blob: 1d3e358ca68e3ef47e417ddb313917c02751d46a [file] [log] [blame]
//
// Copyright (c) 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.
//
// FragDepth_test.cpp:
// Test for GLES SL 3.0 gl_FragDepth variable implementation.
//
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
namespace
{
const char ESSLVersion100[] = "#version 100\n";
const char ESSLVersion300[] = "#version 300 es\n";
const char EXTFDPragma[] = "#extension GL_EXT_frag_depth : require\n";
} // namespace
class FragDepthTest : public testing::TestWithParam<bool>
{
protected:
void SetUp() override
{
sh::InitBuiltInResources(&mResources);
mCompiler = nullptr;
mResources.EXT_frag_depth = GetParam();
}
void TearDown() override { DestroyCompiler(); }
void DestroyCompiler()
{
if (mCompiler)
{
sh::Destruct(mCompiler);
mCompiler = nullptr;
}
}
void InitializeCompiler()
{
DestroyCompiler();
mCompiler = sh::ConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES3_SPEC,
SH_GLSL_COMPATIBILITY_OUTPUT, &mResources);
ASSERT_TRUE(mCompiler != nullptr) << "Compiler could not be constructed.";
}
testing::AssertionResult TestShaderCompile(const char *version,
const char *pragma,
const char *shader)
{
const char *shaderStrings[] = {version, pragma, shader};
bool success = sh::Compile(mCompiler, shaderStrings, 3, 0);
if (success)
{
return ::testing::AssertionSuccess() << "Compilation success";
}
return ::testing::AssertionFailure() << sh::GetInfoLog(mCompiler);
}
protected:
ShBuiltInResources mResources;
ShHandle mCompiler;
};
// The GLES SL 3.0 built-in variable gl_FragDepth fails to compile with GLES SL 1.0.
TEST_P(FragDepthTest, CompileFailsESSL100)
{
static const char shaderString[] =
"precision mediump float;\n"
"void main() { \n"
" gl_FragDepth = 1.0;\n"
"}\n";
InitializeCompiler();
EXPECT_FALSE(TestShaderCompile(ESSLVersion100, "", shaderString));
EXPECT_FALSE(TestShaderCompile("", "", shaderString));
EXPECT_FALSE(TestShaderCompile("", EXTFDPragma, shaderString));
}
// The GLES SL 3.0 built-in variable gl_FragDepth compiles with GLES SL 3.0.
TEST_P(FragDepthTest, CompileSucceedsESSL300)
{
static const char shaderString[] =
"precision mediump float;\n"
"void main() { \n"
" gl_FragDepth = 1.0;\n"
"}\n";
InitializeCompiler();
EXPECT_TRUE(TestShaderCompile(ESSLVersion300, "", shaderString));
}
// Using #extension GL_EXT_frag_depth in GLSL ES 3.0 shader fails to compile.
TEST_P(FragDepthTest, ExtensionFDFailsESSL300)
{
static const char shaderString[] =
"precision mediump float;\n"
"out vec4 fragColor;\n"
"void main() { \n"
" fragColor = vec4(1.0);\n"
"}\n";
InitializeCompiler();
if (mResources.EXT_frag_depth == 1)
{
// TODO(kkinnunen, geofflang): this should fail. Extensions need to have similar level
// system to SymbolTable. The biggest task is to implement version-aware preprocessor, so
// that the extension defines can be defined depending on the version that the preprocessor
// saw or did not see.
EXPECT_TRUE(TestShaderCompile(ESSLVersion300, EXTFDPragma, shaderString));
}
else
{
EXPECT_FALSE(TestShaderCompile(ESSLVersion300, EXTFDPragma, shaderString));
}
}
// The tests should pass regardless whether the EXT_frag_depth is on or not.
INSTANTIATE_TEST_CASE_P(FragDepthTests, FragDepthTest, testing::Values(false, true));