| // |
| // Copyright (c) 2016 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. |
| // |
| // QualificationOrderESSL31_test.cpp: |
| // OpenGL ES 3.1 removes the strict order of qualifiers imposed by the grammar. |
| // This file contains tests for invalid order and usage of qualifiers in GLSL ES 3.10. |
| |
| #include "gtest/gtest.h" |
| |
| #include "angle_gl.h" |
| #include "compiler/translator/TranslatorESSL.h" |
| #include "GLSLANG/ShaderLang.h" |
| #include "tests/test_utils/compiler_test.h" |
| #include "tests/test_utils/ShaderCompileTreeTest.h" |
| |
| using namespace sh; |
| |
| class QualificationVertexShaderTestESSL31 : public ShaderCompileTreeTest |
| { |
| public: |
| QualificationVertexShaderTestESSL31() {} |
| protected: |
| ::GLenum getShaderType() const override { return GL_VERTEX_SHADER; } |
| ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; } |
| |
| const TIntermSymbol *findSymbolInAST(const TString &symbolName, TBasicType basicType) |
| { |
| return FindSymbolNode(mASTRoot, symbolName, basicType); |
| } |
| }; |
| |
| // GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct. |
| TEST_F(QualificationVertexShaderTestESSL31, CentroidOut) |
| { |
| const std::string &shaderString = |
| "#version 310 es\n" |
| "precision lowp float;\n" |
| "out centroid float something;\n" |
| "void main(){\n" |
| " something = 1.0;\n" |
| "}\n"; |
| if (!compile(shaderString)) |
| { |
| FAIL() << "Shader compilation failed, expecting success" << mInfoLog; |
| } |
| else |
| { |
| const TIntermSymbol *node = findSymbolInAST("something", EbtFloat); |
| ASSERT_NE(nullptr, node); |
| |
| const TType &type = node->getType(); |
| EXPECT_EQ(EvqCentroidOut, type.getQualifier()); |
| } |
| } |
| |
| // GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct. |
| TEST_F(QualificationVertexShaderTestESSL31, AllQualifiersMixed) |
| { |
| const std::string &shaderString = |
| "#version 310 es\n" |
| "precision lowp float;\n" |
| "highp out invariant centroid flat vec4 something;\n" |
| "void main(){\n" |
| "}\n"; |
| if (!compile(shaderString)) |
| { |
| FAIL() << "Shader compilation failed, expecting success" << mInfoLog; |
| } |
| else |
| { |
| const TIntermSymbol *node = findSymbolInAST("something", EbtFloat); |
| ASSERT_NE(nullptr, node); |
| |
| const TType &type = node->getType(); |
| EXPECT_TRUE(type.isInvariant()); |
| EXPECT_EQ(EvqFlatOut, type.getQualifier()); |
| EXPECT_EQ(EbpHigh, type.getPrecision()); |
| } |
| } |
| |
| // GLSL ES 3.10 allows multiple layout qualifiers to be specified. |
| TEST_F(QualificationVertexShaderTestESSL31, MultipleLayouts) |
| { |
| const std::string &shaderString = |
| "#version 310 es\n" |
| "precision lowp float;\n" |
| "in layout(location=1) layout(location=2) vec4 something;\n" |
| "void main(){\n" |
| "}\n"; |
| if (!compile(shaderString)) |
| { |
| FAIL() << "Shader compilation failed, expecting success" << mInfoLog; |
| } |
| else |
| { |
| const TIntermSymbol *node = findSymbolInAST("something", EbtFloat); |
| ASSERT_NE(nullptr, node); |
| |
| const TType &type = node->getType(); |
| EXPECT_EQ(EvqVertexIn, type.getQualifier()); |
| EXPECT_EQ(2, type.getLayoutQualifier().location); |
| } |
| } |
| |
| // The test checks layout qualifier overriding when multiple layouts are specified. |
| TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock) |
| { |
| const std::string &shaderString = |
| "#version 310 es\n" |
| "precision lowp float;\n" |
| "out float someValue;\n" |
| "layout(shared) layout(std140) layout(column_major) uniform MyInterface\n" |
| "{ vec4 something; } MyInterfaceName;\n" |
| "void main(){\n" |
| " someValue = MyInterfaceName.something.r;\n" |
| "}\n"; |
| if (!compile(shaderString)) |
| { |
| FAIL() << "Shader compilation failed, expecting success" << mInfoLog; |
| } |
| else |
| { |
| const TIntermSymbol *node = findSymbolInAST("MyInterfaceName", EbtInterfaceBlock); |
| ASSERT_NE(nullptr, node); |
| |
| const TType &type = node->getType(); |
| TLayoutQualifier layoutQualifier = type.getLayoutQualifier(); |
| EXPECT_EQ(EbsStd140, layoutQualifier.blockStorage); |
| EXPECT_EQ(EmpColumnMajor, layoutQualifier.matrixPacking); |
| } |
| } |
| |
| // The test checks layout qualifier overriding when multiple layouts are specified. |
| TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock2) |
| { |
| const std::string &shaderString = |
| "#version 310 es\n" |
| "precision lowp float;\n" |
| "out float someValue;\n" |
| "layout(row_major) layout(std140) layout(shared) uniform MyInterface\n" |
| "{ vec4 something; } MyInterfaceName;\n" |
| "void main(){\n" |
| " someValue = MyInterfaceName.something.r;\n" |
| "}\n"; |
| if (!compile(shaderString)) |
| { |
| FAIL() << "Shader compilation failed, expecting success" << mInfoLog; |
| } |
| else |
| { |
| const TIntermSymbol *node = findSymbolInAST("MyInterfaceName", EbtInterfaceBlock); |
| ASSERT_NE(nullptr, node); |
| |
| const TType &type = node->getType(); |
| TLayoutQualifier layoutQualifier = type.getLayoutQualifier(); |
| EXPECT_EQ(EbsShared, layoutQualifier.blockStorage); |
| EXPECT_EQ(EmpRowMajor, layoutQualifier.matrixPacking); |
| } |
| } |