| // |
| // Copyright (c) 2014 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. |
| // |
| // CollectVariables_test.cpp: |
| // Some tests for shader inspection |
| // |
| |
| #include <memory> |
| |
| #include "angle_gl.h" |
| #include "gtest/gtest.h" |
| #include "GLSLANG/ShaderLang.h" |
| #include "compiler/translator/TranslatorGLSL.h" |
| |
| using namespace sh; |
| |
| #define EXPECT_GLENUM_EQ(expected, actual) \ |
| EXPECT_EQ(static_cast<::GLenum>(expected), static_cast<::GLenum>(actual)) |
| |
| class CollectVariablesTest : public testing::Test |
| { |
| public: |
| CollectVariablesTest(::GLenum shaderType) : mShaderType(shaderType) {} |
| |
| protected: |
| void SetUp() override |
| { |
| ShBuiltInResources resources; |
| InitBuiltInResources(&resources); |
| resources.MaxDrawBuffers = 8; |
| |
| initTranslator(resources); |
| } |
| |
| void initTranslator(const ShBuiltInResources &resources) |
| { |
| mTranslator.reset( |
| new TranslatorGLSL(mShaderType, SH_GLES3_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT)); |
| ASSERT_TRUE(mTranslator->Init(resources)); |
| } |
| |
| // For use in the gl_DepthRange tests. |
| void validateDepthRangeShader(const std::string &shaderString) |
| { |
| const char *shaderStrings[] = { shaderString.c_str() }; |
| ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES)); |
| |
| const std::vector<Uniform> &uniforms = mTranslator->getUniforms(); |
| ASSERT_EQ(1u, uniforms.size()); |
| |
| const Uniform &uniform = uniforms[0]; |
| EXPECT_EQ("gl_DepthRange", uniform.name); |
| ASSERT_TRUE(uniform.isStruct()); |
| ASSERT_EQ(3u, uniform.fields.size()); |
| |
| bool foundNear = false; |
| bool foundFar = false; |
| bool foundDiff = false; |
| |
| for (const auto &field : uniform.fields) |
| { |
| if (field.name == "near") |
| { |
| EXPECT_FALSE(foundNear); |
| foundNear = true; |
| } |
| else if (field.name == "far") |
| { |
| EXPECT_FALSE(foundFar); |
| foundFar = true; |
| } |
| else |
| { |
| ASSERT_EQ("diff", field.name); |
| EXPECT_FALSE(foundDiff); |
| foundDiff = true; |
| } |
| |
| EXPECT_EQ(0u, field.arraySize); |
| EXPECT_FALSE(field.isStruct()); |
| EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); |
| EXPECT_TRUE(field.staticUse); |
| EXPECT_GLENUM_EQ(GL_FLOAT, field.type); |
| } |
| |
| EXPECT_TRUE(foundNear && foundFar && foundDiff); |
| } |
| |
| // For use in tests for output varibles. |
| void validateOutputVariableForShader(const std::string &shaderString, |
| unsigned int varIndex, |
| const char *varName, |
| const OutputVariable **outResult) |
| { |
| const char *shaderStrings[] = {shaderString.c_str()}; |
| ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES)) |
| << mTranslator->getInfoSink().info.str(); |
| |
| const auto &outputVariables = mTranslator->getOutputVariables(); |
| ASSERT_LT(varIndex, outputVariables.size()); |
| const OutputVariable &outputVariable = outputVariables[varIndex]; |
| EXPECT_EQ(-1, outputVariable.location); |
| EXPECT_TRUE(outputVariable.staticUse); |
| EXPECT_EQ(varName, outputVariable.name); |
| *outResult = &outputVariable; |
| } |
| |
| void compile(const std::string &shaderString) |
| { |
| const char *shaderStrings[] = {shaderString.c_str()}; |
| ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES)); |
| } |
| |
| ::GLenum mShaderType; |
| std::unique_ptr<TranslatorGLSL> mTranslator; |
| }; |
| |
| class CollectVertexVariablesTest : public CollectVariablesTest |
| { |
| public: |
| CollectVertexVariablesTest() : CollectVariablesTest(GL_VERTEX_SHADER) {} |
| }; |
| |
| class CollectFragmentVariablesTest : public CollectVariablesTest |
| { |
| public: |
