| // | |
| // Copyright 2015 The ANGLE Project Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| // | |
| #include "test_utils/ANGLETest.h" | |
| #include "test_utils/gl_raii.h" | |
| using namespace angle; | |
| namespace | |
| { | |
| class GLSLTest : public ANGLETest | |
| { | |
| protected: | |
| GLSLTest() | |
| { | |
| setWindowWidth(128); | |
| setWindowHeight(128); | |
| setConfigRedBits(8); | |
| setConfigGreenBits(8); | |
| setConfigBlueBits(8); | |
| setConfigAlphaBits(8); | |
| } | |
| std::string GenerateVaryingType(GLint vectorSize) | |
| { | |
| char varyingType[10]; | |
| if (vectorSize == 1) | |
| { | |
| sprintf(varyingType, "float"); | |
| } | |
| else | |
| { | |
| sprintf(varyingType, "vec%d", vectorSize); | |
| } | |
| return std::string(varyingType); | |
| } | |
| std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id) | |
| { | |
| char buff[100]; | |
| if (arraySize == 1) | |
| { | |
| sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id); | |
| } | |
| else | |
| { | |
| sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, | |
| arraySize); | |
| } | |
| return std::string(buff); | |
| } | |
| std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id) | |
| { | |
| std::string returnString; | |
| char buff[100]; | |
| if (arraySize == 1) | |
| { | |
| sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str()); | |
| returnString += buff; | |
| } | |
| else | |
| { | |
| for (int i = 0; i < arraySize; i++) | |
| { | |
| sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, | |
| GenerateVaryingType(vectorSize).c_str()); | |
| returnString += buff; | |
| } | |
| } | |
| return returnString; | |
| } | |
| std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id) | |
| { | |
| if (arraySize == 1) | |
| { | |
| char buff[100]; | |
| sprintf(buff, "v%d + ", id); | |
| return std::string(buff); | |
| } | |
| else | |
| { | |
| std::string returnString; | |
| for (int i = 0; i < arraySize; i++) | |
| { | |
| char buff[100]; | |
| sprintf(buff, "v%d[%d] + ", id, i); | |
| returnString += buff; | |
| } | |
| return returnString; | |
| } | |
| } | |
| void GenerateGLSLWithVaryings(GLint floatCount, | |
| GLint floatArrayCount, | |
| GLint vec2Count, | |
| GLint vec2ArrayCount, | |
| GLint vec3Count, | |
| GLint vec3ArrayCount, | |
| GLint vec4Count, | |
| GLint vec4ArrayCount, | |
| bool useFragCoord, | |
| bool usePointCoord, | |
| bool usePointSize, | |
| std::string *fragmentShader, | |
| std::string *vertexShader) | |
| { | |
| // Generate a string declaring the varyings, to share between the fragment shader and the | |
| // vertex shader. | |
| std::string varyingDeclaration; | |
| unsigned int varyingCount = 0; | |
| for (GLint i = 0; i < floatCount; i++) | |
| { | |
| varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount); | |
| varyingCount += 1; | |
| } | |
| for (GLint i = 0; i < floatArrayCount; i++) | |
| { | |
| varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount); | |
| varyingCount += 1; | |
| } | |
| for (GLint i = 0; i < vec2Count; i++) | |
| { | |
| varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount); | |
| varyingCount += 1; | |
| } | |
| for (GLint i = 0; i < vec2ArrayCount; i++) | |
| { | |
| varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount); | |
| varyingCount += 1; | |
| } | |
| for (GLint i = 0; i < vec3Count; i++) | |
| { | |
| varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount); | |
| varyingCount += 1; | |
| } | |
| for (GLint i = 0; i < vec3ArrayCount; i++) | |
| { | |
| varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount); | |
| varyingCount += 1; | |
| } | |
| for (GLint i = 0; i < vec4Count; i++) | |
| { | |
| varyingDeclaration += GenerateVectorVaryingDeclaration(4, 1, varyingCount); | |
| varyingCount += 1; | |
| } | |
| for (GLint i = 0; i < vec4ArrayCount; i++) | |
| { | |
| varyingDeclaration += GenerateVectorVaryingDeclaration(4, 2, varyingCount); | |
| varyingCount += 1; | |
| } | |
| // Generate the vertex shader | |
| vertexShader->clear(); | |
| vertexShader->append(varyingDeclaration); | |
| vertexShader->append("\nvoid main()\n{\n"); | |
| unsigned int currentVSVarying = 0; | |
| for (GLint i = 0; i < floatCount; i++) | |
| { | |
| vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying)); | |
| currentVSVarying += 1; | |
| } | |
| for (GLint i = 0; i < floatArrayCount; i++) | |
| { | |
| vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying)); | |
| currentVSVarying += 1; | |
| } | |
| for (GLint i = 0; i < vec2Count; i++) | |
| { | |
| vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying)); | |
| currentVSVarying += 1; | |
| } | |
| for (GLint i = 0; i < vec2ArrayCount; i++) | |
| { | |
| vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying)); | |
| currentVSVarying += 1; | |
| } | |
| for (GLint i = 0; i < vec3Count; i++) | |
| { | |
| vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying)); | |
| currentVSVarying += 1; | |
| } | |
| for (GLint i = 0; i < vec3ArrayCount; i++) | |
| { | |
| vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying)); | |
| currentVSVarying += 1; | |
| } | |
| for (GLint i = 0; i < vec4Count; i++) | |
| { | |
| vertexShader->append(GenerateVectorVaryingSettingCode(4, 1, currentVSVarying)); | |
| currentVSVarying += 1; | |
| } | |
| for (GLint i = 0; i < vec4ArrayCount; i++) | |
| { | |
| vertexShader->append(GenerateVectorVaryingSettingCode(4, 2, currentVSVarying)); | |
| currentVSVarying += 1; | |
| } | |
| if (usePointSize) | |
| { | |
| vertexShader->append("gl_PointSize = 1.0;\n"); | |
| } | |
| vertexShader->append("}\n"); | |
| // Generate the fragment shader | |
| fragmentShader->clear(); | |
| fragmentShader->append("precision highp float;\n"); | |
| fragmentShader->append(varyingDeclaration); | |
| fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n"); | |
| unsigned int currentFSVarying = 0; | |
| // Make use of the float varyings | |
| fragmentShader->append("\tretColor += vec4("); | |
| for (GLint i = 0; i < floatCount; i++) | |
| { | |
| fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); | |
| currentFSVarying += 1; | |
| } | |
| for (GLint i = 0; i < floatArrayCount; i++) | |
| { | |
| fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); | |
| currentFSVarying += 1; | |
| } | |
| fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n"); | |
| // Make use of the vec2 varyings | |
| fragmentShader->append("\tretColor += vec4("); | |
| for (GLint i = 0; i < vec2Count; i++) | |
| { | |
| fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); | |
| currentFSVarying += 1; | |
| } | |
| for (GLint i = 0; i < vec2ArrayCount; i++) | |
| { | |
| fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); | |
| currentFSVarying += 1; | |
| } | |
| fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n"); | |
| // Make use of the vec3 varyings | |
| fragmentShader->append("\tretColor += vec4("); | |
| for (GLint i = 0; i < vec3Count; i++) | |
| { | |
| fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); | |
| currentFSVarying += 1; | |
| } | |
| for (GLint i = 0; i < vec3ArrayCount; i++) | |
| { | |
| fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); | |
| currentFSVarying += 1; | |
| } | |
| fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n"); | |
| // Make use of the vec4 varyings | |
| fragmentShader->append("\tretColor += "); | |
| for (GLint i = 0; i < vec4Count; i++) | |
| { | |
| fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); | |
| currentFSVarying += 1; | |
| } | |
| for (GLint i = 0; i < vec4ArrayCount; i++) | |
| { | |
| fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); | |
| currentFSVarying += 1; | |
| } | |
| fragmentShader->append("vec4(0.0, 0.0, 0.0, 0.0);\n"); | |
| // Set gl_FragColor, and use special variables if requested | |
| fragmentShader->append("\tgl_FragColor = retColor"); | |
| if (useFragCoord) | |
| { | |
| fragmentShader->append(" + gl_FragCoord"); | |
| } | |
| if (usePointCoord) | |
| { | |
| fragmentShader->append(" + vec4(gl_PointCoord, 0.0, 0.0)"); | |
| } | |
| fragmentShader->append(";\n}"); | |
| } | |
| void VaryingTestBase(GLint floatCount, | |
| GLint floatArrayCount, | |
| GLint vec2Count, | |
| GLint vec2ArrayCount, | |
| GLint vec3Count, | |
| GLint vec3ArrayCount, | |
| GLint vec4Count, | |
| GLint vec4ArrayCount, | |
| bool useFragCoord, | |
| bool usePointCoord, | |
| bool usePointSize, | |
| bool expectSuccess) | |
| { | |
| std::string fragmentShaderSource; | |
| std::string vertexShaderSource; | |
| GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, | |
| vec3ArrayCount, vec4Count, vec4ArrayCount, useFragCoord, | |
| usePointCoord, usePointSize, &fragmentShaderSource, | |
| &vertexShaderSource); | |
| GLuint program = CompileProgram(vertexShaderSource.c_str(), fragmentShaderSource.c_str()); | |
| if (expectSuccess) | |
| { | |
| EXPECT_NE(0u, program); | |
| } | |
| else | |
| { | |
| EXPECT_EQ(0u, program); | |
| } | |
| } | |
| void CompileGLSLWithUniformsAndSamplers(GLint vertexUniformCount, | |
| GLint fragmentUniformCount, | |
| GLint vertexSamplersCount, | |
| GLint fragmentSamplersCount, | |
| bool expectSuccess) | |
| { | |
| std::stringstream vertexShader; | |
| std::stringstream fragmentShader; | |
| // Generate the vertex shader | |
| vertexShader << "precision mediump float;\n"; | |
| for (int i = 0; i < vertexUniformCount; i++) | |
| { | |
| vertexShader << "uniform vec4 v" << i << ";\n"; | |
| } | |
| for (int i = 0; i < vertexSamplersCount; i++) | |
| { | |
| vertexShader << "uniform sampler2D s" << i << ";\n"; | |
| } | |
| vertexShader << "void main()\n{\n"; | |
| for (int i = 0; i < vertexUniformCount; i++) | |
| { | |
| vertexShader << " gl_Position += v" << i << ";\n"; | |
| } | |
| for (int i = 0; i < vertexSamplersCount; i++) | |
| { | |
| vertexShader << " gl_Position += texture2D(s" << i << ", vec2(0.0, 0.0));\n"; | |
| } | |
| if (vertexUniformCount == 0 && vertexSamplersCount == 0) | |
| { | |
| vertexShader << " gl_Position = vec4(0.0);\n"; | |
| } | |
| vertexShader << "}\n"; | |
| // Generate the fragment shader | |
| fragmentShader << "precision mediump float;\n"; | |
| for (int i = 0; i < fragmentUniformCount; i++) | |
| { | |
| fragmentShader << "uniform vec4 v" << i << ";\n"; | |
| } | |
| for (int i = 0; i < fragmentSamplersCount; i++) | |
| { | |
| fragmentShader << "uniform sampler2D s" << i << ";\n"; | |
| } | |
| fragmentShader << "void main()\n{\n"; | |
| for (int i = 0; i < fragmentUniformCount; i++) | |
| { | |
| fragmentShader << " gl_FragColor += v" << i << ";\n"; | |
| } | |
| for (int i = 0; i < fragmentSamplersCount; i++) | |
| { | |
| fragmentShader << " gl_FragColor += texture2D(s" << i << ", vec2(0.0, 0.0));\n"; | |
| } | |
| if (fragmentUniformCount == 0 && fragmentSamplersCount == 0) | |
| { | |
| fragmentShader << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"; | |
| } | |
| fragmentShader << "}\n"; | |
| GLuint program = CompileProgram(vertexShader.str().c_str(), fragmentShader.str().c_str()); | |
| if (expectSuccess) | |
| { | |
| EXPECT_NE(0u, program); | |
| } | |
| else | |
| { | |
| EXPECT_EQ(0u, program); | |
| } | |
| } | |
| std::string QueryErrorMessage(GLuint program) | |
| { | |
| GLint infoLogLength; | |
| glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength); | |
| EXPECT_GL_NO_ERROR(); | |
| if (infoLogLength >= 1) | |
| { | |
| std::vector<GLchar> infoLog(infoLogLength); | |
| glGetProgramInfoLog(program, static_cast<GLsizei>(infoLog.size()), nullptr, | |
| infoLog.data()); | |
| EXPECT_GL_NO_ERROR(); | |
| return infoLog.data(); | |
| } | |
| return ""; | |
| } | |
| void validateComponentsInErrorMessage(const char *vertexShader, | |
| const char *fragmentShader, | |
| const char *expectedErrorType, | |
| const char *expectedVariableFullName) | |
| { | |
| GLuint vs = CompileShader(GL_VERTEX_SHADER, vertexShader); | |
| GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader); | |
| GLuint program = glCreateProgram(); | |
| glAttachShader(program, vs); | |
| glAttachShader(program, fs); | |
| glLinkProgram(program); | |
| glDetachShader(program, vs); | |
| glDetachShader(program, fs); | |
| glDeleteShader(vs); | |
| glDeleteShader(fs); | |
| const std::string &errorMessage = QueryErrorMessage(program); | |
| printf("%s\n", errorMessage.c_str()); | |
| EXPECT_NE(std::string::npos, errorMessage.find(expectedErrorType)); | |
| EXPECT_NE(std::string::npos, errorMessage.find(expectedVariableFullName)); | |
| glDeleteProgram(program); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| void verifyAttachment2DColor(unsigned int index, | |
| GLuint textureName, | |
| GLenum target, | |
| GLint level, | |
| GLColor color) | |
| { | |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + index); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, color) | |
| << "index " << index; | |
| } | |
| }; | |
| class GLSLTestNoValidation : public GLSLTest | |
| { | |
| public: | |
| GLSLTestNoValidation() { setNoErrorEnabled(true); } | |
| }; | |
| class GLSLTest_ES3 : public GLSLTest | |
| {}; | |
| class GLSLTest_ES31 : public GLSLTest | |
| {}; | |
| std::string BuillBigInitialStackShader(int length) | |
| { | |
| std::string result; | |
| result += "void main() { \n"; | |
| for (int i = 0; i < length; i++) | |
| { | |
| result += " if (true) { \n"; | |
| } | |
| result += " int temp; \n"; | |
| for (int i = 0; i <= length; i++) | |
| { | |
| result += "} \n"; | |
| } | |
| return result; | |
| } | |
| TEST_P(GLSLTest, NamelessScopedStructs) | |
| { | |
| constexpr char kFS[] = R"(precision mediump float; | |
| void main() | |
| { | |
| struct | |
| { | |
| float q; | |
| } b; | |
| gl_FragColor = vec4(1, 0, 0, 1); | |
| gl_FragColor.a += b.q; | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| } | |
| // Test that array of fragment shader outputs is processed properly and draws | |
| // E.g. was issue with "out vec4 frag_color[4];" | |
| TEST_P(GLSLTest_ES3, FragmentShaderOutputArray) | |
| { | |
| GLuint fbo; | |
| glGenFramebuffers(1, &fbo); | |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); | |
| GLuint textures[4]; | |
| glGenTextures(4, textures); | |
| for (size_t texIndex = 0; texIndex < ArraySize(textures); texIndex++) | |
| { | |
| glBindTexture(GL_TEXTURE_2D, textures[texIndex]); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| } | |
| GLint maxDrawBuffers; | |
| glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); | |
| ASSERT_GE(maxDrawBuffers, 4); | |
| GLuint readFramebuffer; | |
| glGenFramebuffers(1, &readFramebuffer); | |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer); | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 frag_color[4]; | |
| void main() | |
| { | |
| frag_color[0] = vec4(1.0, 0.0, 0.0, 1.0); | |
| frag_color[1] = vec4(0.0, 1.0, 0.0, 1.0); | |
| frag_color[2] = vec4(0.0, 0.0, 1.0, 1.0); | |
| frag_color[3] = vec4(1.0, 1.0, 1.0, 1.0); | |
| } | |
| )"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| GLenum allBufs[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, | |
| GL_COLOR_ATTACHMENT3}; | |
| constexpr GLuint kMaxBuffers = 4; | |
| // Enable all draw buffers. | |
| for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++) | |
| { | |
| glBindTexture(GL_TEXTURE_2D, textures[texIndex]); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D, | |
| textures[texIndex], 0); | |
| glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D, | |
| textures[texIndex], 0); | |
| } | |
| glDrawBuffers(kMaxBuffers, allBufs); | |
| // Draw with simple program. | |
| drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| ASSERT_GL_NO_ERROR(); | |
| verifyAttachment2DColor(0, textures[0], GL_TEXTURE_2D, 0, GLColor::red); | |
| verifyAttachment2DColor(1, textures[1], GL_TEXTURE_2D, 0, GLColor::green); | |
| verifyAttachment2DColor(2, textures[2], GL_TEXTURE_2D, 0, GLColor::blue); | |
| verifyAttachment2DColor(3, textures[3], GL_TEXTURE_2D, 0, GLColor::white); | |
| } | |
| TEST_P(GLSLTest, ScopedStructsOrderBug) | |
| { | |
| // TODO(geofflang): Find out why this doesn't compile on Apple OpenGL drivers | |
| // (http://anglebug.com/1292) | |
| // TODO(geofflang): Find out why this doesn't compile on AMD OpenGL drivers | |
| // (http://anglebug.com/1291) | |
| ANGLE_SKIP_TEST_IF(IsDesktopOpenGL() && (IsOSX() || !IsNVIDIA())); | |
| constexpr char kFS[] = R"(precision mediump float; | |
| struct T | |
| { | |
| float f; | |
| }; | |
| void main() | |
| { | |
| T a; | |
| struct T | |
| { | |
| float q; | |
| }; | |
| T b; | |
| gl_FragColor = vec4(1, 0, 0, 1); | |
| gl_FragColor.a += a.f; | |
| gl_FragColor.a += b.q; | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| } | |
| TEST_P(GLSLTest, ScopedStructsBug) | |
| { | |
| constexpr char kFS[] = R"(precision mediump float; | |
| struct T_0 | |
| { | |
| float f; | |
| }; | |
| void main() | |
| { | |
| gl_FragColor = vec4(1, 0, 0, 1); | |
| struct T | |
| { | |
| vec2 v; | |
| }; | |
| T_0 a; | |
| T b; | |
| gl_FragColor.a += a.f; | |
| gl_FragColor.a += b.v.x; | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| } | |
| TEST_P(GLSLTest, DxPositionBug) | |
| { | |
| constexpr char kVS[] = R"(attribute vec4 inputAttribute; | |
| varying float dx_Position; | |
| void main() | |
| { | |
| gl_Position = vec4(inputAttribute); | |
| dx_Position = 0.0; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying float dx_Position; | |
| void main() | |
| { | |
| gl_FragColor = vec4(dx_Position, 0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| } | |
| // Draw an array of points with the first vertex offset at 0 using gl_VertexID | |
| TEST_P(GLSLTest_ES3, GLVertexIDOffsetZeroDrawArray) | |
| { | |
| // http://anglebug.com/4092 | |
| ANGLE_SKIP_TEST_IF(isSwiftshader()); | |
| constexpr int kStartIndex = 0; | |
| constexpr int kArrayLength = 5; | |
| constexpr char kVS[] = R"(#version 300 es | |
| precision highp float; | |
| void main() { | |
| gl_Position = vec4(float(gl_VertexID)/10.0, 0, 0, 1); | |
| gl_PointSize = 3.0; | |
| })"; | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 outColor; | |
| void main() { | |
| outColor = vec4(1.0, 0.0, 0.0, 1.0); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| glUseProgram(program); | |
| glDrawArrays(GL_POINTS, kStartIndex, kArrayLength); | |
| double pointCenterX = static_cast<double>(getWindowWidth()) / 2.0; | |
| double pointCenterY = static_cast<double>(getWindowHeight()) / 2.0; | |
| for (int i = kStartIndex; i < kStartIndex + kArrayLength; i++) | |
| { | |
| double pointOffsetX = static_cast<double>(i * getWindowWidth()) / 20.0; | |
| EXPECT_PIXEL_COLOR_EQ(static_cast<int>(pointCenterX + pointOffsetX), | |
| static_cast<int>(pointCenterY), GLColor::red); | |
| } | |
| } | |
| // Helper function for the GLVertexIDIntegerTextureDrawArrays test | |
| void GLVertexIDIntegerTextureDrawArrays_helper(int first, int count, GLenum err) | |
| { | |
| glDrawArrays(GL_POINTS, first, count); | |
| int pixel[4]; | |
| glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, pixel); | |
| // If we call this function with err as GL_NO_ERROR, then we expect no error and check the | |
| // pixels. | |
| if (err == static_cast<GLenum>(GL_NO_ERROR)) | |
| { | |
| EXPECT_GL_NO_ERROR(); | |
| EXPECT_EQ(pixel[0], first + count - 1); | |
| } | |
| else | |
| { | |
| // If we call this function with err set, we will allow the error, but check the pixels if | |
| // the error hasn't occurred. | |
| GLenum glError = glGetError(); | |
| if (glError == err || glError == static_cast<GLenum>(GL_NO_ERROR)) | |
| { | |
| EXPECT_EQ(pixel[0], first + count - 1); | |
| } | |
| } | |
| } | |
| // Ensure gl_VertexID gets passed to an integer texture properly when drawArrays is called. This | |
| // is based off the WebGL test: | |
| // https://github.com/KhronosGroup/WebGL/blob/master/sdk/tests/conformance2/rendering/vertex-id.html | |
| TEST_P(GLSLTest_ES3, GLVertexIDIntegerTextureDrawArrays) | |
| { | |
| // http://anglebug.com/4092 | |
| ANGLE_SKIP_TEST_IF(isSwiftshader()); | |
| // Have to set a large point size because the window size is much larger than the texture | |
| constexpr char kVS[] = R"(#version 300 es | |
| flat out highp int vVertexID; | |
| void main() { | |
| vVertexID = gl_VertexID; | |
| gl_Position = vec4(0,0,0,1); | |
| gl_PointSize = 1000.0; | |
| })"; | |
| constexpr char kFS[] = R"(#version 300 es | |
| flat in highp int vVertexID; | |
| out highp int oVertexID; | |
| void main() { | |
| oVertexID = vVertexID; | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| glUseProgram(program); | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32I, 1, 1); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| EXPECT_GL_NO_ERROR(); | |
| // Clear the texture to 42 to ensure the first test case doesn't accidentally pass | |
| GLint val[4] = {42}; | |
| glClearBufferiv(GL_COLOR, 0, val); | |
| int pixel[4]; | |
| glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, pixel); | |
| EXPECT_EQ(pixel[0], val[0]); | |
| GLVertexIDIntegerTextureDrawArrays_helper(0, 1, GL_NO_ERROR); | |
| GLVertexIDIntegerTextureDrawArrays_helper(1, 1, GL_NO_ERROR); | |
| GLVertexIDIntegerTextureDrawArrays_helper(10000, 1, GL_NO_ERROR); | |
| GLVertexIDIntegerTextureDrawArrays_helper(100000, 1, GL_NO_ERROR); | |
| GLVertexIDIntegerTextureDrawArrays_helper(1000000, 1, GL_NO_ERROR); | |
| GLVertexIDIntegerTextureDrawArrays_helper(0, 2, GL_NO_ERROR); | |
| GLVertexIDIntegerTextureDrawArrays_helper(1, 2, GL_NO_ERROR); | |
| GLVertexIDIntegerTextureDrawArrays_helper(10000, 2, GL_NO_ERROR); | |
| GLVertexIDIntegerTextureDrawArrays_helper(100000, 2, GL_NO_ERROR); | |
| GLVertexIDIntegerTextureDrawArrays_helper(1000000, 2, GL_NO_ERROR); | |
| int32_t int32Max = 0x7FFFFFFF; | |
| GLVertexIDIntegerTextureDrawArrays_helper(int32Max - 2, 1, GL_OUT_OF_MEMORY); | |
| GLVertexIDIntegerTextureDrawArrays_helper(int32Max - 1, 1, GL_OUT_OF_MEMORY); | |
| GLVertexIDIntegerTextureDrawArrays_helper(int32Max, 1, GL_OUT_OF_MEMORY); | |
| } | |
| // Draw an array of points with the first vertex offset at 5 using gl_VertexID | |
| TEST_P(GLSLTest_ES3, GLVertexIDOffsetFiveDrawArray) | |
| { | |
| // http://anglebug.com/4092 | |
| ANGLE_SKIP_TEST_IF(isSwiftshader()); | |
| // Bug in Nexus drivers, offset does not work. (anglebug.com/3264) | |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES()); | |
| constexpr int kStartIndex = 5; | |
| constexpr int kArrayLength = 5; | |
| constexpr char kVS[] = R"(#version 300 es | |
| precision highp float; | |
| void main() { | |
| gl_Position = vec4(float(gl_VertexID)/10.0, 0, 0, 1); | |
| gl_PointSize = 3.0; | |
| })"; | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 outColor; | |
| void main() { | |
| outColor = vec4(1.0, 0.0, 0.0, 1.0); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| glUseProgram(program); | |
| glDrawArrays(GL_POINTS, kStartIndex, kArrayLength); | |
| double pointCenterX = static_cast<double>(getWindowWidth()) / 2.0; | |
| double pointCenterY = static_cast<double>(getWindowHeight()) / 2.0; | |
| for (int i = kStartIndex; i < kStartIndex + kArrayLength; i++) | |
| { | |
| double pointOffsetX = static_cast<double>(i * getWindowWidth()) / 20.0; | |
| EXPECT_PIXEL_COLOR_EQ(static_cast<int>(pointCenterX + pointOffsetX), | |
| static_cast<int>(pointCenterY), GLColor::red); | |
| } | |
| } | |
| TEST_P(GLSLTest, ElseIfRewriting) | |
| { | |
| constexpr char kVS[] = | |
| "attribute vec4 a_position;\n" | |
| "varying float v;\n" | |
| "void main() {\n" | |
| " gl_Position = a_position;\n" | |
| " v = 1.0;\n" | |
| " if (a_position.x <= 0.5) {\n" | |
| " v = 0.0;\n" | |
| " } else if (a_position.x >= 0.5) {\n" | |
| " v = 2.0;\n" | |
| " }\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "precision highp float;\n" | |
| "varying float v;\n" | |
| "void main() {\n" | |
| " vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| " if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n" | |
| " if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n" | |
| " gl_FragColor = color;\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| drawQuad(program, "a_position", 0.5f); | |
| EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); | |
| EXPECT_PIXEL_EQ(getWindowWidth() - 1, 0, 0, 255, 0, 255); | |
| } | |
| TEST_P(GLSLTest, TwoElseIfRewriting) | |
| { | |
| constexpr char kVS[] = | |
| "attribute vec4 a_position;\n" | |
| "varying float v;\n" | |
| "void main() {\n" | |
| " gl_Position = a_position;\n" | |
| " if (a_position.x == 0.0) {\n" | |
| " v = 1.0;\n" | |
| " } else if (a_position.x > 0.5) {\n" | |
| " v = 0.0;\n" | |
| " } else if (a_position.x > 0.75) {\n" | |
| " v = 0.5;\n" | |
| " }\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "precision highp float;\n" | |
| "varying float v;\n" | |
| "void main() {\n" | |
| " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| } | |
| TEST_P(GLSLTest, FrontFacingAndVarying) | |
| { | |
| EGLPlatformParameters platform = GetParam().eglParameters; | |
| constexpr char kVS[] = R"(attribute vec4 a_position; | |
| varying float v_varying; | |
| void main() | |
| { | |
| v_varying = a_position.x; | |
| gl_Position = a_position; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying float v_varying; | |
| void main() | |
| { | |
| vec4 c; | |
| if (gl_FrontFacing) | |
| { | |
| c = vec4(v_varying, 0, 0, 1.0); | |
| } | |
| else | |
| { | |
| c = vec4(0, v_varying, 0, 1.0); | |
| } | |
| gl_FragColor = c; | |
| })"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| // Compilation should fail on D3D11 feature level 9_3, since gl_FrontFacing isn't supported. | |
| if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) | |
| { | |
| if (platform.majorVersion == 9 && platform.minorVersion == 3) | |
| { | |
| EXPECT_EQ(0u, program); | |
| return; | |
| } | |
| } | |
| // Otherwise, compilation should succeed | |
| EXPECT_NE(0u, program); | |
| } | |
| // Test that we can release the shader compiler and still compile things properly. | |
| TEST_P(GLSLTest, ReleaseCompilerThenCompile) | |
| { | |
| // Draw with the first program. | |
| ANGLE_GL_PROGRAM(program1, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); | |
| drawQuad(program1, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); | |
| // Clear and release shader compiler. | |
| glClearColor(0.0f, 1.0f, 0.0f, 1.0f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| glReleaseShaderCompiler(); | |
| ASSERT_GL_NO_ERROR(); | |
| // Draw with a second program. | |
| ANGLE_GL_PROGRAM(program2, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); | |
