blob: ae3e5cffd82caa5a2b38a3a0bd6bc0c31853572b [file] [log] [blame]
//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class GLSLTest : public ANGLETest
{
protected:
GLSLTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
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"
" DO_CHECK(0, 0)\n"
" DO_CHECK(0, 1)\n"
" DO_CHECK(1, 0)\n"
" DO_CHECK(1, 1)\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());
GLTexture textures[2][2];
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 2; j++)
{
// First generate the texture
int textureUnit = i * 2 + j;
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textures[i][j]);
GLint texData[2] = {i + 1, j + 1};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32I, 1, 1, 0, GL_RG_INTEGER, GL_INT, &texData[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Then send it as a uniform
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);
glUniform1i(uniformLocation, textureUnit);
}
}
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that structs containing arrays of samplers work as expected.
TEST_P(GLSLTest_ES31, StructArraySampler)
{
// ASAN error on vulkan backend; ASAN tests only enabled on Mac Swangle
// (http://crbug.com/1029378)
ANGLE_SKIP_TEST_IF(IsOSX() && isSwiftshader());
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"struct Data { mediump sampler2D data[2]; };\n"
"uniform Data test;\n"
"void main() {\n"
" my_FragColor = vec4(texture(test.data[0], vec2(0.0, 0.0)).rg,\n"
" texture(test.data[1], vec2(0.0, 0.0)).rg);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glUseProgram(program.get());
GLTexture textures[2];
GLColor expected = MakeGLColor(32, 64, 96, 255);
for (int i = 0; i < 2; i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textures[i]);
// Each element provides two components.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
expected.data() + 2 * i);
std::stringstream uniformName;
uniformName << "test.data[" << i << "]";
// Then send it as a uniform
GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str());
// The uniform should be active.
EXPECT_NE(uniformLocation, -1);
glUniform1i(uniformLocation, i);
}
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, expected);
}
// Test that arrays of arrays of samplers inside structs work as expected.
TEST_P(GLSLTest_ES31, StructArrayArraySampler)
{
// 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"
"struct Data { mediump isampler2D data[2][2]; };\n"
"uniform Data test;\n"
"void main() {\n"
" bool passed = true;\n"
"#define DO_CHECK(i,j) \\\n"
" if (texture(test.data[i][j], vec2(0.0, 0.0)) != ivec4(i + 1, j + 1, 0, 1)) { \\\n"
" passed = false; \\\n"
" }\n"
" DO_CHECK(0, 0)\n"
" DO_CHECK(0, 1)\n"
" DO_CHECK(1, 0)\n"
" DO_CHECK(1, 1)\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());
GLTexture textures[2][2];
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 2; j++)
{
// First generate the texture
int textureUnit = i * 2 + j;
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textures[i][j]);
GLint texData[2] = {i + 1, j + 1};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32I, 1, 1, 0, GL_RG_INTEGER, GL_INT, &texData[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Then send it as a uniform
std::stringstream uniformName;
uniformName << "test.data[" << i << "][" << j << "]";
GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str());
// All array indices should be used.
EXPECT_NE(uniformLocation, -1);
glUniform1i(uniformLocation, textureUnit);
}
}
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that an array of structs with arrays of arrays of samplers works.
TEST_P(GLSLTest_ES31, ArrayStructArrayArraySampler)
{
// 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());
GLint numTextures;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures);
ANGLE_SKIP_TEST_IF(numTextures < 2 * (2 * 2 + 2 * 2));
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"struct Data { mediump isampler2D data0[2][2]; mediump isampler2D data1[2][2]; };\n"
"uniform Data test[2];\n"
"void main() {\n"
" bool passed = true;\n"
"#define DO_CHECK_ikl(i,k,l) \\\n"
" if (texture(test[i].data0[k][l], vec2(0.0, 0.0)) != ivec4(i, 0, k, l)+1) { \\\n"
" passed = false; \\\n"
" } \\\n"
" if (texture(test[i].data1[k][l], vec2(0.0, 0.0)) != ivec4(i, 1, k, l)+1) { \\\n"
" passed = false; \\\n"
" }\n"
"#define DO_CHECK_ik(i,k) \\\n"
" DO_CHECK_ikl(i, k, 0) \\\n"
" DO_CHECK_ikl(i, k, 1)\n"
"#define DO_CHECK_i(i) \\\n"
" DO_CHECK_ik(i, 0) \\\n"
" DO_CHECK_ik(i, 1)\n"
" DO_CHECK_i(0)\n"
" DO_CHECK_i(1)\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());
GLTexture textures[2][2][2][2];
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 2; j++)
{
for (int k = 0; k < 2; k++)
{
for (size_t l = 0; l < 2; l++)
{
// First generate the texture
int textureUnit = l + 2 * (k + 2 * (j + 2 * i));
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textures[i][j][k][l]);
GLint texData[4] = {i + 1, j + 1, k + 1, l + 1};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT,
&texData[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Then send it as a uniform
std::stringstream uniformName;
uniformName << "test[" << i << "].data" << j << "[" << k << "][" << l << "]";
GLint uniformLocation =
glGetUniformLocation(program.get(), uniformName.str().c_str());
// All array indices should be used.
EXPECT_NE(uniformLocation, -1);
glUniform1i(uniformLocation, textureUnit);
}
}
}
}
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that a complex chain of structs and arrays of samplers works as expected.
