diff options
Diffstat (limited to 'tests')
-rwxr-xr-x | tests/csmith_driver.py | 50 | ||||
-rw-r--r-- | tests/cubegeom.c | 14 | ||||
-rw-r--r-- | tests/cubegeom_pre_vao.c | 333 | ||||
-rw-r--r-- | tests/gl_ps_workaround2.c | 230 | ||||
-rwxr-xr-x | tests/runner.py | 310 |
5 files changed, 851 insertions, 86 deletions
diff --git a/tests/csmith_driver.py b/tests/csmith_driver.py new file mode 100755 index 00000000..a244b73c --- /dev/null +++ b/tests/csmith_driver.py @@ -0,0 +1,50 @@ +#!/usr/bin/python + +''' +Runs csmith, a C fuzzer, and looks for bugs +''' + +import os, sys, difflib +from subprocess import Popen, PIPE, STDOUT + +sys.path += [os.path.join(os.path.dirname(os.path.dirname(__file__)), 'tools')] +import shared + +CSMITH = os.path.expanduser('~/Dev/csmith/src/csmith') +CSMITH_CFLAGS = ['-I' + os.path.expanduser('~/Dev/csmith/runtime/')] + +filename = os.path.join(shared.CANONICAL_TEMP_DIR, 'fuzzcode') + +shared.DEFAULT_TIMEOUT = 3 + +tried = 0 +valid = 0 + +while 1: + print 'Tried %d, valid: %d' % (tried, valid) + tried += 1 + print '1) Generate C' + shared.execute([CSMITH, '--no-volatiles', '--no-math64', '--max-block-depth', '2', '--max-block-size', '2', '--max-expr-complexity', '2', '--max-funcs', '1'], stdout=open(filename + '.c', 'w')) + + print '2) Compile natively' + shared.try_delete(filename) + shared.execute([shared.CLANG_CC, '-O2', filename + '.c', '-o', filename] + CSMITH_CFLAGS, stderr=PIPE) + assert os.path.exists(filename) + print '3) Run natively' + try: + correct = shared.timeout_run(Popen([filename], stdout=PIPE, stderr=PIPE), 3) + except Exception, e: + print 'Failed or infinite looping in native, skipping', e + continue + valid += 1 + + print '4) Compile JS-ly' + shared.try_delete(filename + '.js') + shared.execute([shared.EMCC, '-O2', filename + '.c', '-o', filename + '.js'] + CSMITH_CFLAGS, stderr=PIPE) + assert os.path.exists(filename + '.js') + print '5) Run JS-ly' + js = shared.run_js(filename + '.js', stderr=PIPE) #, engine=...) + + print '6) Verify' + assert correct == js, ''.join([a.rstrip()+'\n' for a in difflib.unified_diff(x.split('\n'), y.split('\n'), fromfile='expected', tofile='actual')]) + diff --git a/tests/cubegeom.c b/tests/cubegeom.c index c137ad80..6158b124 100644 --- a/tests/cubegeom.c +++ b/tests/cubegeom.c @@ -207,6 +207,20 @@ int main(int argc, char *argv[]) glNormalPointer(GL_BYTE, 32, (void*)12); glColorPointer(4, GL_UNSIGNED_BYTE, 32, (void*)28); + int temp; // test glGetPointerv, glGetIntegerv + glGetPointerv(GL_VERTEX_ARRAY_POINTER, &temp); assert(temp == 0); + glGetPointerv(GL_COLOR_ARRAY_POINTER, &temp); assert(temp == 28); + glGetPointerv(GL_TEXTURE_COORD_ARRAY_POINTER, &temp); assert(temp == 16); + glGetIntegerv(GL_VERTEX_ARRAY_SIZE, &temp); assert(temp == 3); + glGetIntegerv(GL_VERTEX_ARRAY_TYPE, &temp); assert(temp == GL_FLOAT); + glGetIntegerv(GL_VERTEX_ARRAY_STRIDE, &temp); assert(temp == 32); + glGetIntegerv(GL_COLOR_ARRAY_SIZE, &temp); assert(temp == 4); + glGetIntegerv(GL_COLOR_ARRAY_TYPE, &temp); assert(temp == GL_UNSIGNED_BYTE); + glGetIntegerv(GL_COLOR_ARRAY_STRIDE, &temp); assert(temp == 32); + glGetIntegerv(GL_TEXTURE_COORD_ARRAY_SIZE, &temp); assert(temp == 2); + glGetIntegerv(GL_TEXTURE_COORD_ARRAY_TYPE, &temp); assert(temp == GL_FLOAT); + glGetIntegerv(GL_TEXTURE_COORD_ARRAY_STRIDE, &temp); assert(temp == 