| CollectFragmentVariablesTest() : CollectVariablesTest(GL_FRAGMENT_SHADER) {} |
| }; |
| |
| TEST_F(CollectFragmentVariablesTest, SimpleOutputVar) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "out vec4 out_fragColor;\n" |
| "void main() {\n" |
| " out_fragColor = vec4(1.0);\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const auto &outputVariables = mTranslator->getOutputVariables(); |
| ASSERT_EQ(1u, outputVariables.size()); |
| |
| const OutputVariable &outputVariable = outputVariables[0]; |
| |
| EXPECT_EQ(0u, outputVariable.arraySize); |
| EXPECT_EQ(-1, outputVariable.location); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision); |
| EXPECT_TRUE(outputVariable.staticUse); |
| EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable.type); |
| EXPECT_EQ("out_fragColor", outputVariable.name); |
| } |
| |
| TEST_F(CollectFragmentVariablesTest, LocationOutputVar) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "layout(location=5) out vec4 out_fragColor;\n" |
| "void main() {\n" |
| " out_fragColor = vec4(1.0);\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const auto &outputVariables = mTranslator->getOutputVariables(); |
| ASSERT_EQ(1u, outputVariables.size()); |
| |
| const OutputVariable &outputVariable = outputVariables[0]; |
| |
| EXPECT_EQ(0u, outputVariable.arraySize); |
| EXPECT_EQ(5, outputVariable.location); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision); |
| EXPECT_TRUE(outputVariable.staticUse); |
| EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable.type); |
| EXPECT_EQ("out_fragColor", outputVariable.name); |
| } |
| |
| TEST_F(CollectVertexVariablesTest, LocationAttribute) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "layout(location=5) in vec4 in_Position;\n" |
| "void main() {\n" |
| " gl_Position = in_Position;\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const std::vector<Attribute> &attributes = mTranslator->getAttributes(); |
| ASSERT_EQ(1u, attributes.size()); |
| |
| const Attribute &attribute = attributes[0]; |
| |
| EXPECT_EQ(0u, attribute.arraySize); |
| EXPECT_EQ(5, attribute.location); |
| EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, attribute.precision); |
| EXPECT_TRUE(attribute.staticUse); |
| EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, attribute.type); |
| EXPECT_EQ("in_Position", attribute.name); |
| } |
| |
| TEST_F(CollectVertexVariablesTest, SimpleInterfaceBlock) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "uniform b {\n" |
| " float f;\n" |
| "};" |
| "void main() {\n" |
| " gl_Position = vec4(f, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks(); |
| ASSERT_EQ(1u, interfaceBlocks.size()); |
| |
| const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; |
| |
| EXPECT_EQ(0u, interfaceBlock.arraySize); |
| EXPECT_FALSE(interfaceBlock.isRowMajorLayout); |
| EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); |
| EXPECT_EQ("b", interfaceBlock.name); |
| EXPECT_TRUE(interfaceBlock.staticUse); |
| |
| ASSERT_EQ(1u, interfaceBlock.fields.size()); |
| |
| const InterfaceBlockField &field = interfaceBlock.fields[0]; |
| |
| EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); |
| EXPECT_TRUE(field.staticUse); |
| EXPECT_GLENUM_EQ(GL_FLOAT, field.type); |
| EXPECT_EQ("f", field.name); |
| EXPECT_FALSE(field.isRowMajorLayout); |
| EXPECT_TRUE(field.fields.empty()); |
| } |
| |
| TEST_F(CollectVertexVariablesTest, SimpleInstancedInterfaceBlock) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "uniform b {\n" |
| " float f;\n" |
| "} blockInstance;" |
| "void main() {\n" |
| " gl_Position = vec4(blockInstance.f, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks(); |
