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path: root/tests/spec/arb_gpu_shader_fp64/shader_storage/layout-std430-fp64-shader.c
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/*
 * Copyright © 2016 Intel Corporation
 *
 * 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 layout-std430-fp64-shader.c
 *
 * Tests that shader storage block reads/writes in GLSL works correctly (offsets
 * and values) when interface packing qualifier is std430, using doubles.
 *
 * From GL_ARB_shader_storage_buffer_object:
 *
 *  "When using the "std430" storage layout, shader storage
 *   blocks will be laid out in buffer storage identically to uniform and
 *   shader storage blocks using the "std140" layout, except that the base
 *   alignment of arrays of scalars and vectors in rule (4) and of structures
 *   in rule (9) are not rounded up a multiple of the base alignment of a vec4."
 */

#include "piglit-util-gl.h"

PIGLIT_GL_TEST_CONFIG_BEGIN
	config.window_width = 100;
	config.window_height = 100;
	config.supports_gl_compat_version = 32;
	config.supports_gl_core_version = 32;
	config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA;
	config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END

#define SSBO_SIZE 68
#define TOLERANCE 1e-5
#define DIFFER(a,b) ((a > b ? a - b : b - a) > TOLERANCE)

static const char vs_code[] =
	"#version 150\n"
	"#extension GL_ARB_shader_storage_buffer_object : require\n"
	"#extension GL_ARB_gpu_shader_fp64 : require\n"
	"\n"
	"struct B { double b1[3]; };\n"
	"struct A {\n"
	"	double a1;\n"
	"	dvec3 a2;\n"
	"	dmat2 a4[2];\n"
	"	double a5;\n"
	"	B sb[2];\n"
	"};\n"
	"\n"
	"layout(std430, binding=2) buffer ssbo {\n"
	"	dvec2 u;\n"
	"	dvec4 v;\n"
	"	double d;\n"
	"	A s;\n"
	"	dmat3x4 m;\n"
	"	dvec2 v2a[3];\n"
	"	dvec3 v3a[2];\n"
	"	double unsized_array[];\n"
	"};\n"
	"\n"
	"in vec4 piglit_vertex;\n"
	"out vec4 vertex_to_gs;\n"
	"\n"
	"void main() {\n"
	"	vertex_to_gs = piglit_vertex;\n"
	"	v.yz = dvec2(1.0, 2.0);\n"
	"	d = 4.0lf;\n"
	"	s.a2.x = 6.0lf;\n"
	"	s.a2.y = 7.0lf;\n"
	"	s.sb[0].b1[0] = 18.333333333333333259lf;\n"
	"	s.sb[0].b1[1] = 19.0lf;\n"
	"	m[1] = dvec4(25.0, 26.0, 27.0, 28.0);\n"
	"	v2a[0].yx = dvec2(34.0, 33.0) * s.a5;\n"
	"	v2a[1].y = 36.0lf;\n"
	"	v3a[0].xz = dvec2(39.0, 41.0);\n"
	"	v3a[1].y = 43.0lf;\n"
	"	int index = int(v.x); // index should be zero\n"
	"	unsized_array[index + gl_VertexID] = unsized_array.length();\n"
	"}\n";

static const char gs_source[] =
	"#version 150\n"
	"#extension GL_ARB_shader_storage_buffer_object : require\n"
	"#extension GL_ARB_gpu_shader_fp64 : require\n"
	"\n"
	"struct B { double b1[3]; };\n"
	"struct A {\n"
	"	double a1;\n"
	"	dvec3 a2;\n"
	"	dmat2 a4[2];\n"
	"	double a5;\n"
	"	B sb[2];\n"
	"};\n"
	"\n"
	"layout(std430, binding=2) buffer ssbo {\n"
	"	dvec2 u;\n"
	"	dvec4 v;\n"
	"	double d;\n"
	"	A s;\n"
	"	dmat3x4 m;\n"
	"	dvec2 v2a[3];\n"
	"	dvec3 v3a[2];\n"
	"	double unsized_array[];\n"
	"};\n"
	"layout(triangles) in;\n"
	"layout(triangle_strip, max_vertices = 3) out;\n"
	"\n"
	"in vec4 vertex_to_gs[3];\n"
	"\n"
	"void main() {\n"
	"	for (int i = 0; i < 3; i++) {\n"
	"		gl_Position = vertex_to_gs[i] + vec4(s.a1);\n"
	"		EmitVertex();\n"
	"	}\n"
	"	s.a4[0] = dmat2(-1.333333333333333259lf, 11.0, 12.0, 13.0);\n"
	"}\n";

static const char fs_source[] =
	"#version 150\n"
	"#extension GL_ARB_shader_storage_buffer_object : require\n"
	"#extension GL_ARB_gpu_shader_fp64 : require\n"
	"\n"
	"struct B { double b1[3]; };\n"
	"struct A {\n"
	"	double a1;\n"
	"	dvec3 a2;\n"
	"	dmat2 a4[2];\n"
	"	double a5;\n"
	"	B sb[2];\n"
	"};\n"
	"\n"
	"layout(std430, binding=2) buffer ssbo {\n"
	"	dvec2 u;\n"
	"	dvec4 v;\n"
	"	double d;\n"
	"	A s;\n"
	"	dmat3x4 m;\n"
	"	dvec2 v2a[3];\n"
	"	dvec3 v3a[2];\n"
	"	double unsized_array[];\n"
	"};\n"
	"\n"
	"out vec4 color;\n"
	"\n"
	"void main() {\n"
	"	color = vec4(0,1,0,1);\n"
	"	v.xw = dvec2(0.0, 3.0) + u;\n"
	"	s.a2.z = 8.0lf;\n"
	"	s.a4[1] = dmat2(14.0, 15.0, 16.0, 17.0);\n"
	"	s.sb[1].b1[2] = 20.0lf;\n"
	"	m[0] = dvec4(21.333333333333333259lf, 22.0, 23.0, 24.0);\n"
	"	m[2] = dvec4(29.0, 30.0, 31.0, 32.0);\n"
	"	v2a[1].x = 35.0lf;\n"
	"	v2a[2].xy = dvec2(37.0, 38.0);\n"
	"	v3a[0].y = 40.0lf;\n"
	"	v3a[1].xz = dvec2(42.0, 44.0);\n"
	"	int index = int(v.z + gl_FragCoord.x);\n"
	"	unsized_array[index] = unsized_array.length() * 2.0LF;\n"
	"}\n";