TEST_P(GLSLTest_ES31, ComplexStructArraySampler)
{
// 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());
GLint numTextures;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures);
ANGLE_SKIP_TEST_IF(numTextures < 2 * 3 * (2 + 3));
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"struct Data { mediump isampler2D data0[2]; mediump isampler2D data1[3]; };\n"
"uniform Data test[2][3];\n"
"const vec2 ZERO = vec2(0.0, 0.0);\n"
"void main() {\n"
" bool passed = true;\n"
"#define DO_CHECK_INNER0(i,j,l) \\\n"
" if (texture(test[i][j].data0[l], ZERO) != ivec4(i, j, 0, l) + 1) { \\\n"
" passed = false; \\\n"
" }\n"
"#define DO_CHECK_INNER1(i,j,l) \\\n"
" if (texture(test[i][j].data1[l], ZERO) != ivec4(i, j, 1, l) + 1) { \\\n"
" passed = false; \\\n"
" }\n"
"#define DO_CHECK(i,j) \\\n"
" DO_CHECK_INNER0(i, j, 0) \\\n"
" DO_CHECK_INNER0(i, j, 1) \\\n"
" DO_CHECK_INNER1(i, j, 0) \\\n"
" DO_CHECK_INNER1(i, j, 1) \\\n"
" DO_CHECK_INNER1(i, j, 2)\n"
" DO_CHECK(0, 0)\n"
" DO_CHECK(0, 1)\n"
" DO_CHECK(0, 2)\n"
" DO_CHECK(1, 0)\n"
" DO_CHECK(1, 1)\n"
" DO_CHECK(1, 2)\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());
struct Data
{
GLTexture data1[2];
GLTexture data2[3];
};
Data textures[2][3];
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 3; j++)
{
GLTexture *arrays[] = {&textures[i][j].data1[0], &textures[i][j].data2[0]};
size_t arrayLengths[] = {2, 3};
size_t arrayOffsets[] = {0, 2};
size_t totalArrayLength = 5;
for (int k = 0; k < 2; k++)
{
GLTexture *array = arrays[k];
size_t arrayLength = arrayLengths[k];
size_t arrayOffset = arrayOffsets[k];
for (size_t l = 0; l < arrayLength; l++)
{
// First generate the texture
int textureUnit = arrayOffset + l + totalArrayLength * (j + 3 * i);
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, array[l]);
GLint texData[4] = {i + 1, j + 1, k + 1, l + 1};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT,
&texData[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Then send it as a uniform
std::stringstream uniformName;
uniformName << "test[" << i << "][" << j << "].data" << k << "[" << l << "]";
GLint uniformLocation =
glGetUniformLocation(program.get(), uniformName.str().c_str());
// All array indices should be used.
EXPECT_NE(uniformLocation, -1);
glUniform1i(uniformLocation, textureUnit);
}
}
}
}
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
TEST_P(GLSLTest_ES31, ArraysOfArraysStructDifferentTypesSampler)
{
// 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());
GLint numTextures;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures);
ANGLE_SKIP_TEST_IF(numTextures < 3 * (2 + 2));
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"struct Data { mediump isampler2D data0[2]; mediump sampler2D data1[2]; };\n"
"uniform Data test[3];\n"
"ivec4 f2i(vec4 x) { return ivec4(x * 4.0 + 0.5); }"
"void main() {\n"
" bool passed = true;\n"
"#define DO_CHECK_ik(i,k) \\\n"
" if (texture(test[i].data0[k], vec2(0.0, 0.0)) != ivec4(i, 0, k, 0)+1) { \\\n"
" passed = false; \\\n"
" } \\\n"
" if (f2i(texture(test[i].data1[k], vec2(0.0, 0.0))) != ivec4(i, 1, k, 0)+1) { \\\n"
" passed = false; \\\n"
" }\n"
"#define DO_CHECK_i(i) \\\n"
" DO_CHECK_ik(i, 0) \\\n"
" DO_CHECK_ik(i, 1)\n"
" DO_CHECK_i(0)\n"
" DO_CHECK_i(1)\n"
" DO_CHECK_i(2)\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());
GLTexture textures[3][2][2];
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 2; j++)
{
for (int k = 0; k < 2; k++)
{
// First generate the texture
int textureUnit = k + 2 * (j + 2 * i);
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textures[i][j][k]);
GLint texData[4] = {i + 1, j + 1, k + 1, 1};
GLubyte texDataFloat[4] = {(i + 1) * 64 - 1, (j + 1) * 64 - 1, (k + 1) * 64 - 1,
64};
if (j == 0)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT,
&texData[0]);
}
else
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
&texDataFloat[0]);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Then send it as a uniform
std::stringstream uniformName;
uniformName << "test[" << i << "].data" << j << "[" << k << "]";
GLint uniformLocation =
glGetUniformLocation(program.get(), uniformName.str().c_str());
// All array indices should be used.
EXPECT_NE(uniformLocation, -1);
glUniform1i(uniformLocation, textureUnit);
}
}
}
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that arrays of arrays of samplers as parameters works as expected.
TEST_P(GLSLTest_ES31, ParameterArraysOfArraysSampler)
{
// anglebug.com/3832 - no sampler array params on Android
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
// 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][3];\n"
"const vec2 ZERO = vec2(0.0, 0.0);\n"
"\n"
"bool check(isampler2D data[2][3]);\n"
"bool check(isampler2D data[2][3]) {\n"
"#define DO_CHECK(i,j) \\\n"
" if (texture(data[i][j], ZERO) != ivec4(i+1, j+1, 0, 1)) { \\\n"
" return false; \\\n"
" }\n"
" DO_CHECK(0, 0)\n"
" DO_CHECK(0, 1)\n"
" DO_CHECK(0, 2)\n"
" DO_CHECK(1, 0)\n"
" DO_CHECK(1, 1)\n"
" DO_CHECK(1, 2)\n"
" return true;\n"
"}\n"
"void main() {\n"
" bool passed = check(test);\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());
GLTexture textures[2][3];
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 3; j++)
{
// First generate the texture
int textureUnit = i * 3 + j;
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textures[i][j]);
GLint texData[2] = {i + 1, j + 1};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32I, 1, 1, 0, GL_RG_INTEGER, GL_INT, &texData[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Then send it as a uniform
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);
glUniform1i(uniformLocation, textureUnit);
}
}
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that structs with arrays of arrays of samplers as parameters works as expected.
TEST_P(GLSLTest_ES31, ParameterStructArrayArraySampler)
{
// anglebug.com/3832 - no sampler array params on Android
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
// 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"
"struct Data { mediump isampler2D data[2][3]; };\n"
"uniform Data test;\n"
"const vec2 ZERO = vec2(0.0, 0.0);\n"
"\n"
"bool check(Data data) {\n"
"#define DO_CHECK(i,j) \\\n"
" if (texture(data.data[i][j], ZERO) != ivec4(i+1, j+1, 0, 1)) { \\\n"
" return false; \\\n"
" }\n"
" DO_CHECK(0, 0)\n"
" DO_CHECK(0, 1)\n"
" DO_CHECK(0, 2)\n"
" DO_CHECK(1, 0)\n"
" DO_CHECK(1, 1)\n"
" DO_CHECK(1, 2)\n"
" return true;\n"
"}\n"
"void main() {\n"
" bool passed = check(test);\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());
GLTexture textures[2][3];
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 3; j++)
{
// First generate the texture
int textureUnit = i * 3 + j;
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textures[i][j]);
GLint texData[2] = {i + 1, j + 1};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32I, 1, 1, 0, GL_RG_INTEGER, GL_INT, &texData[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Then send it as a uniform
std::stringstream uniformName;
uniformName << "test.data[" << i << "][" << j << "]";
GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str());
// All array indices should be used.
