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diff --git a/tests/spec/amd_gpu_shader_half_float/half-float-explicit-offset-bufferstorage.c b/tests/spec/amd_gpu_shader_half_float/half-float-explicit-offset-bufferstorage.c
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+++ b/tests/spec/amd_gpu_shader_half_float/half-float-explicit-offset-bufferstorage.c
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+/*
+ * Copyright (c) 2014 VMware, Inc.
+ *
+ * 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 half-float-explicit-offset-bufferstorage.c
+ *
+ * This is a copy of the arb_uniform_buffer_object bufferstorage test updated
+ * to make use of explicit offsets and half floats.
+ *
+ * Test rendering with UBOs. We draw four squares with different
+ * positions, sizes, rotations and colors where those parameters come
+ * from UBOs. Same as rendering.c, except that the UBOs are
+ * persistently mapped.
+ */
+
+#include "piglit-util-gl.h"
+
+#include "half_float_util.h"
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+ config.supports_gl_core_version = 40;
+ config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+static const char vert_shader_text[] =
+ "#version 400\n"
+ "#extension GL_ARB_enhanced_layouts : require\n"
+ "#extension GL_AMD_gpu_shader_half_float : require\n"
+ "\n"
+ "in vec4 piglit_vertex;\n"
+ "\n"
+ "layout(std140) uniform;\n"
+ "layout(std140) uniform ub_pos_size {\n"
+ " layout(offset = 0) float16_t size;\n"
+ " layout(offset = 2) float16_t pos1;\n"
+ " layout(offset = 6) float16_t pos2;\n"
+ "};\n"
+ "uniform ub_rot {float rotation; };\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " mat2 m;\n"
+ " m[0][0] = m[1][1] = cos(rotation); \n"
+ " m[0][1] = sin(rotation); \n"
+ " m[1][0] = -m[0][1]; \n"
+ " gl_Position.xy = m * piglit_vertex.xy * vec2(size) + vec2(pos1, pos2);\n"
+ " gl_Position.zw = vec2(0, 1);\n"
+ "}\n";
+
+static const char frag_shader_text[] =
+ "#version 400\n"
+ "#extension GL_ARB_enhanced_layouts : require\n"
+ "#extension GL_AMD_gpu_shader_half_float : require\n"
+ "\n"
+ "layout(std140) uniform;\n"
+ "layout(std140) uniform ub_color {\n"
+ " layout(offset = 0) vec4 color;\n"
+ " layout(offset = 22) float16_t color_scale;\n"
+ "} named_ub;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = named_ub.color * float(named_ub.color_scale);\n"
+ "}\n";
+
+#define NUM_SQUARES 4
+#define NUM_UBOS 3
+
+/* Square positions and sizes */
+static const float pos_size[NUM_SQUARES][3] = {
+ { 0.1, -0.5, -0.5 },
+ { 0.2, 0.5, -0.5 },
+ { 0.3, -0.5, 0.5 },
+ { 0.4, 0.5, 0.5 }
+};
+
+/* Square color and color_scales */
+static const float color[NUM_SQUARES][4] = {
+ { 2.0, 0.0, 0.0, 1.0 },
+ { 0.0, 4.0, 0.0, 1.0 },
+ { 0.0, 0.0, 5.0, 1.0 },
+ { 0.2, 0.2, 0.2, 0.2 }
+};
+
+static const float color_scale[NUM_SQUARES] = {
+ 0.50,
+ 0.25,
+ 0.20,
+ 5.00
+};
+
+/* Square rotations */
+static const float rotation[NUM_SQUARES] = {
+ 0.0,
+ 0.1,
+ 0.2,
+ 0.3
+};
+
+static GLuint prog;
+static GLuint buffers[NUM_UBOS];
+static void *ubos[NUM_UBOS];
+
+static void
+setup_ubos(void)
+{
+ static const char *names[NUM_UBOS] = {
+ "ub_pos_size",
+ "ub_color",
+ "ub_rot"
+ };
+ int i;
+
+ glGenBuffers(NUM_UBOS, buffers);