| drawQuad(program2, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); | |
| } | |
| // Verify that linking shaders declaring different shading language versions fails. | |
| TEST_P(GLSLTest_ES3, VersionMismatch) | |
| { | |
| GLuint program = CompileProgram(essl3_shaders::vs::Simple(), essl1_shaders::fs::Red()); | |
| EXPECT_EQ(0u, program); | |
| program = CompileProgram(essl1_shaders::vs::Simple(), essl3_shaders::fs::Red()); | |
| EXPECT_EQ(0u, program); | |
| } | |
| // Verify that declaring varying as invariant only in vertex shader fails in ESSL 1.00. | |
| TEST_P(GLSLTest, InvariantVaryingOut) | |
| { | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "varying float v_varying;\n" | |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "attribute vec4 a_position;\n" | |
| "invariant varying float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_EQ(0u, program); | |
| } | |
| // Verify that declaring varying as invariant only in vertex shader succeeds in ESSL 3.00. | |
| TEST_P(GLSLTest_ES3, InvariantVaryingOut) | |
| { | |
| // TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader | |
| // for varyings which are invariant in vertex shader (http://anglebug.com/1293) | |
| ANGLE_SKIP_TEST_IF(IsDesktopOpenGL()); | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "in float v_varying;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in vec4 a_position;\n" | |
| "invariant out float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that declaring varying as invariant only in fragment shader fails in ESSL 1.00. | |
| TEST_P(GLSLTest, InvariantVaryingIn) | |
| { | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "invariant varying float v_varying;\n" | |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "attribute vec4 a_position;\n" | |
| "varying float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_EQ(0u, program); | |
| } | |
| // Verify that declaring varying as invariant only in fragment shader fails in ESSL 3.00. | |
| TEST_P(GLSLTest_ES3, InvariantVaryingIn) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "invariant in float v_varying;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in vec4 a_position;\n" | |
| "out float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_EQ(0u, program); | |
| } | |
| // Verify that declaring varying as invariant in both shaders succeeds in ESSL 1.00. | |
| TEST_P(GLSLTest, InvariantVaryingBoth) | |
| { | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "invariant varying float v_varying;\n" | |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "attribute vec4 a_position;\n" | |
| "invariant varying float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that declaring varying as invariant in both shaders fails in ESSL 3.00. | |
| TEST_P(GLSLTest_ES3, InvariantVaryingBoth) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "invariant in float v_varying;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in vec4 a_position;\n" | |
| "invariant out float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_EQ(0u, program); | |
| } | |
| // Verify that declaring gl_Position as invariant succeeds in ESSL 1.00. | |
| TEST_P(GLSLTest, InvariantGLPosition) | |
| { | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "varying float v_varying;\n" | |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "attribute vec4 a_position;\n" | |
| "invariant gl_Position;\n" | |
| "varying float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that declaring gl_Position as invariant succeeds in ESSL 3.00. | |
| TEST_P(GLSLTest_ES3, InvariantGLPosition) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "in float v_varying;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in vec4 a_position;\n" | |
| "invariant gl_Position;\n" | |
| "out float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that using invariant(all) in both shaders fails in ESSL 1.00. | |
| TEST_P(GLSLTest, InvariantAllBoth) | |
| { | |
| constexpr char kFS[] = | |
| "#pragma STDGL invariant(all)\n" | |
| "precision mediump float;\n" | |
| "varying float v_varying;\n" | |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "#pragma STDGL invariant(all)\n" | |
| "attribute vec4 a_position;\n" | |
| "varying float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_EQ(0u, program); | |
| } | |
| // Verify that functions without return statements still compile | |
| TEST_P(GLSLTest, MissingReturnFloat) | |
| { | |
| constexpr char kVS[] = | |
| "varying float v_varying;\n" | |
| "float f() { if (v_varying > 0.0) return 1.0; }\n" | |
| "void main() { gl_Position = vec4(f(), 0, 0, 1); }\n"; | |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that functions without return statements still compile | |
| TEST_P(GLSLTest, MissingReturnVec2) | |
| { | |
| constexpr char kVS[] = | |
| "varying float v_varying;\n" | |
| "vec2 f() { if (v_varying > 0.0) return vec2(1.0, 1.0); }\n" | |
| "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; | |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that functions without return statements still compile | |
| TEST_P(GLSLTest, MissingReturnVec3) | |
| { | |
| constexpr char kVS[] = | |
| "varying float v_varying;\n" | |
| "vec3 f() { if (v_varying > 0.0) return vec3(1.0, 1.0, 1.0); }\n" | |
| "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; | |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that functions without return statements still compile | |
| TEST_P(GLSLTest, MissingReturnVec4) | |
| { | |
| constexpr char kVS[] = | |
| "varying float v_varying;\n" | |
| "vec4 f() { if (v_varying > 0.0) return vec4(1.0, 1.0, 1.0, 1.0); }\n" | |
| "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; | |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that functions without return statements still compile | |
| TEST_P(GLSLTest, MissingReturnIVec4) | |
| { | |
| constexpr char kVS[] = | |
| "varying float v_varying;\n" | |
| "ivec4 f() { if (v_varying > 0.0) return ivec4(1, 1, 1, 1); }\n" | |
| "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; | |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that functions without return statements still compile | |
| TEST_P(GLSLTest, MissingReturnMat4) | |
| { | |
| constexpr char kVS[] = | |
| "varying float v_varying;\n" | |
| "mat4 f() { if (v_varying > 0.0) return mat4(1.0); }\n" | |
| "void main() { gl_Position = vec4(f()[0][0], 0, 0, 1); }\n"; | |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that functions without return statements still compile | |
| TEST_P(GLSLTest, MissingReturnStruct) | |
| { | |
| constexpr char kVS[] = | |
| "varying float v_varying;\n" | |
| "struct s { float a; int b; vec2 c; };\n" | |
| "s f() { if (v_varying > 0.0) return s(1.0, 1, vec2(1.0, 1.0)); }\n" | |
| "void main() { gl_Position = vec4(f().a, 0, 0, 1); }\n"; | |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that functions without return statements still compile | |
| TEST_P(GLSLTest_ES3, MissingReturnArray) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in float v_varying;\n" | |
| "vec2[2] f() { if (v_varying > 0.0) { return vec2[2](vec2(1.0, 1.0), vec2(1.0, 1.0)); } }\n" | |
| "void main() { gl_Position = vec4(f()[0].x, 0, 0, 1); }\n"; | |
| GLuint program = CompileProgram(kVS, essl3_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that functions without return statements still compile | |
| TEST_P(GLSLTest_ES3, MissingReturnArrayOfStructs) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in float v_varying;\n" | |
| "struct s { float a; int b; vec2 c; };\n" | |
| "s[2] f() { if (v_varying > 0.0) { return s[2](s(1.0, 1, vec2(1.0, 1.0)), s(1.0, 1, " | |
| "vec2(1.0, 1.0))); } }\n" | |
| "void main() { gl_Position = vec4(f()[0].a, 0, 0, 1); }\n"; | |
| GLuint program = CompileProgram(kVS, essl3_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that functions without return statements still compile | |
| TEST_P(GLSLTest_ES3, MissingReturnStructOfArrays) | |
| { | |
| // TODO(crbug.com/998505): Test failing on Android FYI Release (NVIDIA Shield TV) | |
| ANGLE_SKIP_TEST_IF(IsNVIDIAShield()); | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in float v_varying;\n" | |
| "struct s { float a[2]; int b[2]; vec2 c[2]; };\n" | |
| "s f() { if (v_varying > 0.0) { return s(float[2](1.0, 1.0), int[2](1, 1)," | |
| "vec2[2](vec2(1.0, 1.0), vec2(1.0, 1.0))); } }\n" | |
| "void main() { gl_Position = vec4(f().a[0], 0, 0, 1); }\n"; | |
| GLuint program = CompileProgram(kVS, essl3_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that using invariant(all) in both shaders fails in ESSL 3.00. | |
| TEST_P(GLSLTest_ES3, InvariantAllBoth) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "#pragma STDGL invariant(all)\n" | |
| "precision mediump float;\n" | |
| "in float v_varying;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "#pragma STDGL invariant(all)\n" | |
| "in vec4 a_position;\n" | |
| "out float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_EQ(0u, program); | |
| } | |
| // Verify that using invariant(all) only in fragment shader succeeds in ESSL 1.00. | |
| TEST_P(GLSLTest, InvariantAllIn) | |
| { | |
| constexpr char kFS[] = | |
| "#pragma STDGL invariant(all)\n" | |
| "precision mediump float;\n" | |
| "varying float v_varying;\n" | |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "attribute vec4 a_position;\n" | |
| "varying float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Verify that using invariant(all) only in fragment shader fails in ESSL 3.00. | |
| TEST_P(GLSLTest_ES3, InvariantAllIn) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "#pragma STDGL invariant(all)\n" | |
| "precision mediump float;\n" | |
| "in float v_varying;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in vec4 a_position;\n" | |
| "out float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_EQ(0u, program); | |
| } | |
| // Verify that using invariant(all) only in vertex shader fails in ESSL 1.00. | |
| TEST_P(GLSLTest, InvariantAllOut) | |
| { | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "varying float v_varying;\n" | |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "#pragma STDGL invariant(all)\n" | |
| "attribute vec4 a_position;\n" | |
| "varying float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_EQ(0u, program); | |
| } | |
| // Verify that using invariant(all) only in vertex shader succeeds in ESSL 3.00. | |
| TEST_P(GLSLTest_ES3, InvariantAllOut) | |
| { | |
| // TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader | |
| // for varyings which are invariant in vertex shader, | |
| // because of invariant(all) being used in vertex shader (http://anglebug.com/1293) | |
| ANGLE_SKIP_TEST_IF(IsDesktopOpenGL()); | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "in float v_varying;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "#pragma STDGL invariant(all)\n" | |
| "in vec4 a_position;\n" | |
| "out float v_varying;\n" | |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_NE(0u, program); | |
| } | |
| TEST_P(GLSLTest, MaxVaryingVec4) | |
| { | |
| // TODO(geofflang): Find out why this doesn't compile on Apple AMD OpenGL drivers | |
| // (http://anglebug.com/1291) | |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD() && IsOpenGL()); | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true); | |
| } | |
| // Verify we can pack registers with one builtin varying. | |
| TEST_P(GLSLTest, MaxVaryingVec4_OneBuiltin) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| // Generate shader code that uses gl_FragCoord. | |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 1, 0, true, false, false, true); | |
| } | |
| // Verify we can pack registers with two builtin varyings. | |
| TEST_P(GLSLTest, MaxVaryingVec4_TwoBuiltins) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| // Generate shader code that uses gl_FragCoord and gl_PointCoord. | |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true); | |
| } | |
| // Verify we can pack registers with three builtin varyings. | |
| TEST_P(GLSLTest, MaxVaryingVec4_ThreeBuiltins) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| // Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize. | |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 3, 0, true, true, true, true); | |
| } | |
| // This covers a problematic case in D3D9 - we are limited by the number of available semantics, | |
| // rather than total register use. | |
| TEST_P(GLSLTest, MaxVaryingsSpecialCases) | |
| { | |
| ANGLE_SKIP_TEST_IF(!IsD3D9()); | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(maxVaryings, 0, 0, 0, 0, 0, 0, 0, true, false, false, false); | |
| VaryingTestBase(maxVaryings - 1, 0, 0, 0, 0, 0, 0, 0, true, true, false, false); | |
| VaryingTestBase(maxVaryings - 2, 0, 0, 0, 0, 0, 0, 0, true, true, false, true); | |
| // Special case for gl_PointSize: we get it for free on D3D9. | |
| VaryingTestBase(maxVaryings - 2, 0, 0, 0, 0, 0, 0, 0, true, true, true, true); | |
| } | |
| // This covers a problematic case in D3D9 - we are limited by the number of available semantics, | |
| // rather than total register use. | |
| TEST_P(GLSLTest, MaxMinusTwoVaryingVec2PlusOneSpecialVariable) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| // Generate shader code that uses gl_FragCoord. | |
| VaryingTestBase(0, 0, maxVaryings, 0, 0, 0, 0, 0, true, false, false, !IsD3D9()); | |
| } | |
| TEST_P(GLSLTest, MaxVaryingVec3) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(0, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true); | |
| } | |
| TEST_P(GLSLTest, MaxVaryingVec3Array) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true); | |
| } | |
| // Only fails on D3D9 because of packing limitations. | |
| TEST_P(GLSLTest, MaxVaryingVec3AndOneFloat) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, !IsD3D9()); | |
| } | |
| // Only fails on D3D9 because of packing limitations. | |
| TEST_P(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, !IsD3D9()); | |
| } | |
| // Only fails on D3D9 because of packing limitations. | |
| TEST_P(GLSLTest, TwiceMaxVaryingVec2) | |
| { | |
| // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver | |
| // (http://anglebug.com/3849) | |
| ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGLES()); | |
| // TODO(geofflang): Find out why this doesn't compile on Apple AMD OpenGL drivers | |
| // (http://anglebug.com/1291) | |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD() && IsOpenGL()); | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, !IsD3D9()); | |
| } | |
| // Disabled because of a failure in D3D9 | |
| TEST_P(GLSLTest, MaxVaryingVec2Arrays) | |
| { | |
| ANGLE_SKIP_TEST_IF(IsD3DSM3()); | |
| // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver | |
| ANGLE_SKIP_TEST_IF(IsOpenGLES()); | |
| // TODO(geofflang): Find out why this doesn't compile on Apple AMD OpenGL drivers | |
| // (http://anglebug.com/1291) | |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD() && IsOpenGL()); | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| // Special case: because arrays of mat2 are packed as small grids of two rows by two columns, | |
| // we should be aware that when we're packing into an odd number of varying registers the | |
| // last row will be empty and can not fit the final vec2 arrary. | |
| GLint maxVec2Arrays = (maxVaryings >> 1) << 1; | |
| VaryingTestBase(0, 0, 0, maxVec2Arrays, 0, 0, 0, 0, false, false, false, true); | |
| } | |
| // Verify shader source with a fixed length that is less than the null-terminated length will | |
| // compile. | |
| TEST_P(GLSLTest, FixedShaderLength) | |
| { | |
| GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); | |
| const std::string appendGarbage = "abcdefghijklmnopqrstuvwxyz"; | |
| const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage; | |
| const char *sourceArray[1] = {source.c_str()}; | |
| GLint lengths[1] = {static_cast<GLint>(source.length() - appendGarbage.length())}; | |
| glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); | |
| glCompileShader(shader); | |
| GLint compileResult; | |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); | |
| EXPECT_NE(compileResult, 0); | |
| } | |
| // Verify that a negative shader source length is treated as a null-terminated length. | |
| TEST_P(GLSLTest, NegativeShaderLength) | |
| { | |
| GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); | |
| const char *sourceArray[1] = {essl1_shaders::fs::Red()}; | |
| GLint lengths[1] = {-10}; | |
| glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); | |
| glCompileShader(shader); | |
| GLint compileResult; | |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); | |
| EXPECT_NE(compileResult, 0); | |
| } | |
| // Check that having an invalid char after the "." doesn't cause an assert. | |
| TEST_P(GLSLTest, InvalidFieldFirstChar) | |
| { | |
| GLuint shader = glCreateShader(GL_VERTEX_SHADER); | |
| const char *source = "void main() {vec4 x; x.}"; | |
| glShaderSource(shader, 1, &source, 0); | |
| glCompileShader(shader); | |
| GLint compileResult; | |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); | |
| EXPECT_EQ(0, compileResult); | |
| } | |
| // Verify that a length array with mixed positive and negative values compiles. | |
| TEST_P(GLSLTest, MixedShaderLengths) | |
| { | |
| GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); | |
| const char *sourceArray[] = { | |
| "void main()", | |
| "{", | |
| " gl_FragColor = vec4(0, 0, 0, 0);", | |
| "}", | |
| }; | |
| GLint lengths[] = { | |
| -10, | |
| 1, | |
| static_cast<GLint>(strlen(sourceArray[2])), | |
| -1, | |
| }; | |
| ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths)); | |
| glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); | |
| glCompileShader(shader); | |
| GLint compileResult; | |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); | |
| EXPECT_NE(compileResult, 0); | |
| } | |
| // Verify that zero-length shader source does not affect shader compilation. | |
| TEST_P(GLSLTest, ZeroShaderLength) | |
| { | |
| GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); | |
| const char *sourceArray[] = { | |
| "abcdefg", "34534", "void main() { gl_FragColor = vec4(0, 0, 0, 0); }", "", "abcdefghijklm", | |
| }; | |
| GLint lengths[] = { | |
| 0, 0, -1, 0, 0, | |
| }; | |
| ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths)); | |
| glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); | |
| glCompileShader(shader); | |
| GLint compileResult; | |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); | |
| EXPECT_NE(compileResult, 0); | |
| } | |
| // Tests that bad index expressions don't crash ANGLE's translator. | |
| // https://code.google.com/p/angleproject/issues/detail?id=857 | |
| TEST_P(GLSLTest, BadIndexBug) | |
| { | |
| constexpr char kFSSourceVec[] = | |
| "precision mediump float;\n" | |
| "uniform vec4 uniformVec;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = vec4(uniformVec[int()]);\n" | |
| "}"; | |
| GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFSSourceVec); | |
| EXPECT_EQ(0u, shader); | |
| if (shader != 0) | |
| { | |
| glDeleteShader(shader); | |
| } | |
| constexpr char kFSSourceMat[] = | |
| "precision mediump float;\n" | |
| "uniform mat4 uniformMat;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = vec4(uniformMat[int()]);\n" | |
| "}"; | |
| shader = CompileShader(GL_FRAGMENT_SHADER, kFSSourceMat); | |
| EXPECT_EQ(0u, shader); | |
| if (shader != 0) | |
| { | |
| glDeleteShader(shader); | |
| } | |
| constexpr char kFSSourceArray[] = | |
| "precision mediump float;\n" | |
| "uniform vec4 uniformArray;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = vec4(uniformArray[int()]);\n" | |
| "}"; | |
| shader = CompileShader(GL_FRAGMENT_SHADER, kFSSourceArray); | |
| EXPECT_EQ(0u, shader); | |
| if (shader != 0) | |
| { | |
| glDeleteShader(shader); | |
| } | |
| } | |
| // Test that structs defined in uniforms are translated correctly. | |
| TEST_P(GLSLTest, StructSpecifiersUniforms) | |
| { | |
| constexpr char kFS[] = R"(precision mediump float; | |
| uniform struct S { float field; } s; | |
| void main() | |
| { | |
| gl_FragColor = vec4(1, 0, 0, 1); | |
| gl_FragColor.a += s.field; | |
| })"; | |
| GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFS); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Test that structs declaration followed directly by an initialization is translated correctly. | |
| TEST_P(GLSLTest, StructWithInitializer) | |
| { | |
| constexpr char kFS[] = R"(precision mediump float; | |
| struct S { float a; } s = S(1.0); | |
| void main() | |
| { | |
| gl_FragColor = vec4(0, 0, 0, 1); | |
| gl_FragColor.r += s.a; | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| glUseProgram(program); | |
| // Test drawing, should be red. | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| // Test that structs without initializer, followed by a uniform usage works as expected. | |
| TEST_P(GLSLTest, UniformStructWithoutInitializer) | |
| { | |
| constexpr char kFS[] = R"(precision mediump float; | |
| struct S { float a; }; | |
| uniform S u_s; | |
| void main() | |
| { | |
| gl_FragColor = vec4(u_s.a); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| glUseProgram(program); | |
| // Test drawing, should be red. | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack); | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| // Test that structs declaration followed directly by an initialization in a uniform. | |
| TEST_P(GLSLTest, StructWithUniformInitializer) | |
| { | |
| constexpr char kFS[] = R"(precision mediump float; | |
| struct S { float a; } s = S(1.0); | |
| uniform S us; | |
| void main() | |
| { | |
| gl_FragColor = vec4(0, 0, 0, 1); | |
| gl_FragColor.r += s.a; | |
| gl_FragColor.g += us.a; | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| glUseProgram(program); | |
| // Test drawing, should be red. | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| // Test that gl_DepthRange is not stored as a uniform location. Since uniforms | |
| // beginning with "gl_" are filtered out by our validation logic, we must | |
| // bypass the validation to test the behaviour of the implementation. | |
| // (note this test is still Impl-independent) | |
| TEST_P(GLSLTestNoValidation, DepthRangeUniforms) | |
| { | |
| constexpr char kFS[] = R"(precision mediump float; | |
| void main() | |
| { | |
| gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| // We need to bypass validation for this call. | |
| GLint nearIndex = glGetUniformLocation(program.get(), "gl_DepthRange.near"); | |
| EXPECT_EQ(-1, nearIndex); | |
| // Test drawing does not throw an exception. | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| std::string GenerateSmallPowShader(double base, double exponent) | |
| { | |
| std::stringstream stream; | |
| stream.precision(8); | |
| double result = pow(base, exponent); | |
| stream << "precision highp float;\n" | |
| << "float fun(float arg)\n" | |
| << "{\n" | |
| << " return pow(arg, " << std::fixed << exponent << ");\n" | |
| << "}\n" | |
| << "\n" | |
| << "void main()\n" | |
| << "{\n" | |
| << " const float a = " << std::scientific << base << ";\n" | |
| << " float b = fun(a);\n" | |
| << " if (abs(" << result << " - b) < " << std::abs(result * 0.001) << ")\n" | |
| << " {\n" | |
| << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" | |
| << " }\n" | |
| << " else\n" | |
| << " {\n" | |
| << " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| << " }\n" | |
| << "}\n"; | |
| return stream.str(); | |
| } | |
| // Covers the WebGL test 'glsl/bugs/pow-of-small-constant-in-user-defined-function' | |
| // See http://anglebug.com/851 | |
| TEST_P(GLSLTest, PowOfSmallConstant) | |
| { | |
| // Test with problematic exponents that are close to an integer. | |
| std::vector<double> testExponents; | |
| std::array<double, 5> epsilonMultipliers = {-100.0, -1.0, 0.0, 1.0, 100.0}; | |
| for (double epsilonMultiplier : epsilonMultipliers) | |
| { | |
| for (int i = -4; i <= 5; ++i) | |
| { | |
| if (i >= -1 && i <= 1) | |
| continue; | |
| const double epsilon = 1.0e-8; | |
| double bad = static_cast<double>(i) + epsilonMultiplier * epsilon; | |
| testExponents.push_back(bad); | |
| } | |
| } | |
| // Also test with a few exponents that are not close to an integer. | |
| testExponents.push_back(3.6); | |
| testExponents.push_back(3.4); | |
| for (double testExponent : testExponents) | |
| { | |
| const std::string &fragmentShaderSource = GenerateSmallPowShader(1.0e-6, testExponent); | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), fragmentShaderSource.c_str()); | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| EXPECT_GL_NO_ERROR(); | |
| } | |
| } | |
| // Test that fragment shaders which contain non-constant loop indexers and compiled for FL9_3 and | |
| // below | |
| // fail with a specific error message. | |
| // Additionally test that the same fragment shader compiles successfully with feature levels greater | |
| // than FL9_3. | |
| TEST_P(GLSLTest, LoopIndexingValidation) | |
| { | |
| constexpr char kFS[] = R"(precision mediump float; | |
| uniform float loopMax; | |
| void main() | |
| { | |
| gl_FragColor = vec4(1, 0, 0, 1); | |
| for (float l = 0.0; l < loopMax; l++) | |
| { | |
| if (loopMax > 3.0) | |
| { | |
| gl_FragColor.a += 0.1; | |
| } | |
| } | |
| })"; | |
| GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); | |
| const char *sourceArray[1] = {kFS}; | |
| glShaderSource(shader, 1, sourceArray, nullptr); | |
| glCompileShader(shader); | |
| GLint compileResult; | |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); | |
| // If the test is configured to run limited to Feature Level 9_3, then it is | |
| // assumed that shader compilation will fail with an expected error message containing | |
| // "Loop index cannot be compared with non-constant expression" | |
| if ((GetParam() == ES2_D3D11_FL9_3() || GetParam() == ES2_D3D9())) | |
| { | |
| if (compileResult != 0) | |
| { | |
| FAIL() << "Shader compilation succeeded, expected failure"; | |
| } | |
| else | |
| { | |
| GLint infoLogLength; | |
| glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength); | |
| std::string infoLog; | |
| infoLog.resize(infoLogLength); | |
| glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr, &infoLog[0]); | |
| if (infoLog.find("Loop index cannot be compared with non-constant expression") == | |
| std::string::npos) | |
| { | |
| FAIL() << "Shader compilation failed with unexpected error message"; | |
| } | |
| } | |
| } | |
| else | |
| { | |
| EXPECT_NE(0, compileResult); | |
| } | |
| if (shader != 0) | |
