/* Tests to validate fixes to various bugs in src/mesa/shader/shader_api.c * * Written by Bruce Merry */ #include #include #include #include #include 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]"); 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) { const char *version; glutInit(&argc, argv); glutCreateWindow("Mesa bug demo"); glewInit(); version = (const char *) glGetString(GL_VERSION); if (version[0] == '1') { printf("Sorry, this test requires OpenGL 2.x GLSL support\n"); exit(0); } 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; }