| ASSERT_EQ(1u, interfaceBlocks.size()); |
| |
| const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; |
| |
| EXPECT_EQ(0u, interfaceBlock.arraySize); |
| EXPECT_FALSE(interfaceBlock.isRowMajorLayout); |
| EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); |
| EXPECT_EQ("b", interfaceBlock.name); |
| EXPECT_EQ("blockInstance", interfaceBlock.instanceName); |
| EXPECT_TRUE(interfaceBlock.staticUse); |
| |
| ASSERT_EQ(1u, interfaceBlock.fields.size()); |
| |
| const InterfaceBlockField &field = interfaceBlock.fields[0]; |
| |
| EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); |
| EXPECT_TRUE(field.staticUse); |
| EXPECT_GLENUM_EQ(GL_FLOAT, field.type); |
| EXPECT_EQ("f", field.name); |
| EXPECT_FALSE(field.isRowMajorLayout); |
| EXPECT_TRUE(field.fields.empty()); |
| } |
| |
| TEST_F(CollectVertexVariablesTest, StructInterfaceBlock) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "struct st { float f; };" |
| "uniform b {\n" |
| " st s;\n" |
| "};" |
| "void main() {\n" |
| " gl_Position = vec4(s.f, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks(); |
| ASSERT_EQ(1u, interfaceBlocks.size()); |
| |
| const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; |
| |
| EXPECT_EQ(0u, interfaceBlock.arraySize); |
| EXPECT_FALSE(interfaceBlock.isRowMajorLayout); |
| EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); |
| EXPECT_EQ("b", interfaceBlock.name); |
| EXPECT_TRUE(interfaceBlock.staticUse); |
| |
| ASSERT_EQ(1u, interfaceBlock.fields.size()); |
| |
| const InterfaceBlockField &field = interfaceBlock.fields[0]; |
| |
| EXPECT_TRUE(field.isStruct()); |
| EXPECT_TRUE(field.staticUse); |
| EXPECT_EQ("s", field.name); |
| EXPECT_FALSE(field.isRowMajorLayout); |
| |
| const ShaderVariable &member = field.fields[0]; |
| |
| // NOTE: we don't currently mark struct members as statically used or not |
| EXPECT_FALSE(member.isStruct()); |
| EXPECT_EQ("f", member.name); |
| EXPECT_GLENUM_EQ(GL_FLOAT, member.type); |
| EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision); |
| } |
| |
| TEST_F(CollectVertexVariablesTest, StructInstancedInterfaceBlock) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "struct st { float f; };" |
| "uniform b {\n" |
| " st s;\n" |
| "} instanceName;" |
| "void main() {\n" |
| " gl_Position = vec4(instanceName.s.f, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks(); |
| ASSERT_EQ(1u, interfaceBlocks.size()); |
| |
| const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; |
| |
| EXPECT_EQ(0u, interfaceBlock.arraySize); |
| EXPECT_FALSE(interfaceBlock.isRowMajorLayout); |
| EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); |
| EXPECT_EQ("b", interfaceBlock.name); |
| EXPECT_EQ("instanceName", interfaceBlock.instanceName); |
| EXPECT_TRUE(interfaceBlock.staticUse); |
| |
| ASSERT_EQ(1u, interfaceBlock.fields.size()); |
| |
| const InterfaceBlockField &field = interfaceBlock.fields[0]; |
| |
| EXPECT_TRUE(field.isStruct()); |
| EXPECT_TRUE(field.staticUse); |
| EXPECT_EQ("s", field.name); |
| EXPECT_FALSE(field.isRowMajorLayout); |
| |
| const ShaderVariable &member = field.fields[0]; |
| |
| // NOTE: we don't currently mark struct members as statically used or not |
| EXPECT_FALSE(member.isStruct()); |
| EXPECT_EQ("f", member.name); |
| EXPECT_GLENUM_EQ(GL_FLOAT, member.type); |
| EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision); |
| } |
| |
| TEST_F(CollectVertexVariablesTest, NestedStructRowMajorInterfaceBlock) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "struct st { mat2 m; };" |
| "layout(row_major) uniform b {\n" |
| " st s;\n" |
| "};" |