| { | |
| glDeleteShader(shader); | |
| } | |
| } | |
| // Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS | |
| // can actually be used. | |
| TEST_P(GLSLTest, VerifyMaxVertexUniformVectors) | |
| { | |
| // crbug.com/680631 | |
| ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel()); | |
| int maxUniforms = 10000; | |
| glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); | |
| EXPECT_GL_NO_ERROR(); | |
| std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl; | |
| CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, 0, 0, true); | |
| } | |
| // Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS | |
| // can actually be used along with the maximum number of texture samplers. | |
| TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsWithSamplers) | |
| { | |
| ANGLE_SKIP_TEST_IF(IsOpenGL() || IsOpenGLES()); | |
| int maxUniforms = 10000; | |
| glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); | |
| EXPECT_GL_NO_ERROR(); | |
| std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl; | |
| int maxTextureImageUnits = 0; | |
| glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits); | |
| CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, maxTextureImageUnits, 0, true); | |
| } | |
| // Tests that the maximum uniforms count + 1 from querying GL_MAX_VERTEX_UNIFORM_VECTORS | |
| // fails shader compilation. | |
| TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsExceeded) | |
| { | |
| int maxUniforms = 10000; | |
| glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); | |
| EXPECT_GL_NO_ERROR(); | |
| std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 << std::endl; | |
| CompileGLSLWithUniformsAndSamplers(maxUniforms + 1, 0, 0, 0, false); | |
| } | |
| // Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS | |
| // can actually be used. | |
| TEST_P(GLSLTest, VerifyMaxFragmentUniformVectors) | |
| { | |
| // crbug.com/680631 | |
| ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel()); | |
| int maxUniforms = 10000; | |
| glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); | |
| EXPECT_GL_NO_ERROR(); | |
| std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS = " << maxUniforms << std::endl; | |
| CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, 0, true); | |
| } | |
| // Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS | |
| // can actually be used along with the maximum number of texture samplers. | |
| TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsWithSamplers) | |
| { | |
| ANGLE_SKIP_TEST_IF(IsOpenGL() || IsOpenGLES()); | |
| int maxUniforms = 10000; | |
| glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); | |
| EXPECT_GL_NO_ERROR(); | |
| int maxTextureImageUnits = 0; | |
| glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits); | |
| CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, maxTextureImageUnits, true); | |
| } | |
| // Tests that the maximum uniforms count + 1 from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS | |
| // fails shader compilation. | |
| TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsExceeded) | |
| { | |
| int maxUniforms = 10000; | |
| glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); | |
| EXPECT_GL_NO_ERROR(); | |
| std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 | |
| << std::endl; | |
| CompileGLSLWithUniformsAndSamplers(0, maxUniforms + 1, 0, 0, false); | |
| } | |
| // Test compiling shaders using the GL_EXT_shader_texture_lod extension | |
| TEST_P(GLSLTest, TextureLOD) | |
| { | |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_shader_texture_lod")); | |
| constexpr char kFS[] = | |
| "#extension GL_EXT_shader_texture_lod : require\n" | |
| "uniform sampler2D u_texture;\n" | |
| "void main() {\n" | |
| " gl_FragColor = texture2DGradEXT(u_texture, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0, " | |
| "0.0));\n" | |
| "}\n"; | |
| GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFS); | |
| ASSERT_NE(0u, shader); | |
| glDeleteShader(shader); | |
| } | |
| // HLSL generates extra lod0 variants of functions. There was a bug that incorrectly reworte | |
| // function calls to use them in vertex shaders. http://anglebug.com/3471 | |
| TEST_P(GLSLTest, TextureLODRewriteInVertexShader) | |
| { | |
| constexpr char kVS[] = R"( | |
| precision highp float; | |
| uniform int uni; | |
| uniform sampler2D texture; | |
| vec4 A(); | |
| vec4 B() { | |
| vec4 a; | |
| for(int r=0; r<14; r++){ | |
| if (r < uni) return vec4(0.0); | |
| a = A(); | |
| } | |
| return a; | |
| } | |
| vec4 A() { | |
| return texture2D(texture, vec2(0.0, 0.0)); | |
| } | |
| void main() { | |
| gl_Position = B(); | |
| })"; | |
| constexpr char kFS[] = R"( | |
| void main() { gl_FragColor = vec4(gl_FragCoord.x / 640.0, gl_FragCoord.y / 480.0, 0, 1); } | |
| )"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| } | |
| // Test to verify the a shader can have a sampler unused in a vertex shader | |
| // but used in the fragment shader. | |
| TEST_P(GLSLTest, VerifySamplerInBothVertexAndFragmentShaders) | |
| { | |
| constexpr char kVS[] = R"( | |
| attribute vec2 position; | |
| varying mediump vec2 texCoord; | |
| uniform sampler2D tex; | |
| void main() | |
| { | |
| gl_Position = vec4(position, 0, 1); | |
| texCoord = position * 0.5 + vec2(0.5); | |
| })"; | |
| constexpr char kFS[] = R"( | |
| varying mediump vec2 texCoord; | |
| uniform sampler2D tex; | |
| void main() | |
| { | |
| gl_FragColor = texture2D(tex, texCoord); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| // Initialize basic red texture. | |
| const std::vector<GLColor> redColors(4, GLColor::red); | |
| GLTexture texture; | |
| glBindTexture(GL_TEXTURE_2D, texture); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, redColors.data()); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| ASSERT_GL_NO_ERROR(); | |
| drawQuad(program, "position", 0.0f); | |
| EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::red); | |
| } | |
| // Test that two constructors which have vec4 and mat2 parameters get disambiguated (issue in | |
| // HLSL). | |
| TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x2) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "in vec4 a_vec;\n" | |
| "in mat2 a_mat;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(a_vec) + vec4(a_mat);\n" | |
| "}"; | |
| GLuint program = CompileProgram(kVS, essl3_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Test that two constructors which have mat2x3 and mat3x2 parameters get disambiguated. | |
| // This was suspected to be an issue in HLSL, but HLSL seems to be able to natively choose between | |
| // the function signatures in this case. | |
| TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x3) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "in mat3x2 a_matA;\n" | |
| "in mat2x3 a_matB;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(a_matA) + vec4(a_matB);\n" | |
| "}"; | |
| GLuint program = CompileProgram(kVS, essl3_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Test that two functions which have vec4 and mat2 parameters get disambiguated (issue in HLSL). | |
| TEST_P(GLSLTest_ES3, AmbiguousFunctionCall2x2) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "in vec4 a_vec;\n" | |
| "in mat2 a_mat;\n" | |
| "vec4 foo(vec4 a)\n" | |
| "{\n" | |
| " return a;\n" | |
| "}\n" | |
| "vec4 foo(mat2 a)\n" | |
| "{\n" | |
| " return vec4(a[0][0]);\n" | |
| "}\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = foo(a_vec) + foo(a_mat);\n" | |
| "}"; | |
| GLuint program = CompileProgram(kVS, essl3_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Test that an user-defined function with a large number of float4 parameters doesn't fail due to | |
| // the function name being too long. | |
| TEST_P(GLSLTest_ES3, LargeNumberOfFloat4Parameters) | |
| { | |
| std::stringstream vertexShaderStream; | |
| const unsigned int paramCount = 1024u; | |
| vertexShaderStream << "#version 300 es\n" | |
| "precision highp float;\n" | |
| "in vec4 a_vec;\n" | |
| "vec4 lotsOfVec4Parameters("; | |
| for (unsigned int i = 0; i < paramCount; ++i) | |
| { | |
| vertexShaderStream << "vec4 a" << i << ", "; | |
| } | |
| vertexShaderStream << "vec4 aLast)\n" | |
| "{\n" | |
| " vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);\n"; | |
| for (unsigned int i = 0; i < paramCount; ++i) | |
| { | |
| vertexShaderStream << " sum += a" << i << ";\n"; | |
| } | |
| vertexShaderStream << " sum += aLast;\n" | |
| " return sum;\n " | |
| "}\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = lotsOfVec4Parameters("; | |
| for (unsigned int i = 0; i < paramCount; ++i) | |
| { | |
| vertexShaderStream << "a_vec, "; | |
| } | |
| vertexShaderStream << "a_vec);\n" | |
| "}"; | |
| GLuint program = CompileProgram(vertexShaderStream.str().c_str(), essl3_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // This test was written specifically to stress DeferGlobalInitializers AST transformation. | |
| // Test a shader where a global constant array is initialized with an expression containing array | |
| // indexing. This initializer is tricky to constant fold, so if it's not constant folded it needs to | |
| // be handled in a way that doesn't generate statements in the global scope in HLSL output. | |
| // Also includes multiple array initializers in one declaration, where only the second one has | |
| // array indexing. This makes sure that the qualifier for the declaration is set correctly if | |
| // transformations are applied to the declaration also in the case of ESSL output. | |
| TEST_P(GLSLTest_ES3, InitGlobalArrayWithArrayIndexing) | |
| { | |
| // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1428 is fixed | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES()); | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "const highp float f[2] = float[2](0.1, 0.2);\n" | |
| "const highp float[2] g = float[2](0.3, 0.4), h = float[2](0.5, f[1]);\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = vec4(h[1]);\n" | |
| "}"; | |
| GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFS); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Test that index-constant sampler array indexing is supported. | |
| TEST_P(GLSLTest, IndexConstantSamplerArrayIndexing) | |
| { | |
| ANGLE_SKIP_TEST_IF(IsD3D11_FL93()); | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "uniform sampler2D uni[2];\n" | |
| "\n" | |
| "float zero(int x)\n" | |
| "{\n" | |
| " return float(x) - float(x);\n" | |
| "}\n" | |
| "\n" | |
| "void main()\n" | |
| "{\n" | |
| " vec4 c = vec4(0,0,0,0);\n" | |
| " for (int ii = 1; ii < 3; ++ii) {\n" | |
| " if (c.x > 255.0) {\n" | |
| " c.x = 255.0 + zero(ii);\n" | |
| " break;\n" | |
| " }\n" | |
| // Index the sampler array with a predictable loop index (index-constant) as opposed to | |
| // a true constant. This is valid in OpenGL ES but isn't in many Desktop OpenGL versions, | |
| // without an extension. | |
| " c += texture2D(uni[ii - 1], vec2(0.5, 0.5));\n" | |
| " }\n" | |
| " gl_FragColor = c;\n" | |
| "}"; | |
| GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFS); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Test that the #pragma directive is supported and doesn't trigger a compilation failure on the | |
| // native driver. The only pragma that gets passed to the OpenGL driver is "invariant" but we don't | |
| // want to test its behavior, so don't use any varyings. | |
| TEST_P(GLSLTest, PragmaDirective) | |
| { | |
| constexpr char kVS[] = | |
| "#pragma STDGL invariant(all)\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). | |
| // The function call that returns the array needs to be evaluated after ++j for the expression to | |
| // return the correct value (true). | |
| TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderArray) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor; \n" | |
| "int[2] func(int param) {\n" | |
| " return int[2](param, param);\n" | |
| "}\n" | |
| "void main() {\n" | |
| " int a[2]; \n" | |
| " for (int i = 0; i < 2; ++i) {\n" | |
| " a[i] = 1;\n" | |
| " }\n" | |
| " int j = 0; \n" | |
| " bool result = ((++j), (a == func(j)));\n" | |
| " my_FragColor = vec4(0.0, (result ? 1.0 : 0.0), 0.0, 1.0);\n" | |
| "}\n"; | |
| GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFS); | |
| ASSERT_NE(0u, program); | |
| drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). | |
| // The short-circuiting expression needs to be evaluated after ++j for the expression to return the | |
| // correct value (true). | |
| TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderShortCircuit) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor; \n" | |
| "void main() {\n" | |
| " int j = 0; \n" | |
| " bool result = ((++j), (j == 1 ? true : (++j == 3)));\n" | |
| " my_FragColor = vec4(0.0, ((result && j == 1) ? 1.0 : 0.0), 0.0, 1.0);\n" | |
| "}\n"; | |
| GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFS); | |
| ASSERT_NE(0u, program); | |
| drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). | |
| // Indexing the vector needs to be evaluated after func() for the right result. | |
| TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderDynamicVectorIndexingInLValue) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform int u_zero;\n" | |
| "int sideEffectCount = 0;\n" | |
| "float func() {\n" | |
| " ++sideEffectCount;\n" | |
| " return -1.0;\n" | |
| "}\n" | |
| "void main() {\n" | |
| " vec4 v = vec4(0.0, 2.0, 4.0, 6.0); \n" | |
| " float f = (func(), (++v[u_zero + sideEffectCount]));\n" | |
| " bool green = abs(f - 3.0) < 0.01 && abs(v[1] - 3.0) < 0.01 && sideEffectCount == 1;\n" | |
| " my_FragColor = vec4(0.0, (green ? 1.0 : 0.0), 0.0, 1.0);\n" | |
| "}\n"; | |
| GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFS); | |
| ASSERT_NE(0u, program); | |
| drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that using gl_PointCoord with GL_TRIANGLES doesn't produce a link error. | |
| // From WebGL test conformance/rendering/point-specific-shader-variables.html | |
| // See http://anglebug.com/1380 | |
| TEST_P(GLSLTest, RenderTrisWithPointCoord) | |
| { | |
| constexpr char kVS[] = | |
| "attribute vec2 aPosition;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(aPosition, 0, 1);\n" | |
| " gl_PointSize = 1.0;\n" | |
| "}"; | |
| constexpr char kFS[] = | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = vec4(gl_PointCoord.xy, 0, 1);\n" | |
| " gl_FragColor = vec4(0, 1, 0, 1);\n" | |
| "}"; | |
| ANGLE_GL_PROGRAM(prog, kVS, kFS); | |
| drawQuad(prog.get(), "aPosition", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Convers a bug with the integer pow statement workaround. | |
| TEST_P(GLSLTest, NestedPowStatements) | |
| { | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "float func(float v)\n" | |
| "{\n" | |
| " float f1 = pow(v, 2.0);\n" | |
| " return pow(f1 + v, 2.0);\n" | |
| "}\n" | |
| "void main()\n" | |
| "{\n" | |
| " float v = func(2.0);\n" | |
| " gl_FragColor = abs(v - 36.0) < 0.001 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" | |
| "}"; | |
| ANGLE_GL_PROGRAM(prog, essl1_shaders::vs::Simple(), kFS); | |
| drawQuad(prog.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that -float calculation is correct. | |
| TEST_P(GLSLTest_ES3, UnaryMinusOperatorFloat) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "out highp vec4 o_color;\n" | |
| "void main() {\n" | |
| " highp float f = -1.0;\n" | |
| " // atan(tan(0.5), -f) should be 0.5.\n" | |
| " highp float v = atan(tan(0.5), -f);\n" | |
| " o_color = abs(v - 0.5) < 0.001 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(prog, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(prog.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that atan(vec2, vec2) calculation is correct. | |
| TEST_P(GLSLTest_ES3, AtanVec2) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "out highp vec4 o_color;\n" | |
| "void main() {\n" | |
| " highp float f = 1.0;\n" | |
| " // atan(tan(0.5), f) should be 0.5.\n" | |
| " highp vec2 v = atan(vec2(tan(0.5)), vec2(f));\n" | |
| " o_color = (abs(v[0] - 0.5) < 0.001 && abs(v[1] - 0.5) < 0.001) ? vec4(0, 1, 0, 1) : " | |
| "vec4(1, 0, 0, 1);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(prog, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(prog.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Convers a bug with the unary minus operator on signed integer workaround. | |
| TEST_P(GLSLTest_ES3, UnaryMinusOperatorSignedInt) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in highp vec4 position;\n" | |
| "out mediump vec4 v_color;\n" | |
| "uniform int ui_one;\n" | |
| "uniform int ui_two;\n" | |
| "uniform int ui_three;\n" | |
| "void main() {\n" | |
| " int s[3];\n" | |
| " s[0] = ui_one;\n" | |
| " s[1] = -(-(-ui_two + 1) + 1);\n" // s[1] = -ui_two | |
| " s[2] = ui_three;\n" | |
| " int result = 0;\n" | |
| " for (int i = 0; i < ui_three; i++) {\n" | |
| " result += s[i];\n" | |
| " }\n" | |
| " v_color = (result == 2) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" | |
| " gl_Position = position;\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "in mediump vec4 v_color;\n" | |
| "layout(location=0) out mediump vec4 o_color;\n" | |
| "void main() {\n" | |
| " o_color = v_color;\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(prog, kVS, kFS); | |
| GLint oneIndex = glGetUniformLocation(prog.get(), "ui_one"); | |
| ASSERT_NE(-1, oneIndex); | |
| GLint twoIndex = glGetUniformLocation(prog.get(), "ui_two"); | |
| ASSERT_NE(-1, twoIndex); | |
| GLint threeIndex = glGetUniformLocation(prog.get(), "ui_three"); | |
| ASSERT_NE(-1, threeIndex); | |
| glUseProgram(prog.get()); | |
| glUniform1i(oneIndex, 1); | |
| glUniform1i(twoIndex, 2); | |
| glUniform1i(threeIndex, 3); | |
| drawQuad(prog.get(), "position", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Convers a bug with the unary minus operator on unsigned integer workaround. | |
| TEST_P(GLSLTest_ES3, UnaryMinusOperatorUnsignedInt) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in highp vec4 position;\n" | |
| "out mediump vec4 v_color;\n" | |
| "uniform uint ui_one;\n" | |
| "uniform uint ui_two;\n" | |
| "uniform uint ui_three;\n" | |
| "void main() {\n" | |
| " uint s[3];\n" | |
| " s[0] = ui_one;\n" | |
| " s[1] = -(-(-ui_two + 1u) + 1u);\n" // s[1] = -ui_two | |
| " s[2] = ui_three;\n" | |
| " uint result = 0u;\n" | |
| " for (uint i = 0u; i < ui_three; i++) {\n" | |
| " result += s[i];\n" | |
| " }\n" | |
| " v_color = (result == 2u) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" | |
| " gl_Position = position;\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "in mediump vec4 v_color;\n" | |
| "layout(location=0) out mediump vec4 o_color;\n" | |
| "void main() {\n" | |
| " o_color = v_color;\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(prog, kVS, kFS); | |
| GLint oneIndex = glGetUniformLocation(prog.get(), "ui_one"); | |
| ASSERT_NE(-1, oneIndex); | |
| GLint twoIndex = glGetUniformLocation(prog.get(), "ui_two"); | |
| ASSERT_NE(-1, twoIndex); | |
| GLint threeIndex = glGetUniformLocation(prog.get(), "ui_three"); | |
| ASSERT_NE(-1, threeIndex); | |
| glUseProgram(prog.get()); | |
| glUniform1ui(oneIndex, 1u); | |
| glUniform1ui(twoIndex, 2u); | |
| glUniform1ui(threeIndex, 3u); | |
| drawQuad(prog.get(), "position", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test a nested sequence operator with a ternary operator inside. The ternary operator is | |
| // intended to be such that it gets converted to an if statement on the HLSL backend. | |
| TEST_P(GLSLTest, NestedSequenceOperatorWithTernaryInside) | |
| { | |
| // Note that the uniform keep_flop_positive doesn't need to be set - the test expects it to have | |
| // its default value false. | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "uniform bool keep_flop_positive;\n" | |
| "float flop;\n" | |
| "void main() {\n" | |
| " flop = -1.0,\n" | |
| " (flop *= -1.0,\n" | |
| " keep_flop_positive ? 0.0 : flop *= -1.0),\n" | |
| " gl_FragColor = vec4(0, -flop, 0, 1);\n" | |
| "}"; | |
| ANGLE_GL_PROGRAM(prog, essl1_shaders::vs::Simple(), kFS); | |
| drawQuad(prog.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that using a sampler2D and samplerExternalOES in the same shader works (anglebug.com/1534) | |
| TEST_P(GLSLTest, ExternalAnd2DSampler) | |
| { | |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_EGL_image_external")); | |
| constexpr char kFS[] = R"(#extension GL_OES_EGL_image_external : enable | |
| precision mediump float; | |
| uniform samplerExternalOES tex0; | |
| uniform sampler2D tex1; | |
| void main(void) | |
| { | |
| vec2 uv = vec2(0.0, 0.0); | |
| gl_FragColor = texture2D(tex0, uv) + texture2D(tex1, uv); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| } | |
| // Test that literal infinity can be written out from the shader translator. | |
| // A similar test can't be made for NaNs, since ESSL 3.00.6 requirements for NaNs are very loose. | |
| TEST_P(GLSLTest_ES3, LiteralInfinityOutput) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "out vec4 out_color;\n" | |
| "uniform float u;\n" | |
| "void main()\n" | |
| "{\n" | |
| " float infVar = 1.0e40 - u;\n" | |
| " bool correct = isinf(infVar) && infVar > 0.0;\n" | |
| " out_color = correct ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that literal negative infinity can be written out from the shader translator. | |
| // A similar test can't be made for NaNs, since ESSL 3.00.6 requirements for NaNs are very loose. | |
| TEST_P(GLSLTest_ES3, LiteralNegativeInfinityOutput) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "out vec4 out_color;\n" | |
| "uniform float u;\n" | |
| "void main()\n" | |
| "{\n" | |
| " float infVar = -1.0e40 + u;\n" | |
| " bool correct = isinf(infVar) && infVar < 0.0;\n" | |
| " out_color = correct ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // The following MultipleDeclaration* tests are testing TranslatorHLSL specific simplification | |
| // passes. Because the interaction of multiple passes must be tested, it is difficult to write | |
| // a unittest for them. Instead we add the tests as end2end so will in particular test | |
| // TranslatorHLSL when run on Windows. | |
| // Test that passes splitting multiple declarations and comma operators are correctly ordered. | |
| TEST_P(GLSLTest_ES3, MultipleDeclarationWithCommaOperator) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision mediump float; | |
| out vec4 color; | |
| uniform float u; | |
| float c = 0.0; | |
| float sideEffect() | |
| { | |
| c = u; | |
| return c; | |
| } | |
| void main(void) | |
| { | |
| float a = 0.0, b = ((gl_FragCoord.x < 0.5 ? a : sideEffect()), a); | |
| color = vec4(b + c); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| } | |
| // Test that passes splitting multiple declarations and comma operators and for loops are | |
| // correctly ordered. | |
| TEST_P(GLSLTest_ES3, MultipleDeclarationWithCommaOperatorInForLoop) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision mediump float; | |
| out vec4 color; | |
| uniform float u; | |
| float c = 0.0; | |
| float sideEffect() | |
| { | |
| c = u; | |
| return c; | |
| } | |
| void main(void) | |
| { | |
| for(float a = 0.0, b = ((gl_FragCoord.x < 0.5 ? a : sideEffect()), a); a < 10.0; a++) | |
| { | |
| b += 1.0; | |
| color = vec4(b); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| } | |
| // Test that splitting multiple declaration in for loops works with no loop condition | |
| TEST_P(GLSLTest_ES3, MultipleDeclarationInForLoopEmptyCondition) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 color;\n" | |
| "void main(void)\n" | |
| "{\n" | |
| " for(float a = 0.0, b = 1.0;; a++)\n" | |
| " {\n" | |
| " b += 1.0;\n" | |
| " if (a > 10.0) {break;}\n" | |
| " color = vec4(b);\n" | |
| " }\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| } | |
| // Test that splitting multiple declaration in for loops works with no loop expression | |
| TEST_P(GLSLTest_ES3, MultipleDeclarationInForLoopEmptyExpression) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 color;\n" | |
| "void main(void)\n" | |
| "{\n" | |
| " for(float a = 0.0, b = 1.0; a < 10.0;)\n" | |
| " {\n" | |
| " b += 1.0;\n" | |
| " a += 1.0;\n" | |
| " color = vec4(b);\n" | |
| " }\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| } | |
| // Test that dynamic indexing of a matrix inside a dynamic indexing of a vector in an l-value works | |
| // correctly. | |
| TEST_P(GLSLTest_ES3, NestedDynamicIndexingInLValue) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform int u_zero;\n" | |
| "void main() {\n" | |
| " mat2 m = mat2(0.0, 0.0, 0.0, 0.0);\n" | |
| " m[u_zero + 1][u_zero + 1] = float(u_zero + 1);\n" | |
| " float f = m[1][1];\n" | |
| " my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| class WebGLGLSLTest : public GLSLTest | |
| { | |
| protected: | |
| WebGLGLSLTest() { setWebGLCompatibilityEnabled(true); } | |
| }; | |
| TEST_P(WebGLGLSLTest, MaxVaryingVec4PlusFragCoord) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| // Generate shader code that uses gl_FragCoord, a special fragment shader variables. | |
| // This test should fail, since we are really using (maxVaryings + 1) varyings. | |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false); | |
| } | |
| TEST_P(WebGLGLSLTest, MaxVaryingVec4PlusPointCoord) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| // Generate shader code that uses gl_FragCoord, a special fragment shader variables. | |
| // This test should fail, since we are really using (maxVaryings + 1) varyings. | |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false); | |
| } | |
| TEST_P(WebGLGLSLTest, MaxPlusOneVaryingVec3) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false); | |
| } | |
| TEST_P(WebGLGLSLTest, MaxPlusOneVaryingVec3Array) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false); | |
| } | |
| TEST_P(WebGLGLSLTest, MaxVaryingVec3AndOneVec2) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false); | |
| } | |
| TEST_P(WebGLGLSLTest, MaxPlusOneVaryingVec2) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false); | |
| } | |
| TEST_P(WebGLGLSLTest, MaxVaryingVec3ArrayAndMaxPlusOneFloatArray) | |
| { | |
| GLint maxVaryings = 0; | |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); | |
| VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false, | |
| false); | |
| } | |
| // Test that FindLSB and FindMSB return correct values in their corner cases. | |
| TEST_P(GLSLTest_ES31, FindMSBAndFindLSBCornerCases) | |
| { | |
