|  | // | 
|  | // Copyright 2016 The ANGLE Project Authors. All rights reserved. | 
|  | // Use of this source code is governed by a BSD-style license that can be | 
|  | // found in the LICENSE file. | 
|  | // | 
|  | // QualificationOrderESSL31_test.cpp: | 
|  | //   OpenGL ES 3.1 removes the strict order of qualifiers imposed by the grammar. | 
|  | //   This file contains tests for invalid order and usage of qualifiers in GLSL ES 3.10. | 
|  |  | 
|  | #include "gtest/gtest.h" | 
|  |  | 
|  | #include "GLSLANG/ShaderLang.h" | 
|  | #include "angle_gl.h" | 
|  | #include "compiler/translator/TranslatorESSL.h" | 
|  | #include "tests/test_utils/ShaderCompileTreeTest.h" | 
|  | #include "tests/test_utils/compiler_test.h" | 
|  |  | 
|  | using namespace sh; | 
|  |  | 
|  | class QualificationVertexShaderTestESSL31 : public ShaderCompileTreeTest | 
|  | { | 
|  | public: | 
|  | QualificationVertexShaderTestESSL31() {} | 
|  |  | 
|  | protected: | 
|  | ::GLenum getShaderType() const override { return GL_VERTEX_SHADER; } | 
|  | ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; } | 
|  |  | 
|  | const TIntermSymbol *findSymbolInAST(const ImmutableString &symbolName) | 
|  | { | 
|  | return FindSymbolNode(mASTRoot, symbolName); | 
|  | } | 
|  | }; | 
|  |  | 
|  | // GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct. | 
|  | TEST_F(QualificationVertexShaderTestESSL31, CentroidOut) | 
|  | { | 
|  | const std::string &shaderString = | 
|  | "#version 310 es\n" | 
|  | "precision lowp float;\n" | 
|  | "out centroid float something;\n" | 
|  | "void main(){\n" | 
|  | "   something = 1.0;\n" | 
|  | "}\n"; | 
|  | if (!compile(shaderString)) | 
|  | { | 
|  | FAIL() << "Shader compilation failed, expecting success" << mInfoLog; | 
|  | } | 
|  | else | 
|  | { | 
|  | const TIntermSymbol *node = findSymbolInAST(ImmutableString("something")); | 
|  | ASSERT_NE(nullptr, node); | 
|  |  | 
|  | const TType &type = node->getType(); | 
|  | EXPECT_EQ(EvqCentroidOut, type.getQualifier()); | 
|  | } | 
|  | } | 
|  |  | 
|  | // GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct. | 
|  | TEST_F(QualificationVertexShaderTestESSL31, AllQualifiersMixed) | 
|  | { | 
|  | const std::string &shaderString = | 
|  | "#version 310 es\n" | 
|  | "precision lowp float;\n" | 
|  | "highp out invariant centroid flat vec4 something;\n" | 
|  | "void main(){\n" | 
|  | "}\n"; | 
|  | if (!compile(shaderString)) | 
|  | { | 
|  | FAIL() << "Shader compilation failed, expecting success" << mInfoLog; | 
|  | } | 
|  | else | 
|  | { | 
|  | const TIntermSymbol *node = findSymbolInAST(ImmutableString("something")); | 
|  | ASSERT_NE(nullptr, node); | 
|  |  | 
|  | const TType &type = node->getType(); | 
|  | EXPECT_TRUE(type.isInvariant()); | 
|  | EXPECT_EQ(EvqFlatOut, type.getQualifier()); | 
|  | EXPECT_EQ(EbpHigh, type.getPrecision()); | 
|  | } | 
|  | } | 
|  |  | 
|  | // GLSL ES 3.10 allows multiple layout qualifiers to be specified. | 
|  | TEST_F(QualificationVertexShaderTestESSL31, MultipleLayouts) | 
|  | { | 
|  | const std::string &shaderString = | 
|  | "#version 310 es\n" | 
|  | "precision lowp float;\n" | 
|  | "in layout(location=1) layout(location=2) vec4 something;\n" | 
|  | "void main(){\n" | 
|  | "}\n"; | 
|  | if (!compile(shaderString)) | 
|  | { | 
|  | FAIL() << "Shader compilation failed, expecting success" << mInfoLog; | 
|  | } | 
|  | else | 
|  | { | 
|  | const TIntermSymbol *node = findSymbolInAST(ImmutableString("something")); | 
|  | ASSERT_NE(nullptr, node); | 
|  |  | 
|  | const TType &type = node->getType(); | 
|  | EXPECT_EQ(EvqVertexIn, type.getQualifier()); | 
|  | EXPECT_EQ(2, type.getLayoutQualifier().location); | 
|  | } | 
|  | } | 
|  |  | 
|  | // The test checks layout qualifier overriding when multiple layouts are specified. | 
|  | TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock) | 
|  | { | 
|  | const std::string &shaderString = | 
|  | "#version 310 es\n" | 
|  | "precision lowp float;\n" | 
|  | "out float someValue;\n" | 
|  | "layout(shared) layout(std140) layout(column_major) uniform MyInterface\n" | 
|  | "{ vec4 something; } MyInterfaceName;\n" | 
|  | "void main(){\n" | 
|  | "   someValue = MyInterfaceName.something.r;\n" | 
|  | "}\n"; | 
|  | if (!compile(shaderString)) | 
|  | { | 
|  | FAIL() << "Shader compilation failed, expecting success" << mInfoLog; | 
|  | } | 
|  | else | 
|  | { | 
|  | const TIntermSymbol *node = findSymbolInAST(ImmutableString("MyInterfaceName")); | 
|  | ASSERT_NE(nullptr, node); | 
|  |  | 
|  | const TType &type                = node->getType(); | 
|  | TLayoutQualifier layoutQualifier = type.getLayoutQualifier(); | 
|  | EXPECT_EQ(EbsStd140, layoutQualifier.blockStorage); | 
|  | EXPECT_EQ(EmpColumnMajor, layoutQualifier.matrixPacking); | 
|  | } | 
|  | } | 
|  |  | 
|  | // The test checks layout qualifier overriding when multiple layouts are specified. | 
|  | TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock2) | 
|  | { | 
|  | const std::string &shaderString = | 
|  | "#version 310 es\n" | 
|  | "precision lowp float;\n" | 
|  | "out float someValue;\n" | 
|  | "layout(row_major) layout(std140) layout(shared) uniform MyInterface\n" | 
|  | "{ vec4 something; } MyInterfaceName;\n" | 
|  | "void main(){\n" | 
|  | "   someValue = MyInterfaceName.something.r;\n" | 
|  | "}\n"; | 
|  | if (!compile(shaderString)) | 
|  | { | 
|  | FAIL() << "Shader compilation failed, expecting success" << mInfoLog; | 
|  | } | 
|  | else | 
|  | { | 
|  | const TIntermSymbol *node = findSymbolInAST(ImmutableString("MyInterfaceName")); | 
|  | ASSERT_NE(nullptr, node); | 
|  |  | 
|  | const TType &type                = node->getType(); | 
|  | TLayoutQualifier layoutQualifier = type.getLayoutQualifier(); | 
|  | EXPECT_EQ(EbsShared, layoutQualifier.blockStorage); | 
|  | EXPECT_EQ(EmpRowMajor, layoutQualifier.matrixPacking); | 
|  | } | 
|  | } |