blob: 050651b627f2318a7f0ec0c3a13c0362ef004dfb [file] [log] [blame]
//
// Copyright 2015 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.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class GLSLTest : public ANGLETest
{
protected:
GLSLTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
mSimpleVSSource = SHADER_SOURCE
(
attribute vec4 inputAttribute;
void main()
{
gl_Position = inputAttribute;
}
);
}
std::string GenerateVaryingType(GLint vectorSize)
{
char varyingType[10];
if (vectorSize == 1)
{
sprintf(varyingType, "float");
}
else
{
sprintf(varyingType, "vec%d", vectorSize);
}
return std::string(varyingType);
}
std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id)
{
char buff[100];
if (arraySize == 1)
{
sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id);
}
else
{
sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize);
}
return std::string(buff);
}
std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id)
{
std::string returnString;
char buff[100];
if (arraySize == 1)
{
sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str());
returnString += buff;
}
else
{
for (int i = 0; i < arraySize; i++)
{
sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str());
returnString += buff;
}
}
return returnString;
}
std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id)
{
if (arraySize == 1)
{
char buff[100];
sprintf(buff, "v%d + ", id);
return std::string(buff);
}
else
{
std::string returnString;
for (int i = 0; i < arraySize; i++)
{
char buff[100];
sprintf(buff, "v%d[%d] + ", id, i);
returnString += buff;
}
return returnString;
}
}
void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize,
std::string* fragmentShader, std::string* vertexShader)
{
// Generate a string declaring the varyings, to share between the fragment shader and the vertex shader.
std::string varyingDeclaration;
unsigned int varyingCount = 0;
for (GLint i = 0; i < floatCount; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < floatArrayCount; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec2Count; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec2ArrayCount; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec3Count; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec3ArrayCount; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec4Count; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(4, 1, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec4ArrayCount; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(4, 2, varyingCount);
varyingCount += 1;
}
// Generate the vertex shader
vertexShader->clear();
vertexShader->append(varyingDeclaration);
vertexShader->append("\nvoid main()\n{\n");
unsigned int currentVSVarying = 0;
for (GLint i = 0; i < floatCount; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < floatArrayCount; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec2Count; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec2ArrayCount; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec3Count; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec3ArrayCount; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec4Count; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(4, 1, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec4ArrayCount; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(4, 2, currentVSVarying));
currentVSVarying += 1;
}
if (usePointSize)
{
vertexShader->append("gl_PointSize = 1.0;\n");
}
vertexShader->append("}\n");
// Generate the fragment shader
fragmentShader->clear();
fragmentShader->append("precision highp float;\n");
fragmentShader->append(varyingDeclaration);
fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n");
unsigned int currentFSVarying = 0;
// Make use of the float varyings
fragmentShader->append("\tretColor += vec4(");
for (GLint i = 0; i < floatCount; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
currentFSVarying += 1;
}
for (GLint i = 0; i < floatArrayCount; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
currentFSVarying += 1;
}
fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n");
// Make use of the vec2 varyings
fragmentShader->append("\tretColor += vec4(");
for (GLint i = 0; i < vec2Count; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
currentFSVarying += 1;
}
for (GLint i = 0; i < vec2ArrayCount; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
currentFSVarying += 1;
}
fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n");
// Make use of the vec3 varyings
fragmentShader->append("\tretColor += vec4(");
for (GLint i = 0; i < vec3Count; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
currentFSVarying += 1;
}
for (GLint i = 0; i < vec3ArrayCount; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
currentFSVarying += 1;
}
fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n");
// Make use of the vec4 varyings
fragmentShader->append("\tretColor += ");
for (GLint i = 0; i < vec4Count; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
currentFSVarying += 1;
}
for (GLint i = 0; i < vec4ArrayCount; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
currentFSVarying += 1;
}
fragmentShader->append("vec4(0.0, 0.0, 0.0, 0.0);\n");
// Set gl_FragColor, and use special variables if requested
fragmentShader->append("\tgl_FragColor = retColor");
if (useFragCoord)
{
fragmentShader->append(" + gl_FragCoord");
}
if (usePointCoord)
{
fragmentShader->append(" + vec4(gl_PointCoord, 0.0, 0.0)");
}
fragmentShader->append(";\n}");
}
void VaryingTestBase(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, bool expectSuccess)
{
std::string fragmentShaderSource;
std::string vertexShaderSource;
GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, vec3ArrayCount,
vec4Count, vec4ArrayCount, useFragCoord, usePointCoord, usePointSize,
&fragmentShaderSource, &vertexShaderSource);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
if (expectSuccess)
{
EXPECT_NE(0u, program);
}
else
{
EXPECT_EQ(0u, program);
}
}
void CompileGLSLWithUniformsAndSamplers(GLint vertexUniformCount,
GLint fragmentUniformCount,
GLint vertexSamplersCount,
GLint fragmentSamplersCount,
bool expectSuccess)
{
std::stringstream vertexShader;
std::stringstream fragmentShader;
// Generate the vertex shader
vertexShader << "precision mediump float;\n";
for (int i = 0; i < vertexUniformCount; i++)
{
vertexShader << "uniform vec4 v" << i << ";\n";
}
for (int i = 0; i < vertexSamplersCount; i++)
{
vertexShader << "uniform sampler2D s" << i << ";\n";
}
vertexShader << "void main()\n{\n";
for (int i = 0; i < vertexUniformCount; i++)
{
vertexShader << " gl_Position += v" << i << ";\n";
}
for (int i = 0; i < vertexSamplersCount; i++)
{
vertexShader << " gl_Position += texture2D(s" << i << ", vec2(0.0, 0.0));\n";
}
if (vertexUniformCount == 0 && vertexSamplersCount == 0)
{
vertexShader << " gl_Position = vec4(0.0);\n";
}
vertexShader << "}\n";
// Generate the fragment shader
fragmentShader << "precision mediump float;\n";
for (int i = 0; i < fragmentUniformCount; i++)
{
fragmentShader << "uniform vec4 v" << i << ";\n";
}
for (int i = 0; i < fragmentSamplersCount; i++)
{
fragmentShader << "uniform sampler2D s" << i << ";\n";
}
fragmentShader << "void main()\n{\n";
for (int i = 0; i < fragmentUniformCount; i++)
{
fragmentShader << " gl_FragColor += v" << i << ";\n";
}
for (int i = 0; i < fragmentSamplersCount; i++)
{
fragmentShader << " gl_FragColor += texture2D(s" << i << ", vec2(0.0, 0.0));\n";
}
if (fragmentUniformCount == 0 && fragmentSamplersCount == 0)
{
fragmentShader << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n";
}
fragmentShader << "}\n";
GLuint program = CompileProgram(vertexShader.str(), fragmentShader.str());
if (expectSuccess)
{
EXPECT_NE(0u, program);
}
else
{
EXPECT_EQ(0u, program);
}
}
std::string mSimpleVSSource;