| "void main() {\n" |
| " gl_Position = vec4(s.m);\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks(); |
| ASSERT_EQ(1u, interfaceBlocks.size()); |
| |
| const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; |
| |
| EXPECT_EQ(0u, interfaceBlock.arraySize); |
| EXPECT_TRUE(interfaceBlock.isRowMajorLayout); |
| EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); |
| EXPECT_EQ("b", interfaceBlock.name); |
| EXPECT_TRUE(interfaceBlock.staticUse); |
| |
| ASSERT_EQ(1u, interfaceBlock.fields.size()); |
| |
| const InterfaceBlockField &field = interfaceBlock.fields[0]; |
| |
| EXPECT_TRUE(field.isStruct()); |
| EXPECT_TRUE(field.staticUse); |
| EXPECT_EQ("s", field.name); |
| EXPECT_TRUE(field.isRowMajorLayout); |
| |
| const ShaderVariable &member = field.fields[0]; |
| |
| // NOTE: we don't currently mark struct members as statically used or not |
| EXPECT_FALSE(member.isStruct()); |
| EXPECT_EQ("m", member.name); |
| EXPECT_GLENUM_EQ(GL_FLOAT_MAT2, member.type); |
| EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision); |
| } |
| |
| TEST_F(CollectVertexVariablesTest, VaryingInterpolation) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "centroid out float vary;\n" |
| "void main() {\n" |
| " gl_Position = vec4(1.0);\n" |
| " vary = 1.0;\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const std::vector<Varying> &varyings = mTranslator->getVaryings(); |
| ASSERT_EQ(2u, varyings.size()); |
| |
| const Varying *varying = &varyings[0]; |
| |
| if (varying->name == "gl_Position") |
| { |
| varying = &varyings[1]; |
| } |
| |
| EXPECT_EQ(0u, varying->arraySize); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, varying->precision); |
| EXPECT_TRUE(varying->staticUse); |
| EXPECT_GLENUM_EQ(GL_FLOAT, varying->type); |
| EXPECT_EQ("vary", varying->name); |
| EXPECT_EQ(INTERPOLATION_CENTROID, varying->interpolation); |
| } |
| |
| // Test for builtin uniform "gl_DepthRange" (Vertex shader) |
| TEST_F(CollectVertexVariablesTest, DepthRange) |
| { |
| const std::string &shaderString = |
| "attribute vec4 position;\n" |
| "void main() {\n" |
| " gl_Position = position + vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1.0);\n" |
| "}\n"; |
| |
| validateDepthRangeShader(shaderString); |
| } |
| |
| // Test for builtin uniform "gl_DepthRange" (Fragment shader) |
| TEST_F(CollectFragmentVariablesTest, DepthRange) |
| { |
| const std::string &shaderString = |
| "precision mediump float;\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1.0);\n" |
| "}\n"; |
| |
| validateDepthRangeShader(shaderString); |
| } |
| |
| // Test that gl_FragColor built-in usage in ESSL1 fragment shader is reflected in the output |
| // variables list. |
| TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragColor) |
| { |
| const std::string &fragColorShader = |
| "precision mediump float;\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(1.0);\n" |
| "}\n"; |
| |
| const OutputVariable *outputVariable = nullptr; |
| validateOutputVariableForShader(fragColorShader, 0u, "gl_FragColor", &outputVariable); |
| ASSERT_NE(outputVariable, nullptr); |
| EXPECT_EQ(0u, outputVariable->arraySize); |
| EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); |
| } |
| |
| // Test that gl_FragData built-in usage in ESSL1 fragment shader is reflected in the output |
| // variables list. |
| TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragData) |
| { |
| const std::string &fragDataShader = |
| "#extension GL_EXT_draw_buffers : require\n" |
| "precision mediump float;\n" |
| "void main() {\n" |
| " gl_FragData[0] = vec4(1.0);\n" |
| " gl_FragData[1] = vec4(0.5);\n" |