32); + glBindTexture(GL_TEXTURE_2D, texture); // diffuse? glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE1); diff --git a/tests/cubegeom_pre_vao.c b/tests/cubegeom_pre_vao.c new file mode 100644 index 00000000..f1d35fb5 --- /dev/null +++ b/tests/cubegeom_pre_vao.c @@ -0,0 +1,333 @@ +/* +THIS WORK, INCLUDING THE SOURCE CODE, DOCUMENTATION +AND RELATED MEDIA AND DATA, IS PLACED INTO THE PUBLIC DOMAIN. + +THE ORIGINAL AUTHOR IS KYLE FOLEY. + +THIS SOFTWARE IS PROVIDED AS-IS WITHOUT WARRANTY +OF ANY KIND, NOT EVEN THE IMPLIED WARRANTY OF +MERCHANTABILITY. THE AUTHOR OF THIS SOFTWARE, +ASSUMES _NO_ RESPONSIBILITY FOR ANY CONSEQUENCE +RESULTING FROM THE USE, MODIFICATION, OR +REDISTRIBUTION OF THIS SOFTWARE. +*/ + +#if !EMSCRIPTEN +#define USE_GLEW 1 +#endif + +#if USE_GLEW +#include "GL/glew.h" +#endif + +#include "SDL/SDL.h" +#if !USE_GLEW +#include "SDL/SDL_opengl.h" +#endif + +#include <stdio.h> +#include <string.h> +#include <assert.h> + +void verify() { + int width = 640, height = 480; + unsigned char *data = (unsigned char*)malloc(width*height*4); + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); + int sum = 0; + for (int x = 0; x < width*height*4; x++) { + if (x % 4 != 3) sum += x * data[x]; + } +#if EMSCRIPTEN + int result = sum; + REPORT_RESULT(); +#endif +} + +int main(int argc, char *argv[]) +{ + SDL_Surface *screen; + if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) { + printf("Unable to initialize SDL: %s\n", SDL_GetError()); + return 1; + } + + SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); + screen = SDL_SetVideoMode( 640, 480, 24, SDL_OPENGL ); + if ( !screen ) { + printf("Unable to set video mode: %s\n", SDL_GetError()); + return 1; + } + + glClearColor( 0, 0, 0, 0 ); + glClear( GL_COLOR_BUFFER_BIT ); + + // Create a texture + + GLuint texture; + glGenTextures( 1, &texture ); + glBindTexture( GL_TEXTURE_2D, texture ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + GLubyte textureData[16*16*4]; + for (int x = 0; x < 16; x++) { + for (int y = 0; y < 16; y++) { + *((int*)&textureData[(x*16 + y) * 4]) = x*16 + ((y*16) << 8); + } + } + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, + GL_RGBA, GL_UNSIGNED_BYTE, textureData ); + + // Create a second texture + + GLuint texture2; + glGenTextures( 1, &texture2 ); + glBindTexture( GL_TEXTURE_2D, texture2 ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + GLubyte texture2Data[] = { 0xff, 0, 0, 0xff, + 0, 0xff, 0, 0xaa, + 0, 0, 0xff, 0x55, + 0x80, 0x90, 0x70, 0 }; + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, + GL_RGBA, GL_UNSIGNED_BYTE, texture2Data ); + + // BEGIN + +#if USE_GLEW + glewInit(); +#endif + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + // original: glFrustum(-0.6435469817188064, 0.6435469817188064 ,-0.48266022190470925, 0.48266022190470925 ,0.5400000214576721, 2048); + //glFrustum(-0.6435469817188064, 0.1435469817188064 ,-0.48266022190470925, 0.88266022190470925 ,0.5400000214576721, 2048); + GLfloat pm[] = { 1.372136116027832, 0, 0, 0, 0, 0.7910231351852417, 0, 0, -0.6352481842041016, 0.29297152161598206, -1.0005275011062622, -1, 0, 0, -1.080284833908081, 0 }; + glLoadMatrixf(pm); + + glMatrixMode(GL_MODELVIEW); + GLfloat matrixData[] = { -1, 0, 0, 0, + 0, 0,-1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1 }; + glLoadMatrixf(matrixData); + + glActiveTexture(GL_TEXTURE0); + + GLuint arrayBuffer, elementBuffer; + glGenBuffers(1, &arrayBuffer); + glGenBuffers(1, &elementBuffer); + + GLubyte