EXPECT_NE(uniformLocation, -1);
glUniform1i(uniformLocation, textureUnit);
}
}
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that arrays of arrays of structs with arrays of arrays of samplers
// as parameters works as expected.
TEST_P(GLSLTest_ES31, ParameterArrayArrayStructArrayArraySampler)
{
// anglebug.com/3832 - no sampler array params on Android
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
// 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());
GLint numTextures;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures);
ANGLE_SKIP_TEST_IF(numTextures < 3 * 2 * 2 * 2);
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"struct Data { mediump isampler2D data[2][2]; };\n"
"uniform Data test[3][2];\n"
"const vec2 ZERO = vec2(0.0, 0.0);\n"
"\n"
"bool check(Data data[3][2]) {\n"
"#define DO_CHECK_ijkl(i,j,k,l) \\\n"
" if (texture(data[i][j].data[k][l], ZERO) != ivec4(i, j, k, l) + 1) { \\\n"
" return false; \\\n"
" }\n"
"#define DO_CHECK_ij(i,j) \\\n"
" DO_CHECK_ijkl(i, j, 0, 0) \\\n"
" DO_CHECK_ijkl(i, j, 0, 1) \\\n"
" DO_CHECK_ijkl(i, j, 1, 0) \\\n"
" DO_CHECK_ijkl(i, j, 1, 1)\n"
" DO_CHECK_ij(0, 0)\n"
" DO_CHECK_ij(1, 0)\n"
" DO_CHECK_ij(2, 0)\n"
" DO_CHECK_ij(0, 1)\n"
" DO_CHECK_ij(1, 1)\n"
" DO_CHECK_ij(2, 1)\n"
" return true;\n"
"}\n"
"void main() {\n"
" bool passed = check(test);\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());
GLTexture textures[3][2][2][2];
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 2; j++)
{
for (int k = 0; k < 2; k++)
{
for (int l = 0; l < 2; l++)
{
// First generate the texture
int textureUnit = l + 2 * (k + 2 * (j + 2 * i));
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textures[i][j][k][l]);
GLint texData[4] = {i + 1, j + 1, k + 1, l + 1};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32I, 1, 1, 0, GL_RGBA_INTEGER, GL_INT,
&texData[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Then send it as a uniform
std::stringstream uniformName;
uniformName << "test[" << i << "][" << j << "].data[" << k << "][" << l << "]";
GLint uniformLocation =
glGetUniformLocation(program.get(), uniformName.str().c_str());
// All array indices should be used.
EXPECT_NE(uniformLocation, -1);
glUniform1i(uniformLocation, textureUnit);
}
}
}
}
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that 3D arrays with sub-arrays passed as parameters works as expected.
TEST_P(GLSLTest_ES31, ParameterArrayArrayArraySampler)
{
// 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());
GLint numTextures;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures);
ANGLE_SKIP_TEST_IF(numTextures < 2 * 3 * 4 + 4);
// anglebug.com/3832 - no sampler array params on Android
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
// Seems like this is failing on Windows Intel?
ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsOpenGL());
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"uniform mediump isampler2D test[2][3][4];\n"
"uniform mediump isampler2D test2[4];\n"
"const vec2 ZERO = vec2(0.0, 0.0);\n"
"\n"
"bool check1D(isampler2D arr[4], int x, int y) {\n"
" if (texture(arr[0], ZERO) != ivec4(x, y, 0, 0)+1) return false;\n"
" if (texture(arr[1], ZERO) != ivec4(x, y, 1, 0)+1) return false;\n"
" if (texture(arr[2], ZERO) != ivec4(x, y, 2, 0)+1) return false;\n"
" if (texture(arr[3], ZERO) != ivec4(x, y, 3, 0)+1) return false;\n"
" return true;\n"
"}\n"
"bool check2D(isampler2D arr[3][4], int x) {\n"
" if (!check1D(arr[0], x, 0)) return false;\n"
" if (!check1D(arr[1], x, 1)) return false;\n"
" if (!check1D(arr[2], x, 2)) return false;\n"
" return true;\n"
"}\n"
"bool check3D(isampler2D arr[2][3][4]) {\n"
" if (!check2D(arr[0], 0)) return false;\n"
" if (!check2D(arr[1], 1)) return false;\n"
" return true;\n"
"}\n"
"void main() {\n"
" bool passed = check3D(test) && check1D(test2, 7, 8);\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());
GLTexture textures1[2][3][4];
GLTexture textures2[4];
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 3; j++)
{
for (int k = 0; k < 4; k++)
{
// First generate the texture
int textureUnit = k + 4 * (j + 3 * i);
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textures1[i][j][k]);
GLint texData[3] = {i + 1, j + 1, k + 1};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT,
&texData[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Then send it as a uniform
std::stringstream uniformName;
uniformName << "test[" << i << "][" << j << "][" << k << "]";
GLint uniformLocation =
glGetUniformLocation(program.get(), uniformName.str().c_str());
// All array indices should be used.
EXPECT_NE(uniformLocation, -1);
glUniform1i(uniformLocation, textureUnit);
}
}
}
for (int k = 0; k < 4; k++)
{
// First generate the texture
int textureUnit = 2 * 3 * 4 + k;
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textures2[k]);
GLint texData[3] = {7 + 1, 8 + 1, k + 1};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32I, 1, 1, 0, GL_RGB_INTEGER, GL_INT, &texData[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Then send it as a uniform
std::stringstream uniformName;
uniformName << "test2[" << k << "]";
GLint uniformLocation = glGetUniformLocation(program.get(), uniformName.str().c_str());
// All array indices should be used.