};
class GLSLTestNoValidation : public GLSLTest
{
public:
GLSLTestNoValidation() { setNoErrorEnabled(true); }
};
class GLSLTest_ES3 : public GLSLTest
{
void SetUp() override
{
ANGLETest::SetUp();
mSimpleVSSource =
"#version 300 es\n"
"in vec4 inputAttribute;"
"void main()"
"{"
" gl_Position = inputAttribute;"
"}";
}
};
class GLSLTest_ES31 : public GLSLTest
{
void SetUp() override
{
ANGLETest::SetUp();
mSimpleVSSource =
"#version 310 es\n"
"in vec4 inputAttribute;"
"void main()"
"{"
" gl_Position = inputAttribute;"
"}";
}
};
TEST_P(GLSLTest, NamelessScopedStructs)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
void main()
{
struct
{
float q;
} b;
gl_FragColor = vec4(1, 0, 0, 1);
gl_FragColor.a += b.q;
}
);
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, ScopedStructsOrderBug)
{
// TODO(geofflang): Find out why this doesn't compile on Apple OpenGL drivers
// (http://anglebug.com/1292)
// TODO(geofflang): Find out why this doesn't compile on AMD OpenGL drivers
// (http://anglebug.com/1291)
if (IsDesktopOpenGL() && (IsOSX() || !IsNVIDIA()))
{
std::cout << "Test disabled on this OpenGL configuration." << std::endl;
return;
}
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
struct T
{
float f;
};
void main()
{
T a;
struct T
{
float q;
};
T b;
gl_FragColor = vec4(1, 0, 0, 1);
gl_FragColor.a += a.f;
gl_FragColor.a += b.q;
}
);
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, ScopedStructsBug)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
struct T_0
{
float f;
};
void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
struct T
{
vec2 v;
};
T_0 a;
T b;
gl_FragColor.a += a.f;
gl_FragColor.a += b.v.x;
}
);
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, DxPositionBug)
{
const std::string &vertexShaderSource = SHADER_SOURCE
(
attribute vec4 inputAttribute;
varying float dx_Position;
void main()
{
gl_Position = vec4(inputAttribute);
dx_Position = 0.0;
}
);
const std::string &fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
varying float dx_Position;
void main()
{
gl_FragColor = vec4(dx_Position, 0, 0, 1);
}
);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, ElseIfRewriting)
{
const std::string &vertexShaderSource =
"attribute vec4 a_position;\n"
"varying float v;\n"
"void main() {\n"
" gl_Position = a_position;\n"
" v = 1.0;\n"
" if (a_position.x <= 0.5) {\n"
" v = 0.0;\n"
" } else if (a_position.x >= 0.5) {\n"
" v = 2.0;\n"
" }\n"
"}\n";
const std::string &fragmentShaderSource =
"precision highp float;\n"
"varying float v;\n"
"void main() {\n"
" vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n"
" if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n"
" if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n"
" gl_FragColor = color;\n"
"}\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
ASSERT_NE(0u, program);
drawQuad(program, "a_position", 0.5f);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255);
}
TEST_P(GLSLTest, TwoElseIfRewriting)
{
const std::string &vertexShaderSource =
"attribute vec4 a_position;\n"
"varying float v;\n"
"void main() {\n"
" gl_Position = a_position;\n"
" if (a_position.x == 0.0) {\n"
" v = 1.0;\n"
" } else if (a_position.x > 0.5) {\n"
" v = 0.0;\n"
" } else if (a_position.x > 0.75) {\n"
" v = 0.5;\n"
" }\n"
"}\n";
const std::string &fragmentShaderSource =
"precision highp float;\n"
"varying float v;\n"
"void main() {\n"
" gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n"
"}\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, FrontFacingAndVarying)
{
EGLPlatformParameters platform = GetParam().eglParameters;
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 a_position;
varying float v_varying;
void main()
{
v_varying = a_position.x;
gl_Position = a_position;
}
);
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
varying float v_varying;
void main()
{
vec4 c;
if (gl_FrontFacing)
{
c = vec4(v_varying, 0, 0, 1.0);
}
else
{
c = vec4(0, v_varying, 0, 1.0);
}
gl_FragColor = c;
}
);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
// Compilation should fail on D3D11 feature level 9_3, since gl_FrontFacing isn't supported.
if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
{
if (platform.majorVersion == 9 && platform.minorVersion == 3)
{
EXPECT_EQ(0u, program);
return;
}
}
// Otherwise, compilation should succeed
EXPECT_NE(0u, program);
}
// Verify that linking shaders declaring different shading language versions fails.
TEST_P(GLSLTest_ES3, VersionMismatch)
{
const std::string fragmentShaderSource100 =
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource100 =
"attribute vec4 a_position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
const std::string fragmentShaderSource300 =
"#version 300 es\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource300 =
"#version 300 es\n"
"in vec4 a_position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource300, fragmentShaderSource100);
EXPECT_EQ(0u, program);
program = CompileProgram(vertexShaderSource100, fragmentShaderSource300);
EXPECT_EQ(0u, program);
}
// Verify that declaring varying as invariant only in vertex shader fails in ESSL 1.00.
TEST_P(GLSLTest, InvariantVaryingOut)
{
const std::string fragmentShaderSource =
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"attribute vec4 a_position;\n"
"invariant varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that declaring varying as invariant only in vertex shader succeeds in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantVaryingOut)
{
// TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader
// for varyings which are invariant in vertex shader (http://anglebug.com/1293)
if (IsDesktopOpenGL())
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 a_position;\n"
"invariant out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that declaring varying as invariant only in fragment shader fails in ESSL 1.00.
TEST_P(GLSLTest, InvariantVaryingIn)
{
const std::string fragmentShaderSource =
"precision mediump float;\n"
"invariant varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"attribute vec4 a_position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that declaring varying as invariant only in fragment shader fails in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantVaryingIn)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"invariant in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 a_position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that declaring varying as invariant in both shaders succeeds in ESSL 1.00.
TEST_P(GLSLTest, InvariantVaryingBoth)
{
const std::string fragmentShaderSource =
"precision mediump float;\n"
"invariant varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"attribute vec4 a_position;\n"
"invariant varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that declaring varying as invariant in both shaders fails in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantVaryingBoth)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"invariant in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 a_position;\n"
"invariant out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that declaring gl_Position as invariant succeeds in ESSL 1.00.
TEST_P(GLSLTest, InvariantGLPosition)
{
const std::string fragmentShaderSource =
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"attribute vec4 a_position;\n"
"invariant gl_Position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that declaring gl_Position as invariant succeeds in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantGLPosition)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 a_position;\n"
"invariant gl_Position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that using invariant(all) in both shaders succeeds in ESSL 1.00.