arrayData[] = { +/* +[0, 0, 0, 67] ==> 128 float +[0, 0, 128, 67] ==> 256 float +[0, 0, 0, 68] ==> 512 float +[0, 0, 128, 68] ==> 1024 float + +[vertex x ] [vertex y ] [vertex z ] [nr] [texture u ] [texture v ] [lm u ] [lm v ] [color r,g,b,a ] */ + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 0 + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 1 + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 2 + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 3 + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 4 + 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, // 5 + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 6 + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 7 + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 8 + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 9 + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 10 + 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 11 + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 12 + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 0, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 13 + 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 14 + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 67, 0, 0, 128, 67, 0, 0, 0, 0, 128, 128, 128, 128, // 15 + + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 0, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 128, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128, + 0, 0, 128, 68, 0, 0, 128, 68, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 128, 128, 128, 128 + }; + + // Generate a VAO + GLuint vao; + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + + assert(sizeof(arrayData) == 1408); + glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(arrayData), arrayData, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + GLushort elementData[] = { 1, 2, 0, 2, 3, 0, 5, 6, 4, 6, 7, 4, 9, 10, 8, 10, 11, 8, 13, 14, 12, 14, 15, 12 }; + assert(sizeof(elementData) == 48); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elementData), elementData, GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer); + + glBindTexture(GL_TEXTURE_2D, texture); // diffuse? + glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, texture2); // lightmap? + glActiveTexture(GL_TEXTURE0); + + GLint ok; + + const char *vertexShader = "attribute vec4 a_position;\n" + "attribute vec4 a_texCoord0;\n" + "uniform mat4 u_modelView;\n" + "uniform mat4 u_projection;\n" + "varying vec4 v_texCoord0;\n" + "void main(void)\n" + "{\n" + " gl_Position = (u_projection * u_modelView * a_position) + vec4(200, 0, 0, 0);\n" + " v_texCoord0.xy = a_texCoord0.xy/20.0;\n" // added /20 here + "}\n"; + const char *fragmentShader = "uniform sampler2D diffusemap;\n" + "varying vec4 v_texCoord0;\n" + "void main(void)\n" + "{\n" + " vec4 diffuse = texture2D(diffusemap, v_texCoord0.xy);\n" + " gl_FragColor = diffuse;\n" + "}\n"; + + GLuint vs = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vs, 1, &vertexShader, NULL); + glCompileShader(vs); + glGetShaderiv(vs, GL_COMPILE_STATUS, &ok); + if (!ok) { + printf("Shader compilation error with vertex\n"); + GLint infoLen = 0; + glGetShaderiv (vs, GL_INFO_LOG_LENGTH, &infoLen); + if (infoLen > 1) + { + char* infoLog = (char *)malloc(sizeof(char) * infoLen+1); + glGetShaderInfoLog(vs, infoLen, NULL, infoLog); + printf("Error