EXPECT_NE(uniformLocation, -1);
glUniform1i(uniformLocation, textureUnit);
}
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that names do not collide when translating arrays of arrays of samplers.
TEST_P(GLSLTest_ES31, ArraysOfArraysNameCollisionSampler)
{
ANGLE_SKIP_TEST_IF(IsVulkan()); // anglebug.com/3604 - rewriter can create name collisions
GLint numTextures;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &numTextures);
ANGLE_SKIP_TEST_IF(numTextures < 2 * 2 + 3 * 3 + 4 * 4);
// anglebug.com/3832 - no sampler array params on Android
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
constexpr char kFS[] =
"#version 310 es\n"
"precision mediump sampler2D;\n"
"precision mediump float;\n"
"uniform sampler2D test_field1_field2[2][2];\n"
"struct S1 { sampler2D field2[3][3]; }; uniform S1 test_field1;\n"
"struct S2 { sampler2D field1_field2[4][4]; }; uniform S2 test;\n"
"vec4 func1(sampler2D param_field1_field2[2][2],\n"
" int param_field1_field2_offset,\n"
" S1 param_field1,\n"
" S2 param) {\n"
" return vec4(0.0, 1.0, 0.0, 0.0);\n"
"}\n"
"out vec4 my_FragColor;\n"
"void main() {\n"
" my_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n"
" my_FragColor += func1(test_field1_field2, 0, test_field1, test);\n"
" vec2 uv = vec2(0.0);\n"
" my_FragColor += texture(test_field1_field2[0][0], uv) +\n"
" texture(test_field1.field2[0][0], uv) +\n"
" texture(test.field1_field2[0][0], uv);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glActiveTexture(GL_TEXTURE0);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
GLint zero = 0;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &zero);
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that regular arrays are unmodified.
TEST_P(GLSLTest_ES31, BasicTypeArrayAndArrayOfSampler)
{
// 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 sampler2D;\n"
"precision mediump float;\n"
"uniform sampler2D sampler_array[2][2];\n"
"uniform int array[3][2];\n"
"vec4 func1(int param[2],\n"
" int param2[3]) {\n"
" return vec4(0.0, 1.0, 0.0, 0.0);\n"
"}\n"
"out vec4 my_FragColor;\n"
"void main() {\n"
" my_FragColor = texture(sampler_array[0][0], vec2(0.0));\n"
" my_FragColor += func1(array[1], int[](1, 2, 3));\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
glActiveTexture(GL_TEXTURE0);
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
GLint zero = 0;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &zero);
drawQuad(program.get(), essl31_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// This test covers a bug (and associated workaround) with nested sampling operations in the HLSL
// compiler DLL.
TEST_P(GLSLTest_ES3, NestedSamplingOperation)
{
// This seems to be bugged on some version of Android. Might not affect the newest versions.
// TODO(jmadill): Lift suppression when Chromium bots are upgraded.
// Test skipped on Android because of bug with Nexus 5X.
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
constexpr char kVS[] =
"#version 300 es\n"
"out vec2 texCoord;\n"
"in vec2 position;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position, 0, 1);\n"
" texCoord = position * 0.5 + vec2(0.5);\n"
"}\n";
constexpr char kSimpleFS[] =
"#version 300 es\n"
"in mediump vec2 texCoord;\n"
"out mediump vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = vec4(texCoord, 0, 1);\n"
"}\n";
constexpr char kNestedFS[] =
"#version 300 es\n"
"uniform mediump sampler2D samplerA;\n"
"uniform mediump sampler2D samplerB;\n"
"in mediump vec2 texCoord;\n"
"out mediump vec4 fragColor;\n"
"void main ()\n"
"{\n"
" fragColor = texture(samplerB, texture(samplerA, texCoord).xy);\n"
"}\n";
ANGLE_GL_PROGRAM(initProg, kVS, kSimpleFS);
ANGLE_GL_PROGRAM(nestedProg, kVS, kNestedFS);
// Initialize a first texture with default texCoord data.
GLTexture texA;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0);
drawQuad(initProg, "position", 0.5f);
ASSERT_GL_NO_ERROR();
// Initialize a second texture with a simple color pattern.
GLTexture texB;
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texB);
std::array<GLColor, 4> simpleColors = {
{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
simpleColors.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Draw with the nested program, using the first texture to index the second.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(nestedProg);
GLint samplerALoc = glGetUniformLocation(nestedProg, "samplerA");
ASSERT_NE(-1, samplerALoc);
glUniform1i(samplerALoc, 0);
GLint samplerBLoc = glGetUniformLocation(nestedProg, "samplerB");
ASSERT_NE(-1, samplerBLoc);
glUniform1i(samplerBLoc, 1);
drawQuad(nestedProg, "position", 0.5f);
ASSERT_GL_NO_ERROR();
// Compute four texel centers.
Vector2 windowSize(getWindowWidth(), getWindowHeight());
Vector2 quarterWindowSize = windowSize / 4;
Vector2 ul = quarterWindowSize;
Vector2 ur(windowSize.x() - quarterWindowSize.x(), quarterWindowSize.y());
Vector2 ll(quarterWindowSize.x(), windowSize.y() - quarterWindowSize.y());
Vector2 lr = windowSize - quarterWindowSize;
EXPECT_PIXEL_COLOR_EQ_VEC2(ul, simpleColors[0]);
EXPECT_PIXEL_COLOR_EQ_VEC2(ur, simpleColors[1]);
EXPECT_PIXEL_COLOR_EQ_VEC2(ll, simpleColors[2]);
EXPECT_PIXEL_COLOR_EQ_VEC2(lr, simpleColors[3]);
}
// Tests that using a constant declaration as the only statement in a for loop without curly braces
// doesn't crash.
TEST_P(GLSLTest, ConstantStatementInForLoop)
{
constexpr char kVS[] =
"void main()\n"
"{\n"
" for (int i = 0; i < 10; ++i)\n"
" const int b = 0;\n"
"}\n";
GLuint shader = CompileShader(GL_VERTEX_SHADER, kVS);
EXPECT_NE(0u, shader);
glDeleteShader(shader);
}
// Tests that using a constant declaration as a loop init expression doesn't crash. Note that this
// test doesn't work on D3D9 due to looping limitations, so it is only run on ES3.