TEST_P(GLSLTest, InvariantAllBoth)
{
// TODO: ESSL 1.00 -> GLSL 1.20 translation should add "invariant" in fragment shader
// for varyings which are invariant in vertex shader individually,
// and remove invariant(all) from fragment shader (http://anglebug.com/1293)
if (IsDesktopOpenGL())
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
const std::string fragmentShaderSource =
"#pragma STDGL invariant(all)\n"
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#pragma STDGL invariant(all)\n"
"attribute vec4 a_position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnFloat)
{
const std::string vertexShaderSource =
"varying float v_varying;\n"
"float f() { if (v_varying > 0.0) return 1.0; }\n"
"void main() { gl_Position = vec4(f(), 0, 0, 1); }\n";
const std::string fragmentShaderSource =
"precision mediump float;\n"
"void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnVec2)
{
const std::string vertexShaderSource =
"varying float v_varying;\n"
"vec2 f() { if (v_varying > 0.0) return vec2(1.0, 1.0); }\n"
"void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n";
const std::string fragmentShaderSource =
"precision mediump float;\n"
"void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnVec3)
{
const std::string vertexShaderSource =
"varying float v_varying;\n"
"vec3 f() { if (v_varying > 0.0) return vec3(1.0, 1.0, 1.0); }\n"
"void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n";
const std::string fragmentShaderSource =
"precision mediump float;\n"
"void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnVec4)
{
const std::string vertexShaderSource =
"varying float v_varying;\n"
"vec4 f() { if (v_varying > 0.0) return vec4(1.0, 1.0, 1.0, 1.0); }\n"
"void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n";
const std::string fragmentShaderSource =
"precision mediump float;\n"
"void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnIVec4)
{
const std::string vertexShaderSource =
"varying float v_varying;\n"
"ivec4 f() { if (v_varying > 0.0) return ivec4(1, 1, 1, 1); }\n"
"void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n";
const std::string fragmentShaderSource =
"precision mediump float;\n"
"void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnMat4)
{
const std::string vertexShaderSource =
"varying float v_varying;\n"
"mat4 f() { if (v_varying > 0.0) return mat4(1.0); }\n"
"void main() { gl_Position = vec4(f()[0][0], 0, 0, 1); }\n";
const std::string fragmentShaderSource =
"precision mediump float;\n"
"void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that functions without return statements still compile
TEST_P(GLSLTest, MissingReturnStruct)
{
const std::string vertexShaderSource =
"varying float v_varying;\n"
"struct s { float a; int b; vec2 c; };\n"
"s f() { if (v_varying > 0.0) return s(1.0, 1, vec2(1.0, 1.0)); }\n"
"void main() { gl_Position = vec4(f().a, 0, 0, 1); }\n";
const std::string fragmentShaderSource =
"precision mediump float;\n"
"void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that functions without return statements still compile
TEST_P(GLSLTest_ES3, MissingReturnArray)
{
const std::string vertexShaderSource =
"#version 300 es\n"
"in float v_varying;\n"
"vec2[2] f() { if (v_varying > 0.0) { return vec2[2](vec2(1.0, 1.0), vec2(1.0, 1.0)); } }\n"
"void main() { gl_Position = vec4(f()[0].x, 0, 0, 1); }\n";
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(0, 0, 0, 1); }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that functions without return statements still compile
TEST_P(GLSLTest_ES3, MissingReturnArrayOfStructs)
{
const std::string vertexShaderSource =
"#version 300 es\n"
"in float v_varying;\n"
"struct s { float a; int b; vec2 c; };\n"
"s[2] f() { if (v_varying > 0.0) { return s[2](s(1.0, 1, vec2(1.0, 1.0)), s(1.0, 1, "
"vec2(1.0, 1.0))); } }\n"
"void main() { gl_Position = vec4(f()[0].a, 0, 0, 1); }\n";
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(0, 0, 0, 1); }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that functions without return statements still compile
TEST_P(GLSLTest_ES3, MissingReturnStructOfArrays)
{
// TODO(cwallez) remove the suppression once NVIDIA removes the restriction for
// GLSL >= 300. It was defined only in GLSL 2.0, section 6.1.
if (IsNVIDIA() && IsOpenGLES())
{
std::cout << "Test skipped on NVIDIA OpenGL ES because it disallows returning "
"structure of arrays"
<< std::endl;
return;
}
const std::string vertexShaderSource =
"#version 300 es\n"
"in float v_varying;\n"
"struct s { float a[2]; int b[2]; vec2 c[2]; };\n"
"s f() { if (v_varying > 0.0) { return s(float[2](1.0, 1.0), int[2](1, 1),"
"vec2[2](vec2(1.0, 1.0), vec2(1.0, 1.0))); } }\n"
"void main() { gl_Position = vec4(f().a[0], 0, 0, 1); }\n";
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(0, 0, 0, 1); }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that using invariant(all) in both shaders fails in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantAllBoth)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"#pragma STDGL invariant(all)\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"#pragma STDGL invariant(all)\n"
"in vec4 a_position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that using invariant(all) only in fragment shader fails in ESSL 1.00.
TEST_P(GLSLTest, InvariantAllIn)
{
const std::string fragmentShaderSource =
"#pragma STDGL invariant(all)\n"
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"attribute vec4 a_position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that using invariant(all) only in fragment shader fails in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantAllIn)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"#pragma STDGL invariant(all)\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 a_position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that using invariant(all) only in vertex shader fails in ESSL 1.00.
TEST_P(GLSLTest, InvariantAllOut)
{
const std::string fragmentShaderSource =
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#pragma STDGL invariant(all)\n"
"attribute vec4 a_position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that using invariant(all) only in vertex shader succeeds in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantAllOut)
{
// TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader
// for varyings which are invariant in vertex shader,
// because of invariant(all) being used in vertex shader (http://anglebug.com/1293)
if (IsDesktopOpenGL())
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"#pragma STDGL invariant(all)\n"
"in vec4 a_position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, MaxVaryingVec4)
{
#if defined(__APPLE__)
// TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
// (http://anglebug.com/1291)
if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
return;
}
#endif
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true);
}
TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusTwoSpecialVariables)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
// Generate shader code that uses gl_FragCoord and gl_PointCoord, two special fragment shader variables.
VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true);
}
TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusThreeSpecialVariables)
{
// TODO(geofflang): Figure out why this fails on OpenGL AMD (http://anglebug.com/1291)
if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
// Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize.
VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, true, true);
}
TEST_P(GLSLTest, MaxVaryingVec3)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
}
TEST_P(GLSLTest, MaxVaryingVec3Array)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
}
// Disabled because of a failure in D3D9
TEST_P(GLSLTest, MaxVaryingVec3AndOneFloat)
{
if (IsD3D9())
{
std::cout << "Test disabled on D3D9." << std::endl;
return;
}
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
}
// Disabled because of a failure in D3D9
TEST_P(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray)
{
if (IsD3D9())
{
std::cout << "Test disabled on D3D9." << std::endl;
return;
}
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
}
// Disabled because of a failure in D3D9
TEST_P(GLSLTest, TwiceMaxVaryingVec2)
{
if (IsD3D9())
{
std::cout << "Test disabled on D3D9." << std::endl;
return;
}
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
{
// TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver
std::cout << "Test disabled on OpenGL ES." << std::endl;
return;
}
#if defined(__APPLE__)
// TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
// (http://anglebug.com/1291)
if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
return;
}
#endif
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, true);
}
// Disabled because of a failure in D3D9
TEST_P(GLSLTest, MaxVaryingVec2Arrays)
{
if (IsD3DSM3())
{
std::cout << "Test disabled on SM3." << std::endl;
return;
}
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
{
// TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver
std::cout << "Test disabled on OpenGL ES." << std::endl;
return;
}
#if defined(__APPLE__)
// TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
// (http://anglebug.com/1291)
if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
return;
}
#endif
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
// Special case: because arrays of mat2 are packed as small grids of two rows by two columns,
// we should be aware that when we're packing into an odd number of varying registers the
// last row will be empty and can not fit the final vec2 arrary.