| // Suspecting AMD driver bug - failure seen on bots running on AMD R5 230. | |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && IsLinux()); | |
| // Failing on N5X Oreo http://anglebug.com/2304 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES()); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform int u_zero;\n" | |
| "void main() {\n" | |
| " if (findLSB(u_zero) == -1 && findMSB(u_zero) == -1 && findMSB(u_zero - 1) == -1)\n" | |
| " {\n" | |
| " my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" | |
| " }\n" | |
| " else\n" | |
| " {\n" | |
| " my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| " }\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that writing into a swizzled vector that is dynamically indexed succeeds. | |
| TEST_P(GLSLTest_ES3, WriteIntoDynamicIndexingOfSwizzledVector) | |
| { | |
| // http://anglebug.com/1924 | |
| ANGLE_SKIP_TEST_IF(IsOpenGL()); | |
| // The shader first assigns v.x to v.z (1.0) | |
| // Then v.y to v.y (2.0) | |
| // Then v.z to v.x (1.0) | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " vec3 v = vec3(1.0, 2.0, 3.0);\n" | |
| " for (int i = 0; i < 3; i++) {\n" | |
| " v.zyx[i] = v[i];\n" | |
| " }\n" | |
| " my_FragColor = distance(v, vec3(1.0, 2.0, 1.0)) < 0.01 ? vec4(0, 1, 0, 1) : vec4(1, " | |
| "0, 0, 1);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that the length() method is correctly translated in Vulkan atomic counter buffer emulation. | |
| TEST_P(GLSLTest_ES31, AtomicCounterArrayLength) | |
| { | |
| // Crashes on an assertion. The driver reports no atomic counter buffers when queried from the | |
| // program, but ANGLE believes there to be one. | |
| // | |
| // This is likely due to the fact that ANGLE generates the following code, as a side effect of | |
| // the code on which .length() is being called: | |
| // | |
| // _uac1[(_uvalue = _utestSideEffectValue)]; | |
| // | |
| // The driver is optimizing the subscription out, and calling the atomic counter inactive. This | |
| // was observed on nvidia, mesa and amd/windows. | |
| // | |
| // The fix would be for ANGLE to skip uniforms it believes should exist, but when queried, the | |
| // driver says don't. | |
| // | |
| // http://anglebug.com/3782 | |
| ANGLE_SKIP_TEST_IF(IsOpenGL()); | |
| // Skipping due to a bug on the Qualcomm Vulkan Android driver. | |
| // http://anglebug.com/3726 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| constexpr char kCS[] = R"(#version 310 es | |
| precision mediump float; | |
| layout(local_size_x=1) in; | |
| layout(binding = 0) uniform atomic_uint ac1[2][3]; | |
| uniform uint testSideEffectValue; | |
| layout(binding = 1, std140) buffer Result | |
| { | |
| uint value; | |
| } result; | |
| void main() { | |
| bool passed = true; | |
| if (ac1.length() != 2) | |
| { | |
| passed = false; | |
| } | |
| uint value = 0u; | |
| if (ac1[(value = testSideEffectValue)].length() != 3) | |
| { | |
| passed = false; | |
| } | |
| if (value != testSideEffectValue) | |
| { | |
| passed = false; | |
| } | |
| result.value = passed ? 255u : 127u; | |
| })"; | |
| constexpr unsigned int kUniformTestValue = 17; | |
| constexpr unsigned int kExpectedSuccessValue = 255; | |
| constexpr unsigned int kAtomicCounterRows = 2; | |
| constexpr unsigned int kAtomicCounterCols = 3; | |
| GLint maxAtomicCounters = 0; | |
| glGetIntegerv(GL_MAX_COMPUTE_ATOMIC_COUNTERS, &maxAtomicCounters); | |
| EXPECT_GL_NO_ERROR(); | |
| // Required minimum is 8 by the spec | |
| EXPECT_GE(maxAtomicCounters, 8); | |
| ANGLE_SKIP_TEST_IF(static_cast<uint32_t>(maxAtomicCounters) < | |
| kAtomicCounterRows * kAtomicCounterCols); | |
| ANGLE_GL_COMPUTE_PROGRAM(program, kCS); | |
| glUseProgram(program.get()); | |
| constexpr unsigned int kBufferData[kAtomicCounterRows * kAtomicCounterCols] = {}; | |
| GLBuffer atomicCounterBuffer; | |
| glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer); | |
| glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(kBufferData), kBufferData, GL_STATIC_DRAW); | |
| glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer); | |
| constexpr unsigned int kOutputInitValue = 0; | |
| GLBuffer shaderStorageBuffer; | |
| glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer); | |
| glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kOutputInitValue), &kOutputInitValue, | |
| GL_STATIC_DRAW); | |
| glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, shaderStorageBuffer); | |
| GLint uniformLocation = glGetUniformLocation(program.get(), "testSideEffectValue"); | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, kUniformTestValue); | |
| glDispatchCompute(1, 1, 1); | |
| glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT); | |
| const GLuint *ptr = reinterpret_cast<const GLuint *>( | |
| glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLuint), GL_MAP_READ_BIT)); | |
| EXPECT_EQ(*ptr, kExpectedSuccessValue); | |
| glUnmapBuffer(GL_SHADER_STORAGE_BUFFER); | |
| } | |
| // Test that array indices for arrays of arrays of basic types work as expected. | |
| TEST_P(GLSLTest_ES31, ArraysOfArraysBasicType) | |
| { | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform ivec2 test[2][2];\n" | |
| "void main() {\n" | |
| " bool passed = true;\n" | |
| " for (int i = 0; i < 2; i++) {\n" | |
| " for (int j = 0; j < 2; j++) {\n" | |
| " if (test[i][j] != ivec2(i + 1, j + 1)) {\n" | |
| " passed = false;\n" | |
| " }\n" | |
| " }\n" | |
| " }\n" | |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| for (int i = 0; i < 2; i++) | |
| { | |
| for (int j = 0; j < 2; j++) | |
| { | |
| std::stringstream uniformName; | |
| uniformName << "test[" << i << "][" << j << "]"; | |
| GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // All array indices should be used. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform2i(uniformLocation, i + 1, j + 1); | |
| } | |
| } | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that array indices for arrays of arrays of basic types work as expected | |
| // inside blocks. | |
| TEST_P(GLSLTest_ES31, ArraysOfArraysBlockBasicType) | |
| { | |
| // anglebug.com/3821 - fails on AMD Windows | |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL()); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "layout(packed) uniform UBO { ivec2 test[2][2]; } ubo_data;\n" | |
| "void main() {\n" | |
| " bool passed = true;\n" | |
| " for (int i = 0; i < 2; i++) {\n" | |
| " for (int j = 0; j < 2; j++) {\n" | |
| " if (ubo_data.test[i][j] != ivec2(i + 1, j + 1)) {\n" | |
| " passed = false;\n" | |
| " }\n" | |
| " }\n" | |
| " }\n" | |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| // Use interface queries to determine buffer size and offset | |
| GLuint uboBlockIndex = glGetProgramResourceIndex(program.get(), GL_UNIFORM_BLOCK, "UBO"); | |
| GLenum uboDataSizeProp = GL_BUFFER_DATA_SIZE; | |
| GLint uboDataSize; | |
| glGetProgramResourceiv(program.get(), GL_UNIFORM_BLOCK, uboBlockIndex, 1, &uboDataSizeProp, 1, | |
| nullptr, &uboDataSize); | |
| std::unique_ptr<char[]> uboData(new char[uboDataSize]); | |
| for (int i = 0; i < 2; i++) | |
| { | |
| std::stringstream resourceName; | |
| resourceName << "UBO.test[" << i << "][0]"; | |
| GLenum resourceProps[] = {GL_ARRAY_STRIDE, GL_OFFSET}; | |
| struct | |
| { | |
| GLint stride; | |
| GLint offset; | |
| } values; | |
| GLuint resourceIndex = | |
| glGetProgramResourceIndex(program.get(), GL_UNIFORM, resourceName.str().c_str()); | |
| ASSERT_NE(resourceIndex, GL_INVALID_INDEX); | |
| glGetProgramResourceiv(program.get(), GL_UNIFORM, resourceIndex, 2, &resourceProps[0], 2, | |
| nullptr, &values.stride); | |
| for (int j = 0; j < 2; j++) | |
| { | |
| GLint(&dataPtr)[2] = | |
| *reinterpret_cast<GLint(*)[2]>(&uboData[values.offset + j * values.stride]); | |
| dataPtr[0] = i + 1; | |
| dataPtr[1] = j + 1; | |
| } | |
| } | |
| GLBuffer ubo; | |
| glBindBuffer(GL_UNIFORM_BUFFER, ubo.get()); | |
| glBufferData(GL_UNIFORM_BUFFER, uboDataSize, &uboData[0], GL_STATIC_DRAW); | |
| GLuint ubo_index = glGetUniformBlockIndex(program.get(), "UBO"); | |
| ASSERT_NE(ubo_index, GL_INVALID_INDEX); | |
| glUniformBlockBinding(program.get(), ubo_index, 5); | |
| glBindBufferBase(GL_UNIFORM_BUFFER, 5, ubo.get()); | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that arrays of arrays of samplers work as expected. | |
| TEST_P(GLSLTest_ES31, ArraysOfArraysSampler) | |
| { | |
| // anglebug.com/2703 - QC doesn't support arrays of samplers as parameters, | |
| // so sampler array of array handling is disabled | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform mediump isampler2D test[2][2];\n" | |
| "void main() {\n" | |
| " bool passed = true;\n" | |
| "#define DO_CHECK(i,j) \\\n" | |
| " if (texture(test[i][j], vec2(0.0, 0.0)) != ivec4(i + 1, j + 1, 0, 1)) { \\\n" | |
| " passed = false; \\\n" | |
| " }\n" | |
| " DO_CHECK(0, 0)\n" | |
| " DO_CHECK(0, 1)\n" | |
| " DO_CHECK(1, 0)\n" | |
| " DO_CHECK(1, 1)\n" | |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| GLTexture textures[2][2]; | |
| for (int i = 0; i < 2; i++) | |
| { | |
| for (int j = 0; j < 2; j++) | |
| { | |
| // First generate the texture | |
| int textureUnit = i * 2 + j; | |
| glActiveTexture(GL_TEXTURE0 + textureUnit); | |
| glBindTexture(GL_TEXTURE_2D, textures[i][j]); | |
| GLint texData[2] = {i + 1, j + 1}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32I, 1, 1, 0, GL_RG_INTEGER, GL_INT, &texData[0]); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| // Then send it as a uniform | |
| std::stringstream uniformName; | |
| uniformName << "test[" << i << "][" << j << "]"; | |
| GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // All array indices should be used. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, textureUnit); | |
| } | |
| } | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that structs containing arrays of samplers work as expected. | |
| TEST_P(GLSLTest_ES31, StructArraySampler) | |
| { | |
| // ASAN error on vulkan backend; ASAN tests only enabled on Mac Swangle | |
| // (http://crbug.com/1029378) | |
| ANGLE_SKIP_TEST_IF(IsOSX() && isSwiftshader()); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "struct Data { mediump sampler2D data[2]; };\n" | |
| "uniform Data test;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(texture(test.data[0], vec2(0.0, 0.0)).rg,\n" | |
| " texture(test.data[1], vec2(0.0, 0.0)).rg);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| GLTexture textures[2]; | |
| GLColor expected = MakeGLColor(32, 64, 96, 255); | |
| for (int i = 0; i < 2; i++) | |
| { | |
| glActiveTexture(GL_TEXTURE0 + i); | |
| glBindTexture(GL_TEXTURE_2D, textures[i]); | |
| // Each element provides two components. | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| expected.data() + 2 * i); | |
| std::stringstream uniformName; | |
| uniformName << "test.data[" << i << "]"; | |
| // Then send it as a uniform | |
| GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // The uniform should be active. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, i); | |
| } | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, expected); | |
| } | |
| // Test that arrays of arrays of samplers inside structs work as expected. | |
| TEST_P(GLSLTest_ES31, StructArrayArraySampler) | |
| { | |
| // anglebug.com/2703 - QC doesn't support arrays of samplers as parameters, | |
| // so sampler array of array handling is disabled | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "struct Data { mediump isampler2D data[2][2]; };\n" | |
| "uniform Data test;\n" | |
| "void main() {\n" | |
| " bool passed = true;\n" | |
| "#define DO_CHECK(i,j) \\\n" | |
| " if (texture(test.data[i][j], vec2(0.0, 0.0)) != ivec4(i + 1, j + 1, 0, 1)) { \\\n" | |
| " passed = false; \\\n" | |
| " }\n" | |
| " DO_CHECK(0, 0)\n" | |
| " DO_CHECK(0, 1)\n" | |
| " DO_CHECK(1, 0)\n" | |
| " DO_CHECK(1, 1)\n" | |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| GLTexture textures[2][2]; | |
| for (int i = 0; i < 2; i++) | |
| { | |
| for (int j = 0; j < 2; j++) | |
| { | |
| // First generate the texture | |
| int textureUnit = i * 2 + j; | |
| glActiveTexture(GL_TEXTURE0 + textureUnit); | |
| glBindTexture(GL_TEXTURE_2D, textures[i][j]); | |
| GLint texData[2] = {i + 1, j + 1}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32I, 1, 1, 0, GL_RG_INTEGER, GL_INT, &texData[0]); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| // Then send it as a uniform | |
| std::stringstream uniformName; | |
| uniformName << "test.data[" << i << "][" << j << "]"; | |
| GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // All array indices should be used. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, textureUnit); | |
| } | |
| } | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that an array of structs with arrays of arrays of samplers works. | |
| TEST_P(GLSLTest_ES31, ArrayStructArrayArraySampler) | |
| { | |
| // anglebug.com/2703 - QC doesn't support arrays of samplers as parameters, | |
| // so sampler array of array handling is disabled | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| GLint numTextures; | |
| glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures); | |
| ANGLE_SKIP_TEST_IF(numTextures < 2 * (2 * 2 + 2 * 2)); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "struct Data { mediump isampler2D data0[2][2]; mediump isampler2D data1[2][2]; };\n" | |
| "uniform Data test[2];\n" | |
| "void main() {\n" | |
| " bool passed = true;\n" | |
| "#define DO_CHECK_ikl(i,k,l) \\\n" | |
| " if (texture(test[i].data0[k][l], vec2(0.0, 0.0)) != ivec4(i, 0, k, l)+1) { \\\n" | |
| " passed = false; \\\n" | |
| " } \\\n" | |
| " if (texture(test[i].data1[k][l], vec2(0.0, 0.0)) != ivec4(i, 1, k, l)+1) { \\\n" | |
| " passed = false; \\\n" | |
| " }\n" | |
| "#define DO_CHECK_ik(i,k) \\\n" | |
| " DO_CHECK_ikl(i, k, 0) \\\n" | |
| " DO_CHECK_ikl(i, k, 1)\n" | |
| "#define DO_CHECK_i(i) \\\n" | |
| " DO_CHECK_ik(i, 0) \\\n" | |
| " DO_CHECK_ik(i, 1)\n" | |
| " DO_CHECK_i(0)\n" | |
| " DO_CHECK_i(1)\n" | |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| GLTexture textures[2][2][2][2]; | |
| for (int i = 0; i < 2; i++) | |
| { | |
| for (int j = 0; j < 2; j++) | |
| { | |
| for (int k = 0; k < 2; k++) | |
| { | |
| for (size_t l = 0; l < 2; l++) | |
| { | |
| // First generate the texture | |
| int textureUnit = l + 2 * (k + 2 * (j + 2 * i)); | |
| glActiveTexture(GL_TEXTURE0 + textureUnit); | |
| glBindTexture(GL_TEXTURE_2D, textures[i][j][k][l]); | |
| GLint texData[4] = {i + 1, j + 1, k + 1, l + 1}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT, | |
| &texData[0]); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| // Then send it as a uniform | |
| std::stringstream uniformName; | |
| uniformName << "test[" << i << "].data" << j << "[" << k << "][" << l << "]"; | |
| GLint uniformLocation = | |
| glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // All array indices should be used. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, textureUnit); | |
| } | |
| } | |
| } | |
| } | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that a complex chain of structs and arrays of samplers works as expected. | |
| TEST_P(GLSLTest_ES31, ComplexStructArraySampler) | |
| { | |
| // anglebug.com/2703 - QC doesn't support arrays of samplers as parameters, | |
| // so sampler array of array handling is disabled | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| GLint numTextures; | |
| glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures); | |
| ANGLE_SKIP_TEST_IF(numTextures < 2 * 3 * (2 + 3)); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "struct Data { mediump isampler2D data0[2]; mediump isampler2D data1[3]; };\n" | |
| "uniform Data test[2][3];\n" | |
| "const vec2 ZERO = vec2(0.0, 0.0);\n" | |
| "void main() {\n" | |
| " bool passed = true;\n" | |
| "#define DO_CHECK_INNER0(i,j,l) \\\n" | |
| " if (texture(test[i][j].data0[l], ZERO) != ivec4(i, j, 0, l) + 1) { \\\n" | |
| " passed = false; \\\n" | |
| " }\n" | |
| "#define DO_CHECK_INNER1(i,j,l) \\\n" | |
| " if (texture(test[i][j].data1[l], ZERO) != ivec4(i, j, 1, l) + 1) { \\\n" | |
| " passed = false; \\\n" | |
| " }\n" | |
| "#define DO_CHECK(i,j) \\\n" | |
| " DO_CHECK_INNER0(i, j, 0) \\\n" | |
| " DO_CHECK_INNER0(i, j, 1) \\\n" | |
| " DO_CHECK_INNER1(i, j, 0) \\\n" | |
| " DO_CHECK_INNER1(i, j, 1) \\\n" | |
| " DO_CHECK_INNER1(i, j, 2)\n" | |
| " DO_CHECK(0, 0)\n" | |
| " DO_CHECK(0, 1)\n" | |
| " DO_CHECK(0, 2)\n" | |
| " DO_CHECK(1, 0)\n" | |
| " DO_CHECK(1, 1)\n" | |
| " DO_CHECK(1, 2)\n" | |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| struct Data | |
| { | |
| GLTexture data1[2]; | |
| GLTexture data2[3]; | |
| }; | |
| Data textures[2][3]; | |
| for (int i = 0; i < 2; i++) | |
| { | |
| for (int j = 0; j < 3; j++) | |
| { | |
| GLTexture *arrays[] = {&textures[i][j].data1[0], &textures[i][j].data2[0]}; | |
| size_t arrayLengths[] = {2, 3}; | |
| size_t arrayOffsets[] = {0, 2}; | |
| size_t totalArrayLength = 5; | |
| for (int k = 0; k < 2; k++) | |
| { | |
| GLTexture *array = arrays[k]; | |
| size_t arrayLength = arrayLengths[k]; | |
| size_t arrayOffset = arrayOffsets[k]; | |
| for (size_t l = 0; l < arrayLength; l++) | |
| { | |
| // First generate the texture | |
| int textureUnit = arrayOffset + l + totalArrayLength * (j + 3 * i); | |
| glActiveTexture(GL_TEXTURE0 + textureUnit); | |
| glBindTexture(GL_TEXTURE_2D, array[l]); | |
| GLint texData[4] = {i + 1, j + 1, k + 1, l + 1}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT, | |
| &texData[0]); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| // Then send it as a uniform | |
| std::stringstream uniformName; | |
| uniformName << "test[" << i << "][" << j << "].data" << k << "[" << l << "]"; | |
| GLint uniformLocation = | |
| glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // All array indices should be used. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, textureUnit); | |
| } | |
| } | |
| } | |
| } | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| TEST_P(GLSLTest_ES31, ArraysOfArraysStructDifferentTypesSampler) | |
| { | |
| // anglebug.com/2703 - QC doesn't support arrays of samplers as parameters, | |
| // so sampler array of array handling is disabled | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| GLint numTextures; | |
| glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures); | |
| ANGLE_SKIP_TEST_IF(numTextures < 3 * (2 + 2)); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "struct Data { mediump isampler2D data0[2]; mediump sampler2D data1[2]; };\n" | |
| "uniform Data test[3];\n" | |
| "ivec4 f2i(vec4 x) { return ivec4(x * 4.0 + 0.5); }" | |
| "void main() {\n" | |
| " bool passed = true;\n" | |
| "#define DO_CHECK_ik(i,k) \\\n" | |
| " if (texture(test[i].data0[k], vec2(0.0, 0.0)) != ivec4(i, 0, k, 0)+1) { \\\n" | |
| " passed = false; \\\n" | |
| " } \\\n" | |
| " if (f2i(texture(test[i].data1[k], vec2(0.0, 0.0))) != ivec4(i, 1, k, 0)+1) { \\\n" | |
| " passed = false; \\\n" | |
| " }\n" | |
| "#define DO_CHECK_i(i) \\\n" | |
| " DO_CHECK_ik(i, 0) \\\n" | |
| " DO_CHECK_ik(i, 1)\n" | |
| " DO_CHECK_i(0)\n" | |
| " DO_CHECK_i(1)\n" | |
| " DO_CHECK_i(2)\n" | |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| GLTexture textures[3][2][2]; | |
| for (int i = 0; i < 3; i++) | |
| { | |
| for (int j = 0; j < 2; j++) | |
| { | |
| for (int k = 0; k < 2; k++) | |
| { | |
| // First generate the texture | |
| int textureUnit = k + 2 * (j + 2 * i); | |
| glActiveTexture(GL_TEXTURE0 + textureUnit); | |
| glBindTexture(GL_TEXTURE_2D, textures[i][j][k]); | |
| GLint texData[4] = {i + 1, j + 1, k + 1, 1}; | |
| GLubyte texDataFloat[4] = {(i + 1) * 64 - 1, (j + 1) * 64 - 1, (k + 1) * 64 - 1, | |
| 64}; | |
| if (j == 0) | |
| { | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT, | |
| &texData[0]); | |
| } | |
| else | |
| { | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| &texDataFloat[0]); | |
| } | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| // Then send it as a uniform | |
| std::stringstream uniformName; | |
| uniformName << "test[" << i << "].data" << j << "[" << k << "]"; | |
| GLint uniformLocation = | |
| glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // All array indices should be used. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, textureUnit); | |
| } | |
| } | |
| } | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that arrays of arrays of samplers as parameters works as expected. | |
| TEST_P(GLSLTest_ES31, ParameterArraysOfArraysSampler) | |
| { | |
| // anglebug.com/3832 - no sampler array params on Android | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES()); | |
| // anglebug.com/2703 - QC doesn't support arrays of samplers as parameters, | |
| // so sampler array of array handling is disabled | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform mediump isampler2D test[2][3];\n" | |
| "const vec2 ZERO = vec2(0.0, 0.0);\n" | |
| "\n" | |
| "bool check(isampler2D data[2][3]);\n" | |
| "bool check(isampler2D data[2][3]) {\n" | |
| "#define DO_CHECK(i,j) \\\n" | |
| " if (texture(data[i][j], ZERO) != ivec4(i+1, j+1, 0, 1)) { \\\n" | |
| " return false; \\\n" | |
| " }\n" | |
| " DO_CHECK(0, 0)\n" | |
| " DO_CHECK(0, 1)\n" | |
| " DO_CHECK(0, 2)\n" | |
| " DO_CHECK(1, 0)\n" | |
| " DO_CHECK(1, 1)\n" | |
| " DO_CHECK(1, 2)\n" | |
| " return true;\n" | |
| "}\n" | |
| "void main() {\n" | |
| " bool passed = check(test);\n" | |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| GLTexture textures[2][3]; | |
| for (int i = 0; i < 2; i++) | |
| { | |
| for (int j = 0; j < 3; j++) | |
| { | |
| // First generate the texture | |
| int textureUnit = i * 3 + j; | |
| glActiveTexture(GL_TEXTURE0 + textureUnit); | |
| glBindTexture(GL_TEXTURE_2D, textures[i][j]); | |
| GLint texData[2] = {i + 1, j + 1}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32I, 1, 1, 0, GL_RG_INTEGER, GL_INT, &texData[0]); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| // Then send it as a uniform | |
| std::stringstream uniformName; | |
| uniformName << "test[" << i << "][" << j << "]"; | |
| GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // All array indices should be used. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, textureUnit); | |
| } | |
| } | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that structs with arrays of arrays of samplers as parameters works as expected. | |
| TEST_P(GLSLTest_ES31, ParameterStructArrayArraySampler) | |
| { | |
| // anglebug.com/3832 - no sampler array params on Android | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES()); | |
| // anglebug.com/2703 - QC doesn't support arrays of samplers as parameters, | |
| // so sampler array of array handling is disabled | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "struct Data { mediump isampler2D data[2][3]; };\n" | |
| "uniform Data test;\n" | |
| "const vec2 ZERO = vec2(0.0, 0.0);\n" | |
| "\n" | |
| "bool check(Data data) {\n" | |
| "#define DO_CHECK(i,j) \\\n" | |
| " if (texture(data.data[i][j], ZERO) != ivec4(i+1, j+1, 0, 1)) { \\\n" | |
| " return false; \\\n" | |
| " }\n" | |
| " DO_CHECK(0, 0)\n" | |
| " DO_CHECK(0, 1)\n" | |
| " DO_CHECK(0, 2)\n" | |
| " DO_CHECK(1, 0)\n" | |
| " DO_CHECK(1, 1)\n" | |
| " DO_CHECK(1, 2)\n" | |
| " return true;\n" | |
| "}\n" | |
| "void main() {\n" | |
| " bool passed = check(test);\n" | |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| GLTexture textures[2][3]; | |
| for (int i = 0; i < 2; i++) | |
| { | |
| for (int j = 0; j < 3; j++) | |
| { | |
| // First generate the texture | |
| int textureUnit = i * 3 + j; | |
| glActiveTexture(GL_TEXTURE0 + textureUnit); | |
| glBindTexture(GL_TEXTURE_2D, textures[i][j]); | |
| GLint texData[2] = {i + 1, j + 1}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32I, 1, 1, 0, GL_RG_INTEGER, GL_INT, &texData[0]); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| // Then send it as a uniform | |
| std::stringstream uniformName; | |
| uniformName << "test.data[" << i << "][" << j << "]"; | |
| GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // All array indices should be used. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, textureUnit); | |
| } | |
| } | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that arrays of arrays of structs with arrays of arrays of samplers | |
| // as parameters works as expected. | |
| TEST_P(GLSLTest_ES31, ParameterArrayArrayStructArrayArraySampler) | |
| { | |
| // anglebug.com/3832 - no sampler array params on Android | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES()); | |
| // anglebug.com/2703 - QC doesn't support arrays of samplers as parameters, | |
| // so sampler array of array handling is disabled | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| GLint numTextures; | |
| glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures); | |
| ANGLE_SKIP_TEST_IF(numTextures < 3 * 2 * 2 * 2); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "struct Data { mediump isampler2D data[2][2]; };\n" | |
| "uniform Data test[3][2];\n" | |
| "const vec2 ZERO = vec2(0.0, 0.0);\n" | |
| "\n" | |
| "bool check(Data data[3][2]) {\n" | |
| "#define DO_CHECK_ijkl(i,j,k,l) \\\n" | |
| " if (texture(data[i][j].data[k][l], ZERO) != ivec4(i, j, k, l) + 1) { \\\n" | |
| " return false; \\\n" | |
| " }\n" | |
| "#define DO_CHECK_ij(i,j) \\\n" | |
| " DO_CHECK_ijkl(i, j, 0, 0) \\\n" | |
| " DO_CHECK_ijkl(i, j, 0, 1) \\\n" | |
| " DO_CHECK_ijkl(i, j, 1, 0) \\\n" | |
| " DO_CHECK_ijkl(i, j, 1, 1)\n" | |
| " DO_CHECK_ij(0, 0)\n" | |
| " DO_CHECK_ij(1, 0)\n" | |
| " DO_CHECK_ij(2, 0)\n" | |
| " DO_CHECK_ij(0, 1)\n" | |
| " DO_CHECK_ij(1, 1)\n" | |
| " DO_CHECK_ij(2, 1)\n" | |
| " return true;\n" | |
| "}\n" | |
| "void main() {\n" | |
| " bool passed = check(test);\n" | |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| GLTexture textures[3][2][2][2]; | |
| for (int i = 0; i < 3; i++) | |
| { | |
| for (int j = 0; j < 2; j++) | |
| { | |
| for (int k = 0; k < 2; k++) | |
| { | |
| for (int l = 0; l < 2; l++) | |
| { | |
| // First generate the texture | |
| int textureUnit = l + 2 * (k + 2 * (j + 2 * i)); | |
| glActiveTexture(GL_TEXTURE0 + textureUnit); | |
| glBindTexture(GL_TEXTURE_2D, textures[i][j][k][l]); | |
| GLint texData[4] = {i + 1, j + 1, k + 1, l + 1}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT, | |
| &texData[0]); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| // Then send it as a uniform | |
| std::stringstream uniformName; | |
| uniformName << "test[" << i << "][" << j << "].data[" << k << "][" << l << "]"; | |
| GLint uniformLocation = | |
| glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // All array indices should be used. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, textureUnit); | |
| } | |
| } | |
| } | |
| } | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that 3D arrays with sub-arrays passed as parameters works as expected. | |
| TEST_P(GLSLTest_ES31, ParameterArrayArrayArraySampler) | |
| { | |
| // anglebug.com/2703 - QC doesn't support arrays of samplers as parameters, | |
| // so sampler array of array handling is disabled | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| GLint numTextures; | |
| glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures); | |
| ANGLE_SKIP_TEST_IF(numTextures < 2 * 3 * 4 + 4); | |
| // anglebug.com/3832 - no sampler array params on Android | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES()); | |
| // Seems like this is failing on Windows Intel? | |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsOpenGL()); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform mediump isampler2D test[2][3][4];\n" | |
| "uniform mediump isampler2D test2[4];\n" | |
| "const vec2 ZERO = vec2(0.0, 0.0);\n" | |
| "\n" | |
| "bool check1D(isampler2D arr[4], int x, int y) {\n" | |
| " if (texture(arr[0], ZERO) != ivec4(x, y, 0, 0)+1) return false;\n" | |
| " if (texture(arr[1], ZERO) != ivec4(x, y, 1, 0)+1) return false;\n" | |
| " if (texture(arr[2], ZERO) != ivec4(x, y, 2, 0)+1) return false;\n" | |
| " if (texture(arr[3], ZERO) != ivec4(x, y, 3, 0)+1) return false;\n" | |
| " return true;\n" | |
| "}\n" | |
| "bool check2D(isampler2D arr[3][4], int x) {\n" | |
| " if (!check1D(arr[0], x, 0)) return false;\n" | |
| " if (!check1D(arr[1], x, 1)) return false;\n" | |
| " if (!check1D(arr[2], x, 2)) return false;\n" | |
| " return true;\n" | |
| "}\n" | |
| "bool check3D(isampler2D arr[2][3][4]) {\n" | |
| " if (!check2D(arr[0], 0)) return false;\n" | |
| " if (!check2D(arr[1], 1)) return false;\n" | |
| " return true;\n" | |
| "}\n" | |
| "void main() {\n" | |
| " bool passed = check3D(test) && check1D(test2, 7, 8);\n" | |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glUseProgram(program.get()); | |
| GLTexture textures1[2][3][4]; | |
| GLTexture textures2[4]; | |
| for (int i = 0; i < 2; i++) | |
| { | |
| for (int j = 0; j < 3; j++) | |
| { | |
| for (int k = 0; k < 4; k++) | |
| { | |
| // First generate the texture | |
| int textureUnit = k + 4 * (j + 3 * i); | |
| glActiveTexture(GL_TEXTURE0 + textureUnit); | |
| glBindTexture(GL_TEXTURE_2D, textures1[i][j][k]); | |
| GLint texData[3] = {i + 1, j + 1, k + 1}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, | |
| &texData[0]); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| // Then send it as a uniform | |
| std::stringstream uniformName; | |
| uniformName << "test[" << i << "][" << j << "][" << k << "]"; | |
| GLint uniformLocation = | |
| glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // All array indices should be used. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, textureUnit); | |
| } | |
| } | |
| } | |
| for (int k = 0; k < 4; k++) | |
| { | |
| // First generate the texture | |
| int textureUnit = 2 * 3 * 4 + k; | |
| glActiveTexture(GL_TEXTURE0 + textureUnit); | |
| glBindTexture(GL_TEXTURE_2D, textures2[k]); | |
| GLint texData[3] = {7 + 1, 8 + 1, k + 1}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, &texData[0]); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| // Then send it as a uniform | |
| std::stringstream uniformName; | |
| uniformName << "test2[" << k << "]"; | |
| GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str()); | |
| // All array indices should be used. | |
| EXPECT_NE(uniformLocation, -1); | |
| glUniform1i(uniformLocation, textureUnit); | |
| } | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that names do not collide when translating arrays of arrays of samplers. | |
| TEST_P(GLSLTest_ES31, ArraysOfArraysNameCollisionSampler) | |
| { | |
| ANGLE_SKIP_TEST_IF(IsVulkan()); // anglebug.com/3604 - rewriter can create name collisions | |
| GLint numTextures; | |
| glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures); | |
| ANGLE_SKIP_TEST_IF(numTextures < 2 * 2 + 3 * 3 + 4 * 4); | |
| // anglebug.com/3832 - no sampler array params on Android | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES()); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump sampler2D;\n" | |
| "precision mediump float;\n" | |
| "uniform sampler2D test_field1_field2[2][2];\n" | |
| "struct S1 { sampler2D field2[3][3]; }; uniform S1 test_field1;\n" | |
| "struct S2 { sampler2D field1_field2[4][4]; }; uniform S2 test;\n" | |
| "vec4 func1(sampler2D param_field1_field2[2][2],\n" | |
| " int param_field1_field2_offset,\n" | |
| " S1 param_field1,\n" | |
| " S2 param) {\n" | |
| " return vec4(0.0, 1.0, 0.0, 0.0);\n" | |
| "}\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n" | |
| " my_FragColor += func1(test_field1_field2, 0, test_field1, test);\n" | |
| " vec2 uv = vec2(0.0);\n" | |
| " my_FragColor += texture(test_field1_field2[0][0], uv) +\n" | |
| " texture(test_field1.field2[0][0], uv) +\n" | |
| " texture(test.field1_field2[0][0], uv);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glActiveTexture(GL_TEXTURE0); | |
| GLTexture tex; | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| GLint zero = 0; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &zero); | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that regular arrays are unmodified. | |
| TEST_P(GLSLTest_ES31, BasicTypeArrayAndArrayOfSampler) | |
| { | |
| // anglebug.com/2703 - QC doesn't support arrays of samplers as parameters, | |
| // so sampler array of array handling is disabled | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| constexpr char kFS[] = | |
| "#version 310 es\n" | |
| "precision mediump sampler2D;\n" | |
| "precision mediump float;\n" | |
| "uniform sampler2D sampler_array[2][2];\n" | |
| "uniform int array[3][2];\n" | |
| "vec4 func1(int param[2],\n" | |
| " int param2[3]) {\n" | |
| " return vec4(0.0, 1.0, 0.0, 0.0);\n" | |
| "}\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = texture(sampler_array[0][0], vec2(0.0));\n" | |
| " my_FragColor += func1(array[1], int[](1, 2, 3));\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| glActiveTexture(GL_TEXTURE0); | |
| GLTexture tex; | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| GLint zero = 0; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &zero); | |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // This test covers a bug (and associated workaround) with nested sampling operations in the HLSL | |
| // compiler DLL. | |
| TEST_P(GLSLTest_ES3, NestedSamplingOperation) | |
| { | |
| // This seems to be bugged on some version of Android. Might not affect the newest versions. | |
| // TODO(jmadill): Lift suppression when Chromium bots are upgraded. | |
| // Test skipped on Android because of bug with Nexus 5X. | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES()); | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "out vec2 texCoord;\n" | |
| "in vec2 position;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(position, 0, 1);\n" | |
| " texCoord = position * 0.5 + vec2(0.5);\n" | |
| "}\n"; | |
| constexpr char kSimpleFS[] = | |
| "#version 300 es\n" | |
| "in mediump vec2 texCoord;\n" | |
| "out mediump vec4 fragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " fragColor = vec4(texCoord, 0, 1);\n" | |
| "}\n"; | |
| constexpr char kNestedFS[] = | |
| "#version 300 es\n" | |
| "uniform mediump sampler2D samplerA;\n" | |
| "uniform mediump sampler2D samplerB;\n" | |
| "in mediump vec2 texCoord;\n" | |
| "out mediump vec4 fragColor;\n" | |
| "void main ()\n" | |
| "{\n" | |
| " fragColor = texture(samplerB, texture(samplerA, texCoord).xy);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(initProg, kVS, kSimpleFS); | |
| ANGLE_GL_PROGRAM(nestedProg, kVS, kNestedFS); | |
| // Initialize a first texture with default texCoord data. | |
| GLTexture texA; | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, texA); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0); | |
| drawQuad(initProg, "position", 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| // Initialize a second texture with a simple color pattern. | |
| GLTexture texB; | |
| glActiveTexture(GL_TEXTURE1); | |
| glBindTexture(GL_TEXTURE_2D, texB); | |
| std::array<GLColor, 4> simpleColors = { | |
| {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| simpleColors.data()); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| // Draw with the nested program, using the first texture to index the second. | |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| glUseProgram(nestedProg); | |
| GLint samplerALoc = glGetUniformLocation(nestedProg, "samplerA"); | |
| ASSERT_NE(-1, samplerALoc); | |
| glUniform1i(samplerALoc, 0); | |
| GLint samplerBLoc = glGetUniformLocation(nestedProg, "samplerB"); | |
| ASSERT_NE(-1, samplerBLoc); | |
| glUniform1i(samplerBLoc, 1); | |
| drawQuad(nestedProg, "position", 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| // Compute four texel centers. | |
| Vector2 windowSize(getWindowWidth(), getWindowHeight()); | |
| Vector2 quarterWindowSize = windowSize / 4; | |
| Vector2 ul = quarterWindowSize; | |
| Vector2 ur(windowSize.x() - quarterWindowSize.x(), quarterWindowSize.y()); | |
| Vector2 ll(quarterWindowSize.x(), windowSize.y() - quarterWindowSize.y()); | |
| Vector2 lr = windowSize - quarterWindowSize; | |
| EXPECT_PIXEL_COLOR_EQ_VEC2(ul, simpleColors[0]); | |
| EXPECT_PIXEL_COLOR_EQ_VEC2(ur, simpleColors[1]); | |
| EXPECT_PIXEL_COLOR_EQ_VEC2(ll, simpleColors[2]); | |
| EXPECT_PIXEL_COLOR_EQ_VEC2(lr, simpleColors[3]); | |
| } | |
| // Tests that using a constant declaration as the only statement in a for loop without curly braces | |
| // doesn't crash. | |
| TEST_P(GLSLTest, ConstantStatementInForLoop) | |
| { | |
| constexpr char kVS[] = | |
| "void main()\n" | |
| "{\n" | |
| " for (int i = 0; i < 10; ++i)\n" | |
| " const int b = 0;\n" | |
| "}\n"; | |
| GLuint shader = CompileShader(GL_VERTEX_SHADER, kVS); | |
| EXPECT_NE(0u, shader); | |
| glDeleteShader(shader); | |
| } | |
| // Tests that using a constant declaration as a loop init expression doesn't crash. Note that this | |
| // test doesn't work on D3D9 due to looping limitations, so it is only run on ES3. | |
| TEST_P(GLSLTest_ES3, ConstantStatementAsLoopInit) | |
| { | |
| constexpr char kVS[] = | |
| "void main()\n" | |
| "{\n" | |
| " for (const int i = 0; i < 0;) {}\n" | |
| "}\n"; | |
| GLuint shader = CompileShader(GL_VERTEX_SHADER, kVS); | |
| EXPECT_NE(0u, shader); | |
| glDeleteShader(shader); | |
| } | |
| // Test that uninitialized local variables are initialized to 0. | |
| TEST_P(GLSLTest_ES3, InitUninitializedLocals) | |
| { | |
| // Test skipped on Android GLES because local variable initialization is disabled. | |
| // http://anglebug.com/2046 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES()); | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "int result = 0;\n" | |
| "void main()\n" | |
| "{\n" | |
| " int u;\n" | |
| " result += u;\n" | |
| " int k = 0;\n" | |
| " for (int i[2], j = i[0] + 1; k < 2; ++k)\n" | |
| " {\n" | |
| " result += j;\n" | |
| " }\n" | |
| " if (result == 2)\n" | |
| " {\n" | |
| " my_FragColor = vec4(0, 1, 0, 1);\n" | |
| " }\n" | |
| " else\n" | |
| " {\n" | |
| " my_FragColor = vec4(1, 0, 0, 1);\n" | |
| " }\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that uninitialized structs containing arrays of structs are initialized to 0. This | |
| // specifically tests with two different struct variables declared in the same block. | |
| TEST_P(GLSLTest, InitUninitializedStructContainingArrays) | |
| { | |
| // Test skipped on Android GLES because local variable initialization is disabled. | |
| // http://anglebug.com/2046 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES()); | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "struct T\n" | |
| "{\n" | |
| " int a[2];\n" | |
| "};\n" | |
| "struct S\n" | |
| "{\n" | |
| " T t[2];\n" | |
| "};\n" | |
| "void main()\n" | |
| "{\n" | |
| " S s;\n" | |
| " S s2;\n" | |
| " if (s.t[1].a[1] == 0 && s2.t[1].a[1] == 0)\n" | |
| " {\n" | |
| " gl_FragColor = vec4(0, 1, 0, 1);\n" | |
| " }\n" | |
| " else\n" | |
| " {\n" | |
| " gl_FragColor = vec4(1, 0, 0, 1);\n" | |
| " }\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Verify that two shaders with the same uniform name and members but different structure names will | |
| // not link. | |
| TEST_P(GLSLTest, StructureNameMatchingTest) | |
| { | |
| const char *vsSource = | |
| "// Structures must have the same name, sequence of type names, and\n" | |
| "// type definitions, and field names to be considered the same type.\n" | |
| "// GLSL 1.017 4.2.4\n" | |
| "precision mediump float;\n" | |
| "struct info {\n" | |
| " vec4 pos;\n" | |
| " vec4 color;\n" | |
| "};\n" | |
| "\n" | |
| "uniform info uni;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = uni.pos;\n" | |
| "}\n"; | |
| GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource); | |
| ASSERT_NE(0u, vs); | |
| glDeleteShader(vs); | |
| const char *fsSource = | |
| "// Structures must have the same name, sequence of type names, and\n" | |
| "// type definitions, and field names to be considered the same type.\n" | |
| "// GLSL 1.017 4.2.4\n" | |
| "precision mediump float;\n" | |
| "struct info1 {\n" | |
| " vec4 pos;\n" | |
| " vec4 color;\n" | |
| "};\n" | |
| "\n" | |
| "uniform info1 uni;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = uni.color;\n" | |
| "}\n"; | |
| GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource); | |
| ASSERT_NE(0u, fs); | |
| glDeleteShader(fs); | |
| GLuint program = CompileProgram(vsSource, fsSource); | |
| EXPECT_EQ(0u, program); | |
| } | |
| // Test that an uninitialized nameless struct inside a for loop init statement works. | |
| TEST_P(GLSLTest_ES3, UninitializedNamelessStructInForInitStatement) | |
| { | |
| // Test skipped on Android GLES because local variable initialization is disabled. | |
| // http://anglebug.com/2046 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES()); | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = vec4(1, 0, 0, 1);\n" | |
| " for (struct { float q; } b; b.q < 2.0; b.q++) {\n" | |
| " my_FragColor = vec4(0, 1, 0, 1);\n" | |
| " }\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that uninitialized global variables are initialized to 0. | |
| TEST_P(WebGLGLSLTest, InitUninitializedGlobals) | |
| { | |
| // http://anglebug.com/2862 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES()); | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "int result;\n" | |
| "int i[2], j = i[0] + 1;\n" | |
| "void main()\n" | |
| "{\n" | |
| " result += j;\n" | |
| " if (result == 1)\n" | |
| " {\n" | |
| " gl_FragColor = vec4(0, 1, 0, 1);\n" | |
| " }\n" | |
| " else\n" | |
| " {\n" | |
| " gl_FragColor = vec4(1, 0, 0, 1);\n" | |
| " }\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that an uninitialized nameless struct in the global scope works. | |
| TEST_P(WebGLGLSLTest, UninitializedNamelessStructInGlobalScope) | |
| { | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "struct { float q; } b;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = vec4(1, 0, 0, 1);\n" | |
| " if (b.q == 0.0)\n" | |
| " {\n" | |
| " gl_FragColor = vec4(0, 1, 0, 1);\n" | |
| " }\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Tests nameless struct uniforms. | |
| TEST_P(GLSLTest, EmbeddedStructUniform) | |
| { | |
| const char kFragmentShader[] = R"(precision mediump float; | |
| uniform struct { float q; } b; | |
| void main() | |
| { | |
| gl_FragColor = vec4(1, 0, 0, 1); | |
| if (b.q == 0.5) | |
| { | |
| gl_FragColor = vec4(0, 1, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader); | |
| glUseProgram(program); | |
| GLint uniLoc = glGetUniformLocation(program, "b.q"); | |
| ASSERT_NE(-1, uniLoc); | |
| glUniform1f(uniLoc, 0.5f); | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Tests that rewriting samplers in structs doesn't mess up indexing. | |
| TEST_P(GLSLTest, SamplerInStructMemberIndexing) | |
| { | |
| const char kVertexShader[] = R"(attribute vec2 position; | |
| varying vec2 texCoord; | |
| void main() | |
| { | |
| gl_Position = vec4(position, 0, 1); | |
| texCoord = position * 0.5 + vec2(0.5); | |
| })"; | |
| const char kFragmentShader[] = R"(precision mediump float; | |
| struct S { sampler2D samp; bool b; }; | |
| uniform S uni; | |
| varying vec2 texCoord; | |
| void main() | |
| { | |
| if (uni.b) | |
| { | |
| gl_FragColor = texture2D(uni.samp, texCoord); | |
| } | |
| else | |
| { | |
| gl_FragColor = vec4(1, 0, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVertexShader, kFragmentShader); | |
| glUseProgram(program); | |
| GLint bLoc = glGetUniformLocation(program, "uni.b"); | |
| ASSERT_NE(-1, bLoc); | |
| GLint sampLoc = glGetUniformLocation(program, "uni.samp"); | |
| ASSERT_NE(-1, sampLoc); | |
| glUniform1i(bLoc, 1); | |
| std::array<GLColor, 4> kGreenPixels = { | |
| {GLColor::green, GLColor::green, GLColor::green, GLColor::green}}; | |
| GLTexture tex; | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, | |
| kGreenPixels.data()); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| ASSERT_GL_NO_ERROR(); | |
| drawQuad(program, "position", 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Tests two nameless struct uniforms. | |
| TEST_P(GLSLTest, TwoEmbeddedStructUniforms) | |
| { | |
| const char kFragmentShader[] = R"(precision mediump float; | |
| uniform struct { float q; } b, c; | |
| void main() | |
| { | |
| gl_FragColor = vec4(1, 0, 0, 1); | |
| if (b.q == 0.5 && c.q == 1.0) | |
| { | |
| gl_FragColor = vec4(0, 1, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader); | |
| glUseProgram(program); | |
| GLint uniLocB = glGetUniformLocation(program, "b.q"); | |
| ASSERT_NE(-1, uniLocB); | |
| glUniform1f(uniLocB, 0.5f); | |
| GLint uniLocC = glGetUniformLocation(program, "c.q"); | |
| ASSERT_NE(-1, uniLocC); | |
| glUniform1f(uniLocC, 1.0f); | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that a loop condition that has an initializer declares a variable. | |
| TEST_P(GLSLTest_ES3, ConditionInitializerDeclaresVariable) | |
| { | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " float i = 0.0;\n" | |
| " while (bool foo = (i < 1.5))\n" | |
| " {\n" | |
| " if (!foo)\n" | |
| " {\n" | |
| " ++i;\n" | |
| " }\n" | |
| " if (i > 3.5)\n" | |
| " {\n" | |
| " break;\n" | |
| " }\n" | |
| " ++i;\n" | |
| " }\n" | |
| " my_FragColor = vec4(i * 0.5 - 1.0, i * 0.5, 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that a variable hides a user-defined function with the same name after its initializer. | |
| // GLSL ES 1.00.17 section 4.2.2: "A variable declaration is visible immediately following the | |
| // initializer if present, otherwise immediately following the identifier" | |
| TEST_P(GLSLTest, VariableHidesUserDefinedFunctionAfterInitializer) | |
| { | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "uniform vec4 u;\n" | |
| "vec4 foo()\n" | |
| "{\n" | |
| " return u;\n" | |
| "}\n" | |
| "void main()\n" | |
| "{\n" | |
| " vec4 foo = foo();\n" | |
| " gl_FragColor = foo + vec4(0, 1, 0, 1);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that structs with identical members are not ambiguous as function arguments. | |
| TEST_P(GLSLTest, StructsWithSameMembersDisambiguatedByName) | |
| { | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "uniform float u_zero;\n" | |
| "struct S { float foo; };\n" | |
| "struct S2 { float foo; };\n" | |
| "float get(S s) { return s.foo + u_zero; }\n" | |
| "float get(S2 s2) { return 0.25 + s2.foo + u_zero; }\n" | |
| "void main()\n" | |
| "{\n" | |
| " S s;\n" | |
| " s.foo = 0.5;\n" | |
| " S2 s2;\n" | |
| " s2.foo = 0.25;\n" | |
| " gl_FragColor = vec4(0.0, get(s) + get(s2), 0.0, 1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that a varying struct that's not statically used in the fragment shader works. | |
| // GLSL ES 3.00.6 section 4.3.10. | |
| TEST_P(GLSLTest_ES3, VaryingStructNotStaticallyUsedInFragmentShader) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "struct S {\n" | |
| " vec4 field;\n" | |
| "};\n" | |
| "out S varStruct;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(1.0);\n" | |
| " varStruct.field = vec4(0.0, 0.5, 0.0, 0.0);\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "struct S {\n" | |
| " vec4 field;\n" | |
| "};\n" | |
| "in S varStruct;\n" | |
| "out vec4 col;\n" | |
| "void main()\n" | |
| "{\n" | |
| " col = vec4(1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| } | |
| // Test that a varying struct that's not declared in the fragment shader links successfully. | |
| // GLSL ES 3.00.6 section 4.3.10. | |
| TEST_P(GLSLTest_ES3, VaryingStructNotDeclaredInFragmentShader) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "struct S {\n" | |
| " vec4 field;\n" | |
| "};\n" | |
| "out S varStruct;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(1.0);\n" | |
| " varStruct.field = vec4(0.0, 0.5, 0.0, 0.0);\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 col;\n" | |
| "void main()\n" | |
| "{\n" | |
| " col = vec4(1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| } | |
| // Test that a varying struct that's not declared in the vertex shader, and is unused in the | |
| // fragment shader links successfully. | |
| TEST_P(GLSLTest_ES3, VaryingStructNotDeclaredInVertexShader) | |
| { | |
| // GLSL ES allows the vertex shader to not declare a varying if the fragment shader is not | |
| // going to use it. See section 9.1 in | |
| // https://www.khronos.org/registry/OpenGL/specs/es/3.2/GLSL_ES_Specification_3.20.pdf or | |
| // section 4.3.5 in https://www.khronos.org/files/opengles_shading_language.pdf | |
| // | |
| // However, nvidia OpenGL ES drivers fail to link this program. | |
| // | |
| // http://anglebug.com/3413 | |
| ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsNVIDIA()); | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(1.0);\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 col;\n" | |
| "struct S {\n" | |
| " vec4 field;\n" | |
| "};\n" | |
| "in S varStruct;\n" | |
| "void main()\n" | |
| "{\n" | |
| " col = vec4(1.0);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| } | |
| // Test that a varying struct that's not initialized in the vertex shader links successfully. | |
| TEST_P(GLSLTest_ES3, VaryingStructNotInitializedInVertexShader) | |
| { | |
| // GLSL ES allows the vertex shader to declare but not initialize a varying (with a | |
| // specification that the varying values are undefined in the fragment stage). See section 9.1 | |
| // in https://www.khronos.org/registry/OpenGL/specs/es/3.2/GLSL_ES_Specification_3.20.pdf | |
| // or section 4.3.5 in https://www.khronos.org/files/opengles_shading_language.pdf | |
| // | |
| // However, windows and mac OpenGL drivers fail to link this program. With a message like: | |
| // | |
| // > Input of fragment shader 'varStruct' not written by vertex shader | |
| // | |
| // http://anglebug.com/3413 | |
| ANGLE_SKIP_TEST_IF(IsDesktopOpenGL() && (IsOSX() || (IsWindows() && !IsNVIDIA()))); | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "struct S {\n" | |
| " vec4 field;\n" | |
| "};\n" | |
| "out S varStruct;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(1.0);\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 col;\n" | |
| "struct S {\n" | |
| " vec4 field;\n" | |
| "};\n" | |
| "in S varStruct;\n" | |
| "void main()\n" | |
| "{\n" | |
| " col = varStruct.field;\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| } | |
| // Test that a varying struct that gets used in the fragment shader works. | |
| TEST_P(GLSLTest_ES3, VaryingStructUsedInFragmentShader) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in vec4 inputAttribute;\n" | |
| "struct S {\n" | |
| " vec4 field;\n" | |
| "};\n" | |
| "out S varStruct;\n" | |
| "out S varStruct2;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = inputAttribute;\n" | |
| " varStruct.field = vec4(0.0, 0.5, 0.0, 1.0);\n" | |
| " varStruct2.field = vec4(0.0, 0.5, 0.0, 1.0);\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 col;\n" | |
| "struct S {\n" | |
| " vec4 field;\n" | |
| "};\n" | |
| "in S varStruct;\n" | |
| "in S varStruct2;\n" | |
| "void main()\n" | |
| "{\n" | |
| " col = varStruct.field + varStruct2.field;\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| drawQuad(program.get(), "inputAttribute", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that multiple multi-field varying structs that get used in the fragment shader work. | |
| TEST_P(GLSLTest_ES3, ComplexVaryingStructsUsedInFragmentShader) | |
| { | |
| // TODO(syoussefi): fails on android with: | |
| // | |
| // > Internal Vulkan error: A return array was too small for the result | |
| // | |
| // http://anglebug.com/3220 | |
| ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid()); | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in vec4 inputAttribute;\n" | |
| "struct S {\n" | |
| " vec4 field1;\n" | |
| " vec4 field2;\n" | |
| "};\n" | |
| "out S varStruct;\n" | |
| "out S varStruct2;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = inputAttribute;\n" | |
| " varStruct.field1 = vec4(0.0, 0.5, 0.0, 1.0);\n" | |
| " varStruct.field2 = vec4(0.0, 0.5, 0.0, 1.0);\n" | |
| " varStruct2.field1 = vec4(0.0, 0.5, 0.0, 1.0);\n" | |
| " varStruct2.field2 = vec4(0.0, 0.5, 0.0, 1.0);\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 col;\n" | |
| "struct S {\n" | |
| " vec4 field1;\n" | |
| " vec4 field2;\n" | |
| "};\n" | |
| "in S varStruct;\n" | |
| "in S varStruct2;\n" | |
| "void main()\n" | |
| "{\n" | |
| " col = varStruct.field1 + varStruct2.field2;\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| drawQuad(program.get(), "inputAttribute", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that an inactive varying struct that doesn't get used in the fragment shader works. | |
| TEST_P(GLSLTest_ES3, InactiveVaryingStructUnusedInFragmentShader) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in vec4 inputAttribute;\n" | |
| "struct S {\n" | |
| " vec4 field;\n" | |
| "};\n" | |
| "out S varStruct;\n" | |
| "out S varStruct2;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = inputAttribute;\n" | |
| " varStruct.field = vec4(0.0, 1.0, 0.0, 1.0);\n" | |
| " varStruct2.field = vec4(0.0, 1.0, 0.0, 1.0);\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 col;\n" | |
| "struct S {\n" | |