TEST_P(GLSLTest_ES3, ConstantStatementAsLoopInit)
{
constexpr char kVS[] =
"void main()\n"
"{\n"
" for (const int i = 0; i < 0;) {}\n"
"}\n";
GLuint shader = CompileShader(GL_VERTEX_SHADER, kVS);
EXPECT_NE(0u, shader);
glDeleteShader(shader);
}
// Test that uninitialized local variables are initialized to 0.
TEST_P(GLSLTest_ES3, InitUninitializedLocals)
{
// Test skipped on Android GLES because local variable initialization is disabled.
// http://anglebug.com/2046
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"int result = 0;\n"
"void main()\n"
"{\n"
" int u;\n"
" result += u;\n"
" int k = 0;\n"
" for (int i[2], j = i[0] + 1; k < 2; ++k)\n"
" {\n"
" result += j;\n"
" }\n"
" if (result == 2)\n"
" {\n"
" my_FragColor = vec4(0, 1, 0, 1);\n"
" }\n"
" else\n"
" {\n"
" my_FragColor = vec4(1, 0, 0, 1);\n"
" }\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 uninitialized structs containing arrays of structs are initialized to 0. This
// specifically tests with two different struct variables declared in the same block.
TEST_P(GLSLTest, InitUninitializedStructContainingArrays)
{
// Test skipped on Android GLES because local variable initialization is disabled.
// http://anglebug.com/2046
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
constexpr char kFS[] =
"precision mediump float;\n"
"struct T\n"
"{\n"
" int a[2];\n"
"};\n"
"struct S\n"
"{\n"
" T t[2];\n"
"};\n"
"void main()\n"
"{\n"
" S s;\n"
" S s2;\n"
" if (s.t[1].a[1] == 0 && s2.t[1].a[1] == 0)\n"
" {\n"
" gl_FragColor = vec4(0, 1, 0, 1);\n"
" }\n"
" else\n"
" {\n"
" gl_FragColor = vec4(1, 0, 0, 1);\n"
" }\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Verify that two shaders with the same uniform name and members but different structure names will
// not link.
TEST_P(GLSLTest, StructureNameMatchingTest)
{
const char *vsSource =
"// Structures must have the same name, sequence of type names, and\n"
"// type definitions, and field names to be considered the same type.\n"
"// GLSL 1.017 4.2.4\n"
"precision mediump float;\n"
"struct info {\n"
" vec4 pos;\n"
" vec4 color;\n"
"};\n"
"\n"
"uniform info uni;\n"
"void main()\n"
"{\n"
" gl_Position = uni.pos;\n"
"}\n";
GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
ASSERT_NE(0u, vs);
glDeleteShader(vs);
const char *fsSource =
"// Structures must have the same name, sequence of type names, and\n"
"// type definitions, and field names to be considered the same type.\n"
"// GLSL 1.017 4.2.4\n"
"precision mediump float;\n"
"struct info1 {\n"
" vec4 pos;\n"
" vec4 color;\n"
"};\n"
"\n"
"uniform info1 uni;\n"
"void main()\n"
"{\n"
" gl_FragColor = uni.color;\n"
"}\n";
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
ASSERT_NE(0u, fs);
glDeleteShader(fs);
GLuint program = CompileProgram(vsSource, fsSource);
EXPECT_EQ(0u, program);
}
// Test that an uninitialized nameless struct inside a for loop init statement works.
TEST_P(GLSLTest_ES3, UninitializedNamelessStructInForInitStatement)
{
// Test skipped on Android GLES because local variable initialization is disabled.
// http://anglebug.com/2046
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"void main()\n"
"{\n"
" my_FragColor = vec4(1, 0, 0, 1);\n"
" for (struct { float q; } b; b.q < 2.0; b.q++) {\n"
" my_FragColor = vec4(0, 1, 0, 1);\n"
" }\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 uninitialized global variables are initialized to 0.
TEST_P(WebGLGLSLTest, InitUninitializedGlobals)
{
// http://anglebug.com/2862
ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
constexpr char kFS[] =
"precision mediump float;\n"
"int result;\n"
"int i[2], j = i[0] + 1;\n"
"void main()\n"
"{\n"
" result += j;\n"
" if (result == 1)\n"
" {\n"
" gl_FragColor = vec4(0, 1, 0, 1);\n"
" }\n"
" else\n"
" {\n"
" gl_FragColor = vec4(1, 0, 0, 1);\n"
" }\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that an uninitialized nameless struct in the global scope works.
TEST_P(WebGLGLSLTest, UninitializedNamelessStructInGlobalScope)
{
constexpr char kFS[] =
"precision mediump float;\n"
"struct { float q; } b;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1, 0, 0, 1);\n"
" if (b.q == 0.0)\n"
" {\n"
" gl_FragColor = vec4(0, 1, 0, 1);\n"
" }\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests nameless struct uniforms.
TEST_P(GLSLTest, EmbeddedStructUniform)
{
const char kFragmentShader[] = R"(precision mediump float;
uniform struct { float q; } b;
void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
if (b.q == 0.5)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader);
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, "b.q");
ASSERT_NE(-1, uniLoc);
glUniform1f(uniLoc, 0.5f);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests that rewriting samplers in structs doesn't mess up indexing.
TEST_P(GLSLTest, SamplerInStructMemberIndexing)
{
const char kVertexShader[] = R"(attribute vec2 position;
varying vec2 texCoord;
void main()
{
gl_Position = vec4(position, 0, 1);
texCoord = position * 0.5 + vec2(0.5);
})";
const char kFragmentShader[] = R"(precision mediump float;
struct S { sampler2D samp; bool b; };
uniform S uni;
varying vec2 texCoord;
void main()
{
if (uni.b)
{
gl_FragColor = texture2D(uni.samp, texCoord);
}
else
{
gl_FragColor = vec4(1, 0, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, kVertexShader, kFragmentShader);
glUseProgram(program);
GLint bLoc = glGetUniformLocation(program, "uni.b");
ASSERT_NE(-1, bLoc);
GLint sampLoc = glGetUniformLocation(program, "uni.samp");
ASSERT_NE(-1, sampLoc);
glUniform1i(bLoc, 1);
std::array<GLColor, 4> kGreenPixels = {
{GLColor::green, GLColor::green, GLColor::green, GLColor::green}};
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
kGreenPixels.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", 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests two nameless struct uniforms.