+
+ for (i = 0; i < NUM_UBOS; i++) {
+ GLint index, size;
+
+ /* query UBO index */
+ index = glGetUniformBlockIndex(prog, names[i]);
+
+ /* query UBO size */
+ glGetActiveUniformBlockiv(prog, index,
+ GL_UNIFORM_BLOCK_DATA_SIZE, &size);
+
+ printf("UBO %s: index = %d, size = %d\n",
+ names[i], index, size);
+
+ /* Allocate UBO */
+ glBindBuffer(GL_UNIFORM_BUFFER, buffers[i]);
+ glBufferStorage(GL_UNIFORM_BUFFER, size, NULL,
+ GL_MAP_WRITE_BIT |
+ GL_MAP_PERSISTENT_BIT |
+ GL_MAP_COHERENT_BIT |
+ GL_DYNAMIC_STORAGE_BIT);
+
+ piglit_check_gl_error(GL_NO_ERROR);
+
+ ubos[i] = glMapBufferRange(GL_UNIFORM_BUFFER, 0, size,
+ GL_MAP_WRITE_BIT |
+ GL_MAP_PERSISTENT_BIT |
+ GL_MAP_COHERENT_BIT);
+
+ piglit_check_gl_error(GL_NO_ERROR);
+
+ if (!ubos[i])
+ piglit_report_result(PIGLIT_FAIL);
+
+ /* Attach UBO */
+ glBindBufferBase(GL_UNIFORM_BUFFER, i, buffers[i]);
+ glUniformBlockBinding(prog, index, i);
+
+ if (!piglit_check_gl_error(GL_NO_ERROR))
+ piglit_report_result(PIGLIT_FAIL);
+ }
+}
+
+void
+piglit_init(int argc, char **argv)
+{
+ piglit_require_extension("GL_ARB_enhanced_layouts");
+ piglit_require_extension("GL_AMD_gpu_shader_half_float");
+
+ prog = piglit_build_simple_program(vert_shader_text, frag_shader_text);
+ assert(prog);
+ glUseProgram(prog);
+
+ setup_ubos();
+
+ glClearColor(0.2, 0.2, 0.2, 0.2);
+}
+
+static bool
+probe(int x, int y, int color_index)
+{
+ float expected[4];
+
+ /* mul color by color_scale */
+ expected[0] = color[color_index][0] * color_scale[color_index];
+ expected[1] = color[color_index][1] * color_scale[color_index];
+ expected[2] = color[color_index][2] * color_scale[color_index];
+ expected[3] = color[color_index][3] * color_scale[color_index];
+
+ return piglit_probe_pixel_rgba(x, y, expected);
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+ GLsync fence;
+ bool pass = true;
+ int x0 = piglit_width / 4;
+ int x1 = piglit_width * 3 / 4;
+ int y0 = piglit_height / 4;
+ int y1 = piglit_height * 3 / 4;
+ int i;
+
+ glViewport(0, 0, piglit_width, piglit_height);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ for (i = 0; i < NUM_SQUARES; i++) {
+ /* Wait for any previous rendering to finish before
+ * updating the UBOs
+ */
+ fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
+ glClientWaitSync(fence, GL_SYNC_FLUSH_COMMANDS_BIT,
+ GL_TIMEOUT_IGNORED);
+
+ /* Load UBO data */
+ uint16_t half_float_val = _mesa_float_to_half_slow(pos_size[i][0]);
+ memcpy(ubos[0], &half_float_val, 2);
+
+ half_float_val = _mesa_float_to_half_slow(pos_size[i][1]);
+ memcpy((uint8_t *)ubos[0] + 2, &half_float_val, 2);
+
+ half_float_val = _mesa_float_to_half_slow(pos_size[i][2]);
+ memcpy((uint8_t *)ubos[0] + 6, &half_float_val, 2);
+
+ memcpy(ubos[1], color[i], sizeof(color[0]));
+
+ half_float_val = _mesa_float_to_half_slow(color_scale[i]);
+ memcpy(((uint8_t *)ubos[1]) + 22, &half_float_val, 2);
+
+ memcpy(ubos[2], &rotation[i], sizeof(rotation[0]));
+
+ piglit_draw_rect(-1, -1, 2, 2);
+ }
+
+ pass = probe(x0, y0, 0) && pass;
+ pass = probe(x1, y0, 1) && pass;
+ pass = probe(x0, y1, 2) && pass;
+ pass = probe(x1, y1, 3) && pass;
+
+ piglit_present_results();
+
+ return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}