| " vec4 field;\n" | |
| "};\n" | |
| "in S varStruct;\n" | |
| "in S varStruct2;\n" | |
| "void main()\n" | |
| "{\n" | |
| " col = varStruct.field;\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| drawQuad(program.get(), "inputAttribute", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that multiple varying matrices that get used in the fragment shader work. | |
| TEST_P(GLSLTest_ES3, VaryingMatrices) | |
| { | |
| constexpr char kVS[] = | |
| "#version 300 es\n" | |
| "in vec4 inputAttribute;\n" | |
| "out mat2x2 varMat;\n" | |
| "out mat2x2 varMat2;\n" | |
| "out mat4x3 varMat3;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = inputAttribute;\n" | |
| " varMat[0] = vec2(1, 1);\n" | |
| " varMat[1] = vec2(1, 1);\n" | |
| " varMat2[0] = vec2(0.5, 0.5);\n" | |
| " varMat2[1] = vec2(0.5, 0.5);\n" | |
| " varMat3[0] = vec3(0.75, 0.75, 0.75);\n" | |
| " varMat3[1] = vec3(0.75, 0.75, 0.75);\n" | |
| " varMat3[2] = vec3(0.75, 0.75, 0.75);\n" | |
| " varMat3[3] = vec3(0.75, 0.75, 0.75);\n" | |
| "}\n"; | |
| constexpr char kFS[] = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 col;\n" | |
| "in mat2x2 varMat;\n" | |
| "in mat2x2 varMat2;\n" | |
| "in mat4x3 varMat3;\n" | |
| "void main()\n" | |
| "{\n" | |
| " col = vec4(varMat[0].x, varMat2[1].y, varMat3[2].z, 1);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| drawQuad(program.get(), "inputAttribute", 0.5f); | |
| EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 127, 191, 255), 1); | |
| } | |
| // This test covers passing a struct containing a sampler as a function argument. | |
| TEST_P(GLSLTest, StructsWithSamplersAsFunctionArg) | |
| { | |
| // Shader failed to compile on Nexus devices. http://anglebug.com/2114 | |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES()); | |
| const char kFragmentShader[] = R"(precision mediump float; | |
| struct S { sampler2D samplerMember; }; | |
| uniform S uStruct; | |
| uniform vec2 uTexCoord; | |
| vec4 foo(S structVar) | |
| { | |
| return texture2D(structVar.samplerMember, uTexCoord); | |
| } | |
| void main() | |
| { | |
| gl_FragColor = foo(uStruct); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader); | |
| // Initialize the texture with green. | |
| GLTexture tex; | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| GLubyte texData[] = {0u, 255u, 0u, 255u}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| ASSERT_GL_NO_ERROR(); | |
| // Draw | |
| glUseProgram(program); | |
| GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.samplerMember"); | |
| ASSERT_NE(-1, samplerMemberLoc); | |
| glUniform1i(samplerMemberLoc, 0); | |
| GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord"); | |
| ASSERT_NE(-1, texCoordLoc); | |
| glUniform2f(texCoordLoc, 0.5f, 0.5f); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green); | |
| } | |
| // This test covers passing a struct containing a sampler as a function argument. | |
| TEST_P(GLSLTest, StructsWithSamplersAsFunctionArgWithPrototype) | |
| { | |
| // Shader failed to compile on Android. http://anglebug.com/2114 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES()); | |
| const char kFragmentShader[] = R"(precision mediump float; | |
| struct S { sampler2D samplerMember; }; | |
| uniform S uStruct; | |
| uniform vec2 uTexCoord; | |
| vec4 foo(S structVar); | |
| vec4 foo(S structVar) | |
| { | |
| return texture2D(structVar.samplerMember, uTexCoord); | |
| } | |
| void main() | |
| { | |
| gl_FragColor = foo(uStruct); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader); | |
| // Initialize the texture with green. | |
| GLTexture tex; | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| GLubyte texData[] = {0u, 255u, 0u, 255u}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| ASSERT_GL_NO_ERROR(); | |
| // Draw | |
| glUseProgram(program); | |
| GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.samplerMember"); | |
| ASSERT_NE(-1, samplerMemberLoc); | |
| glUniform1i(samplerMemberLoc, 0); | |
| GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord"); | |
| ASSERT_NE(-1, texCoordLoc); | |
| glUniform2f(texCoordLoc, 0.5f, 0.5f); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green); | |
| } | |
| // This test covers passing an array of structs containing samplers as a function argument. | |
| TEST_P(GLSLTest, ArrayOfStructsWithSamplersAsFunctionArg) | |
| { | |
| // Shader failed to compile on Nexus devices. http://anglebug.com/2114 | |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES()); | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "struct S\n" | |
| "{\n" | |
| " sampler2D samplerMember; \n" | |
| "};\n" | |
| "uniform S uStructs[2];\n" | |
| "uniform vec2 uTexCoord;\n" | |
| "\n" | |
| "vec4 foo(S[2] structs)\n" | |
| "{\n" | |
| " return texture2D(structs[0].samplerMember, uTexCoord);\n" | |
| "}\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = foo(uStructs);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| // Initialize the texture with green. | |
| GLTexture tex; | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| GLubyte texData[] = {0u, 255u, 0u, 255u}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| ASSERT_GL_NO_ERROR(); | |
| // Draw | |
| glUseProgram(program); | |
| GLint samplerMemberLoc = glGetUniformLocation(program, "uStructs[0].samplerMember"); | |
| ASSERT_NE(-1, samplerMemberLoc); | |
| glUniform1i(samplerMemberLoc, 0); | |
| GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord"); | |
| ASSERT_NE(-1, texCoordLoc); | |
| glUniform2f(texCoordLoc, 0.5f, 0.5f); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green); | |
| } | |
| // This test covers passing a struct containing an array of samplers as a function argument. | |
| TEST_P(GLSLTest, StructWithSamplerArrayAsFunctionArg) | |
| { | |
| // Shader failed to compile on Nexus devices. http://anglebug.com/2114 | |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES()); | |
| // TODO(jmadill): Fix on Android/vulkan if possible. http://anglebug.com/2703 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "struct S\n" | |
| "{\n" | |
| " sampler2D samplerMembers[2];\n" | |
| "};\n" | |
| "uniform S uStruct;\n" | |
| "uniform vec2 uTexCoord;\n" | |
| "\n" | |
| "vec4 foo(S str)\n" | |
| "{\n" | |
| " return texture2D(str.samplerMembers[0], uTexCoord);\n" | |
| "}\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = foo(uStruct);\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| // Initialize the texture with green. | |
| GLTexture tex; | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| GLubyte texData[] = {0u, 255u, 0u, 255u}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| ASSERT_GL_NO_ERROR(); | |
| // Draw | |
| glUseProgram(program); | |
| GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.samplerMembers[0]"); | |
| ASSERT_NE(-1, samplerMemberLoc); | |
| glUniform1i(samplerMemberLoc, 0); | |
| GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord"); | |
| ASSERT_NE(-1, texCoordLoc); | |
| glUniform2f(texCoordLoc, 0.5f, 0.5f); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green); | |
| } | |
| // This test covers passing nested structs containing a sampler as a function argument. | |
| TEST_P(GLSLTest, NestedStructsWithSamplersAsFunctionArg) | |
| { | |
| // Shader failed to compile on Nexus devices. http://anglebug.com/2114 | |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES()); | |
| const char kFragmentShader[] = R"(precision mediump float; | |
| struct S { sampler2D samplerMember; }; | |
| struct T { S nest; }; | |
| uniform T uStruct; | |
| uniform vec2 uTexCoord; | |
| vec4 foo2(S structVar) | |
| { | |
| return texture2D(structVar.samplerMember, uTexCoord); | |
| } | |
| vec4 foo(T structVar) | |
| { | |
| return foo2(structVar.nest); | |
| } | |
| void main() | |
| { | |
| gl_FragColor = foo(uStruct); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader); | |
| // Initialize the texture with green. | |
| GLTexture tex; | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| GLubyte texData[] = {0u, 255u, 0u, 255u}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| ASSERT_GL_NO_ERROR(); | |
| // Draw | |
| glUseProgram(program); | |
| GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.nest.samplerMember"); | |
| ASSERT_NE(-1, samplerMemberLoc); | |
| glUniform1i(samplerMemberLoc, 0); | |
| GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord"); | |
| ASSERT_NE(-1, texCoordLoc); | |
| glUniform2f(texCoordLoc, 0.5f, 0.5f); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green); | |
| } | |
| // This test covers passing a compound structs containing a sampler as a function argument. | |
| TEST_P(GLSLTest, CompoundStructsWithSamplersAsFunctionArg) | |
| { | |
| // Shader failed to compile on Nexus devices. http://anglebug.com/2114 | |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES()); | |
| const char kFragmentShader[] = R"(precision mediump float; | |
| struct S { sampler2D samplerMember; bool b; }; | |
| uniform S uStruct; | |
| uniform vec2 uTexCoord; | |
| vec4 foo(S structVar) | |
| { | |
| if (structVar.b) | |
| return texture2D(structVar.samplerMember, uTexCoord); | |
| else | |
| return vec4(1, 0, 0, 1); | |
| } | |
| void main() | |
| { | |
| gl_FragColor = foo(uStruct); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader); | |
| // Initialize the texture with green. | |
| GLTexture tex; | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| GLubyte texData[] = {0u, 255u, 0u, 255u}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| ASSERT_GL_NO_ERROR(); | |
| // Draw | |
| glUseProgram(program); | |
| GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.samplerMember"); | |
| ASSERT_NE(-1, samplerMemberLoc); | |
| glUniform1i(samplerMemberLoc, 0); | |
| GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord"); | |
| ASSERT_NE(-1, texCoordLoc); | |
| glUniform2f(texCoordLoc, 0.5f, 0.5f); | |
| GLint bLoc = glGetUniformLocation(program, "uStruct.b"); | |
| ASSERT_NE(-1, bLoc); | |
| glUniform1i(bLoc, 1); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green); | |
| } | |
| // This test covers passing nested compound structs containing a sampler as a function argument. | |
| TEST_P(GLSLTest, NestedCompoundStructsWithSamplersAsFunctionArg) | |
| { | |
| // Shader failed to compile on Nexus devices. http://anglebug.com/2114 | |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES()); | |
| const char kFragmentShader[] = R"(precision mediump float; | |
| struct S { sampler2D samplerMember; bool b; }; | |
| struct T { S nest; bool b; }; | |
| uniform T uStruct; | |
| uniform vec2 uTexCoord; | |
| vec4 foo2(S structVar) | |
| { | |
| if (structVar.b) | |
| return texture2D(structVar.samplerMember, uTexCoord); | |
| else | |
| return vec4(1, 0, 0, 1); | |
| } | |
| vec4 foo(T structVar) | |
| { | |
| if (structVar.b) | |
| return foo2(structVar.nest); | |
| else | |
| return vec4(1, 0, 0, 1); | |
| } | |
| void main() | |
| { | |
| gl_FragColor = foo(uStruct); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader); | |
| // Initialize the texture with green. | |
| GLTexture tex; | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| GLubyte texData[] = {0u, 255u, 0u, 255u}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| ASSERT_GL_NO_ERROR(); | |
| // Draw | |
| glUseProgram(program); | |
| GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.nest.samplerMember"); | |
| ASSERT_NE(-1, samplerMemberLoc); | |
| glUniform1i(samplerMemberLoc, 0); | |
| GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord"); | |
| ASSERT_NE(-1, texCoordLoc); | |
| glUniform2f(texCoordLoc, 0.5f, 0.5f); | |
| GLint bLoc = glGetUniformLocation(program, "uStruct.b"); | |
| ASSERT_NE(-1, bLoc); | |
| glUniform1i(bLoc, 1); | |
| GLint nestbLoc = glGetUniformLocation(program, "uStruct.nest.b"); | |
| ASSERT_NE(-1, nestbLoc); | |
| glUniform1i(nestbLoc, 1); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green); | |
| } | |
| // Same as the prior test but with reordered struct members. | |
| TEST_P(GLSLTest, MoreNestedCompoundStructsWithSamplersAsFunctionArg) | |
| { | |
| // Shader failed to compile on Nexus devices. http://anglebug.com/2114 | |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES()); | |
| const char kFragmentShader[] = R"(precision mediump float; | |
| struct S { bool b; sampler2D samplerMember; }; | |
| struct T { bool b; S nest; }; | |
| uniform T uStruct; | |
| uniform vec2 uTexCoord; | |
| vec4 foo2(S structVar) | |
| { | |
| if (structVar.b) | |
| return texture2D(structVar.samplerMember, uTexCoord); | |
| else | |
| return vec4(1, 0, 0, 1); | |
| } | |
| vec4 foo(T structVar) | |
| { | |
| if (structVar.b) | |
| return foo2(structVar.nest); | |
| else | |
| return vec4(1, 0, 0, 1); | |
| } | |
| void main() | |
| { | |
| gl_FragColor = foo(uStruct); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader); | |
| // Initialize the texture with green. | |
| GLTexture tex; | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| GLubyte texData[] = {0u, 255u, 0u, 255u}; | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| ASSERT_GL_NO_ERROR(); | |
| // Draw | |
| glUseProgram(program); | |
| GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.nest.samplerMember"); | |
| ASSERT_NE(-1, samplerMemberLoc); | |
| glUniform1i(samplerMemberLoc, 0); | |
| GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord"); | |
| ASSERT_NE(-1, texCoordLoc); | |
| glUniform2f(texCoordLoc, 0.5f, 0.5f); | |
| GLint bLoc = glGetUniformLocation(program, "uStruct.b"); | |
| ASSERT_NE(-1, bLoc); | |
| glUniform1i(bLoc, 1); | |
| GLint nestbLoc = glGetUniformLocation(program, "uStruct.nest.b"); | |
| ASSERT_NE(-1, nestbLoc); | |
| glUniform1i(nestbLoc, 1); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green); | |
| } | |
| // Test that a global variable declared after main() works. This is a regression test for an issue | |
| // in global variable initialization. | |
| TEST_P(WebGLGLSLTest, GlobalVariableDeclaredAfterMain) | |
| { | |
| constexpr char kFS[] = | |
| "precision mediump float;\n" | |
| "int getFoo();\n" | |
| "uniform int u_zero;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = vec4(1, 0, 0, 1);\n" | |
| " if (getFoo() == 0)\n" | |
| " {\n" | |
| " gl_FragColor = vec4(0, 1, 0, 1);\n" | |
| " }\n" | |
| "}\n" | |
| "int foo;\n" | |
| "int getFoo()\n" | |
| "{\n" | |
| " foo = u_zero;\n" | |
| " return foo;\n" | |
| "}\n"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test calling array length() with a "this" expression having side effects inside a loop condition. | |
| // The spec says that sequence operator operands need to run in sequence. | |
| TEST_P(GLSLTest_ES3, ArrayLengthOnExpressionWithSideEffectsInLoopCondition) | |
| { | |
| // "a" gets doubled three times in the below program. | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| uniform int u_zero; | |
| int a; | |
| int[2] doubleA() | |
| { | |
| a *= 2; | |
| return int[2](a, a); | |
| } | |
| void main() | |
| { | |
| a = u_zero + 1; | |
| for (int i = 0; i < doubleA().length(); ++i) | |
| {} | |
| if (a == 8) | |
| { | |
| my_FragColor = vec4(0, 1, 0, 1); | |
| } | |
| else | |
| { | |
| my_FragColor = vec4(1, 0, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test calling array length() with a "this" expression having side effects that interact with side | |
| // effects of another operand of the same sequence operator. The spec says that sequence operator | |
| // operands need to run in order from left to right (ESSL 3.00.6 section 5.9). | |
| TEST_P(GLSLTest_ES3, ArrayLengthOnExpressionWithSideEffectsInSequence) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| uniform int u_zero; | |
| int a; | |
| int[3] doubleA() | |
| { | |
| a *= 2; | |
| return int[3](a, a, a); | |
| } | |
| void main() | |
| { | |
| a = u_zero; | |
| int b = (a++, doubleA().length()); | |
| if (b == 3 && a == 2) | |
| { | |
| my_FragColor = vec4(0, 1, 0, 1); | |
| } | |
| else | |
| { | |
| my_FragColor = vec4(1, 0, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test calling array length() with a "this" expression that also contains a call of array length(). | |
| // Both "this" expressions also have side effects. | |
| TEST_P(GLSLTest_ES3, NestedArrayLengthMethodsWithSideEffects) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| uniform int u_zero; | |
| int a; | |
| int[3] multiplyA(int multiplier) | |
| { | |
| a *= multiplier; | |
| return int[3](a, a, a); | |
| } | |
| void main() | |
| { | |
| a = u_zero + 1; | |
| int b = multiplyA(multiplyA(2).length()).length(); | |
| if (b == 3 && a == 6) | |
| { | |
| my_FragColor = vec4(0, 1, 0, 1); | |
| } | |
| else | |
| { | |
| my_FragColor = vec4(1, 0, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that statements inside switch() get translated to correct HLSL. | |
| TEST_P(GLSLTest_ES3, DifferentStatementsInsideSwitch) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| uniform int u; | |
| void main() | |
| { | |
| switch (u) | |
| { | |
| case 0: | |
| ivec2 i; | |
| i.yx; | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| } | |
| // Test that switch fall-through works correctly. | |
| // This is a regression test for http://anglebug.com/2178 | |
| TEST_P(GLSLTest_ES3, SwitchFallThroughCodeDuplication) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| uniform int u_zero; | |
| void main() | |
| { | |
| int i = 0; | |
| // switch should fall through both cases. | |
| switch(u_zero) | |
| { | |
| case 0: | |
| i += 1; | |
| case 1: | |
| i += 2; | |
| } | |
| if (i == 3) | |
| { | |
| my_FragColor = vec4(0, 1, 0, 1); | |
| } | |
| else | |
| { | |
| my_FragColor = vec4(1, 0, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that a switch statement with an empty block inside as a final statement compiles. | |
| TEST_P(GLSLTest_ES3, SwitchFinalCaseHasEmptyBlock) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision mediump float; | |
| uniform int i; | |
| void main() | |
| { | |
| switch (i) | |
| { | |
| case 0: | |
| break; | |
| default: | |
| {} | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| } | |
| // Test that a switch statement with an empty declaration inside as a final statement compiles. | |
| TEST_P(GLSLTest_ES3, SwitchFinalCaseHasEmptyDeclaration) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision mediump float; | |
| uniform int i; | |
| void main() | |
| { | |
| switch (i) | |
| { | |
| case 0: | |
| break; | |
| default: | |
| float; | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| } | |
| // Test switch/case where break/return statements are within blocks. | |
| TEST_P(GLSLTest_ES3, SwitchBreakOrReturnInsideBlocks) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| uniform int u_zero; | |
| out vec4 my_FragColor; | |
| bool test(int n) | |
| { | |
| switch(n) { | |
| case 0: | |
| { | |
| { | |
| break; | |
| } | |
| } | |
| case 1: | |
| { | |
| return true; | |
| } | |
| case 2: | |
| { | |
| n++; | |
| } | |
| } | |
| return false; | |
| } | |
| void main() | |
| { | |
| my_FragColor = test(u_zero + 1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test switch/case where a variable is declared inside one of the cases and is accessed by a | |
| // subsequent case. | |
| TEST_P(GLSLTest_ES3, SwitchWithVariableDeclarationInside) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| uniform int u_zero; | |
| void main() | |
| { | |
| my_FragColor = vec4(1, 0, 0, 1); | |
| switch (u_zero) | |
| { | |
| case 0: | |
| ivec2 i; | |
| i = ivec2(1, 0); | |
| default: | |
| my_FragColor = vec4(0, i[0], 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test nested switch/case where a variable is declared inside one of the cases and is accessed by a | |
| // subsequent case. | |
| TEST_P(GLSLTest_ES3, NestedSwitchWithVariableDeclarationInside) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| uniform int u_zero; | |
| uniform int u_zero2; | |
| void main() | |
| { | |
| my_FragColor = vec4(1, 0, 0, 1); | |
| switch (u_zero) | |
| { | |
| case 0: | |
| ivec2 i; | |
| i = ivec2(1, 0); | |
| switch (u_zero2) | |
| { | |
| case 0: | |
| int j; | |
| default: | |
| j = 1; | |
| i *= j; | |
| } | |
| default: | |
| my_FragColor = vec4(0, i[0], 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that an empty switch/case statement is translated in a way that compiles and executes the | |
| // init-statement. | |
| TEST_P(GLSLTest_ES3, EmptySwitch) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| uniform int u_zero; | |
| out vec4 my_FragColor; | |
| void main() | |
| { | |
| int i = u_zero; | |
| switch(++i) {} | |
| my_FragColor = (i == 1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that a constant struct inside an expression is handled correctly. | |
| TEST_P(GLSLTest_ES3, ConstStructInsideExpression) | |
| { | |
| // Incorrect output color was seen on Android. http://anglebug.com/2226 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && !IsNVIDIA() && IsOpenGLES()); | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| uniform float u_zero; | |
| struct S | |
| { | |
| float field; | |
| }; | |
| void main() | |
| { | |
| const S constS = S(1.0); | |
| S nonConstS = constS; | |
| nonConstS.field = u_zero; | |
| bool fail = (constS == nonConstS); | |
| my_FragColor = vec4(0, 1, 0, 1); | |
| if (fail) | |
| { | |
| my_FragColor = vec4(1, 0, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that a varying struct that's defined as a part of the declaration is handled correctly. | |
| TEST_P(GLSLTest_ES3, VaryingStructWithInlineDefinition) | |
| { | |
| constexpr char kVS[] = R"(#version 300 es | |
| in vec4 inputAttribute; | |
| flat out struct S | |
| { | |
| int field; | |
| } v_s; | |
| void main() | |
| { | |
| v_s.field = 1; | |
| gl_Position = inputAttribute; | |
| })"; | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| flat in struct S | |
| { | |
| int field; | |
| } v_s; | |
| void main() | |
| { | |
| bool success = (v_s.field == 1); | |
| my_FragColor = vec4(1, 0, 0, 1); | |
| if (success) | |
| { | |
| my_FragColor = vec4(0, 1, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| drawQuad(program.get(), "inputAttribute", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test vector/scalar arithmetic (in this case multiplication and addition). Meant to reproduce a | |
| // bug that appeared in NVIDIA OpenGL drivers and that is worked around by | |
| // VectorizeVectorScalarArithmetic AST transform. | |
| TEST_P(GLSLTest, VectorScalarMultiplyAndAddInLoop) | |
| { | |
| constexpr char kFS[] = R"(precision mediump float; | |
| void main() { | |
| gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); | |
| for (int i = 0; i < 2; i++) | |
| { | |
| gl_FragColor += (2.0 * gl_FragCoord.x); | |
| } | |
| if (gl_FragColor.g == gl_FragColor.r && | |
| gl_FragColor.b == gl_FragColor.r && | |
| gl_FragColor.a == gl_FragColor.r) | |
| { | |
| gl_FragColor = vec4(0, 1, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test vector/scalar arithmetic (in this case compound division and addition). Meant to reproduce a | |
| // bug that appeared in NVIDIA OpenGL drivers and that is worked around by | |
| // VectorizeVectorScalarArithmetic AST transform. | |
| TEST_P(GLSLTest, VectorScalarDivideAndAddInLoop) | |
| { | |
| constexpr char kFS[] = R"(precision mediump float; | |
| void main() { | |
| gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); | |
| for (int i = 0; i < 2; i++) | |
| { | |
| float x = gl_FragCoord.x; | |
| gl_FragColor = gl_FragColor + (x /= 2.0); | |
| } | |
| if (gl_FragColor.g == gl_FragColor.r && | |
| gl_FragColor.b == gl_FragColor.r && | |
| gl_FragColor.a == gl_FragColor.r) | |
| { | |
| gl_FragColor = vec4(0, 1, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that a varying with a flat qualifier that is used as an operand of a folded ternary operator | |
| // is handled correctly. | |
| TEST_P(GLSLTest_ES3, FlatVaryingUsedInFoldedTernary) | |
| { | |
| constexpr char kVS[] = R"(#version 300 es | |
| in vec4 inputAttribute; | |
| flat out int v; | |
| void main() | |
| { | |
| v = 1; | |
| gl_Position = inputAttribute; | |
| })"; | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| flat in int v; | |
| void main() | |
| { | |
| my_FragColor = vec4(0, (true ? v : 0), 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| drawQuad(program.get(), "inputAttribute", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Verify that the link error message from last link failure is cleared when the new link is | |
| // finished. | |
| TEST_P(GLSLTest, ClearLinkErrorLog) | |
| { | |
| constexpr char kVS[] = R"(attribute vec4 vert_in; | |
| varying vec4 vert_out; | |
| void main() | |
| { | |
| gl_Position = vert_in; | |
| vert_out = vert_in; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying vec4 frag_in; | |
| void main() | |
| { | |
| gl_FragColor = frag_in; | |
| })"; | |
| GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS); | |
| GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS); | |
| GLuint program = glCreateProgram(); | |
| // The first time the program link fails because of lack of fragment shader. | |
| glAttachShader(program, vs); | |
| glLinkProgram(program); | |
| GLint linkStatus = GL_TRUE; | |
| glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); | |
| ASSERT_FALSE(linkStatus); | |
| const std::string &lackOfFragmentShader = QueryErrorMessage(program); | |
| // The second time the program link fails because of the mismatch of the varying types. | |
| glAttachShader(program, fs); | |
| glLinkProgram(program); | |
| linkStatus = GL_TRUE; | |
| glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); | |
| ASSERT_FALSE(linkStatus); | |
| const std::string &varyingTypeMismatch = QueryErrorMessage(program); | |
| EXPECT_EQ(std::string::npos, varyingTypeMismatch.find(lackOfFragmentShader)); | |
| glDetachShader(program, vs); | |
| glDetachShader(program, fs); | |
| glDeleteShader(vs); | |
| glDeleteShader(fs); | |
| glDeleteProgram(program); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Validate error messages when the link mismatch occurs on the type of a non-struct varying. | |
| TEST_P(GLSLTest, ErrorMessageOfVaryingMismatch) | |
| { | |
| constexpr char kVS[] = R"(attribute vec4 inputAttribute; | |
| varying vec4 vertex_out; | |
| void main() | |
| { | |
| vertex_out = inputAttribute; | |
| gl_Position = inputAttribute; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying float vertex_out; | |
| void main() | |
| { | |
| gl_FragColor = vec4(vertex_out, 0.0, 0.0, 1.0); | |
| })"; | |