TEST_P(GLSLTest, TwoEmbeddedStructUniforms)
{
const char kFragmentShader[] = R"(precision mediump float;
uniform struct { float q; } b, c;
void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
if (b.q == 0.5 && c.q == 1.0)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader);
glUseProgram(program);
GLint uniLocB = glGetUniformLocation(program, "b.q");
ASSERT_NE(-1, uniLocB);
glUniform1f(uniLocB, 0.5f);
GLint uniLocC = glGetUniformLocation(program, "c.q");
ASSERT_NE(-1, uniLocC);
glUniform1f(uniLocC, 1.0f);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that a loop condition that has an initializer declares a variable.
TEST_P(GLSLTest_ES3, ConditionInitializerDeclaresVariable)
{
constexpr char kFS[] =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"void main()\n"
"{\n"
" float i = 0.0;\n"
" while (bool foo = (i < 1.5))\n"
" {\n"
" if (!foo)\n"
" {\n"
" ++i;\n"
" }\n"
" if (i > 3.5)\n"
" {\n"
" break;\n"
" }\n"
" ++i;\n"
" }\n"
" my_FragColor = vec4(i * 0.5 - 1.0, i * 0.5, 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 a variable hides a user-defined function with the same name after its initializer.
// GLSL ES 1.00.17 section 4.2.2: "A variable declaration is visible immediately following the
// initializer if present, otherwise immediately following the identifier"
TEST_P(GLSLTest, VariableHidesUserDefinedFunctionAfterInitializer)
{
constexpr char kFS[] =
"precision mediump float;\n"
"uniform vec4 u;\n"
"vec4 foo()\n"
"{\n"
" return u;\n"
"}\n"
"void main()\n"
"{\n"
" vec4 foo = foo();\n"
" gl_FragColor = foo + vec4(0, 1, 0, 1);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that structs with identical members are not ambiguous as function arguments.
TEST_P(GLSLTest, StructsWithSameMembersDisambiguatedByName)
{
constexpr char kFS[] =
"precision mediump float;\n"
"uniform float u_zero;\n"
"struct S { float foo; };\n"
"struct S2 { float foo; };\n"
"float get(S s) { return s.foo + u_zero; }\n"
"float get(S2 s2) { return 0.25 + s2.foo + u_zero; }\n"
"void main()\n"
"{\n"
" S s;\n"
" s.foo = 0.5;\n"
" S2 s2;\n"
" s2.foo = 0.25;\n"
" gl_FragColor = vec4(0.0, get(s) + get(s2), 0.0, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that a varying struct that's not statically used in the fragment shader works.
// GLSL ES 3.00.6 section 4.3.10.
TEST_P(GLSLTest_ES3, VaryingStructNotStaticallyUsedInFragmentShader)
{
constexpr char kVS[] =
"#version 300 es\n"
"struct S {\n"
" vec4 field;\n"
"};\n"
"out S varStruct;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(1.0);\n"
" varStruct.field = vec4(0.0, 0.5, 0.0, 0.0);\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"struct S {\n"
" vec4 field;\n"
"};\n"
"in S varStruct;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" col = vec4(1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
}
// Test that a varying struct that's not declared in the fragment shader links successfully.
// GLSL ES 3.00.6 section 4.3.10.
TEST_P(GLSLTest_ES3, VaryingStructNotDeclaredInFragmentShader)
{
constexpr char kVS[] =
"#version 300 es\n"
"struct S {\n"
" vec4 field;\n"
"};\n"
"out S varStruct;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(1.0);\n"
" varStruct.field = vec4(0.0, 0.5, 0.0, 0.0);\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" col = vec4(1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
}
// Test that a varying struct that's not declared in the vertex shader, and is unused in the
// fragment shader links successfully.
TEST_P(GLSLTest_ES3, VaryingStructNotDeclaredInVertexShader)
{
// GLSL ES allows the vertex shader to not declare a varying if the fragment shader is not
// going to use it. See section 9.1 in
// https://www.khronos.org/registry/OpenGL/specs/es/3.2/GLSL_ES_Specification_3.20.pdf or
// section 4.3.5 in https://www.khronos.org/files/opengles_shading_language.pdf
//
// However, nvidia OpenGL ES drivers fail to link this program.
//
// http://anglebug.com/3413
ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsNVIDIA());
constexpr char kVS[] =
"#version 300 es\n"
"void main()\n"
"{\n"
" gl_Position = vec4(1.0);\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 col;\n"
"struct S {\n"
" vec4 field;\n"
"};\n"
"in S varStruct;\n"
"void main()\n"
"{\n"
" col = vec4(1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
}
// Test that a varying struct that's not initialized in the vertex shader links successfully.
TEST_P(GLSLTest_ES3, VaryingStructNotInitializedInVertexShader)
{
// GLSL ES allows the vertex shader to declare but not initialize a varying (with a
// specification that the varying values are undefined in the fragment stage). See section 9.1
// in https://www.khronos.org/registry/OpenGL/specs/es/3.2/GLSL_ES_Specification_3.20.pdf
// or section 4.3.5 in https://www.khronos.org/files/opengles_shading_language.pdf
//
// However, windows and mac OpenGL drivers fail to link this program. With a message like:
//
// > Input of fragment shader 'varStruct' not written by vertex shader
//
// http://anglebug.com/3413
ANGLE_SKIP_TEST_IF(IsDesktopOpenGL() && (IsOSX() || (IsWindows() && !IsNVIDIA())));
constexpr char kVS[] =
"#version 300 es\n"
"struct S {\n"
" vec4 field;\n"
"};\n"
"out S varStruct;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(1.0);\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 col;\n"
"struct S {\n"
" vec4 field;\n"
"};\n"
"in S varStruct;\n"
"void main()\n"
"{\n"
" col = varStruct.field;\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
}
// Test that a varying struct that gets used in the fragment shader works.