compiling shader:\n%s\n", infoLog); + } + } + + GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fs, 1, &fragmentShader, NULL); + glCompileShader(fs); + glGetShaderiv(fs, GL_COMPILE_STATUS, &ok); + if (!ok) { + printf("Shader compilation error with fragment\n"); + GLint infoLen = 0; + glGetShaderiv (vs, GL_INFO_LOG_LENGTH, &infoLen); + if (infoLen > 1) + { + char* infoLog = (char *)malloc(sizeof(char) * infoLen+1); + glGetShaderInfoLog(vs, infoLen, NULL, infoLog); + printf("Error compiling shader:\n%s\n", infoLog); + } + } + + GLuint program = glCreateProgram(); + + glAttachShader(program, vs); + glAttachShader(program, fs); + glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &ok); + assert(ok); + + glUseProgram(program); + + GLint diffusemapLocation = glGetUniformLocation(program, "diffusemap"); + assert(diffusemapLocation >= 0); + glUniform1i(diffusemapLocation, 0); + + { + GLfloat data[16]; + glGetFloatv(GL_MODELVIEW_MATRIX, data); + printf("Modelview: "); + for (int i = 0; i < 16; i++) printf("%.3f, ", data[i]); + printf("\n"); + GLint modelViewLocation = glGetUniformLocation(program, "u_modelView"); + assert(modelViewLocation >= 0); + glUniformMatrix4fv(modelViewLocation, 1, GL_FALSE, data); + } + { + GLfloat data[16]; + glGetFloatv(GL_PROJECTION_MATRIX, data); + printf("Projection: "); + for (int i = 0; i < 16; i++) printf("%.3f, ", data[i]); + printf("\n"); + GLint projectionLocation = glGetUniformLocation(program, "u_projection"); + assert(projectionLocation >= 0); + glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, data); + } + + glBindAttribLocation(program, 0, "a_position"); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 32, (void*)0); + glEnableVertexAttribArray(0); + + glBindAttribLocation(program, 1, "a_texCoord0"); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 32, (void*)16); + glEnableVertexAttribArray(1); + + // stop recording in the VAO + + glBindVertexArray(0); + + // unbind all the stuff the VAO would save for us, so this is a valid test + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + + // draw with VAO + + glBindVertexArray(vao); + + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)12); + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*) 0); + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)24); + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (void*)36); + + glBindVertexArray(0); + + glDeleteVertexArrays(1, &vao); + + // END + + SDL_GL_SwapBuffers(); + + verify(); + +#if !EMSCRIPTEN + SDL_Delay(1500); +#endif + + SDL_Quit(); + + return 0; +} diff --git a/tests/gl_ps_workaround2.c b/tests/gl_ps_workaround2.c new file mode 100644 index 00000000..e5bd2fd1 --- /dev/null +++ b/tests/gl_ps_workaround2.c @@ -0,0 +1,230 @@ +/******************************************************************* + * * + * Using SDL With OpenGL * + * * + * Tutorial by Kyle Foley (sdw) * + * * + * http://gpwiki.org/index.php/SDL:Tutorials:Using_SDL_with_OpenGL * + * * + *******************************************************************/ + +/* +THIS WORK, INCLUDING THE SOURCE CODE, DOCUMENTATION +AND RELATED MEDIA AND DATA, IS PLACED INTO THE PUBLIC DOMAIN. + +THE ORIGINAL AUTHOR IS KYLE FOLEY. + +THIS SOFTWARE IS PROVIDED AS-IS WITHOUT WARRANTY +OF ANY KIND, NOT EVEN THE IMPLIED WARRANTY OF +MERCHANTABILITY. THE AUTHOR OF THIS SOFTWARE, +ASSUMES _NO_ RESPONSIBILITY FOR ANY