GLint maxVec2Arrays = (maxVaryings >> 1) << 1;
VaryingTestBase(0, 0, 0, maxVec2Arrays, 0, 0, 0, 0, false, false, false, true);
}
// Verify shader source with a fixed length that is less than the null-terminated length will compile.
TEST_P(GLSLTest, FixedShaderLength)
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const std::string appendGarbage = "abcasdfasdfasdfasdfasdf";
const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage;
const char *sourceArray[1] = { source.c_str() };
GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) };
glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
EXPECT_NE(compileResult, 0);
}
// Verify that a negative shader source length is treated as a null-terminated length.
TEST_P(GLSLTest, NegativeShaderLength)
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const char *sourceArray[1] = { "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" };
GLint lengths[1] = { -10 };
glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
EXPECT_NE(compileResult, 0);
}
// Check that having an invalid char after the "." doesn't cause an assert.
TEST_P(GLSLTest, InvalidFieldFirstChar)
{
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
const char *source = "void main() {vec4 x; x.}";
glShaderSource(shader, 1, &source, 0);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
EXPECT_EQ(0, compileResult);
}
// Verify that a length array with mixed positive and negative values compiles.
TEST_P(GLSLTest, MixedShaderLengths)
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const char *sourceArray[] =
{
"void main()",
"{",
" gl_FragColor = vec4(0, 0, 0, 0);",
"}",
};
GLint lengths[] =
{
-10,
1,
static_cast<GLint>(strlen(sourceArray[2])),
-1,
};
ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
EXPECT_NE(compileResult, 0);
}
// Verify that zero-length shader source does not affect shader compilation.
TEST_P(GLSLTest, ZeroShaderLength)
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const char *sourceArray[] =
{
"adfasdf",
"34534",
"void main() { gl_FragColor = vec4(0, 0, 0, 0); }",
"",
"asdfasdfsdsdf",
};
GLint lengths[] =
{
0,
0,
-1,
0,
0,
};
ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
EXPECT_NE(compileResult, 0);
}
// Tests that bad index expressions don't crash ANGLE's translator.
// https://code.google.com/p/angleproject/issues/detail?id=857
TEST_P(GLSLTest, BadIndexBug)
{
const std::string &fragmentShaderSourceVec =
"precision mediump float;\n"
"uniform vec4 uniformVec;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(uniformVec[int()]);\n"
"}";
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceVec);
EXPECT_EQ(0u, shader);
if (shader != 0)
{
glDeleteShader(shader);
}
const std::string &fragmentShaderSourceMat =
"precision mediump float;\n"
"uniform mat4 uniformMat;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(uniformMat[int()]);\n"
"}";
shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceMat);
EXPECT_EQ(0u, shader);
if (shader != 0)
{
glDeleteShader(shader);
}
const std::string &fragmentShaderSourceArray =
"precision mediump float;\n"
"uniform vec4 uniformArray;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(uniformArray[int()]);\n"
"}";
shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceArray);
EXPECT_EQ(0u, shader);
if (shader != 0)
{
glDeleteShader(shader);
}
}
// Test that structs defined in uniforms are translated correctly.
TEST_P(GLSLTest, StructSpecifiersUniforms)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
uniform struct S { float field;} s;
void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
gl_FragColor.a += s.field;
}
);
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Test that gl_DepthRange is not stored as a uniform location. Since uniforms
// beginning with "gl_" are filtered out by our validation logic, we must
// bypass the validation to test the behaviour of the implementation.
// (note this test is still Impl-independent)
TEST_P(GLSLTestNoValidation, DepthRangeUniforms)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
void main()
{
gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1);
}
);
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShaderSource);
// We need to bypass validation for this call.
GLint nearIndex = glGetUniformLocation(program.get(), "gl_DepthRange.near");
EXPECT_EQ(-1, nearIndex);
// Test drawing does not throw an exception.
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_GL_NO_ERROR();
}
std::string GenerateSmallPowShader(double base, double exponent)
{
std::stringstream stream;
stream.precision(8);
double result = pow(base, exponent);
stream << "precision highp float;\n"
<< "float fun(float arg)\n"
<< "{\n"
<< " return pow(arg, " << std::fixed << exponent << ");\n"
<< "}\n"
<< "\n"
<< "void main()\n"
<< "{\n"
<< " const float a = " << std::scientific << base << ";\n"
<< " float b = fun(a);\n"
<< " if (abs(" << result << " - b) < " << std::abs(result * 0.001) << ")\n"
<< " {\n"
<< " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
<< " }\n"
<< " else\n"
<< " {\n"
<< " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
<< " }\n"
<< "}\n";
return stream.str();
}
// Covers the WebGL test 'glsl/bugs/pow-of-small-constant-in-user-defined-function'
// See http://anglebug.com/851
TEST_P(GLSLTest, PowOfSmallConstant)
{
std::vector<double> bads;
for (int eps = -1; eps <= 1; ++eps)
{
for (int i = -4; i <= 5; ++i)
{
if (i >= -1 && i <= 1)
continue;
const double epsilon = 1.0e-8;
double bad = static_cast<double>(i) + static_cast<double>(eps) * epsilon;
bads.push_back(bad);
}
}
for (double bad : bads)
{
const std::string &fragmentShaderSource = GenerateSmallPowShader(1.0e-6, bad);
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShaderSource);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_GL_NO_ERROR();
}
}
// Test that fragment shaders which contain non-constant loop indexers and compiled for FL9_3 and
// below
// fail with a specific error message.
// Additionally test that the same fragment shader compiles successfully with feature levels greater
// than FL9_3.
TEST_P(GLSLTest, LoopIndexingValidation)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
uniform float loopMax;
void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
for (float l = 0.0; l < loopMax; l++)
{
if (loopMax > 3.0)
{
gl_FragColor.a += 0.1;
}
}
}
);
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const char *sourceArray[1] = {fragmentShaderSource.c_str()};
glShaderSource(shader, 1, sourceArray, nullptr);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
// If the test is configured to run limited to Feature Level 9_3, then it is
// assumed that shader compilation will fail with an expected error message containing
// "Loop index cannot be compared with non-constant expression"
if ((GetParam() == ES2_D3D11_FL9_3() || GetParam() == ES2_D3D9()))
{
if (compileResult != 0)
{
FAIL() << "Shader compilation succeeded, expected failure";
}
else
{
GLint infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
std::string infoLog;
infoLog.resize(infoLogLength);
glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr, &infoLog[0]);
if (infoLog.find("Loop index cannot be compared with non-constant expression") ==
std::string::npos)
{
FAIL() << "Shader compilation failed with unexpected error message";
}
}
}
else
{
EXPECT_NE(0, compileResult);
}
if (shader != 0)
{
glDeleteShader(shader);
}
}
// Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS
// can actually be used.