TEST_P(GLSLTest_ES3, VaryingStructUsedInFragmentShader)
{
constexpr char kVS[] =
"#version 300 es\n"
"in vec4 inputAttribute;\n"
"struct S {\n"
" vec4 field;\n"
"};\n"
"out S varStruct;\n"
"out S varStruct2;\n"
"void main()\n"
"{\n"
" gl_Position = inputAttribute;\n"
" varStruct.field = vec4(0.0, 0.5, 0.0, 1.0);\n"
" varStruct2.field = vec4(0.0, 0.5, 0.0, 1.0);\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 col;\n"
"struct S {\n"
" vec4 field;\n"
"};\n"
"in S varStruct;\n"
"in S varStruct2;\n"
"void main()\n"
"{\n"
" col = varStruct.field + varStruct2.field;\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that multiple multi-field varying structs that get used in the fragment shader work.
TEST_P(GLSLTest_ES3, ComplexVaryingStructsUsedInFragmentShader)
{
// TODO(syoussefi): fails on android with:
//
// > Internal Vulkan error: A return array was too small for the result
//
// http://anglebug.com/3220
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
constexpr char kVS[] =
"#version 300 es\n"
"in vec4 inputAttribute;\n"
"struct S {\n"
" vec4 field1;\n"
" vec4 field2;\n"
"};\n"
"out S varStruct;\n"
"out S varStruct2;\n"
"void main()\n"
"{\n"
" gl_Position = inputAttribute;\n"
" varStruct.field1 = vec4(0.0, 0.5, 0.0, 1.0);\n"
" varStruct.field2 = vec4(0.0, 0.5, 0.0, 1.0);\n"
" varStruct2.field1 = vec4(0.0, 0.5, 0.0, 1.0);\n"
" varStruct2.field2 = vec4(0.0, 0.5, 0.0, 1.0);\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 col;\n"
"struct S {\n"
" vec4 field1;\n"
" vec4 field2;\n"
"};\n"
"in S varStruct;\n"
"in S varStruct2;\n"
"void main()\n"
"{\n"
" col = varStruct.field1 + varStruct2.field2;\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that an inactive varying struct that doesn't get used in the fragment shader works.
TEST_P(GLSLTest_ES3, InactiveVaryingStructUnusedInFragmentShader)
{
constexpr char kVS[] =
"#version 300 es\n"
"in vec4 inputAttribute;\n"
"struct S {\n"
" vec4 field;\n"
"};\n"
"out S varStruct;\n"
"out S varStruct2;\n"
"void main()\n"
"{\n"
" gl_Position = inputAttribute;\n"
" varStruct.field = vec4(0.0, 1.0, 0.0, 1.0);\n"
" varStruct2.field = vec4(0.0, 1.0, 0.0, 1.0);\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 col;\n"
"struct S {\n"
" vec4 field;\n"
"};\n"
"in S varStruct;\n"
"in S varStruct2;\n"
"void main()\n"
"{\n"
" col = varStruct.field;\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that multiple varying matrices that get used in the fragment shader work.
TEST_P(GLSLTest_ES3, VaryingMatrices)
{
constexpr char kVS[] =
"#version 300 es\n"
"in vec4 inputAttribute;\n"
"out mat2x2 varMat;\n"
"out mat2x2 varMat2;\n"
"out mat4x3 varMat3;\n"
"void main()\n"
"{\n"
" gl_Position = inputAttribute;\n"
" varMat[0] = vec2(1, 1);\n"
" varMat[1] = vec2(1, 1);\n"
" varMat2[0] = vec2(0.5, 0.5);\n"
" varMat2[1] = vec2(0.5, 0.5);\n"
" varMat3[0] = vec3(0.75, 0.75, 0.75);\n"
" varMat3[1] = vec3(0.75, 0.75, 0.75);\n"
" varMat3[2] = vec3(0.75, 0.75, 0.75);\n"
" varMat3[3] = vec3(0.75, 0.75, 0.75);\n"
"}\n";
constexpr char kFS[] =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 col;\n"
"in mat2x2 varMat;\n"
"in mat2x2 varMat2;\n"
"in mat4x3 varMat3;\n"
"void main()\n"
"{\n"
" col = vec4(varMat[0].x, varMat2[1].y, varMat3[2].z, 1);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 127, 191, 255), 1);
}
// This test covers passing a struct containing a sampler as a function argument.
TEST_P(GLSLTest, StructsWithSamplersAsFunctionArg)
{
// Shader failed to compile on Nexus devices. http://anglebug.com/2114
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES());
const char kFragmentShader[] = R"(precision mediump float;
struct S { sampler2D samplerMember; };
uniform S uStruct;
uniform vec2 uTexCoord;
vec4 foo(S structVar)
{
return texture2D(structVar.samplerMember, uTexCoord);
}
void main()
{
gl_FragColor = foo(uStruct);
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader);
// Initialize the texture with green.
GLTexture tex;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
GLubyte texData[] = {0u, 255u, 0u, 255u};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw
glUseProgram(program);
GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.samplerMember");
ASSERT_NE(-1, samplerMemberLoc);
glUniform1i(samplerMemberLoc, 0);
GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord");
ASSERT_NE(-1, texCoordLoc);
glUniform2f(texCoordLoc, 0.5f, 0.5f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green);
}
// This test covers passing a struct containing a sampler as a function argument.
TEST_P(GLSLTest, StructsWithSamplersAsFunctionArgWithPrototype)
{
// Shader failed to compile on Android. http://anglebug.com/2114
ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
const char kFragmentShader[] = R"(precision mediump float;
struct S { sampler2D samplerMember; };
uniform S uStruct;
uniform vec2 uTexCoord;
vec4 foo(S structVar);
vec4 foo(S structVar)
{
return texture2D(structVar.samplerMember, uTexCoord);
}
void main()
{
gl_FragColor = foo(uStruct);
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader);
// Initialize the texture with green.
GLTexture tex;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
GLubyte texData[] = {0u, 255u, 0u, 255u};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw
glUseProgram(program);
GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.samplerMember");
ASSERT_NE(-1, samplerMemberLoc);
glUniform1i(samplerMemberLoc, 0);
GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord");
ASSERT_NE(-1, texCoordLoc);
glUniform2f(texCoordLoc, 0.5f, 0.5f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green);
}
// This test covers passing an array of structs containing samplers as a function argument.