| "}\n"; |
| |
| ShBuiltInResources resources = mTranslator->getResources(); |
| resources.EXT_draw_buffers = 1; |
| const unsigned int kMaxDrawBuffers = 3u; |
| resources.MaxDrawBuffers = kMaxDrawBuffers; |
| initTranslator(resources); |
| |
| const OutputVariable *outputVariable = nullptr; |
| validateOutputVariableForShader(fragDataShader, 0u, "gl_FragData", &outputVariable); |
| ASSERT_NE(outputVariable, nullptr); |
| EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize); |
| EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); |
| } |
| |
| // Test that gl_FragDataEXT built-in usage in ESSL1 fragment shader is reflected in the output |
| // variables list. Also test that the precision is mediump. |
| TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragDepthMediump) |
| { |
| const std::string &fragDepthShader = |
| "#extension GL_EXT_frag_depth : require\n" |
| "precision mediump float;\n" |
| "void main() {\n" |
| " gl_FragDepthEXT = 0.7;" |
| "}\n"; |
| |
| ShBuiltInResources resources = mTranslator->getResources(); |
| resources.EXT_frag_depth = 1; |
| initTranslator(resources); |
| |
| const OutputVariable *outputVariable = nullptr; |
| validateOutputVariableForShader(fragDepthShader, 0u, "gl_FragDepthEXT", &outputVariable); |
| ASSERT_NE(outputVariable, nullptr); |
| EXPECT_EQ(0u, outputVariable->arraySize); |
| EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); |
| } |
| |
| // Test that gl_FragDataEXT built-in usage in ESSL1 fragment shader is reflected in the output |
| // variables list. Also test that the precision is highp if user requests it. |
| TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragDepthHighp) |
| { |
| const std::string &fragDepthHighShader = |
| "#extension GL_EXT_frag_depth : require\n" |
| "void main() {\n" |
| " gl_FragDepthEXT = 0.7;" |
| "}\n"; |
| |
| ShBuiltInResources resources = mTranslator->getResources(); |
| resources.EXT_frag_depth = 1; |
| resources.FragmentPrecisionHigh = 1; |
| initTranslator(resources); |
| |
| const OutputVariable *outputVariable = nullptr; |
| validateOutputVariableForShader(fragDepthHighShader, 0u, "gl_FragDepthEXT", &outputVariable); |
| ASSERT_NE(outputVariable, nullptr); |
| EXPECT_EQ(0u, outputVariable->arraySize); |
| EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type); |
| EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, outputVariable->precision); |
| } |
| |
| // Test that gl_FragData built-in usage in ESSL3 fragment shader is reflected in the output |
| // variables list. Also test that the precision is highp. |
| TEST_F(CollectFragmentVariablesTest, OutputVarESSL3FragDepthHighp) |
| { |
| const std::string &fragDepthHighShader = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "void main() {\n" |
| " gl_FragDepth = 0.7;" |
| "}\n"; |
| |
| ShBuiltInResources resources = mTranslator->getResources(); |
| resources.EXT_frag_depth = 1; |
| initTranslator(resources); |
| |
| const OutputVariable *outputVariable = nullptr; |
| validateOutputVariableForShader(fragDepthHighShader, 0u, "gl_FragDepth", &outputVariable); |
| ASSERT_NE(outputVariable, nullptr); |
| EXPECT_EQ(0u, outputVariable->arraySize); |
| EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type); |
| EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, outputVariable->precision); |
| } |
| |
| // Test that gl_SecondaryFragColorEXT built-in usage in ESSL1 fragment shader is reflected in the |
| // output variables list. |
| TEST_F(CollectFragmentVariablesTest, OutputVarESSL1EXTBlendFuncExtendedSecondaryFragColor) |
| { |
| const char *secondaryFragColorShader = |
| "#extension GL_EXT_blend_func_extended : require\n" |