TEST_P(GLSLTest, VerifyMaxVertexUniformVectors)
{
if (IsLinux() && IsIntel())
{
std::cout << "Test timed out on Linux Intel. See crbug.com/680631." << std::endl;
return;
}
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl;
CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, 0, 0, true);
}
// Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS
// can actually be used along with the maximum number of texture samplers.
TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsWithSamplers)
{
if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl;
int maxTextureImageUnits = 0;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, maxTextureImageUnits, 0, true);
}
// Tests that the maximum uniforms count + 1 from querying GL_MAX_VERTEX_UNIFORM_VECTORS
// fails shader compilation.
TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsExceeded)
{
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 << std::endl;
CompileGLSLWithUniformsAndSamplers(maxUniforms + 1, 0, 0, 0, false);
}
// Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
// can actually be used.
TEST_P(GLSLTest, VerifyMaxFragmentUniformVectors)
{
if (IsLinux() && IsIntel())
{
std::cout << "Test timed out on Linux Intel. See crbug.com/680631." << std::endl;
return;
}
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS = " << maxUniforms << std::endl;
CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, 0, true);
}
// Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
// can actually be used along with the maximum number of texture samplers.
TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsWithSamplers)
{
if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
int maxTextureImageUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, maxTextureImageUnits, true);
}
// Tests that the maximum uniforms count + 1 from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
// fails shader compilation.
TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsExceeded)
{
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS + 1 = " << maxUniforms + 1
<< std::endl;
CompileGLSLWithUniformsAndSamplers(0, maxUniforms + 1, 0, 0, false);
}
// Test compiling shaders using the GL_EXT_shader_texture_lod extension
TEST_P(GLSLTest, TextureLOD)
{
if (!extensionEnabled("GL_EXT_shader_texture_lod"))
{
std::cout << "Test skipped due to missing GL_EXT_shader_texture_lod." << std::endl;
return;
}
const std::string source =
"#extension GL_EXT_shader_texture_lod : require\n"
"uniform sampler2D u_texture;\n"
"void main() {\n"
" gl_FragColor = texture2DGradEXT(u_texture, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0, "
"0.0));\n"
"}\n";
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source);
ASSERT_NE(0u, shader);
glDeleteShader(shader);
}
// Test that two constructors which have vec4 and mat2 parameters get disambiguated (issue in
// HLSL).
TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x2)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"void main()\n"
"{\n"
" my_FragColor = vec4(0.0);\n"
"}";
const std::string vertexShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"in vec4 a_vec;\n"
"in mat2 a_mat;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_vec) + vec4(a_mat);\n"
"}";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Test that two constructors which have mat2x3 and mat3x2 parameters get disambiguated.
// This was suspected to be an issue in HLSL, but HLSL seems to be able to natively choose between
// the function signatures in this case.
TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x3)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"void main()\n"
"{\n"
" my_FragColor = vec4(0.0);\n"
"}";
const std::string vertexShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"in mat3x2 a_matA;\n"
"in mat2x3 a_matB;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_matA) + vec4(a_matB);\n"
"}";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Test that two functions which have vec4 and mat2 parameters get disambiguated (issue in HLSL).
TEST_P(GLSLTest_ES3, AmbiguousFunctionCall2x2)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"void main()\n"
"{\n"
" my_FragColor = vec4(0.0);\n"
"}";
const std::string vertexShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"in vec4 a_vec;\n"
"in mat2 a_mat;\n"
"vec4 foo(vec4 a)\n"
"{\n"
" return a;\n"
"}\n"
"vec4 foo(mat2 a)\n"
"{\n"
" return vec4(a[0][0]);\n"
"}\n"
"void main()\n"
"{\n"
" gl_Position = foo(a_vec) + foo(a_mat);\n"
"}";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Test that an user-defined function with a large number of float4 parameters doesn't fail due to
// the function name being too long.
TEST_P(GLSLTest_ES3, LargeNumberOfFloat4Parameters)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"void main()\n"
"{\n"
" my_FragColor = vec4(0.0);\n"
"}";
std::stringstream vertexShaderStream;
const unsigned int paramCount = 1024u;
vertexShaderStream << "#version 300 es\n"
"precision highp float;\n"
"in vec4 a_vec;\n"
"vec4 lotsOfVec4Parameters(";
for (unsigned int i = 0; i < paramCount; ++i)
{
vertexShaderStream << "vec4 a" << i << ", ";
}
vertexShaderStream << "vec4 aLast)\n"
"{\n"
" return ";
for (unsigned int i = 0; i < paramCount; ++i)
{
vertexShaderStream << "a" << i << " + ";
}
vertexShaderStream << "aLast;\n"
"}\n"
"void main()\n"
"{\n"
" gl_Position = lotsOfVec4Parameters(";
for (unsigned int i = 0; i < paramCount; ++i)
{
vertexShaderStream << "a_vec, ";
}
vertexShaderStream << "a_vec);\n"
"}";
GLuint program = CompileProgram(vertexShaderStream.str(), fragmentShaderSource);
EXPECT_NE(0u, program);
}
// This test was written specifically to stress DeferGlobalInitializers AST transformation.
// Test a shader where a global constant array is initialized with an expression containing array
// indexing. This initializer is tricky to constant fold, so if it's not constant folded it needs to
// be handled in a way that doesn't generate statements in the global scope in HLSL output.
// Also includes multiple array initializers in one declaration, where only the second one has
// array indexing. This makes sure that the qualifier for the declaration is set correctly if
// transformations are applied to the declaration also in the case of ESSL output.
TEST_P(GLSLTest_ES3, InitGlobalArrayWithArrayIndexing)
{
// TODO(ynovikov): re-enable once root cause of http://anglebug.com/1428 is fixed
if (IsAndroid() && IsAdreno() && IsOpenGLES())
{
std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl;
return;
}
const std::string vertexShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"in vec4 a_vec;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_vec);\n"
"}";
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"const highp float f[2] = float[2](0.1, 0.2);\n"
"const highp float[2] g = float[2](0.3, 0.4), h = float[2](0.5, f[1]);\n"
"void main()\n"
"{\n"
" my_FragColor = vec4(h[1]);\n"
"}";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Test that index-constant sampler array indexing is supported.
TEST_P(GLSLTest, IndexConstantSamplerArrayIndexing)
{
if (IsD3D11_FL93()) {
std::cout << "Test skipped on D3D11 FL 9.3." << std::endl;
return;
}
const std::string vertexShaderSource =
"attribute vec4 vPosition;\n"
"void main()\n"
"{\n"
" gl_Position = vPosition;\n"
"}";
const std::string fragmentShaderSource =
"precision mediump float;\n"
"uniform sampler2D uni[2];\n"
"\n"
"float zero(int x)\n"
"{\n"
" return float(x) - float(x);\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" vec4 c = vec4(0,0,0,0);\n"
" for (int ii = 1; ii < 3; ++ii) {\n"
" if (c.x > 255.0) {\n"
" c.x = 255.0 + zero(ii);\n"
" break;\n"
" }\n"
// Index the sampler array with a predictable loop index (index-constant) as opposed to
// a true constant. This is valid in OpenGL ES but isn't in many Desktop OpenGL versions,
// without an extension.