| validateComponentsInErrorMessage(kVS, kFS, "Types", "varying 'vertex_out'"); | |
| } | |
| // Validate error messages when the link mismatch occurs on the name of a varying field. | |
| TEST_P(GLSLTest_ES3, ErrorMessageOfVaryingStructFieldNameMismatch) | |
| { | |
| constexpr char kVS[] = R"(#version 300 es | |
| in vec4 inputAttribute; | |
| struct S { | |
| float val1; | |
| vec4 val2; | |
| }; | |
| out S vertex_out; | |
| void main() | |
| { | |
| vertex_out.val2 = inputAttribute; | |
| vertex_out.val1 = inputAttribute[0]; | |
| gl_Position = inputAttribute; | |
| })"; | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision mediump float; | |
| struct S { | |
| float val1; | |
| vec4 val3; | |
| }; | |
| in S vertex_out; | |
| layout (location = 0) out vec4 frag_out; | |
| void main() | |
| { | |
| frag_out = vec4(vertex_out.val1, 0.0, 0.0, 1.0); | |
| })"; | |
| validateComponentsInErrorMessage(kVS, kFS, "Field names", "varying 'vertex_out'"); | |
| } | |
| // Validate error messages when the link mismatch occurs on the type of a varying field. | |
| TEST_P(GLSLTest_ES3, ErrorMessageOfVaryingStructFieldMismatch) | |
| { | |
| constexpr char kVS[] = R"(#version 300 es | |
| in vec4 inputAttribute; | |
| struct S { | |
| float val1; | |
| vec4 val2; | |
| }; | |
| out S vertex_out; | |
| void main() | |
| { | |
| vertex_out.val2 = inputAttribute; | |
| vertex_out.val1 = inputAttribute[0]; | |
| gl_Position = inputAttribute; | |
| })"; | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision mediump float; | |
| struct S { | |
| float val1; | |
| vec2 val2; | |
| }; | |
| in S vertex_out; | |
| layout (location = 0) out vec4 frag_out; | |
| void main() | |
| { | |
| frag_out = vec4(vertex_out.val1, 0.0, 0.0, 1.0); | |
| })"; | |
| validateComponentsInErrorMessage(kVS, kFS, "Types", | |
| "varying 'vertex_out' member 'vertex_out.val2'"); | |
| } | |
| // Validate error messages when the link mismatch occurs on the name of a struct member of a uniform | |
| // field. | |
| TEST_P(GLSLTest, ErrorMessageOfLinkUniformStructFieldNameMismatch) | |
| { | |
| constexpr char kVS[] = R"( | |
| struct T | |
| { | |
| vec2 t1; | |
| vec3 t2; | |
| }; | |
| struct S { | |
| T val1; | |
| vec4 val2; | |
| }; | |
| uniform S uni; | |
| attribute vec4 inputAttribute; | |
| varying vec4 vertex_out; | |
| void main() | |
| { | |
| vertex_out = uni.val2; | |
| gl_Position = inputAttribute; | |
| })"; | |
| constexpr char kFS[] = R"(precision highp float; | |
| struct T | |
| { | |
| vec2 t1; | |
| vec3 t3; | |
| }; | |
| struct S { | |
| T val1; | |
| vec4 val2; | |
| }; | |
| uniform S uni; | |
| varying vec4 vertex_out; | |
| void main() | |
| { | |
| gl_FragColor = vec4(uni.val1.t1[0], 0.0, 0.0, 1.0); | |
| })"; | |
| validateComponentsInErrorMessage(kVS, kFS, "Field names", "uniform 'uni' member 'uni.val1'"); | |
| } | |
| // Validate error messages when the link mismatch occurs on the type of a non-struct uniform block | |
| // field. | |
| TEST_P(GLSLTest_ES3, ErrorMessageOfLinkInterfaceBlockFieldMismatch) | |
| { | |
| constexpr char kVS[] = R"(#version 300 es | |
| uniform S { | |
| vec2 val1; | |
| vec4 val2; | |
| } uni; | |
| in vec4 inputAttribute; | |
| out vec4 vertex_out; | |
| void main() | |
| { | |
| vertex_out = uni.val2; | |
| gl_Position = inputAttribute; | |
| })"; | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| uniform S { | |
| vec2 val1; | |
| vec3 val2; | |
| } uni; | |
| in vec4 vertex_out; | |
| layout (location = 0) out vec4 frag_out; | |
| void main() | |
| { | |
| frag_out = vec4(uni.val1[0], 0.0, 0.0, 1.0); | |
| })"; | |
| validateComponentsInErrorMessage(kVS, kFS, "Types", "uniform block 'S' member 'S.val2'"); | |
| } | |
| // Validate error messages when the link mismatch occurs on the type of a member of a uniform block | |
| // struct field. | |
| TEST_P(GLSLTest_ES3, ErrorMessageOfLinkInterfaceBlockStructFieldMismatch) | |
| { | |
| constexpr char kVS[] = R"(#version 300 es | |
| struct T | |
| { | |
| vec2 t1; | |
| vec3 t2; | |
| }; | |
| uniform S { | |
| T val1; | |
| vec4 val2; | |
| } uni; | |
| in vec4 inputAttribute; | |
| out vec4 vertex_out; | |
| void main() | |
| { | |
| vertex_out = uni.val2; | |
| gl_Position = inputAttribute; | |
| })"; | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| struct T | |
| { | |
| vec2 t1; | |
| vec4 t2; | |
| }; | |
| uniform S { | |
| T val1; | |
| vec4 val2; | |
| } uni; | |
| in vec4 vertex_out; | |
| layout (location = 0) out vec4 frag_out; | |
| void main() | |
| { | |
| frag_out = vec4(uni.val1.t1[0], 0.0, 0.0, 1.0); | |
| })"; | |
| validateComponentsInErrorMessage(kVS, kFS, "Types", "uniform block 'S' member 'S.val1.t2'"); | |
| } | |
| // Test a vertex shader that doesn't declare any varyings with a fragment shader that statically | |
| // uses a varying, but in a statement that gets trivially optimized out by the compiler. | |
| TEST_P(GLSLTest_ES3, FragmentShaderStaticallyUsesVaryingMissingFromVertex) | |
| { | |
| constexpr char kVS[] = R"(#version 300 es | |
| precision mediump float; | |
| void main() | |
| { | |
| gl_Position = vec4(0, 1, 0, 1); | |
| })"; | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision mediump float; | |
| in float foo; | |
| out vec4 my_FragColor; | |
| void main() | |
| { | |
| if (false) | |
| { | |
| float unreferenced = foo; | |
| } | |
| my_FragColor = vec4(0, 1, 0, 1); | |
| })"; | |
| validateComponentsInErrorMessage(kVS, kFS, "does not match any", "foo"); | |
| } | |
| // Test a varying that is statically used but not active in the fragment shader. | |
| TEST_P(GLSLTest_ES3, VaryingStaticallyUsedButNotActiveInFragmentShader) | |
| { | |
| constexpr char kVS[] = R"(#version 300 es | |
| precision mediump float; | |
| in vec4 iv; | |
| out vec4 v; | |
| void main() | |
| { | |
| gl_Position = iv; | |
| v = iv; | |
| })"; | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision mediump float; | |
| in vec4 v; | |
| out vec4 color; | |
| void main() | |
| { | |
| color = true ? vec4(0.0) : v; | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| } | |
| // Test nesting floor() calls with a large multiplier inside. | |
| TEST_P(GLSLTest_ES3, NestedFloorWithLargeMultiplierInside) | |
| { | |
| // D3D11 seems to ignore the floor() calls in this particular case, so one of the corners ends | |
| // up red. http://crbug.com/838885 | |
| ANGLE_SKIP_TEST_IF(IsD3D11()); | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| void main() | |
| { | |
| vec2 coord = gl_FragCoord.xy / 500.0; | |
| my_FragColor = vec4(1, 0, 0, 1); | |
| if (coord.y + 0.1 > floor(1e-6 * floor(coord.x*4e5))) | |
| { | |
| my_FragColor = vec4(0, 1, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| // Verify that all the corners of the rendered result are green. | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green); | |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, 0, GLColor::green); | |
| EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() - 1, GLColor::green); | |
| } | |
| // Verify that a link error is generated when the sum of the number of active image uniforms and | |
| // active shader storage blocks in a rendering pipeline exceeds | |
| // GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES. | |
| TEST_P(GLSLTest_ES31, ExceedCombinedShaderOutputResourcesInVSAndFS) | |
| { | |
| // TODO(jiawei.shao@intel.com): enable this test when shader storage buffer is supported on | |
| // D3D11 back-ends. | |
| ANGLE_SKIP_TEST_IF(IsD3D11()); | |
| GLint maxVertexShaderStorageBlocks; | |
| GLint maxVertexImageUniforms; | |
| GLint maxFragmentShaderStorageBlocks; | |
| GLint maxFragmentImageUniforms; | |
| GLint maxCombinedShaderStorageBlocks; | |
| GLint maxCombinedImageUniforms; | |
| glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &maxVertexShaderStorageBlocks); | |
| glGetIntegerv(GL_MAX_VERTEX_IMAGE_UNIFORMS, &maxVertexImageUniforms); | |
| glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &maxFragmentShaderStorageBlocks); | |
| glGetIntegerv(GL_MAX_FRAGMENT_IMAGE_UNIFORMS, &maxFragmentImageUniforms); | |
| glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &maxCombinedShaderStorageBlocks); | |
| glGetIntegerv(GL_MAX_COMBINED_IMAGE_UNIFORMS, &maxCombinedImageUniforms); | |
| ASSERT_GE(maxCombinedShaderStorageBlocks, maxVertexShaderStorageBlocks); | |
| ASSERT_GE(maxCombinedShaderStorageBlocks, maxFragmentShaderStorageBlocks); | |
| ASSERT_GE(maxCombinedImageUniforms, maxVertexImageUniforms); | |
| ASSERT_GE(maxCombinedImageUniforms, maxFragmentImageUniforms); | |
| GLint vertexSSBOs = maxVertexShaderStorageBlocks; | |
| GLint fragmentSSBOs = maxFragmentShaderStorageBlocks; | |
| // Limit the sum of ssbos in vertex and fragment shaders to maxCombinedShaderStorageBlocks. | |
| if (vertexSSBOs + fragmentSSBOs > maxCombinedShaderStorageBlocks) | |
| { | |
| fragmentSSBOs = maxCombinedShaderStorageBlocks - vertexSSBOs; | |
| } | |
| GLint vertexImages = maxVertexImageUniforms; | |
| GLint fragmentImages = maxFragmentImageUniforms; | |
| // Limit the sum of images in vertex and fragment shaders to maxCombinedImageUniforms. | |
| if (vertexImages + fragmentImages > maxCombinedImageUniforms) | |
| { | |
| vertexImages = maxCombinedImageUniforms - fragmentImages; | |
| } | |
| GLint maxDrawBuffers; | |
| glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); | |
| GLint maxCombinedShaderOutputResources; | |
| glGetIntegerv(GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES, &maxCombinedShaderOutputResources); | |
| ASSERT_GL_NO_ERROR(); | |
| ANGLE_SKIP_TEST_IF(vertexSSBOs + fragmentSSBOs + vertexImages + fragmentImages + | |
| maxDrawBuffers <= | |
| maxCombinedShaderOutputResources); | |
| std::ostringstream vertexStream; | |
| vertexStream << "#version 310 es\n"; | |
| for (int i = 0; i < vertexSSBOs; ++i) | |
| { | |
| vertexStream << "layout(shared, binding = " << i << ") buffer blockName" << i | |
| << "{\n" | |
| " float data;\n" | |
| "} ssbo" | |
| << i << ";\n"; | |
| } | |
| vertexStream << "layout(r32f, binding = 0) uniform highp image2D imageArray[" << vertexImages | |
| << "];\n"; | |
| vertexStream << "void main()\n" | |
| "{\n" | |
| " float val = 0.1;\n" | |
| " vec4 val2 = vec4(0.0);\n"; | |
| for (int i = 0; i < vertexSSBOs; ++i) | |
| { | |
| vertexStream << " val += ssbo" << i << ".data; \n"; | |
| } | |
| for (int i = 0; i < vertexImages; ++i) | |
| { | |
| vertexStream << " val2 += imageLoad(imageArray[" << i << "], ivec2(0, 0)); \n"; | |
| } | |
| vertexStream << " gl_Position = vec4(val, val2);\n" | |
| "}\n"; | |
| std::ostringstream fragmentStream; | |
| fragmentStream << "#version 310 es\n" | |
| << "precision highp float;\n"; | |
| for (int i = 0; i < fragmentSSBOs; ++i) | |
| { | |
| fragmentStream << "layout(shared, binding = " << i << ") buffer blockName" << i | |
| << "{\n" | |
| " float data;\n" | |
| "} ssbo" | |
| << i << ";\n"; | |
| } | |
| fragmentStream << "layout(r32f, binding = 0) uniform highp image2D imageArray[" | |
| << fragmentImages << "];\n"; | |
| fragmentStream << "layout (location = 0) out vec4 foutput[" << maxDrawBuffers << "];\n"; | |
| fragmentStream << "void main()\n" | |
| "{\n" | |
| " float val = 0.1;\n" | |
| " vec4 val2 = vec4(0.0);\n"; | |
| for (int i = 0; i < fragmentSSBOs; ++i) | |
| { | |
| fragmentStream << " val += ssbo" << i << ".data; \n"; | |
| } | |
| for (int i = 0; i < fragmentImages; ++i) | |
| { | |
| fragmentStream << " val2 += imageLoad(imageArray[" << i << "], ivec2(0, 0)); \n"; | |
| } | |
| for (int i = 0; i < maxDrawBuffers; ++i) | |
| { | |
| fragmentStream << " foutput[" << i << "] = vec4(val, val2);\n"; | |
| } | |
| fragmentStream << "}\n"; | |
| GLuint program = CompileProgram(vertexStream.str().c_str(), fragmentStream.str().c_str()); | |
| EXPECT_EQ(0u, program); | |
| ASSERT_GL_NO_ERROR(); | |
| } | |
| // Test that assigning an assignment expression to a swizzled vector field in a user-defined | |
| // function works correctly. | |
| TEST_P(GLSLTest_ES3, AssignAssignmentToSwizzled) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| uniform float uzero; | |
| vec3 fun(float s, float v) | |
| { | |
| vec3 r = vec3(0); | |
| if (s < 1.0) { | |
| r.x = r.y = r.z = v; | |
| return r; | |
| } | |
| return r; | |
| } | |
| void main() | |
| { | |
| my_FragColor.a = 1.0; | |
| my_FragColor.rgb = fun(uzero, 1.0); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white); | |
| } | |
| // Test a fragment shader that returns inside if (that being the only branch that actually gets | |
| // executed). Regression test for http://anglebug.com/2325 | |
| TEST_P(GLSLTest, IfElseIfAndReturn) | |
| { | |
| constexpr char kVS[] = R"(attribute vec4 a_position; | |
| varying vec2 vPos; | |
| void main() | |
| { | |
| gl_Position = a_position; | |
| vPos = a_position.xy; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying vec2 vPos; | |
| void main() | |
| { | |
| if (vPos.x < 1.0) // This colors the whole canvas green | |
| { | |
| gl_FragColor = vec4(0, 1, 0, 1); | |
| return; | |
| } | |
| else if (vPos.x < 1.1) // This should have no effect | |
| { | |
| gl_FragColor = vec4(1, 0, 0, 1); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| drawQuad(program.get(), "a_position", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Tests that PointCoord behaves the same betweeen a user FBO and the back buffer. | |
| TEST_P(GLSLTest, PointCoordConsistency) | |
| { | |
| // On Intel Windows OpenGL drivers PointCoord appears to be flipped when drawing to the | |
| // default framebuffer. http://anglebug.com/2805 | |
| ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL()); | |
| // AMD's OpenGL drivers may have the same issue. http://anglebug.com/1643 | |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsOpenGL()); | |
| // http://anglebug.com/4092 | |
| ANGLE_SKIP_TEST_IF(isSwiftshader()); | |
| constexpr char kPointCoordVS[] = R"(attribute vec2 position; | |
| uniform vec2 viewportSize; | |
| void main() | |
| { | |
| gl_Position = vec4(position, 0, 1); | |
| gl_PointSize = viewportSize.x; | |
| })"; | |
| constexpr char kPointCoordFS[] = R"(void main() | |
| { | |
| gl_FragColor = vec4(gl_PointCoord.xy, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kPointCoordVS, kPointCoordFS); | |
| glUseProgram(program); | |
| GLint uniLoc = glGetUniformLocation(program, "viewportSize"); | |
| ASSERT_NE(-1, uniLoc); | |
| glUniform2f(uniLoc, static_cast<GLfloat>(getWindowWidth()), | |
| static_cast<GLfloat>(getWindowHeight())); | |
| // Draw to backbuffer. | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glDrawArrays(GL_POINTS, 0, 1); | |
| ASSERT_GL_NO_ERROR(); | |
| std::vector<GLColor> backbufferData(getWindowWidth() * getWindowHeight()); | |
| glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE, | |
| backbufferData.data()); | |
| GLTexture tex; | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); | |
| ASSERT_GL_NO_ERROR(); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Draw to user FBO. | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| glDrawArrays(GL_POINTS, 0, 1); | |
| ASSERT_GL_NO_ERROR(); | |
| std::vector<GLColor> userFBOData(getWindowWidth() * getWindowHeight()); | |
| glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE, | |
| userFBOData.data()); | |
| ASSERT_GL_NO_ERROR(); | |
| ASSERT_EQ(userFBOData.size(), backbufferData.size()); | |
| EXPECT_EQ(userFBOData, backbufferData); | |
| } | |
| bool SubrectEquals(const std::vector<GLColor> &bigArray, | |
| const std::vector<GLColor> &smallArray, | |
| int bigSize, | |
| int offset, | |
| int smallSize) | |
| { | |
| int badPixels = 0; | |
| for (int y = 0; y < smallSize; y++) | |
| { | |
| for (int x = 0; x < smallSize; x++) | |
| { | |
| int bigOffset = (y + offset) * bigSize + x + offset; | |
| int smallOffset = y * smallSize + x; | |
| if (bigArray[bigOffset] != smallArray[smallOffset]) | |
| badPixels++; | |
| } | |
| } | |
| return badPixels == 0; | |
| } | |
| // Tests that FragCoord behaves the same betweeen a user FBO and the back buffer. | |
| TEST_P(GLSLTest, FragCoordConsistency) | |
| { | |
| constexpr char kFragCoordShader[] = R"(uniform mediump vec2 viewportSize; | |
| void main() | |
| { | |
| gl_FragColor = vec4(gl_FragCoord.xy / viewportSize, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragCoordShader); | |
| glUseProgram(program); | |
| GLint uniLoc = glGetUniformLocation(program, "viewportSize"); | |
| ASSERT_NE(-1, uniLoc); | |
| glUniform2f(uniLoc, static_cast<GLfloat>(getWindowWidth()), | |
| static_cast<GLfloat>(getWindowHeight())); | |
| // Draw to backbuffer. | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); | |
| ASSERT_GL_NO_ERROR(); | |
| std::vector<GLColor> backbufferData(getWindowWidth() * getWindowHeight()); | |
| glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE, | |
| backbufferData.data()); | |
| GLTexture tex; | |
| glBindTexture(GL_TEXTURE_2D, tex); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, | |
| GL_UNSIGNED_BYTE, nullptr); | |
| GLFramebuffer fbo; | |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); | |
| ASSERT_GL_NO_ERROR(); | |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); | |
| // Draw to user FBO. | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); | |
| ASSERT_GL_NO_ERROR(); | |
| std::vector<GLColor> userFBOData(getWindowWidth() * getWindowHeight()); | |
| glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE, | |
| userFBOData.data()); | |
| ASSERT_GL_NO_ERROR(); | |
| ASSERT_EQ(userFBOData.size(), backbufferData.size()); | |
| EXPECT_EQ(userFBOData, backbufferData) | |
| << "FragCoord should be the same to default and user FBO"; | |
| // Repeat the same test but with a smaller viewport. | |
| ASSERT_EQ(getWindowHeight(), getWindowWidth()); | |
| const int kQuarterSize = getWindowWidth() >> 2; | |
| glViewport(kQuarterSize, kQuarterSize, kQuarterSize * 2, kQuarterSize * 2); | |
| glClearColor(1.0f, 0.0f, 0.0f, 1.0f); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); | |
| std::vector<GLColor> userFBOViewportData(kQuarterSize * kQuarterSize * 4); | |
| glReadPixels(kQuarterSize, kQuarterSize, kQuarterSize * 2, kQuarterSize * 2, GL_RGBA, | |
| GL_UNSIGNED_BYTE, userFBOViewportData.data()); | |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| glClear(GL_COLOR_BUFFER_BIT); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5); | |
| std::vector<GLColor> defaultFBOViewportData(kQuarterSize * kQuarterSize * 4); | |
| glReadPixels(kQuarterSize, kQuarterSize, kQuarterSize * 2, kQuarterSize * 2, GL_RGBA, | |
| GL_UNSIGNED_BYTE, defaultFBOViewportData.data()); | |
| ASSERT_GL_NO_ERROR(); | |
| EXPECT_EQ(userFBOViewportData, defaultFBOViewportData) | |
| << "FragCoord should be the same to default and user FBO even with a custom viewport"; | |
| // Check that the subrectangles are the same between the viewport and non-viewport modes. | |
| EXPECT_TRUE(SubrectEquals(userFBOData, userFBOViewportData, getWindowWidth(), kQuarterSize, | |
| kQuarterSize * 2)); | |
| EXPECT_TRUE(SubrectEquals(backbufferData, defaultFBOViewportData, getWindowWidth(), | |
| kQuarterSize, kQuarterSize * 2)); | |
| } | |
| // Ensure that using defined in a macro works in this simple case. This mirrors a dEQP test. | |
| TEST_P(GLSLTest, DefinedInMacroSucceeds) | |
| { | |
| constexpr char kVS[] = R"(precision mediump float; | |
| attribute highp vec4 position; | |
| varying vec2 out0; | |
| void main() | |
| { | |
| #define AAA defined(BBB) | |
| #if !AAA | |
| out0 = vec2(0.0, 1.0); | |
| #else | |
| out0 = vec2(1.0, 0.0); | |
| #endif | |
| gl_Position = position; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying vec2 out0; | |
| void main() | |
| { | |
| gl_FragColor = vec4(out0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| drawQuad(program, "position", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Validate the defined operator is evaluated when the macro is called, not when defined. | |
| TEST_P(GLSLTest, DefinedInMacroWithUndef) | |
| { | |
| constexpr char kVS[] = R"(precision mediump float; | |
| attribute highp vec4 position; | |
| varying vec2 out0; | |
| void main() | |
| { | |
| #define BBB 1 | |
| #define AAA defined(BBB) | |
| #undef BBB | |
| #if AAA | |
| out0 = vec2(1.0, 0.0); | |
| #else | |
| out0 = vec2(0.0, 1.0); | |
| #endif | |
| gl_Position = position; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying vec2 out0; | |
| void main() | |
| { | |
| gl_FragColor = vec4(out0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| drawQuad(program, "position", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Validate the defined operator is evaluated when the macro is called, not when defined. | |
| TEST_P(GLSLTest, DefinedAfterMacroUsage) | |
| { | |
| constexpr char kVS[] = R"(precision mediump float; | |
| attribute highp vec4 position; | |
| varying vec2 out0; | |
| void main() | |
| { | |
| #define AAA defined(BBB) | |
| #define BBB 1 | |
| #if AAA | |
| out0 = vec2(0.0, 1.0); | |
| #else | |
| out0 = vec2(1.0, 0.0); | |
| #endif | |
| gl_Position = position; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying vec2 out0; | |
| void main() | |
| { | |
| gl_FragColor = vec4(out0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| drawQuad(program, "position", 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test generating "defined" by concatenation when a macro is called. This is not allowed. | |
| TEST_P(GLSLTest, DefinedInMacroConcatenationNotAllowed) | |
| { | |
| constexpr char kVS[] = R"(precision mediump float; | |
| attribute highp vec4 position; | |
| varying vec2 out0; | |
| void main() | |
| { | |
| #define BBB 1 | |
| #define AAA(defi, ned) defi ## ned(BBB) | |
| #if AAA(defi, ned) | |
| out0 = vec2(0.0, 1.0); | |
| #else | |
| out0 = vec2(1.0, 0.0); | |
| #endif | |
| gl_Position = position; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying vec2 out0; | |
| void main() | |
| { | |
| gl_FragColor = vec4(out0, 0, 1); | |
| })"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_EQ(0u, program); | |
| glDeleteProgram(program); | |
| } | |
| // Test using defined in a macro parameter name. This is not allowed. | |
| TEST_P(GLSLTest, DefinedAsParameterNameNotAllowed) | |
| { | |
| constexpr char kVS[] = R"(precision mediump float; | |
| attribute highp vec4 position; | |
| varying vec2 out0; | |
| void main() | |
| { | |
| #define BBB 1 | |
| #define AAA(defined) defined(BBB) | |
| #if AAA(defined) | |
| out0 = vec2(0.0, 1.0); | |
| #else | |
| out0 = vec2(1.0, 0.0); | |
| #endif | |
| gl_Position = position; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying vec2 out0; | |
| void main() | |
| { | |
| gl_FragColor = vec4(out0, 0, 1); | |
| })"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_EQ(0u, program); | |
| glDeleteProgram(program); | |
| } | |
| // Ensure that defined in a macro is no accepted in WebGL. | |
| TEST_P(WebGLGLSLTest, DefinedInMacroFails) | |
| { | |
| constexpr char kVS[] = R"(precision mediump float; | |
| attribute highp vec4 position; | |
| varying float out0; | |
| void main() | |
| { | |
| #define AAA defined(BBB) | |
| #if !AAA | |
| out0 = 1.0; | |
| #else | |
| out0 = 0.0; | |
| #endif | |
| gl_Position = dEQP_Position; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying float out0; | |
| void main() | |
| { | |
| gl_FragColor = vec4(out0, 0, 0, 1); | |
| })"; | |
| GLuint program = CompileProgram(kVS, kFS); | |
| EXPECT_EQ(0u, program); | |
| glDeleteProgram(program); | |
| } | |
| // Simple test using a define macro in WebGL. | |
| TEST_P(WebGLGLSLTest, DefinedGLESSymbol) | |
| { | |
| constexpr char kVS[] = R"(void main() | |
| { | |
| gl_Position = vec4(1, 0, 0, 1); | |
| })"; | |
| constexpr char kFS[] = R"(#if defined(GL_ES) | |
| precision mediump float; | |
| void main() | |
| { | |
| gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); | |
| } | |
| #else | |
| foo | |
| #endif | |
| )"; | |
| ANGLE_GL_PROGRAM(program, kVS, kFS); | |
| } | |
| // Tests constant folding of non-square 'matrixCompMult'. | |
| TEST_P(GLSLTest_ES3, NonSquareMatrixCompMult) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision mediump float; | |
| const mat4x2 matA = mat4x2(2.0, 4.0, 8.0, 16.0, 32.0, 64.0, 128.0, 256.0); | |
| const mat4x2 matB = mat4x2(1.0/2.0, 1.0/4.0, 1.0/8.0, 1.0/16.0, 1.0/32.0, 1.0/64.0, 1.0/128.0, 1.0/256.0); | |
| out vec4 color; | |
| void main() | |
| { | |
| mat4x2 result = matrixCompMult(matA, matB); | |
| vec2 vresult = result * vec4(1.0, 1.0, 1.0, 1.0); | |
| if (vresult == vec2(4.0, 4.0)) | |
| { | |
| color = vec4(0.0, 1.0, 0.0, 1.0); | |
| } | |
| else | |
| { | |
| color = vec4(1.0, 0.0, 0.0, 1.0); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test initializing an array with the same name of previously declared array | |
| TEST_P(GLSLTest_ES3, InitSameNameArray) | |
| { | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| void main() | |
| { | |
| float arr[2] = float[2](1.0, 1.0); | |
| { | |
| float arr[2] = arr; | |
| my_FragColor = vec4(0.0, arr[0], 0.0, arr[1]); | |
| } | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Tests using gl_FragData[0] instead of gl_FragColor. | |
| TEST_P(GLSLTest, FragData) | |
| { | |
| // Ensures that we don't regress and emit Vulkan layer warnings. | |
| // TODO(jonahr): http://anglebug.com/3900 - Remove check once warnings are cleaned up | |
| if (IsVulkan()) | |
| { | |
| treatPlatformWarningsAsErrors(); | |
| } | |
| constexpr char kFS[] = R"(void main() { gl_FragData[0] = vec4(1, 0, 0, 1); })"; | |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); | |
| drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_GL_NO_ERROR(); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); | |
| } | |
| // Test angle can handle big initial stack size with dynamic stack allocation. | |
| TEST_P(GLSLTest, MemoryExhaustedTest) | |
| { | |
| ANGLE_SKIP_TEST_IF(IsD3D11_FL93()); | |
| GLuint program = | |
| CompileProgram(essl1_shaders::vs::Simple(), BuillBigInitialStackShader(36).c_str()); | |
| EXPECT_NE(0u, program); | |
| } | |
| // Helper functions for MixedRowAndColumnMajorMatrices* tests | |
| // Round up to alignment, assuming it's a power of 2 | |
| uint32_t RoundUpPow2(uint32_t value, uint32_t alignment) | |
| { | |
| return (value + alignment - 1) & ~(alignment - 1); | |
| } | |
| // Fill provided buffer with matrices based on the given dimensions. The buffer should be large | |
| // enough to accomodate the data. | |
| uint32_t FillBuffer(const std::pair<uint32_t, uint32_t> matrixDims[], | |
| const bool matrixIsColMajor[], | |
| size_t matrixCount, | |
| float data[], | |