GLuint prog;

double ssbo_values[SSBO_SIZE] = { 6.0,  7.0,  0.0,  0.0, // dvec2 u
				  0.0,  0.0,  0.0,  0.0, // dvec4 v
				  0.0,  0.0,  0.0,  0.0, // double d
				  1.0,  0.0,  0.0,  0.0, // double s.a1
				  0.0,  0.0,  0.0,  0.0, // dvec3 s.a2
				  0.0,  0.0,  0.0,  0.0, // dmat2 s.a4[0]
				  0.0,  0.0,  0.0,  0.0, // dmat2 s.a4[1]
				  2.0,  0.0,  0.0,  0.0, // double s.a5, s.sb[0].b1
				  0.0,  0.0,  0.0,  0.0, // double s.sb[1].b1
				  0.0,  0.0,  0.0,  0.0, // dmat3x4 m[0]
				  0.0,  0.0,  0.0,  0.0, // dmat3x4 m[1]
				  0.0,  0.0,  0.0,  0.0, // dmat3x4 m[2]
				  0.0,  0.0,  0.0,  0.0, // dvec2 v2a[3]
				  0.0,  0.0,  0.0,  0.0, //
				  0.0,  0.0,  0.0,  0.0, // dvec3 v3a[2]
				  0.0,  0.0,  0.0,  0.0, //
				  0.0,  0.0,  0.0,  0.0, // double unsized_array[0-3]
};


double expected[SSBO_SIZE] = {  6.0,  7.0,  0.0,  0.0,			// dvec2 u		     expected[0]
				6.0,  1.0,  2.0, 10.0,			// dvec4 v		     expected[4]
				4.0,  0.0,  0.0,  0.0,			// double d		     expected[8]
				1.0,  0.0,  0.0,  0.0,			// double s.a1		     expected[12]
				6.0,  7.0,  8.0,  0.0,			// dvec3 s.a2		     expected[16]
			       -1.333333333333333259, 11.0, 12.0, 13.0, // dmat2 s.a4[0]	     expected[20]
			       14.0, 15.0, 16.0, 17.0,			// dmat2 s.a4[1]	     expected[24]
				2.0, 18.333333333333333259, 19.0, 0.0,  // double s.a5, s.sb[0].b1   expected[28]
				0.0,  0.0, 20.0,  0.0,			// double s.sb[1].b1	     expected[32]
			       21.333333333333333259, 22.0, 23.0, 24.0, // dmat3x4 m[0]		     expected[36]
			       25.0, 26.0, 27.0, 28.0,			// dmat3x4 m[1]		     expected[40]
			       29.0, 30.0, 31.0, 32.0,			// dmat3x4 m[2]		     expected[44]
			       66.0, 68.0, 35.0, 36.0,			// dvec2 v2a[3]		     expected[48]
			       37.0, 38.0,  0.0,  0.0,			//			     expected[52]
			       39.0, 40.0, 41.0,  0.0,			// dvec3 v3a[2]		     expected[56]
			       42.0, 43.0, 44.0,  0.0,			//			     expected[60]
				4.0,  4.0,  4.0,  4.0,			// double unsized_array[0-3] expected[64]
};

void
piglit_init(int argc, char **argv)
{
	bool pass = true;
	GLuint buffer;
	unsigned int i;
	double *map;
	GLint num_vertex_ssbo;

	piglit_require_extension("GL_ARB_shader_storage_buffer_object");
	piglit_require_extension("GL_ARB_gpu_shader_fp64");

	glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &num_vertex_ssbo);
	if (num_vertex_ssbo < 1)
		piglit_report_result(PIGLIT_SKIP);

	prog = piglit_build_simple_program_multiple_shaders(
		GL_VERTEX_SHADER, vs_code,
		GL_GEOMETRY_SHADER, gs_source,
		GL_FRAGMENT_SHADER, fs_source,
		NULL);

	glUseProgram(prog);

	glClearColor(0, 0, 0, 0);

	glGenBuffers(1, &buffer);
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, buffer);
	glBufferData(GL_SHADER_STORAGE_BUFFER, SSBO_SIZE*sizeof(GLdouble),
		     &ssbo_values[0], GL_DYNAMIC_DRAW);

	glViewport(0, 0, piglit_width, piglit_height);

	piglit_draw_rect(-1, -1, 2, 2);

	glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
	map = (double *) glMapBuffer(GL_SHADER_STORAGE_BUFFER,  GL_READ_ONLY);

	for (i = 0; i < SSBO_SIZE; i++) {
		if (DIFFER(map[i], expected[i])) {
			printf("expected[%d] = %.14g. Read value: %.14g\n",
			       i, expected[i], map[i]);
			pass = false;
		}
	}

	glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);

	if (!piglit_check_gl_error(GL_NO_ERROR))
		pass = false;

	glDeleteProgram(prog);

	piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
}

enum piglit_result piglit_display(void)
{
	/* UNREACHED */
	return PIGLIT_FAIL;
}