" c += texture2D(uni[ii - 1], vec2(0.5, 0.5));\n"
" }\n"
" gl_FragColor = c;\n"
"}";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Test that the #pragma directive is supported and doesn't trigger a compilation failure on the
// native driver. The only pragma that gets passed to the OpenGL driver is "invariant" but we don't
// want to test its behavior, so don't use any varyings.
TEST_P(GLSLTest, PragmaDirective)
{
const std::string vertexShaderSource =
"#pragma STDGL invariant(all)\n"
"void main()\n"
"{\n"
" gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
const std::string fragmentShaderSource =
"precision mediump float;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0);\n"
"}\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9).
// The function call that returns the array needs to be evaluated after ++j for the expression to
// return the correct value (true).
TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderArray)
{
const std::string &fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor; \n"
"int[2] func(int param) {\n"
" return int[2](param, param);\n"
"}\n"
"void main() {\n"
" int a[2]; \n"
" for (int i = 0; i < 2; ++i) {\n"
" a[i] = 1;\n"
" }\n"
" int j = 0; \n"
" bool result = ((++j), (a == func(j)));\n"
" my_FragColor = vec4(0.0, (result ? 1.0 : 0.0), 0.0, 1.0);\n"
"}\n";
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
ASSERT_NE(0u, program);
drawQuad(program, "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9).
// The short-circuiting expression needs to be evaluated after ++j for the expression to return the
// correct value (true).
TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderShortCircuit)
{
const std::string &fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor; \n"
"void main() {\n"
" int j = 0; \n"
" bool result = ((++j), (j == 1 ? true : (++j == 3)));\n"
" my_FragColor = vec4(0.0, ((result && j == 1) ? 1.0 : 0.0), 0.0, 1.0);\n"
"}\n";
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
ASSERT_NE(0u, program);
drawQuad(program, "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9).
// Indexing the vector needs to be evaluated after func() for the right result.
TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderDynamicVectorIndexingInLValue)
{
const std::string &fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"uniform int u_zero;\n"
"int sideEffectCount = 0;\n"
"float func() {\n"
" ++sideEffectCount;\n"
" return -1.0;\n"
"}\n"
"void main() {\n"
" vec4 v = vec4(0.0, 2.0, 4.0, 6.0); \n"
" float f = (func(), (++v[u_zero + sideEffectCount]));\n"
" bool green = abs(f - 3.0) < 0.01 && abs(v[1] - 3.0) < 0.01 && sideEffectCount == 1;\n"
" my_FragColor = vec4(0.0, (green ? 1.0 : 0.0), 0.0, 1.0);\n"
"}\n";
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
ASSERT_NE(0u, program);
drawQuad(program, "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that using gl_PointCoord with GL_TRIANGLES doesn't produce a link error.
// From WebGL test conformance/rendering/point-specific-shader-variables.html
// See http://anglebug.com/1380
TEST_P(GLSLTest, RenderTrisWithPointCoord)
{
const std::string &vert =
"attribute vec2 aPosition;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPosition, 0, 1);\n"
" gl_PointSize = 1.0;\n"
"}";
const std::string &frag =
"void main()\n"
"{\n"
" gl_FragColor = vec4(gl_PointCoord.xy, 0, 1);\n"
" gl_FragColor = vec4(0, 1, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(prog, vert, frag);
drawQuad(prog.get(), "aPosition", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Convers a bug with the integer pow statement workaround.
TEST_P(GLSLTest, NestedPowStatements)
{
const std::string &vert =
"attribute vec2 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
"}";
const std::string &frag =
"precision mediump float;\n"
"float func(float v)\n"
"{\n"
" float f1 = pow(v, 2.0);\n"
" return pow(f1 + v, 2.0);\n"
"}\n"
"void main()\n"
"{\n"
" float v = func(2.0);\n"
" gl_FragColor = abs(v - 36.0) < 0.001 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(prog, vert, frag);
drawQuad(prog.get(), "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that -float calculation is correct.
TEST_P(GLSLTest_ES3, UnaryMinusOperatorFloat)
{
const std::string &vert =
"#version 300 es\n"
"in highp vec4 position;\n"
"void main() {\n"
" gl_Position = position;\n"
"}\n";
const std::string &frag =
"#version 300 es\n"
"out highp vec4 o_color;\n"
"void main() {\n"
" highp float f = -1.0;\n"
" // atan(tan(0.5), -f) should be 0.5.\n"
" highp float v = atan(tan(0.5), -f);\n"
" o_color = abs(v - 0.5) < 0.001 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n"
"}\n";
ANGLE_GL_PROGRAM(prog, vert, frag);
drawQuad(prog.get(), "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that atan(vec2, vec2) calculation is correct.
TEST_P(GLSLTest_ES3, AtanVec2)
{
const std::string &vert =
"#version 300 es\n"
"in highp vec4 position;\n"
"void main() {\n"
" gl_Position = position;\n"
"}\n";
const std::string &frag =
"#version 300 es\n"
"out highp vec4 o_color;\n"
"void main() {\n"
" highp float f = 1.0;\n"
" // atan(tan(0.5), f) should be 0.5.\n"
" highp vec2 v = atan(vec2(tan(0.5)), vec2(f));\n"
" o_color = (abs(v[0] - 0.5) < 0.001 && abs(v[1] - 0.5) < 0.001) ? vec4(0, 1, 0, 1) : "
"vec4(1, 0, 0, 1);\n"
"}\n";
ANGLE_GL_PROGRAM(prog, vert, frag);
drawQuad(prog.get(), "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Convers a bug with the unary minus operator on signed integer workaround.
TEST_P(GLSLTest_ES3, UnaryMinusOperatorSignedInt)
{
const std::string &vert =
"#version 300 es\n"
"in highp vec4 position;\n"
"out mediump vec4 v_color;\n"
"uniform int ui_one;\n"
"uniform int ui_two;\n"
"uniform int ui_three;\n"
"void main() {\n"
" int s[3];\n"
" s[0] = ui_one;\n"
" s[1] = -(-(-ui_two + 1) + 1);\n" // s[1] = -ui_two
" s[2] = ui_three;\n"
" int result = 0;\n"
" for (int i = 0; i < ui_three; i++) {\n"
" result += s[i];\n"
" }\n"
" v_color = (result == 2) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n"
" gl_Position = position;\n"
"}\n";
const std::string &frag =
"#version 300 es\n"
"in mediump vec4 v_color;\n"
"layout(location=0) out mediump vec4 o_color;\n"
"void main() {\n"
" o_color = v_color;\n"
"}\n";
ANGLE_GL_PROGRAM(prog, vert, frag);
GLint oneIndex = glGetUniformLocation(prog.get(), "ui_one");
ASSERT_NE(-1, oneIndex);
GLint twoIndex = glGetUniformLocation(prog.get(), "ui_two");
ASSERT_NE(-1, twoIndex);
GLint threeIndex = glGetUniformLocation(prog.get(), "ui_three");
ASSERT_NE(-1, threeIndex);
glUseProgram(prog.get());
glUniform1i(oneIndex, 1);
glUniform1i(twoIndex, 2);
glUniform1i(threeIndex, 3);
drawQuad(prog.get(), "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Convers a bug with the unary minus operator on unsigned integer workaround.