CONSEQUENCE +RESULTING FROM THE USE, MODIFICATION, OR +REDISTRIBUTION OF THIS SOFTWARE. +*/ + +#if !EMSCRIPTEN +#define USE_GLEW 1 +#endif + +#if USE_GLEW +#include "GL/glew.h" +#endif + +#include "SDL/SDL.h" +#include "SDL/SDL_image.h" +#if !USE_GLEW +#include "SDL/SDL_opengl.h" +#endif + +#include <stdio.h> +#include <string.h> +#include <assert.h> + +void shaders() { +#if USE_GLEW + glewInit(); +#endif + + GLint ok; + + const char *vertexShader = "void main(void) \n" + "{ \n" + " gl_Position = ftransform(); \n" + " gl_TexCoord[0] = gl_MultiTexCoord0; \n" + " gl_FrontColor = gl_Color; \n" + "} \n"; + const char *fragmentShader = "uniform sampler2D tex0; \n" + "void main(void) \n" + "{ \n" + " gl_FragColor = gl_Color * texture2D(tex0, gl_TexCoord[0].xy); \n" + "} \n"; + + GLuint vs = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vs, 1, &vertexShader, NULL); + glCompileShader(vs); + glGetShaderiv(vs, GL_COMPILE_STATUS, &ok); + assert(ok); + + GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fs, 1, &fragmentShader, NULL); + glCompileShader(fs); + glGetShaderiv(fs, GL_COMPILE_STATUS, &ok); + assert(ok); + + GLuint program = glCreateProgram(); + + glAttachShader(program, vs); + glAttachShader(program, fs); + glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &ok); + assert(ok); + + glUseProgram(program); +} + +int main(int argc, char *argv[]) +{ + SDL_Surface *screen; + + // Slightly different SDL initialization + if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) { + printf("Unable to initialize SDL: %s\n", SDL_GetError()); + return 1; + } + + SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); // *new* + + screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL ); // *changed* + if ( !screen ) { + printf("Unable to set video mode: %s\n", SDL_GetError()); + return 1; + } + + // Set the OpenGL state after creating the context with SDL_SetVideoMode + + glClearColor( 0, 0, 0, 0 ); + +#if !EMSCRIPTEN + glEnable( GL_TEXTURE_2D ); // Need this to display a texture XXX unnecessary in OpenGL ES 2.0/WebGL +#endif + + glViewport( 0, 0, 640, 480 ); + + glMatrixMode( GL_PROJECTION ); + GLfloat matrixData[] = { 2.0/640, 0, 0, 0, + 0, -2.0/480, 0, 0, + 0, 0, -1, 0, + -1, 1, 0, 1 }; + glLoadMatrixf(matrixData); // test loadmatrix + + glMatrixMode( GL_MODELVIEW ); + glLoadIdentity(); + + // Load the OpenGL texture + + GLuint texture; // Texture object handle + SDL_Surface *surface; // Gives us the information to make the texture + + if ( (surface = IMG_Load("screenshot.png")) ) { + + // Check that the image's width is a power of 2 + if ( (surface->w & (surface->w - 1)) != 0 ) { + printf("warning: image.bmp's width is not a power of 2\n"); + } + + // Also check if the height is a power of 2 + if ( (surface->h & (surface->h - 1)) != 0 ) { + printf("warning: image.bmp's height is not a power of 2\n"); + } + + // Have OpenGL generate a texture object handle for us + glGenTextures( 1, &texture ); + + // Bind the texture object + glBindTexture( GL_TEXTURE_2D, texture ); + + // Set the texture's stretching properties + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + + //SDL_LockSurface(surface); + + // Add some greyness + memset(surface->pixels, 0x66, surface->w*surface->h); + + // Edit the texture object's image data using the information SDL_Surface gives us + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, + GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels ); + + //SDL_UnlockSurface(surface); + } + else { + printf("SDL could not load image.bmp: %s\n", SDL_GetError()); + SDL_Quit(); + return 1; + } + + // Free the SDL_Surface only if it was successfully created + if ( surface ) { + SDL_FreeSurface( surface ); + } + + // Clear the screen before drawing + glClear( GL_COLOR_BUFFER_BIT ); + + shaders(); + + // Bind the texture to which subsequent calls refer to + glBindTexture( GL_TEXTURE_2D, texture ); + + // Use clientside vertex pointers to render two items. In this test we have each + // attribute in a separate buffer, packed (i.e. stride == 0) + GLfloat vertexData[] = { 10, 10, + 300, 10, + 300, 128, + 10, 128, + 410, 10, + 600, 10, + 630, 200, + 310, 250, + 100, 300, + 300, 300, + 300, 400, + 100, 400 }; + GLfloat textureData[] = { 0, 0, + 1, 0, + 1, 1, + 0, 1, + 0, 0.5, + 1, 0.5, + 1, 1, + 0.5, 1, + 0, 0, + 1, 0, + 1, 1, + 0, 1, }; + + glEnable(GL_TEXTURE_2D); // XXX should be GL_TEXTURE_COORD_ARRAY); and also glEnableClientState! XXX two workarounds here + glTexCoordPointer(2, GL_FLOAT, 0, textureData); + glEnableClientState(GL_VERTEX_ARRAY); + glVertexPointer(2, GL_FLOAT, 0, vertexData); + + glDrawArrays(GL_QUADS, 0, 12); + + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + + SDL_GL_SwapBuffers(); + +#if !EMSCRIPTEN + // Wait for 3 seconds to give us a chance to see the image + SDL_Delay(3000); +#endif + + // Now we can delete the OpenGL texture and close down SDL + glDeleteTextures( 1, &texture ); + + SDL_Quit(); + + return 0; +} diff --git a/tests/runner.py b/tests/runner.py index ee710fc9..39869630 100755 --- a/tests/runner.py +++ b/tests/runner.py @@ -100,14 +100,8 @@ class RunnerCore(unittest.TestCase): for temp_file in os.listdir(TEMP_DIR): if temp_file.endswith('.ll'): self.has_prev_ll = True - + def tearDown(self): - if self.save_JS: - for name in os.listdir(self.get_dir()): - if name.endswith(('.o.js', '.cc.js')): - suff = '.'.join(name.split('.')[-2:]) - shutil.copy(os.path.join(self.get_dir(), name), - os.path.join(TEMP_DIR, self.id().replace('__main__.', '').replace('.test_', '.')+'.'+suff)) if not self.save_dir: # rmtree() fails on Windows if the current working directory is inside the tree. os.chdir(os.path.join(self.get_dir(), '..')) @@ -140,6 +134,12 @@ class RunnerCore(unittest.TestCase): def get_stdout_path(self): return os.path.join(self.get_dir(), 'stdout') + def hardcode_arguments(self, filename, args): + # Hardcode in the arguments, so js is portable without manual commandlinearguments + if not args: return + js = open(filename).read() + open(filename, 'w').write(js.replace('var ret = run();', 'var ret = run(%s);' % str(args))) + def prep_ll_run(self, filename, ll_file, force_recompile=False, build_ll_hook=None): if ll_file.endswith(('.bc', '.o')): if ll_file != filename + '.o': @@ -435,6 +435,8 @@ process(sys.argv[1]) sys.argv = map(lambda arg: arg if not arg.startswith('test_') else 'default.' + arg, sys.argv) +test_index = 0 + if 'benchmark' not in str(sys.argv) and 'sanity' not in str(sys.argv) and 'browser' not in str(sys.argv): # Tests @@ -448,29 +450,35 @@ if 'benchmark' not in str(sys.argv) and 'sanity' not in str(sys.argv) and 'brows class T(RunnerCore): # Short name, to make it more fun to use manually on the commandline ## Does a complete test - builds, runs, checks output, etc. def