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//
// Copyright 2018 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.
//
// EXT_frag_depth_test.cpp:
// Test for EXT_frag_depth
//
#include "tests/test_utils/ShaderExtensionTest.h"
using EXTFragDepthTest = sh::ShaderExtensionTest;
namespace
{
const char EXTPragma[] = "#extension GL_EXT_frag_depth : require\n";
// Shader setting gl_FragDepthEXT
const char ESSL100_FragDepthShader[] =
R"(
precision mediump float;
void main()
{
gl_FragDepthEXT = 1.0;
})";
// Extension flag is required to compile properly. Expect failure when it is
// not present.
TEST_P(EXTFragDepthTest, CompileFailsWithoutExtension)
{
mResources.EXT_frag_depth = 0;
InitializeCompiler();
EXPECT_FALSE(TestShaderCompile(EXTPragma));
}
// Extension directive is required to compile properly. Expect failure when
// it is not present.
TEST_P(EXTFragDepthTest, CompileFailsWithExtensionWithoutPragma)
{
mResources.EXT_frag_depth = 1;
InitializeCompiler();
EXPECT_FALSE(TestShaderCompile(""));
}
// With extension flag and extension directive, compiling succeeds.
// Also test that the extension directive state is reset correctly.
TEST_P(EXTFragDepthTest, CompileSucceedsWithExtensionAndPragma)
{
mResources.EXT_frag_depth = 1;
InitializeCompiler();
EXPECT_TRUE(TestShaderCompile(EXTPragma));
// Test reset functionality.
EXPECT_FALSE(TestShaderCompile(""));
EXPECT_TRUE(TestShaderCompile(EXTPragma));
}
// The SL #version 100 shaders that are correct work similarly
// in both GL2 and GL3, with and without the version string.
INSTANTIATE_TEST_SUITE_P(CorrectESSL100Shaders,
EXTFragDepthTest,
Combine(Values(SH_GLES2_SPEC),
Values(sh::ESSLVersion100),
Values(ESSL100_FragDepthShader)));
} // anonymous namespace