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//
// 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);
}
}