do_run(self, src, expected_output, args=[], output_nicerizer=None, output_processor=None, no_build=False, main_file=None, additional_files=[], js_engines=None, post_build=None, basename='src.cpp', libraries=[], includes=[], force_c=False, build_ll_hook=None, extra_emscripten_args=[]): - if force_c or (main_file is not None and main_file[-2:]) == '.c': - basename = 'src.c' - Building.COMPILER = to_cc(Building.COMPILER) - - dirname = self.get_dir() - filename = os.path.join(dirname, basename) - if not no_build: - self.build(src, dirname, filename, main_file=main_file, additional_files=additional_files, libraries=libraries, includes=includes, - build_ll_hook=build_ll_hook, extra_emscripten_args=extra_emscripten_args, post_build=post_build) - - # Run in both JavaScript engines, if optimizing - significant differences there (typed arrays) - if js_engines is None: - js_engines = JS_ENGINES - if Settings.USE_TYPED_ARRAYS: - js_engines = filter(lambda engine: engine != V8_ENGINE, js_engines) # V8 issue 1822 - js_engines = filter(lambda engine: engine not in self.banned_js_engines, js_engines) - if len(js_engines) == 0: return self.skip('No JS engine present to run this test with. Check %s and the paths therein.' % EM_CONFIG) - for engine in js_engines: - js_output = self.run_generated_code(engine, filename + '.o.js', args, output_nicerizer=output_nicerizer) - self.assertContained(expected_output, js_output.replace('\r\n', '\n')) - self.assertNotContained('ERROR', js_output) - - #shutil.rmtree(dirname) # TODO: leave no trace in memory. But for now nice for debugging + if force_c or (main_file is not None and main_file[-2:]) == '.c': + basename = 'src.c' + Building.COMPILER = to_cc(Building.COMPILER) + + dirname = self.get_dir() + filename = os.path.join(dirname, basename) + if not no_build: + self.build(src, dirname, filename, main_file=main_file, additional_files=additional_files, libraries=libraries, includes=includes, + build_ll_hook=build_ll_hook, extra_emscripten_args=extra_emscripten_args, post_build=post_build) + + # Run in both JavaScript engines, if optimizing - significant differences there (typed arrays) + if js_engines is None: + js_engines = JS_ENGINES + if Settings.USE_TYPED_ARRAYS: + js_engines = filter(lambda engine: engine != V8_ENGINE, js_engines) # V8 issue 1822 + js_engines = filter(lambda engine: engine not in self.banned_js_engines, js_engines) + if len(js_engines) == 0: return self.skip('No JS engine present to run this test with. Check %s and the paths therein.' % EM_CONFIG) + for engine in js_engines: + js_output = self.run_generated_code(engine, filename + '.o.js', args, output_nicerizer=output_nicerizer) + self.assertContained(expected_output, js_output.replace('\r\n', '\n')) + self.assertNotContained('ERROR', js_output) + + #shutil.rmtree(dirname) # TODO: leave no trace in memory. But for now nice for debugging + + if self.save_JS: + global test_index + self.hardcode_arguments(filename + '.o.js', args) + shutil.copyfile(filename + '.o.js', os.path.join(TEMP_DIR, str(test_index) + '.js')) + test_index += 1 # No building - just process an existing .ll file (or .bc, which we turn into .ll) def do_ll_run(self, ll_file, expected_output=None, args=[], js_engines=None, output_nicerizer=None, post_build=None, force_recompile=False, build_ll_hook=None, extra_emscripten_args=[]): @@ -2845,6 +2853,23 @@ Exiting setjmp function, level: 