| bool isStd430, | |
| bool isTransposed) | |
| { | |
| size_t offset = 0; | |
| for (size_t m = 0; m < matrixCount; ++m) | |
| { | |
| uint32_t cols = matrixDims[m].first; | |
| uint32_t rows = matrixDims[m].second; | |
| bool isColMajor = matrixIsColMajor[m] != isTransposed; | |
| uint32_t arraySize = isColMajor ? cols : rows; | |
| uint32_t arrayElementComponents = isColMajor ? rows : cols; | |
| uint32_t stride = isStd430 ? RoundUpPow2(arrayElementComponents, 2) : 4; | |
| offset = RoundUpPow2(offset, stride); | |
| for (uint32_t i = 0; i < arraySize; ++i) | |
| { | |
| for (uint32_t c = 0; c < arrayElementComponents; ++c) | |
| { | |
| uint32_t row = isColMajor ? c : i; | |
| uint32_t col = isColMajor ? i : c; | |
| data[offset + i * stride + c] = col * 4 + row; | |
| } | |
| } | |
| offset += arraySize * stride; | |
| } | |
| return offset; | |
| } | |
| // Initialize and bind the buffer. | |
| void InitBuffer(GLuint program, | |
| const char *name, | |
| GLuint buffer, | |
| uint32_t bindingIndex, | |
| float data[], | |
| uint32_t dataSize, | |
| bool isUniform) | |
| { | |
| GLenum bindPoint = isUniform ? GL_UNIFORM_BUFFER : GL_SHADER_STORAGE_BUFFER; | |
| glBindBufferBase(bindPoint, bindingIndex, buffer); | |
| glBufferData(bindPoint, dataSize * sizeof(*data), data, GL_STATIC_DRAW); | |
| if (isUniform) | |
| { | |
| GLint blockIndex = glGetUniformBlockIndex(program, name); | |
| glUniformBlockBinding(program, blockIndex, bindingIndex); | |
| } | |
| } | |
| // Verify that buffer data is written by the shader as expected. | |
| bool VerifyBuffer(GLuint buffer, const float data[], uint32_t dataSize) | |
| { | |
| glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer); | |
| const float *ptr = reinterpret_cast<const float *>( | |
| glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, dataSize, GL_MAP_READ_BIT)); | |
| bool isCorrect = memcmp(ptr, data, dataSize * sizeof(*data)) == 0; | |
| glUnmapBuffer(GL_SHADER_STORAGE_BUFFER); | |
| return isCorrect; | |
| } | |
| // Test reading from UBOs and SSBOs and writing to SSBOs with mixed row- and colum-major layouts in | |
| // both std140 and std430 layouts. Tests many combinations of std140 vs std430, struct being used | |
| // as row- or column-major in different UBOs, reading from UBOs and SSBOs and writing to SSBOs, | |
| // nested structs, matrix arrays, inout parameters etc. | |
| // | |
| // Some very specific corner cases that are not covered here are tested in the subsequent tests. | |
| TEST_P(GLSLTest_ES31, MixedRowAndColumnMajorMatrices) | |
| { | |
| // Fails on Nvidia because having |Matrices| qualified as row-major in one UBO makes the other | |
| // UBO also see it as row-major despite explicit column-major qualifier. | |
| // http://anglebug.com/3830 | |
| ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL()); | |
| // Fails on mesa because in the first UBO which is qualified as column-major, |Matrices| is | |
| // read column-major despite explicit row-major qualifier. http://anglebug.com/3837 | |
| ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsOpenGL()); | |
| // Fails on windows AMD on GL: http://anglebug.com/3838 | |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL() && IsAMD()); | |
| // Fails to compile the shader on Android. http://anglebug.com/3839 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGL()); | |
| // Fails on assertion in translation to D3D. http://anglebug.com/3841 | |
| ANGLE_SKIP_TEST_IF(IsD3D11()); | |
| // Fails on SSBO validation on Android/Vulkan. http://anglebug.com/3840 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); | |
| // Fails input verification as well as std140 SSBO validation. http://anglebug.com/3844 | |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan()); | |
| constexpr char kFS[] = R"(#version 310 es | |
| precision highp float; | |
| out vec4 outColor; | |
| struct Inner | |
| { | |
| mat3x4 m3c4r; | |
| mat4x3 m4c3r; | |
| }; | |
| struct Matrices | |
| { | |
| mat2 m2c2r; | |
| mat2x3 m2c3r[2]; | |
| mat3x2 m3c2r; | |
| Inner inner; | |
| }; | |
| // For simplicity, the layouts are either of: | |
| // - col-major mat4, row-major rest | |
| // - row-major mat4, col-major rest | |
| // | |
| // The former is tagged with c, the latter with r. | |
| layout(std140, column_major) uniform Ubo140c | |
| { | |
| mat4 m4c4r; | |
| layout(row_major) Matrices m; | |
| } ubo140cIn; | |
| layout(std140, row_major) uniform Ubo140r | |
| { | |
| mat4 m4c4r; | |
| layout(column_major) Matrices m; | |
| } ubo140rIn; | |
| layout(std140, row_major, binding = 0) buffer Ssbo140c | |
| { | |
| layout(column_major) mat4 m4c4r; | |
| Matrices m; | |
| } ssbo140cIn; | |
| layout(std140, column_major, binding = 1) buffer Ssbo140r | |
| { | |
| layout(row_major) mat4 m4c4r; | |
| Matrices m; | |
| } ssbo140rIn; | |
| layout(std430, column_major, binding = 2) buffer Ssbo430c | |
| { | |
| mat4 m4c4r; | |
| layout(row_major) Matrices m; | |
| } ssbo430cIn; | |
| layout(std430, row_major, binding = 3) buffer Ssbo430r | |
| { | |
| mat4 m4c4r; | |
| layout(column_major) Matrices m; | |
| } ssbo430rIn; | |
| layout(std140, row_major, binding = 4) buffer Ssbo140cOut | |
| { | |
| layout(column_major) mat4 m4c4r; | |
| Matrices m; | |
| } ssbo140cOut; | |
| layout(std140, column_major, binding = 5) buffer Ssbo140rOut | |
| { | |
| layout(row_major) mat4 m4c4r; | |
| Matrices m; | |
| } ssbo140rOut; | |
| layout(std430, column_major, binding = 6) buffer Ssbo430cOut | |
| { | |
| mat4 m4c4r; | |
| layout(row_major) Matrices m; | |
| } ssbo430cOut; | |
| layout(std430, row_major, binding = 7) buffer Ssbo430rOut | |
| { | |
| mat4 m4c4r; | |
| layout(column_major) Matrices m; | |
| } ssbo430rOut; | |
| #define EXPECT(result, expression, value) if ((expression) != value) { result = false; } | |
| #define EXPECTV(result, expression, value) if (any(notEqual(expression, value))) { result = false; } | |
| #define VERIFY_IN(result, mat, cols, rows) \ | |
| EXPECT(result, mat[0].x, 0.0); \ | |
| EXPECT(result, mat[0][1], 1.0); \ | |
| EXPECTV(result, mat[0].xy, vec2(0, 1)); \ | |
| EXPECTV(result, mat[1].xy, vec2(4, 5)); \ | |
| for (int c = 0; c < cols; ++c) \ | |
| { \ | |
| for (int r = 0; r < rows; ++r) \ | |
| { \ | |
| EXPECT(result, mat[c][r], float(c * 4 + r)); \ | |
| } \ | |
| } | |
| #define COPY(matIn, matOut, cols, rows) \ | |
| matOut = matOut + matIn; \ | |
| /* random operations for testing */ \ | |
| matOut[0].x += matIn[0].x + matIn[1].x; \ | |
| matOut[0].x -= matIn[1].x; \ | |
| matOut[0][1] += matIn[0][1]; \ | |
| matOut[1] += matIn[1]; \ | |
| matOut[1].xy -= matIn[1].xy; \ | |
| /* undo the above to get back matIn */ \ | |
| matOut[0].x -= matIn[0].x; \ | |
| matOut[0][1] -= matIn[0][1]; \ | |
| matOut[1] -= matIn[1]; \ | |
| matOut[1].xy += matIn[1].xy; | |
| bool verifyMatrices(in Matrices m) | |
| { | |
| bool result = true; | |
| VERIFY_IN(result, m.m2c2r, 2, 2); | |
| VERIFY_IN(result, m.m2c3r[0], 2, 3); | |
| VERIFY_IN(result, m.m2c3r[1], 2, 3); | |
| VERIFY_IN(result, m.m3c2r, 3, 2); | |
| VERIFY_IN(result, m.inner.m3c4r, 3, 4); | |
| VERIFY_IN(result, m.inner.m4c3r, 4, 3); | |
| return result; | |
| } | |
| mat4 copyMat4(in mat4 m) | |
| { | |
| return m; | |
| } | |
| void copyMatrices(in Matrices mIn, inout Matrices mOut) | |
| { | |
| COPY(mIn.m2c2r, mOut.m2c2r, 2, 2); | |
| COPY(mIn.m2c3r[0], mOut.m2c3r[0], 2, 3); | |
| COPY(mIn.m2c3r[1], mOut.m2c3r[1], 2, 3); | |
| COPY(mIn.m3c2r, mOut.m3c2r, 3, 2); | |
| COPY(mIn.inner.m3c4r, mOut.inner.m3c4r, 3, 4); | |
| COPY(mIn.inner.m4c3r, mOut.inner.m4c3r, 4, 3); | |
| } | |
| void main() | |
| { | |
| bool result = true; | |
| VERIFY_IN(result, ubo140cIn.m4c4r, 4, 4); | |
| VERIFY_IN(result, ubo140cIn.m.m2c3r[0], 2, 3); | |
| EXPECT(result, verifyMatrices(ubo140cIn.m), true); | |
| VERIFY_IN(result, ubo140rIn.m4c4r, 4, 4); | |
| VERIFY_IN(result, ubo140rIn.m.m2c2r, 2, 2); | |
| EXPECT(result, verifyMatrices(ubo140rIn.m), true); | |
| VERIFY_IN(result, ssbo140cIn.m4c4r, 4, 4); | |
| VERIFY_IN(result, ssbo140cIn.m.m3c2r, 3, 2); | |
| EXPECT(result, verifyMatrices(ssbo140cIn.m), true); | |
| VERIFY_IN(result, ssbo140rIn.m4c4r, 4, 4); | |
| VERIFY_IN(result, ssbo140rIn.m.inner.m4c3r, 4, 3); | |
| EXPECT(result, verifyMatrices(ssbo140rIn.m), true); | |
| VERIFY_IN(result, ssbo430cIn.m4c4r, 4, 4); | |
| VERIFY_IN(result, ssbo430cIn.m.m2c3r[1], 2, 3); | |
| EXPECT(result, verifyMatrices(ssbo430cIn.m), true); | |
| VERIFY_IN(result, ssbo430rIn.m4c4r, 4, 4); | |
| VERIFY_IN(result, ssbo430rIn.m.inner.m3c4r, 3, 4); | |
| EXPECT(result, verifyMatrices(ssbo430rIn.m), true); | |
| // Only assign to SSBO from a single pixel. | |
| bool isOriginPixel = all(lessThan(gl_FragCoord.xy, vec2(1.0, 1.0))); | |
| if (isOriginPixel) | |
| { | |
| ssbo140cOut.m4c4r = copyMat4(ssbo140cIn.m4c4r); | |
| copyMatrices(ssbo430cIn.m, ssbo140cOut.m); | |
| ssbo140cOut.m.m2c3r[1] = mat2x3(0); | |
| COPY(ssbo430cIn.m.m2c3r[1], ssbo140cOut.m.m2c3r[1], 2, 3); | |
| ssbo140rOut.m4c4r = copyMat4(ssbo140rIn.m4c4r); | |
| copyMatrices(ssbo430rIn.m, ssbo140rOut.m); | |
| ssbo140rOut.m.inner.m3c4r = mat3x4(0); | |
| COPY(ssbo430rIn.m.inner.m3c4r, ssbo140rOut.m.inner.m3c4r, 3, 4); | |
| ssbo430cOut.m4c4r = copyMat4(ssbo430cIn.m4c4r); | |
| copyMatrices(ssbo140cIn.m, ssbo430cOut.m); | |
| ssbo430cOut.m.m3c2r = mat3x2(0); | |
| COPY(ssbo430cIn.m.m3c2r, ssbo430cOut.m.m3c2r, 3, 2); | |
| ssbo430rOut.m4c4r = copyMat4(ssbo430rIn.m4c4r); | |
| copyMatrices(ssbo140rIn.m, ssbo430rOut.m); | |
| ssbo430rOut.m.inner.m4c3r = mat4x3(0); | |
| COPY(ssbo430rIn.m.inner.m4c3r, ssbo430rOut.m.inner.m4c3r, 4, 3); | |
| } | |
| outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| EXPECT_GL_NO_ERROR(); | |
| constexpr size_t kMatrixCount = 7; | |
| constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = { | |
| {4, 4}, {2, 2}, {2, 3}, {2, 3}, {3, 2}, {3, 4}, {4, 3}, | |
| }; | |
| constexpr bool kMatrixIsColMajor[kMatrixCount] = { | |
| true, false, false, false, false, false, false, | |
| }; | |
| float dataStd140ColMajor[kMatrixCount * 4 * 4] = {}; | |
| float dataStd140RowMajor[kMatrixCount * 4 * 4] = {}; | |
| float dataStd430ColMajor[kMatrixCount * 4 * 4] = {}; | |
| float dataStd430RowMajor[kMatrixCount * 4 * 4] = {}; | |
| float dataZeros[kMatrixCount * 4 * 4] = {}; | |
| const uint32_t sizeStd140ColMajor = | |
| FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, dataStd140ColMajor, false, false); | |
| const uint32_t sizeStd140RowMajor = | |
| FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, dataStd140RowMajor, false, true); | |
| const uint32_t sizeStd430ColMajor = | |
| FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, dataStd430ColMajor, true, false); | |
| const uint32_t sizeStd430RowMajor = | |
| FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, dataStd430RowMajor, true, true); | |
| GLBuffer uboStd140ColMajor, uboStd140RowMajor; | |
| GLBuffer ssboStd140ColMajor, ssboStd140RowMajor; | |
| GLBuffer ssboStd430ColMajor, ssboStd430RowMajor; | |
| GLBuffer ssboStd140ColMajorOut, ssboStd140RowMajorOut; | |
| GLBuffer ssboStd430ColMajorOut, ssboStd430RowMajorOut; | |
| InitBuffer(program, "Ubo140c", uboStd140ColMajor, 0, dataStd140ColMajor, sizeStd140ColMajor, | |
| true); | |
| InitBuffer(program, "Ubo140r", uboStd140RowMajor, 1, dataStd140RowMajor, sizeStd140RowMajor, | |
| true); | |
| InitBuffer(program, "Ssbo140c", ssboStd140ColMajor, 0, dataStd140ColMajor, sizeStd140ColMajor, | |
| false); | |
| InitBuffer(program, "Ssbo140r", ssboStd140RowMajor, 1, dataStd140RowMajor, sizeStd140RowMajor, | |
| false); | |
| InitBuffer(program, "Ssbo430c", ssboStd430ColMajor, 2, dataStd430ColMajor, sizeStd430ColMajor, | |
| false); | |
| InitBuffer(program, "Ssbo430r", ssboStd430RowMajor, 3, dataStd430RowMajor, sizeStd430RowMajor, | |
| false); | |
| InitBuffer(program, "Ssbo140cOut", ssboStd140ColMajorOut, 4, dataZeros, sizeStd140ColMajor, | |
| false); | |
| InitBuffer(program, "Ssbo140rOut", ssboStd140RowMajorOut, 5, dataZeros, sizeStd140RowMajor, | |
| false); | |
| InitBuffer(program, "Ssbo430cOut", ssboStd430ColMajorOut, 6, dataZeros, sizeStd430ColMajor, | |
| false); | |
| InitBuffer(program, "Ssbo430rOut", ssboStd430RowMajorOut, 7, dataZeros, sizeStd430RowMajor, | |
| false); | |
| EXPECT_GL_NO_ERROR(); | |
| drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| EXPECT_TRUE(VerifyBuffer(ssboStd140ColMajorOut, dataStd140ColMajor, sizeStd140ColMajor)); | |
| EXPECT_TRUE(VerifyBuffer(ssboStd140RowMajorOut, dataStd140RowMajor, sizeStd140RowMajor)); | |
| EXPECT_TRUE(VerifyBuffer(ssboStd430ColMajorOut, dataStd430ColMajor, sizeStd430ColMajor)); | |
| EXPECT_TRUE(VerifyBuffer(ssboStd430RowMajorOut, dataStd430RowMajor, sizeStd430RowMajor)); | |
| } | |
| // Test that array UBOs are transformed correctly. | |
| TEST_P(GLSLTest_ES3, MixedRowAndColumnMajorMatrices_ArrayBufferDeclaration) | |
| { | |
| // Fails to compile the shader on Android: http://anglebug.com/3839 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGL()); | |
| // http://anglebug.com/3837 | |
| ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsOpenGL()); | |
| // Fails on Mac on Intel and AMD: http://anglebug.com/3842 | |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && (IsIntel() || IsAMD())); | |
| // Fails on windows AMD on GL: http://anglebug.com/3838 | |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL() && IsAMD()); | |
| // Fails on D3D due to mistranslation: http://anglebug.com/3841 | |
| ANGLE_SKIP_TEST_IF(IsD3D11()); | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 outColor; | |
| layout(std140, column_major) uniform Ubo | |
| { | |
| mat4 m1; | |
| layout(row_major) mat4 m2; | |
| } ubo[3]; | |
| #define EXPECT(result, expression, value) if ((expression) != value) { result = false; } | |
| #define VERIFY_IN(result, mat, cols, rows) \ | |
| for (int c = 0; c < cols; ++c) \ | |
| { \ | |
| for (int r = 0; r < rows; ++r) \ | |
| { \ | |
| EXPECT(result, mat[c][r], float(c * 4 + r)); \ | |
| } \ | |
| } | |
| void main() | |
| { | |
| bool result = true; | |
| VERIFY_IN(result, ubo[0].m1, 4, 4); | |
| VERIFY_IN(result, ubo[0].m2, 4, 4); | |
| VERIFY_IN(result, ubo[1].m1, 4, 4); | |
| VERIFY_IN(result, ubo[1].m2, 4, 4); | |
| VERIFY_IN(result, ubo[2].m1, 4, 4); | |
| VERIFY_IN(result, ubo[2].m2, 4, 4); | |
| outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| EXPECT_GL_NO_ERROR(); | |
| constexpr size_t kMatrixCount = 2; | |
| constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = { | |
| {4, 4}, | |
| {4, 4}, | |
| }; | |
| constexpr bool kMatrixIsColMajor[kMatrixCount] = { | |
| true, | |
| false, | |
| }; | |
| float data[kMatrixCount * 4 * 4] = {}; | |
| const uint32_t size = | |
| FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false); | |
| GLBuffer ubos[3]; | |
| InitBuffer(program, "Ubo[0]", ubos[0], 0, data, size, true); | |
| InitBuffer(program, "Ubo[1]", ubos[1], 0, data, size, true); | |
| InitBuffer(program, "Ubo[2]", ubos[2], 0, data, size, true); | |
| EXPECT_GL_NO_ERROR(); | |
| drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that side effects when transforming read operations are preserved. | |
| TEST_P(GLSLTest_ES3, MixedRowAndColumnMajorMatrices_ReadSideEffect) | |
| { | |
| // http://anglebug.com/3831 | |
| ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL()); | |
| // Fails on Mac on Intel and AMD: http://anglebug.com/3842 | |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && (IsIntel() || IsAMD())); | |
| // Fails on D3D due to mistranslation: http://anglebug.com/3841 | |
| ANGLE_SKIP_TEST_IF(IsD3D11()); | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 outColor; | |
| struct S | |
| { | |
| mat2x3 m2[2]; | |
| }; | |
| layout(std140, column_major) uniform Ubo | |
| { | |
| mat4 m1; | |
| layout(row_major) S s[3]; | |
| } ubo; | |
| #define EXPECT(result, expression, value) if ((expression) != value) { result = false; } | |
| #define VERIFY_IN(result, mat, cols, rows) \ | |
| for (int c = 0; c < cols; ++c) \ | |
| { \ | |
| for (int r = 0; r < rows; ++r) \ | |
| { \ | |
| EXPECT(result, mat[c][r], float(c * 4 + r)); \ | |
| } \ | |
| } | |
| bool verify2x3(mat2x3 mat) | |
| { | |
| bool result = true; | |
| for (int c = 0; c < 2; ++c) | |
| { | |
| for (int r = 0; r < 3; ++r) | |
| { | |
| EXPECT(result, mat[c][r], float(c * 4 + r)); | |
| } | |
| } | |
| return result; | |
| } | |
| void main() | |
| { | |
| bool result = true; | |
| int sideEffect = 0; | |
| VERIFY_IN(result, ubo.m1, 4, 4); | |
| EXPECT(result, verify2x3(ubo.s[0].m2[0]), true); | |
| EXPECT(result, verify2x3(ubo.s[0].m2[sideEffect += 1]), true); | |
| EXPECT(result, verify2x3(ubo.s[0].m2[sideEffect += 1]), true); | |
| EXPECT(result, sideEffect, 2); | |
| EXPECT(result, verify2x3(ubo.s[sideEffect = 1].m2[0]), true); | |
| EXPECT(result, verify2x3(ubo.s[1].m2[(sideEffect = 4) - 3]), true); | |
| EXPECT(result, verify2x3(ubo.s[1].m2[sideEffect - 2]), true); | |
| EXPECT(result, sideEffect, 4); | |
| outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| EXPECT_GL_NO_ERROR(); | |
| constexpr size_t kMatrixCount = 7; | |
| constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = { | |
| {4, 4}, {2, 3}, {2, 3}, {2, 3}, {2, 3}, {2, 3}, {2, 3}, | |
| }; | |
| constexpr bool kMatrixIsColMajor[kMatrixCount] = { | |
| true, false, false, false, false, false, false, | |
| }; | |
| float data[kMatrixCount * 4 * 4] = {}; | |
| const uint32_t size = | |
| FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false); | |
| GLBuffer ubo; | |
| InitBuffer(program, "Ubo", ubo, 0, data, size, true); | |
| EXPECT_GL_NO_ERROR(); | |
| drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that side effects respect the order of logical expression operands. | |
| TEST_P(GLSLTest_ES3, MixedRowAndColumnMajorMatrices_ReadSideEffectOrder) | |
| { | |
| // IntermTraverser::insertStatementsInParentBlock that's used to move side effects does not | |
| // respect the order of evaluation of logical expressions. http://anglebug.com/3829. | |
| ANGLE_SKIP_TEST_IF(IsVulkan()); | |
| // http://anglebug.com/3837 | |
| ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsOpenGL()); | |
| // Fails on Mac on Intel and AMD: http://anglebug.com/3842 | |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && (IsIntel() || IsAMD())); | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 outColor; | |
| layout(std140, column_major) uniform Ubo | |
| { | |
| mat4 m1; | |
| layout(row_major) mat4 m2[2]; | |
| } ubo; | |
| void main() | |
| { | |
| bool result = true; | |
| int x = 0; | |
| if (x == 0 && ubo.m2[x = 1][1][1] == 5.0) | |
| { | |
| result = true; | |
| } | |
| else | |
| { | |
| result = false; | |
| } | |
| outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| EXPECT_GL_NO_ERROR(); | |
| constexpr size_t kMatrixCount = 3; | |
| constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = { | |
| {4, 4}, | |
| {4, 4}, | |
| {4, 4}, | |
| }; | |
| constexpr bool kMatrixIsColMajor[kMatrixCount] = {true, false, false}; | |
| float data[kMatrixCount * 4 * 4] = {}; | |
| const uint32_t size = | |
| FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false); | |
| GLBuffer ubo; | |
| InitBuffer(program, "Ubo", ubo, 0, data, size, true); | |
| EXPECT_GL_NO_ERROR(); | |
| drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that side effects respect short-circuit. | |
| TEST_P(GLSLTest_ES3, MixedRowAndColumnMajorMatrices_ReadSideEffectShortCircuit) | |
| { | |
| // IntermTraverser::insertStatementsInParentBlock that's used to move side effects does not | |
| // respect short-circuiting in evaluation of logical expressions. http://anglebug.com/3829. | |
| ANGLE_SKIP_TEST_IF(IsVulkan()); | |
| // Fails on Android: http://anglebug.com/3839 | |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGL()); | |
| // Fails on Mac on Intel and AMD: http://anglebug.com/3842 | |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && (IsIntel() || IsAMD())); | |
| // Fails on Mac on Nvidia: http://anglebug.com/3843 | |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && IsNVIDIA()); | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 outColor; | |
| layout(std140, column_major) uniform Ubo | |
| { | |
| mat4 m1; | |
| layout(row_major) mat4 m2[2]; | |
| } ubo; | |
| void main() | |
| { | |
| bool result = true; | |
| int x = 0; | |
| if (x == 1 && ubo.m2[x = 1][1][1] == 5.0) | |
| { | |
| // First x == 1 should prevent the side effect of the second expression (x = 1) from | |
| // being executed. If x = 1 is run before the if, the condition of the if would be true, | |
| // which is a failure. | |
| result = false; | |
| } | |
| if (x == 1) | |
| { | |
| result = false; | |
| } | |
| outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| EXPECT_GL_NO_ERROR(); | |
| constexpr size_t kMatrixCount = 3; | |
| constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = { | |
| {4, 4}, | |
| {4, 4}, | |
| {4, 4}, | |
| }; | |
| constexpr bool kMatrixIsColMajor[kMatrixCount] = {true, false, false}; | |
| float data[kMatrixCount * 4 * 4] = {}; | |
| const uint32_t size = | |
| FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false); | |
| GLBuffer ubo; | |
| InitBuffer(program, "Ubo", ubo, 0, data, size, true); | |
| EXPECT_GL_NO_ERROR(); | |
| drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that dynamic indexing of swizzled l-values should work. | |
| // A simple porting of sdk/tests/conformance2/glsl3/vector-dynamic-indexing-swizzled-lvalue.html | |
| TEST_P(GLSLTest_ES3, DynamicIndexingOfSwizzledLValuesShouldWork) | |
| { | |
| // The shader first assigns v.x to v.z (1.0) | |
| // Then v.y to v.y (2.0) | |
| // Then v.z to v.x (1.0) | |
| constexpr char kFS[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| void main() { | |
| vec3 v = vec3(1.0, 2.0, 3.0); | |
| for (int i = 0; i < 3; i++) { | |
| v.zyx[i] = v[i]; | |
| } | |
| my_FragColor = distance(v, vec3(1.0, 2.0, 1.0)) < 0.01 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); | |
| EXPECT_GL_NO_ERROR(); | |
| drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| } | |
| // Test that multiple nested assignments are handled correctly. | |
| TEST_P(GLSLTest_ES31, MixedRowAndColumnMajorMatrices_WriteSideEffect) | |
| { | |
| // http://anglebug.com/3831 | |
| ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL()); | |
| // Fails on windows AMD on GL: http://anglebug.com/3838 | |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL() && IsAMD()); | |
| // Fails on D3D due to mistranslation: http://anglebug.com/3841 | |
| ANGLE_SKIP_TEST_IF(IsD3D11()); | |
| constexpr char kFS[] = R"(#version 310 es | |
| precision highp float; | |
| out vec4 outColor; | |
| layout(std140, column_major) uniform Ubo | |
| { | |
| mat4 m1; | |
| layout(row_major) mat4 m2; | |
| } ubo; | |
| layout(std140, row_major, binding = 0) buffer Ssbo | |
| { | |
| layout(column_major) mat4 m1; | |
| mat4 m2; | |
| } ssbo; | |
| void main() | |
| { | |
| bool result = true; | |
| // Only assign to SSBO from a single pixel. | |
| bool isOriginPixel = all(lessThan(gl_FragCoord.xy, vec2(1.0, 1.0))); | |
| if (isOriginPixel) | |
| { | |
| if ((ssbo.m2 = ssbo.m1 = ubo.m1) != ubo.m2) | |
| { | |
| result = false; | |
| } | |
| } | |
| outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| EXPECT_GL_NO_ERROR(); | |
| constexpr size_t kMatrixCount = 2; | |
| constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = { | |
| {4, 4}, | |
| {4, 4}, | |
| }; | |
| constexpr bool kMatrixIsColMajor[kMatrixCount] = { | |
| true, | |
| false, | |
| }; | |
| float data[kMatrixCount * 4 * 4] = {}; | |
| float zeros[kMatrixCount * 4 * 4] = {}; | |
| const uint32_t size = | |
| FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false); | |
| GLBuffer ubo, ssbo; | |
| InitBuffer(program, "Ubo", ubo, 0, data, size, true); | |
| InitBuffer(program, "Ssbo", ssbo, 0, zeros, size, false); | |
| EXPECT_GL_NO_ERROR(); | |
| drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| EXPECT_TRUE(VerifyBuffer(ssbo, data, size)); | |
| } | |
| // Test that assignments to array of array of matrices are handled correctly. | |
| TEST_P(GLSLTest_ES31, MixedRowAndColumnMajorMatrices_WriteArrayOfArray) | |
| { | |
| // Fails on windows AMD on GL: http://anglebug.com/3838 | |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL() && IsAMD()); | |
| // Fails on D3D due to mistranslation: http://anglebug.com/3841 | |
| ANGLE_SKIP_TEST_IF(IsD3D11()); | |
| constexpr char kFS[] = R"(#version 310 es | |
| precision highp float; | |
| out vec4 outColor; | |
| layout(std140, column_major) uniform Ubo | |
| { | |
| mat4 m1; | |
| layout(row_major) mat4 m2[2][3]; | |
| } ubo; | |
| layout(std140, row_major, binding = 0) buffer Ssbo | |
| { | |
| layout(column_major) mat4 m1; | |
| mat4 m2[2][3]; | |
| } ssbo; | |
| void main() | |
| { | |
| bool result = true; | |
| // Only assign to SSBO from a single pixel. | |
| bool isOriginPixel = all(lessThan(gl_FragCoord.xy, vec2(1.0, 1.0))); | |
| if (isOriginPixel) | |
| { | |
| ssbo.m1 = ubo.m1; | |
| ssbo.m2 = ubo.m2; | |
| } | |
| outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1); | |
| })"; | |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); | |
| EXPECT_GL_NO_ERROR(); | |
| constexpr size_t kMatrixCount = 7; | |
| constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = { | |
| {4, 4}, {4, 4}, {4, 4}, {4, 4}, {4, 4}, {4, 4}, {4, 4}, | |
| }; | |
| constexpr bool kMatrixIsColMajor[kMatrixCount] = { | |
| true, false, false, false, false, false, false, | |
| }; | |
| float data[kMatrixCount * 4 * 4] = {}; | |
| float zeros[kMatrixCount * 4 * 4] = {}; | |
| const uint32_t size = | |
| FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false); | |
| GLBuffer ubo, ssbo; | |
| InitBuffer(program, "Ubo", ubo, 0, data, size, true); | |
| InitBuffer(program, "Ssbo", ssbo, 0, zeros, size, false); | |
| EXPECT_GL_NO_ERROR(); | |
| drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true); | |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); | |
| EXPECT_TRUE(VerifyBuffer(ssbo, data, size)); | |
| } | |
| } // anonymous namespace | |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these | |
| // tests should be run against. | |
| ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(GLSLTest); | |
| ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(GLSLTestNoValidation); | |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these | |
| // tests should be run against. | |
| ANGLE_INSTANTIATE_TEST_ES3(GLSLTest_ES3); | |
| ANGLE_INSTANTIATE_TEST_ES2(WebGLGLSLTest); | |
| ANGLE_INSTANTIATE_TEST_ES31(GLSLTest_ES31); |