatrix2fv(-1, 1, GL_FALSE, data);
+ assert_no_error();
+ glUniformMatrix2fv(-200, 1, GL_FALSE, data);
+ assert_error(GL_INVALID_OPERATION);
+}
+
+static void test_uniform_bool_conversion(void)
+{
+ GLuint program;
+ GLint location;
+ GLint value[16]; /* in case glGetUniformiv goes nuts on the stack */
+
+ assert_no_error();
+ program = make_program("uniform bool b;\nvoid main() { gl_Position.x = b ? 1.5 : 0.5; }\n", NULL);
+ location = glGetUniformLocation(program, "b");
+ assert(location != -1);
+ assert_no_error();
+ glUniform1i(location, 5);
+ assert_no_error();
+ glGetUniformiv(program, location, &value[0]);
+ assert_no_error();
+ assert(value[0] == 1);
+}
+
+static void test_uniform_multiple_samplers(void)
+{
+ GLuint program;
+ GLint location;
+ GLint values[2] = {0, 1};
+
+ assert_no_error();
+ program = make_program(NULL, "uniform sampler2D s[2];\nvoid main() { gl_FragColor = texture2D(s[1], vec2(0.0, 0.0)); }\n");
+ location = glGetUniformLocation(program, "s[0]");
+ if (location == -1) /* Mesa doesn't currently support indexing */
+ location = glGetUniformLocation(program, "s");
+ assert(location != -1);
+ assert_no_error();
+ glUniform1iv(location, 2, values);
+ assert_no_error();
+}
+
+static void run_test(const char *name, void (*callback)(void))
+{
+ printf("Running %s\n", name);
+ fflush(stdout);
+ callback();
+}
+
+#define RUN_TEST(name) run_test(#name, (name))
+
+int main(int argc, char **argv)
+{
+ glutInit(&argc, argv);
+ glutCreateWindow("Mesa bug demo");
+
+ RUN_TEST(test_uniform_size_type);
+ RUN_TEST(test_attrib_size_type);
+ RUN_TEST(test_uniform_array_overflow);
+ RUN_TEST(test_uniform_scalar_count);
+ RUN_TEST(test_uniform_query_matrix);
+ RUN_TEST(test_uniform_neg_location);
+ RUN_TEST(test_uniform_bool_conversion);
+ /* Leave this one at the end, since it crashes Mesa's shader compiler */
+ RUN_TEST(test_uniform_multiple_samplers);
+ return 0;
+}