| // |
| // 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. |
| // |
| // SamplerMultisample_test.cpp: |
| // Tests compiling shaders that use gsampler2DMS types |
| // |
| |
| #include "angle_gl.h" |
| #include "gtest/gtest.h" |
| #include "GLSLANG/ShaderLang.h" |
| #include "tests/test_utils/ShaderCompileTreeTest.h" |
| |
| using namespace sh; |
| |
| class SamplerMultisampleTest : public ShaderCompileTreeTest |
| { |
| public: |
| SamplerMultisampleTest() {} |
| |
| protected: |
| ::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; } |
| ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; } |
| }; |
| |
| // checks whether compiler has parsed the gsampler2DMS, texelfetch qualifiers correctly |
| TEST_F(SamplerMultisampleTest, TexelFetchSampler2DMSQualifier) |
| { |
| const std::string &shaderString = |
| "#version 310 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2DMS s;\n" |
| "uniform highp isampler2DMS is;\n" |
| "uniform highp usampler2DMS us;\n" |
| "" |
| "void main() {\n" |
| " vec4 tex1 = texelFetch(s, ivec2(0, 0), 0);\n" |
| " ivec4 tex2 = texelFetch(is, ivec2(0, 0), 0);\n" |
| " uvec4 tex3 = texelFetch(us, ivec2(0, 0), 0);\n" |
| "}\n"; |
| |
| if (!compile(shaderString)) |
| { |
| FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; |
| } |
| } |
| |
| // checks whether compiler has parsed the gsampler2DMS, texturesize qualifiers correctly |
| TEST_F(SamplerMultisampleTest, TextureSizeSampler2DMSQualifier) |
| { |
| const std::string &shaderString = |
| "#version 310 es\n" |
| "precision highp float;\n" |
| "uniform highp sampler2DMS s;\n" |
| "uniform highp isampler2DMS is;\n" |
| "uniform highp usampler2DMS us;\n" |
| "" |
| "void main() {\n" |
| " ivec2 size = textureSize(s);\n" |
| " size = textureSize(is);\n" |
| " size = textureSize(us);\n" |
| "}\n"; |
| |
| if (!compile(shaderString)) |
| { |
| FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; |
| } |
| } |
| |
| // checks gsampler2DMS has no default precision |
| TEST_F(SamplerMultisampleTest, NoPrecisionSampler2DMS) |
| { |
| const std::string &shaderString = |
| "#version 310 es\n" |
| "precision highp float;\n" |
| "uniform sampler2DMS s;\n" |
| "uniform isampler2DMS is;\n" |
| "uniform usampler2DMS us;\n" |
| "" |
| "void main() {}\n"; |
| |
| if (compile(shaderString)) |
| { |
| FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; |
| } |
| } |