TEST_P(GLSLTest_ES3, UnaryMinusOperatorUnsignedInt)
{
const std::string &vert =
"#version 300 es\n"
"in highp vec4 position;\n"
"out mediump vec4 v_color;\n"
"uniform uint ui_one;\n"
"uniform uint ui_two;\n"
"uniform uint ui_three;\n"
"void main() {\n"
" uint s[3];\n"
" s[0] = ui_one;\n"
" s[1] = -(-(-ui_two + 1u) + 1u);\n" // s[1] = -ui_two
" s[2] = ui_three;\n"
" uint result = 0u;\n"
" for (uint i = 0u; i < ui_three; i++) {\n"
" result += s[i];\n"
" }\n"
" v_color = (result == 2u) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n"
" gl_Position = position;\n"
"}\n";
const std::string &frag =
"#version 300 es\n"
"in mediump vec4 v_color;\n"
"layout(location=0) out mediump vec4 o_color;\n"
"void main() {\n"
" o_color = v_color;\n"
"}\n";
ANGLE_GL_PROGRAM(prog, vert, frag);
GLint oneIndex = glGetUniformLocation(prog.get(), "ui_one");
ASSERT_NE(-1, oneIndex);
GLint twoIndex = glGetUniformLocation(prog.get(), "ui_two");
ASSERT_NE(-1, twoIndex);
GLint threeIndex = glGetUniformLocation(prog.get(), "ui_three");
ASSERT_NE(-1, threeIndex);
glUseProgram(prog.get());
glUniform1ui(oneIndex, 1u);
glUniform1ui(twoIndex, 2u);
glUniform1ui(threeIndex, 3u);
drawQuad(prog.get(), "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test a nested sequence operator with a ternary operator inside. The ternary operator is
// intended to be such that it gets converted to an if statement on the HLSL backend.
TEST_P(GLSLTest, NestedSequenceOperatorWithTernaryInside)
{
const std::string &vert =
"attribute vec2 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
"}";
// Note that the uniform keep_flop_positive doesn't need to be set - the test expects it to have
// its default value false.
const std::string &frag =
"precision mediump float;\n"
"uniform bool keep_flop_positive;\n"
"float flop;\n"
"void main() {\n"
" flop = -1.0,\n"
" (flop *= -1.0,\n"
" keep_flop_positive ? 0.0 : flop *= -1.0),\n"
" gl_FragColor = vec4(0, -flop, 0, 1);\n"
"}";
ANGLE_GL_PROGRAM(prog, vert, frag);
drawQuad(prog.get(), "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that using a sampler2D and samplerExternalOES in the same shader works (anglebug.com/1534)
TEST_P(GLSLTest, ExternalAnd2DSampler)
{
if (!extensionEnabled("GL_OES_EGL_image_external"))
{
std::cout << "Test skipped because GL_OES_EGL_image_external is not available."
<< std::endl;
return;
}
const std::string fragmentShader =
"precision mediump float;\n"
"uniform samplerExternalOES tex0;\n"
"uniform sampler2D tex1;\n"
"void main(void)\n"
"{\n"
" vec2 uv = vec2(0.0, 0.0);"
" gl_FragColor = texture2D(tex0, uv) + texture2D(tex1, uv);\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
}
// Test that literal infinity can be written out from the shader translator.
// A similar test can't be made for NaNs, since ESSL 3.00.6 requirements for NaNs are very loose.
TEST_P(GLSLTest_ES3, LiteralInfinityOutput)
{
const std::string &fragmentShader =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 out_color;\n"
"uniform float u;\n"
"void main()\n"
"{\n"
" float infVar = 1.0e40 - u;\n"
" bool correct = isinf(infVar) && infVar > 0.0;\n"
" out_color = correct ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that literal negative infinity can be written out from the shader translator.
// A similar test can't be made for NaNs, since ESSL 3.00.6 requirements for NaNs are very loose.
TEST_P(GLSLTest_ES3, LiteralNegativeInfinityOutput)
{
const std::string &fragmentShader =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 out_color;\n"
"uniform float u;\n"
"void main()\n"
"{\n"
" float infVar = -1.0e40 + u;\n"
" bool correct = isinf(infVar) && infVar < 0.0;\n"
" out_color = correct ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// The following MultipleDeclaration* tests are testing TranslatorHLSL specific simplification
// passes. Because the interaction of multiple passes must be tested, it is difficult to write
// a unittest for them. Instead we add the tests as end2end so will in particular test
// TranslatorHLSL when run on Windows.
// Test that passes splitting multiple declarations and comma operators are correctly ordered.
TEST_P(GLSLTest_ES3, MultipleDeclarationWithCommaOperator)
{
const std::string &fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" float a = 0.0, b = ((gl_FragCoord.x < 0.5 ? a : 0.0), 1.0);\n"
" color = vec4(b);\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
}
// Test that passes splitting multiple declarations and comma operators and for loops are
// correctly ordered.
TEST_P(GLSLTest_ES3, MultipleDeclarationWithCommaOperatorInForLoop)
{
const std::string &fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" for(float a = 0.0, b = ((gl_FragCoord.x < 0.5 ? a : 0.0), 1.0); a < 10.0; a++)\n"
" {\n"
" b += 1.0;\n"
" color = vec4(b);\n"
" }\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
}
// Test that splitting multiple declaration in for loops works with no loop condition
TEST_P(GLSLTest_ES3, MultipleDeclarationInForLoopEmptyCondition)
{
const std::string &fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" for(float a = 0.0, b = 1.0;; a++)\n"
" {\n"
" b += 1.0;\n"
" if (a > 10.0) {break;}\n"
" color = vec4(b);\n"
" }\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
}
// Test that splitting multiple declaration in for loops works with no loop expression
TEST_P(GLSLTest_ES3, MultipleDeclarationInForLoopEmptyExpression)
{
const std::string &fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" for(float a = 0.0, b = 1.0; a < 10.0;)\n"
" {\n"
" b += 1.0;\n"
" a += 1.0;\n"
" color = vec4(b);\n"
" }\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
}
// Test that dynamic indexing of a matrix inside a dynamic indexing of a vector in an l-value works
// correctly.
TEST_P(GLSLTest_ES3, NestedDynamicIndexingInLValue)
{
const std::string &fragmentShader =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"uniform int u_zero;\n"
"void main() {\n"
" mat2 m = mat2(0.0, 0.0, 0.0, 0.0);\n"
" m[u_zero + 1][u_zero + 1] = float(u_zero + 1);\n"
" float f = m[1][1];\n"
" my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
class WebGLGLSLTest : public GLSLTest
{
protected:
WebGLGLSLTest() { setWebGLCompatibilityEnabled(true); }
};
TEST_P(WebGLGLSLTest, MaxVaryingVec4PlusFragCoord)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
// Generate shader code that uses gl_FragCoord, a special fragment shader variables.