0, prev_jmp: -1 ''' self.do_run(src, 'a1: 0\na2: 0\na3: 1\nb1: 0\nb2: 1\nb3: 1\nc1: 1\nc2: 1\nc3: 1\n') + def test_dynamic_cast_2(self): + if self.emcc_args is None: return self.skip('need libcxxabi') + + src = r''' + #include <stdio.h> + #include <typeinfo> + + class Class {}; + + int main() { + const Class* dp = dynamic_cast<const Class*>(&typeid(Class)); + // should return dp == NULL, + printf("pointer: %p\n", dp); + } + ''' + self.do_run(src, "pointer: (nil)") + def test_funcptr(self): src = ''' #include <stdio.h> @@ -5324,9 +5349,30 @@ Pass: 0.000012 0.000012''') return(0); } ''' - self.do_run(src, '3\nday 19, month Nov, year 2012'); + def test_sscanf_5(self): + src = r''' + #include "stdio.h" + + static const char *colors[] = { + " c black", + ". c #001100", + "X c #111100" + }; + + int main(){ + unsigned char code; + char color[32]; + int rcode; + for(int i = 0; i < 3; i++) { + rcode = sscanf(colors[i], "%c c %s", &code, color); + printf("%i, %c, %s\n", rcode, code, color); + } + } + ''' + self.do_run(src, '2, , black\n2, ., #001100\n2, X, #111100'); + def test_langinfo(self): src = open(path_from_root('tests', 'langinfo', 'test.c'), 'r').read() expected = open(path_from_root('tests', 'langinfo', 'output.txt'), 'r').read() @@ -6855,7 +6901,7 @@ def process(filename): if self.emcc_args is None: return self.skip('Very slow without ta2, and we would also need to include dlmalloc manually without emcc') if Settings.QUANTUM_SIZE == 1: return self.skip('TODO FIXME') - Settings.CORRECT_SIGNS = 1 # XXX: in default, we fail with 2 here, even though the pgo_data should be correct (and works in s_0_0). Investigate this. + Settings.CORRECT_SIGNS = 1 Settings.CORRECT_OVERFLOWS = 0 Settings.CORRECT_ROUNDINGS = 0 if self.emcc_args is None: Settings.SAFE_HEAP = 0 # uses time.h to set random bytes, other stuff @@ -7185,40 +7231,101 @@ def process(filename): ''' self.do_run(src, '''AD:-1,1''', build_ll_hook=self.do_autodebug) - def test_profiling(self): - if Settings.ASM_JS: return self.skip('asm does not support profiling') + def test_corruption(self): + if Settings.ASM_JS: return self.skip('cannot use corruption checks in asm') + if Settings.USE_TYPED_ARRAYS != 2: return self.skip('needs ta2 for actual test') - src = ''' - #include <emscripten.h> - #include <unistd.h> + Settings.CORRUPTION_CHECK = 1 - int main() + src = r''' + #include <stdio.h> + #include <stdlib.h> + #include <string.h> + int main(int argc, char **argv) { + int size = 1024*argc; + char *buffer = (char*)malloc(size); + #if CORRUPT + memset(buffer, argc, size+15); + #else + memset(buffer, argc, size); + #endif + for (int x = 0; x < size; x += argc*3) buffer[x] = x/3; + int ret = 0; + for (int x = 0; x < size; x++) ret += buffer[x]; + free(buffer); + printf("All ok, %d\n", ret); + } + ''' + + for corrupt in [1]: + self.do_run(src.replace('CORRUPT', str(corrupt)), 'Heap corruption detected!' if corrupt else 'All ok, 4209') + + def test_corruption_2(self): + if Settings.ASM_JS: return self.skip('cannot use corruption checks in asm') + if Settings.USE_TYPED_ARRAYS != 2: return self.skip('needs ta2 for actual test') + + Settings.SAFE_HEAP = 1 + Settings.CORRUPTION_CHECK = 1 + + # test for free(0), malloc(0), etc. + src = r''' + #include <iostream> + #include <fstream> + #include <stdlib.h> + #include <stdio.h> + + void bye() { + printf("all ok\n"); + } + + int main() { + |