| "precision mediump float;\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(1.0);\n" |
| " gl_SecondaryFragColorEXT = vec4(1.0);\n" |
| "}\n"; |
| |
| const unsigned int kMaxDrawBuffers = 3u; |
| ShBuiltInResources resources = mTranslator->getResources(); |
| resources.EXT_blend_func_extended = 1; |
| resources.EXT_draw_buffers = 1; |
| resources.MaxDrawBuffers = kMaxDrawBuffers; |
| resources.MaxDualSourceDrawBuffers = resources.MaxDrawBuffers; |
| initTranslator(resources); |
| |
| const OutputVariable *outputVariable = nullptr; |
| validateOutputVariableForShader(secondaryFragColorShader, 0u, "gl_FragColor", &outputVariable); |
| ASSERT_NE(outputVariable, nullptr); |
| EXPECT_EQ(0u, outputVariable->arraySize); |
| EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); |
| |
| outputVariable = nullptr; |
| validateOutputVariableForShader(secondaryFragColorShader, 1u, "gl_SecondaryFragColorEXT", |
| &outputVariable); |
| ASSERT_NE(outputVariable, nullptr); |
| EXPECT_EQ(0u, outputVariable->arraySize); |
| EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); |
| } |
| |
| // Test that gl_SecondaryFragDataEXT built-in usage in ESSL1 fragment shader is reflected in the |
| // output variables list. |
| TEST_F(CollectFragmentVariablesTest, OutputVarESSL1EXTBlendFuncExtendedSecondaryFragData) |
| { |
| const char *secondaryFragDataShader = |
| "#extension GL_EXT_blend_func_extended : require\n" |
| "#extension GL_EXT_draw_buffers : require\n" |
| "precision mediump float;\n" |
| "void main() {\n" |
| " gl_FragData[0] = vec4(1.0);\n" |
| " gl_FragData[1] = vec4(0.5);\n" |
| " gl_SecondaryFragDataEXT[0] = vec4(1.0);\n" |
| " gl_SecondaryFragDataEXT[1] = vec4(0.8);\n" |
| "}\n"; |
| const unsigned int kMaxDrawBuffers = 3u; |
| ShBuiltInResources resources = mTranslator->getResources(); |
| resources.EXT_blend_func_extended = 1; |
| resources.EXT_draw_buffers = 1; |
| resources.MaxDrawBuffers = kMaxDrawBuffers; |
| resources.MaxDualSourceDrawBuffers = resources.MaxDrawBuffers; |
| initTranslator(resources); |
| |
| const OutputVariable *outputVariable = nullptr; |
| validateOutputVariableForShader(secondaryFragDataShader, 0u, "gl_FragData", &outputVariable); |
| ASSERT_NE(outputVariable, nullptr); |
| EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize); |
| EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); |
| |
| outputVariable = nullptr; |
| validateOutputVariableForShader(secondaryFragDataShader, 1u, "gl_SecondaryFragDataEXT", |
| &outputVariable); |
| ASSERT_NE(outputVariable, nullptr); |
| EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize); |
| EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); |
| } |
| |
| static khronos_uint64_t SimpleTestHash(const char *str, size_t len) |
| { |
| return static_cast<uint64_t>(len); |
| } |
| |
| class CollectHashedVertexVariablesTest : public CollectVertexVariablesTest |
| { |
| protected: |
| void SetUp() override |
| { |
| // Initialize the translate with a hash function |
| ShBuiltInResources resources; |
| sh::InitBuiltInResources(&resources); |
| resources.HashFunction = SimpleTestHash; |
| initTranslator(resources); |
| } |
| }; |
| |
| TEST_F(CollectHashedVertexVariablesTest, InstancedInterfaceBlock) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "uniform blockName {\n" |
| " float field;\n" |
| "} blockInstance;" |
| "void main() {\n" |
| " gl_Position = vec4(blockInstance.field, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks(); |
| ASSERT_EQ(1u, interfaceBlocks.size()); |
| |
| const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; |
| |