// This test should fail, since we are really using (maxVaryings + 1) varyings.
VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false);
}
TEST_P(WebGLGLSLTest, MaxVaryingVec4PlusPointCoord)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
// Generate shader code that uses gl_FragCoord, a special fragment shader variables.
// This test should fail, since we are really using (maxVaryings + 1) varyings.
VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false);
}
TEST_P(WebGLGLSLTest, MaxPlusOneVaryingVec3)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false);
}
TEST_P(WebGLGLSLTest, MaxPlusOneVaryingVec3Array)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false);
}
TEST_P(WebGLGLSLTest, MaxVaryingVec3AndOneVec2)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false);
}
TEST_P(WebGLGLSLTest, MaxPlusOneVaryingVec2)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false);
}
TEST_P(WebGLGLSLTest, MaxVaryingVec3ArrayAndMaxPlusOneFloatArray)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false,
false);
}
} // anonymous namespace
// Test that FindLSB and FindMSB return correct values in their corner cases.
TEST_P(GLSLTest_ES31, FindMSBAndFindLSBCornerCases)
{
// Suspecting AMD driver bug - failure seen on bots running on AMD R5 230.
if (IsAMD() && IsOpenGL() && IsLinux())
{
std::cout << "Test skipped on AMD OpenGL Linux" << std::endl;
return;
}
const std::string &fragmentShader =
"#version 310 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"uniform int u_zero;\n"
"void main() {\n"
" if (findLSB(u_zero) == -1 && findMSB(u_zero) == -1 && findMSB(u_zero - 1) == -1)\n"
" {\n"
" my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
" }\n"
" else\n"
" {\n"
" my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
" }\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that writing into a swizzled vector that is dynamically indexed succeeds.
TEST_P(GLSLTest_ES3, WriteIntoDynamicIndexingOfSwizzledVector)
{
if (IsOpenGL())
{
// http://anglebug.com/1924
std::cout << "Test skipped on all OpenGL configurations because it has incorrect results"
<< std::endl;
return;
}
// The shader first assigns v.x to v.z (1.0)
// Then v.y to v.y (2.0)
// Then v.z to v.x (1.0)
const std::string &fragmentShader =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"void main() {\n"
" vec3 v = vec3(1.0, 2.0, 3.0);\n"
" for (int i = 0; i < 3; i++) {\n"
" v.zyx[i] = v[i];\n"
" }\n"
" my_FragColor = distance(v, vec3(1.0, 2.0, 1.0)) < 0.01 ? vec4(0, 1, 0, 1) : vec4(1, "
"0, 0, 1);\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// This test covers a bug (and associated workaround) with nested sampling operations in the HLSL
// compiler DLL.
TEST_P(GLSLTest_ES3, NestedSamplingOperation)
{
// This seems to be bugged on some version of Android. Might not affect the newest versions.
// TODO(jmadill): Lift suppression when Chromium bots are upgraded.
if (IsAndroid() && IsOpenGLES())
{
std::cout << "Test skipped on Android because of bug with Nexus 5X." << std::endl;
return;
}
const std::string &vertexShader =
"#version 300 es\n"
"out vec2 texCoord;\n"
"in vec2 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
" texCoord = position * 0.5 + vec2(0.5);\n"
"}\n";
const std::string &simpleFragmentShader =
"#version 300 es\n"
"in mediump vec2 texCoord;\n"
"out mediump vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texCoord, 0, 1);\n"
"}\n";
const std::string &nestedFragmentShader =
"#version 300 es\n"
"uniform mediump sampler2D samplerA;\n"
"uniform mediump sampler2D samplerB;\n"
"in mediump vec2 texCoord;\n"
"out mediump vec4 fragColor;\n"
"void main ()\n"
"{\n"
" fragColor = texture(samplerB, texture(samplerA, texCoord).xy);\n"
"}\n";
ANGLE_GL_PROGRAM(initProg, vertexShader, simpleFragmentShader);
ANGLE_GL_PROGRAM(nestedProg, vertexShader, nestedFragmentShader);
// Initialize a first texture with default texCoord data.
GLTexture texA;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
drawQuad(initProg, "position", 0.5f);
ASSERT_GL_NO_ERROR();
// Initialize a second texture with a simple color pattern.
GLTexture texB;
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texB);
std::array<GLColor, 4> simpleColors = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
simpleColors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Draw with the nested program, using the first texture to index the second.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(nestedProg);
GLint samplerALoc = glGetUniformLocation(nestedProg, "samplerA");
ASSERT_NE(-1, samplerALoc);
glUniform1i(samplerALoc, 0);
GLint samplerBLoc = glGetUniformLocation(nestedProg, "samplerB");
ASSERT_NE(-1, samplerBLoc);
glUniform1i(samplerBLoc, 1);
drawQuad(nestedProg, "position", 0.5f);
ASSERT_GL_NO_ERROR();
// Compute four texel centers.
Vector2 windowSize(getWindowWidth(), getWindowHeight());
Vector2 quarterWindowSize = windowSize / 4;
Vector2 ul = quarterWindowSize;
Vector2 ur(windowSize.x() - quarterWindowSize.x(), quarterWindowSize.y());
Vector2 ll(quarterWindowSize.x(), windowSize.y() - quarterWindowSize.y());
Vector2 lr = windowSize - quarterWindowSize;
EXPECT_PIXEL_COLOR_EQ_VEC2(ul, simpleColors[0]);
EXPECT_PIXEL_COLOR_EQ_VEC2(ur, simpleColors[1]);
EXPECT_PIXEL_COLOR_EQ_VEC2(ll, simpleColors[2]);
EXPECT_PIXEL_COLOR_EQ_VEC2(lr, simpleColors[3]);
}
// Tests that using a constant declaration as the only statement in a for loop without curly braces
// doesn't crash.
TEST_P(GLSLTest, ConstantStatementInForLoop)
{
const std::string &vertexShader =
"void main()\n"
"{\n"
" for (int i = 0; i < 10; ++i)\n"
" const int b = 0;\n"
"}\n";
GLuint shader = CompileShader(GL_VERTEX_SHADER, vertexShader);
EXPECT_NE(0u, shader);
glDeleteShader(shader);
}
// Tests that using a constant declaration as a loop init expression doesn't crash. Note that this
// test doesn't work on D3D9 due to looping limitations, so it is only run on ES3.
TEST_P(GLSLTest_ES3, ConstantStatementAsLoopInit)
{
const std::string &vertexShader =
"void main()\n"
"{\n"
" for (const int i = 0; i < 0;) {}\n"
"}\n";
GLuint shader = CompileShader(GL_VERTEX_SHADER, vertexShader);
EXPECT_NE(0u, shader);
glDeleteShader(shader);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(GLSLTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
ANGLE_INSTANTIATE_TEST(WebGLGLSLTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES());
ANGLE_INSTANTIATE_TEST(GLSLTest_ES31, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES());