| // |
| // 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); |
| } |
| |
| 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.c_str(), fragmentShaderSource.c_str()); |
| |
| 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().c_str(), fragmentShader.str().c_str()); |
| |
| if (expectSuccess) |
| { |
| EXPECT_NE(0u, program); |
| } |
| else |
| { |
| EXPECT_EQ(0u, program); |
| } |
| } |
| |
| std::string QueryErrorMessage(GLuint program) |
| { |
| GLint infoLogLength; |
| glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength); |
| EXPECT_GL_NO_ERROR(); |
| |
| if (infoLogLength >= 1) |
| { |
| std::vector<GLchar> infoLog(infoLogLength); |
| glGetProgramInfoLog(program, static_cast<GLsizei>(infoLog.size()), nullptr, |
| infoLog.data()); |
| EXPECT_GL_NO_ERROR(); |
| return infoLog.data(); |
| } |
| |
| return ""; |
| } |
| |
| void validateComponentsInErrorMessage(const char *vertexShader, |
| const char *fragmentShader, |
| const char *expectedErrorType, |
| const char *expectedVariableFullName) |
| { |
| GLuint vs = CompileShader(GL_VERTEX_SHADER, vertexShader); |
| GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader); |
| |
| GLuint program = glCreateProgram(); |
| glAttachShader(program, vs); |
| glAttachShader(program, fs); |
| glLinkProgram(program); |
| |
| glDetachShader(program, vs); |
| glDetachShader(program, fs); |
| glDeleteShader(vs); |
| glDeleteShader(fs); |
| |
| const std::string &errorMessage = QueryErrorMessage(program); |
| printf("%s\n", errorMessage.c_str()); |
| |
| EXPECT_NE(std::string::npos, errorMessage.find(expectedErrorType)); |
| EXPECT_NE(std::string::npos, errorMessage.find(expectedVariableFullName)); |
| |
| glDeleteProgram(program); |
| ASSERT_GL_NO_ERROR(); |
| } |
| |
| void verifyAttachment2DColor(unsigned int index, |
| GLuint textureName, |
| GLenum target, |
| GLint level, |
| GLColor color) |
| { |
| glReadBuffer(GL_COLOR_ATTACHMENT0 + index); |
| ASSERT_GL_NO_ERROR(); |
| |
| EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, color) |
| << "index " << index; |
| } |
| }; |
| |
| class GLSLTestNoValidation : public GLSLTest |
| { |
| public: |
| GLSLTestNoValidation() { setNoErrorEnabled(true); } |
| }; |
| |
| class GLSLTest_ES3 : public GLSLTest |
| {}; |
| |
| class GLSLTest_ES31 : public GLSLTest |
| {}; |
| |
| std::string BuillBigInitialStackShader(int length) |
| { |
| std::string result; |
| result += "void main() { \n"; |
| for (int i = 0; i < length; i++) |
| { |
| result += " if (true) { \n"; |
| } |
| result += " int temp; \n"; |
| for (int i = 0; i <= length; i++) |
| { |
| result += "} \n"; |
| } |
| return result; |
| } |
| |
| TEST_P(GLSLTest, NamelessScopedStructs) |
| { |
| constexpr char kFS[] = R"(precision mediump float; |
| void main() |
| { |
| struct |
| { |
| float q; |
| } b; |
| |
| gl_FragColor = vec4(1, 0, 0, 1); |
| gl_FragColor.a += b.q; |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); |
| } |
| |
| // Test that array of fragment shader outputs is processed properly and draws |
| // E.g. was issue with "out vec4 frag_color[4];" |
| TEST_P(GLSLTest_ES3, FragmentShaderOutputArray) |
| { |
| GLuint fbo; |
| glGenFramebuffers(1, &fbo); |
| glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); |
| |
| GLuint textures[4]; |
| glGenTextures(4, textures); |
| |
| for (size_t texIndex = 0; texIndex < ArraySize(textures); texIndex++) |
| { |
| glBindTexture(GL_TEXTURE_2D, textures[texIndex]); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, |
| GL_UNSIGNED_BYTE, nullptr); |
| } |
| |
| GLint maxDrawBuffers; |
| glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); |
| ASSERT_GE(maxDrawBuffers, 4); |
| |
| GLuint readFramebuffer; |
| glGenFramebuffers(1, &readFramebuffer); |
| glBindFramebuffer(GL_READ_FRAMEBUFFER, readFramebuffer); |
| |
| constexpr char kFS[] = R"(#version 300 es |
| precision highp float; |
| |
| out vec4 frag_color[4]; |
| |
| void main() |
| { |
| frag_color[0] = vec4(1.0, 0.0, 0.0, 1.0); |
| frag_color[1] = vec4(0.0, 1.0, 0.0, 1.0); |
| frag_color[2] = vec4(0.0, 0.0, 1.0, 1.0); |
| frag_color[3] = vec4(1.0, 1.0, 1.0, 1.0); |
| } |
| )"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| |
| GLenum allBufs[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, |
| GL_COLOR_ATTACHMENT3}; |
| |
| constexpr GLuint kMaxBuffers = 4; |
| |
| // Enable all draw buffers. |
| for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++) |
| { |
| glBindTexture(GL_TEXTURE_2D, textures[texIndex]); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D, |
| textures[texIndex], 0); |
| glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D, |
| textures[texIndex], 0); |
| } |
| glDrawBuffers(kMaxBuffers, allBufs); |
| |
| // Draw with simple program. |
| drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true); |
| ASSERT_GL_NO_ERROR(); |
| |
| verifyAttachment2DColor(0, textures[0], GL_TEXTURE_2D, 0, GLColor::red); |
| verifyAttachment2DColor(1, textures[1], GL_TEXTURE_2D, 0, GLColor::green); |
| verifyAttachment2DColor(2, textures[2], GL_TEXTURE_2D, 0, GLColor::blue); |
| verifyAttachment2DColor(3, textures[3], GL_TEXTURE_2D, 0, GLColor::white); |
| } |
| |
| 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) |
| ANGLE_SKIP_TEST_IF(IsDesktopOpenGL() && (IsOSX() || !IsNVIDIA())); |
| |
| constexpr char kFS[] = R"(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; |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); |
| } |
| |
| TEST_P(GLSLTest, ScopedStructsBug) |
| { |
| constexpr char kFS[] = R"(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; |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); |
| } |
| |
| TEST_P(GLSLTest, DxPositionBug) |
| { |
| constexpr char kVS[] = R"(attribute vec4 inputAttribute; |
| varying float dx_Position; |
| void main() |
| { |
| gl_Position = vec4(inputAttribute); |
| dx_Position = 0.0; |
| })"; |
| |
| constexpr char kFS[] = R"(precision mediump float; |
| |
| varying float dx_Position; |
| |
| void main() |
| { |
| gl_FragColor = vec4(dx_Position, 0, 0, 1); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| } |
| |
| // Draw an array of points with the first vertex offset at 0 using gl_VertexID |
| TEST_P(GLSLTest_ES3, GLVertexIDOffsetZeroDrawArray) |
| { |
| // http://anglebug.com/4092 |
| ANGLE_SKIP_TEST_IF(isSwiftshader()); |
| constexpr int kStartIndex = 0; |
| constexpr int kArrayLength = 5; |
| constexpr char kVS[] = R"(#version 300 es |
| precision highp float; |
| void main() { |
| gl_Position = vec4(float(gl_VertexID)/10.0, 0, 0, 1); |
| gl_PointSize = 3.0; |
| })"; |
| |
| constexpr char kFS[] = R"(#version 300 es |
| precision highp float; |
| out vec4 outColor; |
| void main() { |
| outColor = vec4(1.0, 0.0, 0.0, 1.0); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| |
| glUseProgram(program); |
| glDrawArrays(GL_POINTS, kStartIndex, kArrayLength); |
| |
| double pointCenterX = static_cast<double>(getWindowWidth()) / 2.0; |
| double pointCenterY = static_cast<double>(getWindowHeight()) / 2.0; |
| for (int i = kStartIndex; i < kStartIndex + kArrayLength; i++) |
| { |
| double pointOffsetX = static_cast<double>(i * getWindowWidth()) / 20.0; |
| EXPECT_PIXEL_COLOR_EQ(static_cast<int>(pointCenterX + pointOffsetX), |
| static_cast<int>(pointCenterY), GLColor::red); |
| } |
| } |
| |
| // Helper function for the GLVertexIDIntegerTextureDrawArrays test |
| void GLVertexIDIntegerTextureDrawArrays_helper(int first, int count, GLenum err) |
| { |
| glDrawArrays(GL_POINTS, first, count); |
| |
| int pixel[4]; |
| glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, pixel); |
| // If we call this function with err as GL_NO_ERROR, then we expect no error and check the |
| // pixels. |
| if (err == static_cast<GLenum>(GL_NO_ERROR)) |
| { |
| EXPECT_GL_NO_ERROR(); |
| EXPECT_EQ(pixel[0], first + count - 1); |
| } |
| else |
| { |
| // If we call this function with err set, we will allow the error, but check the pixels if |
| // the error hasn't occurred. |
| GLenum glError = glGetError(); |
| if (glError == err || glError == static_cast<GLenum>(GL_NO_ERROR)) |
| { |
| EXPECT_EQ(pixel[0], first + count - 1); |
| } |
| } |
| } |
| |
| // Ensure gl_VertexID gets passed to an integer texture properly when drawArrays is called. This |
| // is based off the WebGL test: |
| // https://github.com/KhronosGroup/WebGL/blob/master/sdk/tests/conformance2/rendering/vertex-id.html |
| TEST_P(GLSLTest_ES3, GLVertexIDIntegerTextureDrawArrays) |
| { |
| // http://anglebug.com/4092 |
| ANGLE_SKIP_TEST_IF(isSwiftshader()); |
| // Have to set a large point size because the window size is much larger than the texture |
| constexpr char kVS[] = R"(#version 300 es |
| flat out highp int vVertexID; |
| void main() { |
| vVertexID = gl_VertexID; |
| gl_Position = vec4(0,0,0,1); |
| gl_PointSize = 1000.0; |
| })"; |
| |
| constexpr char kFS[] = R"(#version 300 es |
| flat in highp int vVertexID; |
| out highp int oVertexID; |
| void main() { |
| oVertexID = vVertexID; |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| glUseProgram(program); |
| |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32I, 1, 1); |
| GLFramebuffer fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); |
| ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Clear the texture to 42 to ensure the first test case doesn't accidentally pass |
| GLint val[4] = {42}; |
| glClearBufferiv(GL_COLOR, 0, val); |
| int pixel[4]; |
| glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_INT, pixel); |
| EXPECT_EQ(pixel[0], val[0]); |
| |
| GLVertexIDIntegerTextureDrawArrays_helper(0, 1, GL_NO_ERROR); |
| GLVertexIDIntegerTextureDrawArrays_helper(1, 1, GL_NO_ERROR); |
| GLVertexIDIntegerTextureDrawArrays_helper(10000, 1, GL_NO_ERROR); |
| GLVertexIDIntegerTextureDrawArrays_helper(100000, 1, GL_NO_ERROR); |
| GLVertexIDIntegerTextureDrawArrays_helper(1000000, 1, GL_NO_ERROR); |
| GLVertexIDIntegerTextureDrawArrays_helper(0, 2, GL_NO_ERROR); |
| GLVertexIDIntegerTextureDrawArrays_helper(1, 2, GL_NO_ERROR); |
| GLVertexIDIntegerTextureDrawArrays_helper(10000, 2, GL_NO_ERROR); |
| GLVertexIDIntegerTextureDrawArrays_helper(100000, 2, GL_NO_ERROR); |
| GLVertexIDIntegerTextureDrawArrays_helper(1000000, 2, GL_NO_ERROR); |
| |
| int32_t int32Max = 0x7FFFFFFF; |
| GLVertexIDIntegerTextureDrawArrays_helper(int32Max - 2, 1, GL_OUT_OF_MEMORY); |
| GLVertexIDIntegerTextureDrawArrays_helper(int32Max - 1, 1, GL_OUT_OF_MEMORY); |
| GLVertexIDIntegerTextureDrawArrays_helper(int32Max, 1, GL_OUT_OF_MEMORY); |
| } |
| |
| // Draw an array of points with the first vertex offset at 5 using gl_VertexID |
| TEST_P(GLSLTest_ES3, GLVertexIDOffsetFiveDrawArray) |
| { |
| // http://anglebug.com/4092 |
| ANGLE_SKIP_TEST_IF(isSwiftshader()); |
| // Bug in Nexus drivers, offset does not work. (anglebug.com/3264) |
| ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsOpenGLES()); |
| |
| constexpr int kStartIndex = 5; |
| constexpr int kArrayLength = 5; |
| constexpr char kVS[] = R"(#version 300 es |
| precision highp float; |
| void main() { |
| gl_Position = vec4(float(gl_VertexID)/10.0, 0, 0, 1); |
| gl_PointSize = 3.0; |
| })"; |
| |
| constexpr char kFS[] = R"(#version 300 es |
| precision highp float; |
| out vec4 outColor; |
| void main() { |
| outColor = vec4(1.0, 0.0, 0.0, 1.0); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| |
| glUseProgram(program); |
| glDrawArrays(GL_POINTS, kStartIndex, kArrayLength); |
| |
| double pointCenterX = static_cast<double>(getWindowWidth()) / 2.0; |
| double pointCenterY = static_cast<double>(getWindowHeight()) / 2.0; |
| for (int i = kStartIndex; i < kStartIndex + kArrayLength; i++) |
| { |
| double pointOffsetX = static_cast<double>(i * getWindowWidth()) / 20.0; |
| EXPECT_PIXEL_COLOR_EQ(static_cast<int>(pointCenterX + pointOffsetX), |
| static_cast<int>(pointCenterY), GLColor::red); |
| } |
| } |
| |
| TEST_P(GLSLTest, ElseIfRewriting) |
| { |
| constexpr char kVS[] = |
| "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"; |
| |
| constexpr char kFS[] = |
| "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"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| |
| 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) |
| { |
| constexpr char kVS[] = |
| "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"; |
| |
| constexpr char kFS[] = |
| "precision highp float;\n" |
| "varying float v;\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| } |
| |
| TEST_P(GLSLTest, FrontFacingAndVarying) |
| { |
| EGLPlatformParameters platform = GetParam().eglParameters; |
| |
| constexpr char kVS[] = R"(attribute vec4 a_position; |
| varying float v_varying; |
| void main() |
| { |
| v_varying = a_position.x; |
| gl_Position = a_position; |
| })"; |
| |
| constexpr char kFS[] = R"(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(kVS, kFS); |
| |
| // 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); |
| } |
| |
| // Test that we can release the shader compiler and still compile things properly. |
| TEST_P(GLSLTest, ReleaseCompilerThenCompile) |
| { |
| // Draw with the first program. |
| ANGLE_GL_PROGRAM(program1, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); |
| drawQuad(program1, essl1_shaders::PositionAttrib(), 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| |
| // Clear and release shader compiler. |
| glClearColor(0.0f, 1.0f, 0.0f, 1.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| glReleaseShaderCompiler(); |
| ASSERT_GL_NO_ERROR(); |
| |
| // Draw with a second program. |
| ANGLE_GL_PROGRAM(program2, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red()); |
| drawQuad(program2, essl1_shaders::PositionAttrib(), 0.5f); |
| ASSERT_GL_NO_ERROR(); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| } |
| |
| // Verify that linking shaders declaring different shading language versions fails. |
| TEST_P(GLSLTest_ES3, VersionMismatch) |
| { |
| GLuint program = CompileProgram(essl3_shaders::vs::Simple(), essl1_shaders::fs::Red()); |
| EXPECT_EQ(0u, program); |
| |
| program = CompileProgram(essl1_shaders::vs::Simple(), essl3_shaders::fs::Red()); |
| EXPECT_EQ(0u, program); |
| } |
| |
| // Verify that declaring varying as invariant only in vertex shader fails in ESSL 1.00. |
| TEST_P(GLSLTest, InvariantVaryingOut) |
| { |
| constexpr char kFS[] = |
| "precision mediump float;\n" |
| "varying float v_varying;\n" |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| |
| constexpr char kVS[] = |
| "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(kVS, kFS); |
| 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) |
| ANGLE_SKIP_TEST_IF(IsDesktopOpenGL()); |
| |
| constexpr char kFS[] = |
| "#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"; |
| |
| constexpr char kVS[] = |
| "#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(kVS, kFS); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that declaring varying as invariant only in fragment shader fails in ESSL 1.00. |
| TEST_P(GLSLTest, InvariantVaryingIn) |
| { |
| constexpr char kFS[] = |
| "precision mediump float;\n" |
| "invariant varying float v_varying;\n" |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| |
| constexpr char kVS[] = |
| "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(kVS, kFS); |
| EXPECT_EQ(0u, program); |
| } |
| |
| // Verify that declaring varying as invariant only in fragment shader fails in ESSL 3.00. |
| TEST_P(GLSLTest_ES3, InvariantVaryingIn) |
| { |
| constexpr char kFS[] = |
| "#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"; |
| |
| constexpr char kVS[] = |
| "#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(kVS, kFS); |
| EXPECT_EQ(0u, program); |
| } |
| |
| // Verify that declaring varying as invariant in both shaders succeeds in ESSL 1.00. |
| TEST_P(GLSLTest, InvariantVaryingBoth) |
| { |
| constexpr char kFS[] = |
| "precision mediump float;\n" |
| "invariant varying float v_varying;\n" |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| |
| constexpr char kVS[] = |
| "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(kVS, kFS); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that declaring varying as invariant in both shaders fails in ESSL 3.00. |
| TEST_P(GLSLTest_ES3, InvariantVaryingBoth) |
| { |
| constexpr char kFS[] = |
| "#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"; |
| |
| constexpr char kVS[] = |
| "#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(kVS, kFS); |
| EXPECT_EQ(0u, program); |
| } |
| |
| // Verify that declaring gl_Position as invariant succeeds in ESSL 1.00. |
| TEST_P(GLSLTest, InvariantGLPosition) |
| { |
| constexpr char kFS[] = |
| "precision mediump float;\n" |
| "varying float v_varying;\n" |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| |
| constexpr char kVS[] = |
| "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(kVS, kFS); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that declaring gl_Position as invariant succeeds in ESSL 3.00. |
| TEST_P(GLSLTest_ES3, InvariantGLPosition) |
| { |
| constexpr char kFS[] = |
| "#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"; |
| |
| constexpr char kVS[] = |
| "#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(kVS, kFS); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that using invariant(all) in both shaders fails in ESSL 1.00. |
| TEST_P(GLSLTest, InvariantAllBoth) |
| { |
| constexpr char kFS[] = |
| "#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"; |
| |
| constexpr char kVS[] = |
| "#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(kVS, kFS); |
| EXPECT_EQ(0u, program); |
| } |
| |
| // Verify that functions without return statements still compile |
| TEST_P(GLSLTest, MissingReturnFloat) |
| { |
| constexpr char kVS[] = |
| "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"; |
| |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that functions without return statements still compile |
| TEST_P(GLSLTest, MissingReturnVec2) |
| { |
| constexpr char kVS[] = |
| "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"; |
| |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that functions without return statements still compile |
| TEST_P(GLSLTest, MissingReturnVec3) |
| { |
| constexpr char kVS[] = |
| "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"; |
| |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that functions without return statements still compile |
| TEST_P(GLSLTest, MissingReturnVec4) |
| { |
| constexpr char kVS[] = |
| "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"; |
| |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that functions without return statements still compile |
| TEST_P(GLSLTest, MissingReturnIVec4) |
| { |
| constexpr char kVS[] = |
| "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"; |
| |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that functions without return statements still compile |
| TEST_P(GLSLTest, MissingReturnMat4) |
| { |
| constexpr char kVS[] = |
| "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"; |
| |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that functions without return statements still compile |
| TEST_P(GLSLTest, MissingReturnStruct) |
| { |
| constexpr char kVS[] = |
| "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"; |
| |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that functions without return statements still compile |
| TEST_P(GLSLTest_ES3, MissingReturnArray) |
| { |
| constexpr char kVS[] = |
| "#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"; |
| |
| GLuint program = CompileProgram(kVS, essl3_shaders::fs::Red()); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that functions without return statements still compile |
| TEST_P(GLSLTest_ES3, MissingReturnArrayOfStructs) |
| { |
| constexpr char kVS[] = |
| "#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"; |
| |
| GLuint program = CompileProgram(kVS, essl3_shaders::fs::Red()); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that functions without return statements still compile |
| TEST_P(GLSLTest_ES3, MissingReturnStructOfArrays) |
| { |
| // TODO(crbug.com/998505): Test failing on Android FYI Release (NVIDIA Shield TV) |
| ANGLE_SKIP_TEST_IF(IsNVIDIAShield()); |
| |
| constexpr char kVS[] = |
| "#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"; |
| |
| GLuint program = CompileProgram(kVS, essl3_shaders::fs::Red()); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that using invariant(all) in both shaders fails in ESSL 3.00. |
| TEST_P(GLSLTest_ES3, InvariantAllBoth) |
| { |
| constexpr char kFS[] = |
| "#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"; |
| |
| constexpr char kVS[] = |
| "#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(kVS, kFS); |
| EXPECT_EQ(0u, program); |
| } |
| |
| // Verify that using invariant(all) only in fragment shader succeeds in ESSL 1.00. |
| TEST_P(GLSLTest, InvariantAllIn) |
| { |
| constexpr char kFS[] = |
| "#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"; |
| |
| constexpr char kVS[] = |
| "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(kVS, kFS); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Verify that using invariant(all) only in fragment shader fails in ESSL 3.00. |
| TEST_P(GLSLTest_ES3, InvariantAllIn) |
| { |
| constexpr char kFS[] = |
| "#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"; |
| |
| constexpr char kVS[] = |
| "#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(kVS, kFS); |
| EXPECT_EQ(0u, program); |
| } |
| |
| // Verify that using invariant(all) only in vertex shader fails in ESSL 1.00. |
| TEST_P(GLSLTest, InvariantAllOut) |
| { |
| constexpr char kFS[] = |
| "precision mediump float;\n" |
| "varying float v_varying;\n" |
| "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| |
| constexpr char kVS[] = |
| "#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(kVS, kFS); |
| 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) |
| ANGLE_SKIP_TEST_IF(IsDesktopOpenGL()); |
| |
| constexpr char kFS[] = |
| "#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"; |
| |
| constexpr char kVS[] = |
| "#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(kVS, kFS); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, MaxVaryingVec4) |
| { |
| // TODO(geofflang): Find out why this doesn't compile on Apple AMD OpenGL drivers |
| // (http://anglebug.com/1291) |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD() && IsOpenGL()); |
| |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true); |
| } |
| |
| // Verify we can pack registers with one builtin varying. |
| TEST_P(GLSLTest, MaxVaryingVec4_OneBuiltin) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| // Generate shader code that uses gl_FragCoord. |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 1, 0, true, false, false, true); |
| } |
| |
| // Verify we can pack registers with two builtin varyings. |
| TEST_P(GLSLTest, MaxVaryingVec4_TwoBuiltins) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| // Generate shader code that uses gl_FragCoord and gl_PointCoord. |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true); |
| } |
| |
| // Verify we can pack registers with three builtin varyings. |
| TEST_P(GLSLTest, MaxVaryingVec4_ThreeBuiltins) |
| { |
| 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 - 3, 0, true, true, true, true); |
| } |
| |
| // This covers a problematic case in D3D9 - we are limited by the number of available semantics, |
| // rather than total register use. |
| TEST_P(GLSLTest, MaxVaryingsSpecialCases) |
| { |
| ANGLE_SKIP_TEST_IF(!IsD3D9()); |
| |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(maxVaryings, 0, 0, 0, 0, 0, 0, 0, true, false, false, false); |
| VaryingTestBase(maxVaryings - 1, 0, 0, 0, 0, 0, 0, 0, true, true, false, false); |
| VaryingTestBase(maxVaryings - 2, 0, 0, 0, 0, 0, 0, 0, true, true, false, true); |
| |
| // Special case for gl_PointSize: we get it for free on D3D9. |
| VaryingTestBase(maxVaryings - 2, 0, 0, 0, 0, 0, 0, 0, true, true, true, true); |
| } |
| |
| // This covers a problematic case in D3D9 - we are limited by the number of available semantics, |
| // rather than total register use. |
| TEST_P(GLSLTest, MaxMinusTwoVaryingVec2PlusOneSpecialVariable) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| // Generate shader code that uses gl_FragCoord. |
| VaryingTestBase(0, 0, maxVaryings, 0, 0, 0, 0, 0, true, false, false, !IsD3D9()); |
| } |
| |
| 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); |
| } |
| |
| // Only fails on D3D9 because of packing limitations. |
| TEST_P(GLSLTest, MaxVaryingVec3AndOneFloat) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, !IsD3D9()); |
| } |
| |
| // Only fails on D3D9 because of packing limitations. |
| TEST_P(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, !IsD3D9()); |
| } |
| |
| // Only fails on D3D9 because of packing limitations. |
| TEST_P(GLSLTest, TwiceMaxVaryingVec2) |
| { |
| // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver |
| // (http://anglebug.com/3849) |
| ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGLES()); |
| |
| // TODO(geofflang): Find out why this doesn't compile on Apple AMD OpenGL drivers |
| // (http://anglebug.com/1291) |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD() && IsOpenGL()); |
| |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, !IsD3D9()); |
| } |
| |
| // Disabled because of a failure in D3D9 |
| TEST_P(GLSLTest, MaxVaryingVec2Arrays) |
| { |
| ANGLE_SKIP_TEST_IF(IsD3DSM3()); |
| |
| // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver |
| ANGLE_SKIP_TEST_IF(IsOpenGLES()); |
| |
| // TODO(geofflang): Find out why this doesn't compile on Apple AMD OpenGL drivers |
| // (http://anglebug.com/1291) |
| ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD() && IsOpenGL()); |
| |
| 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 = "abcdefghijklmnopqrstuvwxyz"; |
| 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] = {essl1_shaders::fs::Red()}; |
| 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[] = { |
| "abcdefg", "34534", "void main() { gl_FragColor = vec4(0, 0, 0, 0); }", "", "abcdefghijklm", |
| }; |
| 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) |
| { |
| constexpr char kFSSourceVec[] = |
| "precision mediump float;\n" |
| "uniform vec4 uniformVec;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(uniformVec[int()]);\n" |
| "}"; |
| |
| GLuint shader = CompileShader(GL_FRAGMENT_SHADER, kFSSourceVec); |
| EXPECT_EQ(0u, shader); |
| |
| if (shader != 0) |
| { |
| glDeleteShader(shader); |
| } |
| |
| constexpr char kFSSourceMat[] = |
| "precision mediump float;\n" |
| "uniform mat4 uniformMat;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(uniformMat[int()]);\n" |
| "}"; |
| |
| shader = CompileShader(GL_FRAGMENT_SHADER, kFSSourceMat); |
| EXPECT_EQ(0u, shader); |
| |
| if (shader != 0) |
| { |
| glDeleteShader(shader); |
| } |
| |
| constexpr char kFSSourceArray[] = |
| "precision mediump float;\n" |
| "uniform vec4 uniformArray;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(uniformArray[int()]);\n" |
| "}"; |
| |
| shader = CompileShader(GL_FRAGMENT_SHADER, kFSSourceArray); |
| EXPECT_EQ(0u, shader); |
| |
| if (shader != 0) |
| { |
| glDeleteShader(shader); |
| } |
| } |
| |
| // Test that structs defined in uniforms are translated correctly. |
| TEST_P(GLSLTest, StructSpecifiersUniforms) |
| { |
| constexpr char kFS[] = R"(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(essl1_shaders::vs::Simple(), kFS); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Test that structs declaration followed directly by an initialization is translated correctly. |
| TEST_P(GLSLTest, StructWithInitializer) |
| { |
| constexpr char kFS[] = R"(precision mediump float; |
| |
| struct S { float a; } s = S(1.0); |
| |
| void main() |
| { |
| gl_FragColor = vec4(0, 0, 0, 1); |
| gl_FragColor.r += s.a; |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); |
| glUseProgram(program); |
| |
| // Test drawing, should be red. |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test that structs without initializer, followed by a uniform usage works as expected. |
| TEST_P(GLSLTest, UniformStructWithoutInitializer) |
| { |
| constexpr char kFS[] = R"(precision mediump float; |
| |
| struct S { float a; }; |
| uniform S u_s; |
| |
| void main() |
| { |
| gl_FragColor = vec4(u_s.a); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); |
| glUseProgram(program); |
| |
| // Test drawing, should be red. |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Test that structs declaration followed directly by an initialization in a uniform. |
| TEST_P(GLSLTest, StructWithUniformInitializer) |
| { |
| constexpr char kFS[] = R"(precision mediump float; |
| |
| struct S { float a; } s = S(1.0); |
| uniform S us; |
| |
| void main() |
| { |
| gl_FragColor = vec4(0, 0, 0, 1); |
| gl_FragColor.r += s.a; |
| gl_FragColor.g += us.a; |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); |
| glUseProgram(program); |
| |
| // Test drawing, should be red. |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f); |
| |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // 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) |
| { |
| constexpr char kFS[] = R"(precision mediump float; |
| |
| void main() |
| { |
| gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); |
| |
| // 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(), essl1_shaders::PositionAttrib(), 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) |
| { |
| // Test with problematic exponents that are close to an integer. |
| std::vector<double> testExponents; |
| std::array<double, 5> epsilonMultipliers = {-100.0, -1.0, 0.0, 1.0, 100.0}; |
| for (double epsilonMultiplier : epsilonMultipliers) |
| { |
| 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) + epsilonMultiplier * epsilon; |
| testExponents.push_back(bad); |
| } |
| } |
| |
| // Also test with a few exponents that are not close to an integer. |
| testExponents.push_back(3.6); |
| testExponents.push_back(3.4); |
| |
| for (double testExponent : testExponents) |
| { |
| const std::string &fragmentShaderSource = GenerateSmallPowShader(1.0e-6, testExponent); |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), fragmentShaderSource.c_str()); |
| |
| drawQuad(program.get(), essl1_shaders::PositionAttrib(), 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) |
| { |
| constexpr char kFS[] = R"(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] = {kFS}; |
| 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) |
| { |
| // crbug.com/680631 |
| ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel()); |
| |
| 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) |
| { |
| ANGLE_SKIP_TEST_IF(IsOpenGL() || IsOpenGLES()); |
| |
| 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) |
| { |
| // crbug.com/680631 |
| ANGLE_SKIP_TEST_IF(IsOzone() && IsIntel()); |
| |
| 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) |
| { |
| ANGLE_SKIP_TEST_IF(IsOpenGL() || IsOpenGLES()); |
| |
| 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) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_shader_texture_lod")); |
| |
| constexpr char kFS[] = |
| "#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, kFS); |
| ASSERT_NE(0u, shader); |
| glDeleteShader(shader); |
| } |
| |
| // HLSL generates extra lod0 variants of functions. There was a bug that incorrectly reworte |
| // function calls to use them in vertex shaders. http://anglebug.com/3471 |
| TEST_P(GLSLTest, TextureLODRewriteInVertexShader) |
| { |
| constexpr char kVS[] = R"( |
| precision highp float; |
| uniform int uni; |
| uniform sampler2D texture; |
| |
| vec4 A(); |
| |
| vec4 B() { |
| vec4 a; |
| for(int r=0; r<14; r++){ |
| if (r < uni) return vec4(0.0); |
| a = A(); |
| } |
| return a; |
| } |
| |
| vec4 A() { |
| return texture2D(texture, vec2(0.0, 0.0)); |
| } |
| |
| void main() { |
| gl_Position = B(); |
| })"; |
| |
| constexpr char kFS[] = R"( |
| void main() { gl_FragColor = vec4(gl_FragCoord.x / 640.0, gl_FragCoord.y / 480.0, 0, 1); } |
| )"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| } |
| |
| // Test to verify the a shader can have a sampler unused in a vertex shader |
| // but used in the fragment shader. |
| TEST_P(GLSLTest, VerifySamplerInBothVertexAndFragmentShaders) |
| { |
| constexpr char kVS[] = R"( |
| attribute vec2 position; |
| varying mediump vec2 texCoord; |
| uniform sampler2D tex; |
| void main() |
| { |
| gl_Position = vec4(position, 0, 1); |
| texCoord = position * 0.5 + vec2(0.5); |
| })"; |
| |
| constexpr char kFS[] = R"( |
| varying mediump vec2 texCoord; |
| uniform sampler2D tex; |
| void main() |
| { |
| gl_FragColor = texture2D(tex, texCoord); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, kVS, kFS); |
| |
| // Initialize basic red texture. |
| const std::vector<GLColor> redColors(4, GLColor::red); |
| GLTexture texture; |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, redColors.data()); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| ASSERT_GL_NO_ERROR(); |
| |
| drawQuad(program, "position", 0.0f); |
| |
| EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::red); |
| } |
| |
| // Test that two constructors which have vec4 and mat2 parameters get disambiguated (issue in |
| // HLSL). |
| TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x2) |
| { |
| constexpr char kVS[] = |
| "#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(kVS, essl3_shaders::fs::Red()); |
| 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) |
| { |
| constexpr char kVS[] = |
| "#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(kVS, essl3_shaders::fs::Red()); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Test that two functions which have vec4 and mat2 parameters get disambiguated (issue in HLSL). |
| TEST_P(GLSLTest_ES3, AmbiguousFunctionCall2x2) |
| { |
| constexpr char kVS[] = |
| "#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(kVS, essl3_shaders::fs::Red()); |
| 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) |
| { |
| 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" |
| " vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);\n"; |
| for (unsigned int i = 0; i < paramCount; ++i) |
| { |
| vertexShaderStream << " sum += a" << i << ";\n"; |
| } |
| vertexShaderStream << " sum += aLast;\n" |
| " return sum;\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().c_str(), essl3_shaders::fs::Red()); |
| 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 |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES()); |
| |
| constexpr char kFS[] = |
| "#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(essl3_shaders::vs::Simple(), kFS); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Test that index-constant sampler array indexing is supported. |
| TEST_P(GLSLTest, IndexConstantSamplerArrayIndexing) |
| { |
| ANGLE_SKIP_TEST_IF(IsD3D11_FL93()); |
| |
| constexpr char kFS[] = |
| "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(essl1_shaders::vs::Simple(), kFS); |
| 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) |
| { |
| constexpr char kVS[] = |
| "#pragma STDGL invariant(all)\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| GLuint program = CompileProgram(kVS, essl1_shaders::fs::Red()); |
| 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) |
| { |
| constexpr char kFS[] = |
| "#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(essl3_shaders::vs::Simple(), kFS); |
| ASSERT_NE(0u, program); |
| |
| drawQuad(program, essl3_shaders::PositionAttrib(), 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) |
| { |
| constexpr char kFS[] = |
| "#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(essl3_shaders::vs::Simple(), kFS); |
| ASSERT_NE(0u, program); |
| |
| drawQuad(program, essl3_shaders::PositionAttrib(), 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) |
| { |
| constexpr char kFS[] = |
| "#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(essl3_shaders::vs::Simple(), kFS); |
| ASSERT_NE(0u, program); |
| |
| drawQuad(program, essl3_shaders::PositionAttrib(), 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) |
| { |
| constexpr char kVS[] = |
| "attribute vec2 aPosition;\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(aPosition, 0, 1);\n" |
| " gl_PointSize = 1.0;\n" |
| "}"; |
| constexpr char kFS[] = |
| "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, kVS, kFS); |
| 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) |
| { |
| constexpr char kFS[] = |
| "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, essl1_shaders::vs::Simple(), kFS); |
| drawQuad(prog.get(), essl1_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that -float calculation is correct. |
| TEST_P(GLSLTest_ES3, UnaryMinusOperatorFloat) |
| { |
| constexpr char kFS[] = |
| "#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, essl3_shaders::vs::Simple(), kFS); |
| drawQuad(prog.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that atan(vec2, vec2) calculation is correct. |
| TEST_P(GLSLTest_ES3, AtanVec2) |
| { |
| constexpr char kFS[] = |
| "#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, essl3_shaders::vs::Simple(), kFS); |
| drawQuad(prog.get(), essl3_shaders::PositionAttrib(), 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) |
| { |
| constexpr char kVS[] = |
| "#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"; |
| constexpr char kFS[] = |
| "#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, kVS, kFS); |
| |
| 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) |
| { |
| constexpr char kVS[] = |
| "#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"; |
| constexpr char kFS[] = |
| "#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, kVS, kFS); |
| |
| 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) |
| { |
| // Note that the uniform keep_flop_positive doesn't need to be set - the test expects it to have |
| // its default value false. |
| constexpr char kFS[] = |
| "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, essl1_shaders::vs::Simple(), kFS); |
| drawQuad(prog.get(), essl1_shaders::PositionAttrib(), 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) |
| { |
| ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_EGL_image_external")); |
| |
| constexpr char kFS[] = R"(#extension GL_OES_EGL_image_external : enable |
| precision mediump float; |
| uniform samplerExternalOES tex0; |
| uniform sampler2D tex1; |
| void main(void) |
| { |
| vec2 uv = vec2(0.0, 0.0); |
| gl_FragColor = texture2D(tex0, uv) + texture2D(tex1, uv); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); |
| } |
| |
| // 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) |
| { |
| constexpr char kFS[] = |
| "#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, essl3_shaders::vs::Simple(), kFS); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 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) |
| { |
| constexpr char kFS[] = |
| "#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, essl3_shaders::vs::Simple(), kFS); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 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) |
| { |
| constexpr char kFS[] = R"(#version 300 es |
| precision mediump float; |
| out vec4 color; |
| |
| uniform float u; |
| float c = 0.0; |
| float sideEffect() |
| { |
| c = u; |
| return c; |
| } |
| |
| void main(void) |
| { |
| float a = 0.0, b = ((gl_FragCoord.x < 0.5 ? a : sideEffect()), a); |
| color = vec4(b + c); |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| } |
| |
| // Test that passes splitting multiple declarations and comma operators and for loops are |
| // correctly ordered. |
| TEST_P(GLSLTest_ES3, MultipleDeclarationWithCommaOperatorInForLoop) |
| { |
| constexpr char kFS[] = R"(#version 300 es |
| precision mediump float; |
| out vec4 color; |
| |
| uniform float u; |
| float c = 0.0; |
| float sideEffect() |
| { |
| c = u; |
| return c; |
| } |
| |
| void main(void) |
| { |
| for(float a = 0.0, b = ((gl_FragCoord.x < 0.5 ? a : sideEffect()), a); a < 10.0; a++) |
| { |
| b += 1.0; |
| color = vec4(b); |
| } |
| })"; |
| |
| ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS); |
| } |
| |
| // Test that splitting multiple declaration in for loops works with no loop condition |
| TEST_P(GLSLTest_ES3, MultipleDeclarationInForLoopEmptyCondition) |
| { |
| constexpr char kFS[] = |
| "#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, essl3_shaders::vs::Simple(), kFS); |
| } |
| |
| // Test that splitting multiple declaration in for loops works with no loop expression |
| TEST_P(GLSLTest_ES3, MultipleDeclarationInForLoopEmptyExpression) |
| { |
| constexpr char kFS[] = |
| "#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, essl3_shaders::vs::Simple(), kFS); |
| } |
| |
| // 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) |
| { |
| constexpr char kFS[] = |
| "#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, essl3_shaders::vs::Simple(), kFS); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 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); |
| } |
| |
| // 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. |
| ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && IsLinux()); |
| |
| // Failing on N5X Oreo http://anglebug.com/2304 |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES()); |
| |
| constexpr char kFS[] = |
| "#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, essl31_shaders::vs::Simple(), kFS); |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 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) |
| { |
| // http://anglebug.com/1924 |
| ANGLE_SKIP_TEST_IF(IsOpenGL()); |
| |
| // 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) |
| constexpr char kFS[] = |
| "#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, essl3_shaders::vs::Simple(), kFS); |
| drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that the length() method is correctly translated in Vulkan atomic counter buffer emulation. |
| TEST_P(GLSLTest_ES31, AtomicCounterArrayLength) |
| { |
| // Crashes on an assertion. The driver reports no atomic counter buffers when queried from the |
| // program, but ANGLE believes there to be one. |
| // |
| // This is likely due to the fact that ANGLE generates the following code, as a side effect of |
| // the code on which .length() is being called: |
| // |
| // _uac1[(_uvalue = _utestSideEffectValue)]; |
| // |
| // The driver is optimizing the subscription out, and calling the atomic counter inactive. This |
| // was observed on nvidia, mesa and amd/windows. |
| // |
| // The fix would be for ANGLE to skip uniforms it believes should exist, but when queried, the |
| // driver says don't. |
| // |
| // http://anglebug.com/3782 |
| ANGLE_SKIP_TEST_IF(IsOpenGL()); |
| |
| // Skipping due to a bug on the Qualcomm Vulkan Android driver. |
| // http://anglebug.com/3726 |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); |
| |
| constexpr char kCS[] = R"(#version 310 es |
| precision mediump float; |
| layout(local_size_x=1) in; |
| |
| layout(binding = 0) uniform atomic_uint ac1[2][3]; |
| uniform uint testSideEffectValue; |
| |
| layout(binding = 1, std140) buffer Result |
| { |
| uint value; |
| } result; |
| |
| void main() { |
| bool passed = true; |
| if (ac1.length() != 2) |
| { |
| passed = false; |
| } |
| uint value = 0u; |
| if (ac1[(value = testSideEffectValue)].length() != 3) |
| { |
| passed = false; |
| } |
| if (value != testSideEffectValue) |
| { |
| passed = false; |
| } |
| result.value = passed ? 255u : 127u; |
| })"; |
| |
| constexpr unsigned int kUniformTestValue = 17; |
| constexpr unsigned int kExpectedSuccessValue = 255; |
| constexpr unsigned int kAtomicCounterRows = 2; |
| constexpr unsigned int kAtomicCounterCols = 3; |
| |
| GLint maxAtomicCounters = 0; |
| glGetIntegerv(GL_MAX_COMPUTE_ATOMIC_COUNTERS, &maxAtomicCounters); |
| EXPECT_GL_NO_ERROR(); |
| |
| // Required minimum is 8 by the spec |
| EXPECT_GE(maxAtomicCounters, 8); |
| ANGLE_SKIP_TEST_IF(static_cast<uint32_t>(maxAtomicCounters) < |
| kAtomicCounterRows * kAtomicCounterCols); |
| |
| ANGLE_GL_COMPUTE_PROGRAM(program, kCS); |
| glUseProgram(program.get()); |
| |
| constexpr unsigned int kBufferData[kAtomicCounterRows * kAtomicCounterCols] = {}; |
| GLBuffer atomicCounterBuffer; |
| glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer); |
| glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(kBufferData), kBufferData, GL_STATIC_DRAW); |
| glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer); |
| |
| constexpr unsigned int kOutputInitValue = 0; |
| GLBuffer shaderStorageBuffer; |
| glBindBuffer(GL_SHADER_STORAGE_BUFFER, shaderStorageBuffer); |
| glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(kOutputInitValue), &kOutputInitValue, |
| GL_STATIC_DRAW); |
| glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, shaderStorageBuffer); |
| |
| GLint uniformLocation = glGetUniformLocation(program.get(), "testSideEffectValue"); |
| EXPECT_NE(uniformLocation, -1); |
| glUniform1i(uniformLocation, kUniformTestValue); |
| |
| glDispatchCompute(1, 1, 1); |
| |
| glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT); |
| |
| const GLuint *ptr = reinterpret_cast<const GLuint *>( |
| glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLuint), GL_MAP_READ_BIT)); |
| EXPECT_EQ(*ptr, kExpectedSuccessValue); |
| glUnmapBuffer(GL_SHADER_STORAGE_BUFFER); |
| } |
| |
| // Test that array indices for arrays of arrays of basic types work as expected. |
| TEST_P(GLSLTest_ES31, ArraysOfArraysBasicType) |
| { |
| constexpr char kFS[] = |
| "#version 310 es\n" |
| "precision mediump float;\n" |
| "out vec4 my_FragColor;\n" |
| "uniform ivec2 test[2][2];\n" |
| "void main() {\n" |
| " bool passed = true;\n" |
| " for (int i = 0; i < 2; i++) {\n" |
| " for (int j = 0; j < 2; j++) {\n" |
| " if (test[i][j] != ivec2(i + 1, j + 1)) {\n" |
| " passed = false;\n" |
| " }\n" |
| " }\n" |
| " }\n" |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); |
| glUseProgram(program.get()); |
| for (int i = 0; i < 2; i++) |
| { |
| for (int j = 0; j < 2; j++) |
| { |
| std::stringstream uniformName; |
| uniformName << "test[" << i << "][" << j << "]"; |
| GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str()); |
| // All array indices should be used. |
| EXPECT_NE(uniformLocation, -1); |
| glUniform2i(uniformLocation, i + 1, j + 1); |
| } |
| } |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that array indices for arrays of arrays of basic types work as expected |
| // inside blocks. |
| TEST_P(GLSLTest_ES31, ArraysOfArraysBlockBasicType) |
| { |
| // anglebug.com/3821 - fails on AMD Windows |
| ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsOpenGL()); |
| constexpr char kFS[] = |
| "#version 310 es\n" |
| "precision mediump float;\n" |
| "out vec4 my_FragColor;\n" |
| "layout(packed) uniform UBO { ivec2 test[2][2]; } ubo_data;\n" |
| "void main() {\n" |
| " bool passed = true;\n" |
| " for (int i = 0; i < 2; i++) {\n" |
| " for (int j = 0; j < 2; j++) {\n" |
| " if (ubo_data.test[i][j] != ivec2(i + 1, j + 1)) {\n" |
| " passed = false;\n" |
| " }\n" |
| " }\n" |
| " }\n" |
| " my_FragColor = passed ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS); |
| glUseProgram(program.get()); |
| // Use interface queries to determine buffer size and offset |
| GLuint uboBlockIndex = glGetProgramResourceIndex(program.get(), GL_UNIFORM_BLOCK, "UBO"); |
| GLenum uboDataSizeProp = GL_BUFFER_DATA_SIZE; |
| GLint uboDataSize; |
| glGetProgramResourceiv(program.get(), GL_UNIFORM_BLOCK, uboBlockIndex, 1, &uboDataSizeProp, 1, |
| nullptr, &uboDataSize); |
| std::unique_ptr<char[]> uboData(new char[uboDataSize]); |
| for (int i = 0; i < 2; i++) |
| { |
| std::stringstream resourceName; |
| resourceName << "UBO.test[" << i << "][0]"; |
| GLenum resourceProps[] = {GL_ARRAY_STRIDE, GL_OFFSET}; |
| struct |
| { |
| GLint stride; |
| GLint offset; |
| } values; |
| GLuint resourceIndex = |
| glGetProgramResourceIndex(program.get(), GL_UNIFORM, resourceName.str().c_str()); |
| ASSERT_NE(resourceIndex, GL_INVALID_INDEX); |
| glGetProgramResourceiv(program.get(), GL_UNIFORM, resourceIndex, 2, &resourceProps[0], 2, |
| nullptr, &values.stride); |
| for (int j = 0; j < 2; j++) |
| { |
| GLint(&dataPtr)[2] = |
| *reinterpret_cast<GLint(*)[2]>(&uboData[values.offset + j * values.stride]); |
| dataPtr[0] = i + 1; |
| dataPtr[1] = j + 1; |
| } |
| } |
| GLBuffer ubo; |
| glBindBuffer(GL_UNIFORM_BUFFER, ubo.get()); |
| glBufferData(GL_UNIFORM_BUFFER, uboDataSize, &uboData[0], GL_STATIC_DRAW); |
| GLuint ubo_index = glGetUniformBlockIndex(program.get(), "UBO"); |
| ASSERT_NE(ubo_index, GL_INVALID_INDEX); |
| glUniformBlockBinding(program.get(), ubo_index, 5); |
| glBindBufferBase(GL_UNIFORM_BUFFER, 5, ubo.get()); |
| drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f); |
| EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| } |
| |
| // Test that arrays of arrays of samplers work as expected. |
| TEST_P(GLSLTest_ES31, ArraysOfArraysSampler) |
| { |
| // anglebug.com/2703 - QC doesn't support arrays of samplers as parameters, |
| // so sampler array of array handling is disabled |
| ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan()); |
| |
| constexpr char kFS[] = |
| "#version 310 es\n" |
| "precision mediump float;\n" |
| "out vec4 my_FragColor;\n" |
| "uniform mediump isampler2D test[2][2];\n" |
| "void main() {\n" |
| " bool passed = true;\n" |
| "#define DO_CHECK(i,j) \\\n" |
| " if (texture(test[i][j], vec2(0.0, 0.0)) != ivec4(i + 1, j + 1, 0, 1)) { \\\n" |
| " passed = false; \\\n" |
| " }\n" |
|