| EXPECT_EQ(0u, interfaceBlock.arraySize); |
| EXPECT_FALSE(interfaceBlock.isRowMajorLayout); |
| EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); |
| EXPECT_EQ("blockName", interfaceBlock.name); |
| EXPECT_EQ("blockInstance", interfaceBlock.instanceName); |
| EXPECT_EQ("webgl_9", interfaceBlock.mappedName); |
| EXPECT_TRUE(interfaceBlock.staticUse); |
| |
| ASSERT_EQ(1u, interfaceBlock.fields.size()); |
| |
| const InterfaceBlockField &field = interfaceBlock.fields[0]; |
| |
| EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); |
| EXPECT_TRUE(field.staticUse); |
| EXPECT_GLENUM_EQ(GL_FLOAT, field.type); |
| EXPECT_EQ("field", field.name); |
| EXPECT_EQ("webgl_5", field.mappedName); |
| EXPECT_FALSE(field.isRowMajorLayout); |
| EXPECT_TRUE(field.fields.empty()); |
| } |
| |
| TEST_F(CollectHashedVertexVariablesTest, StructUniform) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "struct sType {\n" |
| " float field;\n" |
| "};" |
| "uniform sType u;" |
| "void main() {\n" |
| " gl_Position = vec4(u.field, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const auto &uniforms = mTranslator->getUniforms(); |
| ASSERT_EQ(1u, uniforms.size()); |
| |
| const Uniform &uniform = uniforms[0]; |
| |
| EXPECT_EQ(0u, uniform.arraySize); |
| EXPECT_EQ("u", uniform.name); |
| EXPECT_EQ("webgl_1", uniform.mappedName); |
| EXPECT_TRUE(uniform.staticUse); |
| |
| ASSERT_EQ(1u, uniform.fields.size()); |
| |
| const ShaderVariable &field = uniform.fields[0]; |
| |
| EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); |
| // EXPECT_TRUE(field.staticUse); // we don't yet support struct static use |
| EXPECT_GLENUM_EQ(GL_FLOAT, field.type); |
| EXPECT_EQ("field", field.name); |
| EXPECT_EQ("webgl_5", field.mappedName); |
| EXPECT_TRUE(field.fields.empty()); |
| } |
| |
| // Test a uniform declaration with multiple declarators. |
| TEST_F(CollectFragmentVariablesTest, MultiDeclaration) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "out vec4 out_fragColor;\n" |
| "uniform float uA, uB;\n" |
| "void main()\n" |
| "{\n" |
| " vec4 color = vec4(uA, uA, uA, uB);\n" |
| " out_fragColor = color;\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const auto &uniforms = mTranslator->getUniforms(); |
| ASSERT_EQ(2u, uniforms.size()); |
| |
| const Uniform &uniform = uniforms[0]; |
| EXPECT_EQ(0u, uniform.arraySize); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, uniform.precision); |
| EXPECT_TRUE(uniform.staticUse); |
| EXPECT_GLENUM_EQ(GL_FLOAT, uniform.type); |
| EXPECT_EQ("uA", uniform.name); |
| |
| const Uniform &uniformB = uniforms[1]; |
| EXPECT_EQ(0u, uniformB.arraySize); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, uniformB.precision); |
| EXPECT_TRUE(uniformB.staticUse); |
| EXPECT_GLENUM_EQ(GL_FLOAT, uniformB.type); |
| EXPECT_EQ("uB", uniformB.name); |
| } |
| |
| // Test a uniform declaration starting with an empty declarator. |
| TEST_F(CollectFragmentVariablesTest, EmptyDeclarator) |
| { |
| const std::string &shaderString = |
| "#version 300 es\n" |
| "precision mediump float;\n" |
| "out vec4 out_fragColor;\n" |
| "uniform float /* empty declarator */, uB;\n" |
| "void main()\n" |
| "{\n" |
| " out_fragColor = vec4(uB, uB, uB, uB);\n" |
| "}\n"; |
| |
| compile(shaderString); |
| |
| const auto &uniforms = mTranslator->getUniforms(); |
| ASSERT_EQ(1u, uniforms.size()); |
| |
| const Uniform &uniformB = uniforms[0]; |
| EXPECT_EQ(0u, uniformB.arraySize); |
| EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, uniformB.precision); |
| EXPECT_TRUE(uniformB.staticUse); |
| EXPECT_GLENUM_EQ(GL_FLOAT, uniformB.type); |
| EXPECT_EQ("uB", uniformB.name); |
| } |