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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.
//
// 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;
}
}