TEST_P(GLSLTest, ArrayOfStructsWithSamplersAsFunctionArg)
{
// Shader failed to compile on Nexus devices. http://anglebug.com/2114
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES());
constexpr char kFS[] =
"precision mediump float;\n"
"struct S\n"
"{\n"
" sampler2D samplerMember; \n"
"};\n"
"uniform S uStructs[2];\n"
"uniform vec2 uTexCoord;\n"
"\n"
"vec4 foo(S[2] structs)\n"
"{\n"
" return texture2D(structs[0].samplerMember, uTexCoord);\n"
"}\n"
"void main()\n"
"{\n"
" gl_FragColor = foo(uStructs);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
// Initialize the texture with green.
GLTexture tex;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
GLubyte texData[] = {0u, 255u, 0u, 255u};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw
glUseProgram(program);
GLint samplerMemberLoc = glGetUniformLocation(program, "uStructs[0].samplerMember");
ASSERT_NE(-1, samplerMemberLoc);
glUniform1i(samplerMemberLoc, 0);
GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord");
ASSERT_NE(-1, texCoordLoc);
glUniform2f(texCoordLoc, 0.5f, 0.5f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green);
}
// This test covers passing a struct containing an array of samplers as a function argument.
TEST_P(GLSLTest, StructWithSamplerArrayAsFunctionArg)
{
// Shader failed to compile on Nexus devices. http://anglebug.com/2114
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES());
// TODO(jmadill): Fix on Android/vulkan if possible. http://anglebug.com/2703
ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan());
constexpr char kFS[] =
"precision mediump float;\n"
"struct S\n"
"{\n"
" sampler2D samplerMembers[2];\n"
"};\n"
"uniform S uStruct;\n"
"uniform vec2 uTexCoord;\n"
"\n"
"vec4 foo(S str)\n"
"{\n"
" return texture2D(str.samplerMembers[0], uTexCoord);\n"
"}\n"
"void main()\n"
"{\n"
" gl_FragColor = foo(uStruct);\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
// Initialize the texture with green.
GLTexture tex;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
GLubyte texData[] = {0u, 255u, 0u, 255u};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw
glUseProgram(program);
GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.samplerMembers[0]");
ASSERT_NE(-1, samplerMemberLoc);
glUniform1i(samplerMemberLoc, 0);
GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord");
ASSERT_NE(-1, texCoordLoc);
glUniform2f(texCoordLoc, 0.5f, 0.5f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green);
}
// This test covers passing nested structs containing a sampler as a function argument.
TEST_P(GLSLTest, NestedStructsWithSamplersAsFunctionArg)
{
// Shader failed to compile on Nexus devices. http://anglebug.com/2114
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES());
const char kFragmentShader[] = R"(precision mediump float;
struct S { sampler2D samplerMember; };
struct T { S nest; };
uniform T uStruct;
uniform vec2 uTexCoord;
vec4 foo2(S structVar)
{
return texture2D(structVar.samplerMember, uTexCoord);
}
vec4 foo(T structVar)
{
return foo2(structVar.nest);
}
void main()
{
gl_FragColor = foo(uStruct);
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader);
// Initialize the texture with green.
GLTexture tex;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
GLubyte texData[] = {0u, 255u, 0u, 255u};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw
glUseProgram(program);
GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.nest.samplerMember");
ASSERT_NE(-1, samplerMemberLoc);
glUniform1i(samplerMemberLoc, 0);
GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord");
ASSERT_NE(-1, texCoordLoc);
glUniform2f(texCoordLoc, 0.5f, 0.5f);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green);
}
// This test covers passing a compound structs containing a sampler as a function argument.
TEST_P(GLSLTest, CompoundStructsWithSamplersAsFunctionArg)
{
// Shader failed to compile on Nexus devices. http://anglebug.com/2114
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES());
const char kFragmentShader[] = R"(precision mediump float;
struct S { sampler2D samplerMember; bool b; };
uniform S uStruct;
uniform vec2 uTexCoord;
vec4 foo(S structVar)
{
if (structVar.b)
return texture2D(structVar.samplerMember, uTexCoord);
else
return vec4(1, 0, 0, 1);
}
void main()
{
gl_FragColor = foo(uStruct);
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader);
// Initialize the texture with green.
GLTexture tex;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
GLubyte texData[] = {0u, 255u, 0u, 255u};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw
glUseProgram(program);
GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.samplerMember");
ASSERT_NE(-1, samplerMemberLoc);
glUniform1i(samplerMemberLoc, 0);
GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord");
ASSERT_NE(-1, texCoordLoc);
glUniform2f(texCoordLoc, 0.5f, 0.5f);
GLint bLoc = glGetUniformLocation(program, "uStruct.b");
ASSERT_NE(-1, bLoc);
glUniform1i(bLoc, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green);
}
// This test covers passing nested compound structs containing a sampler as a function argument.
TEST_P(GLSLTest, NestedCompoundStructsWithSamplersAsFunctionArg)
{
// Shader failed to compile on Nexus devices. http://anglebug.com/2114
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES());
const char kFragmentShader[] = R"(precision mediump float;
struct S { sampler2D samplerMember; bool b; };
struct T { S nest; bool b; };
uniform T uStruct;
uniform vec2 uTexCoord;
vec4 foo2(S structVar)
{
if (structVar.b)
return texture2D(structVar.samplerMember, uTexCoord);
else
return vec4(1, 0, 0, 1);
}
vec4 foo(T structVar)
{
if (structVar.b)
return foo2(structVar.nest);
else
return vec4(1, 0, 0, 1);
}
void main()
{
gl_FragColor = foo(uStruct);
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader);
// Initialize the texture with green.
GLTexture tex;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
GLubyte texData[] = {0u, 255u, 0u, 255u};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw
glUseProgram(program);
GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.nest.samplerMember");
ASSERT_NE(-1, samplerMemberLoc);
glUniform1i(samplerMemberLoc, 0);
GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord");
ASSERT_NE(-1, texCoordLoc);
glUniform2f(texCoordLoc, 0.5f, 0.5f);
GLint bLoc = glGetUniformLocation(program, "uStruct.b");
ASSERT_NE(-1, bLoc);
glUniform1i(bLoc, 1);
GLint nestbLoc = glGetUniformLocation(program, "uStruct.nest.b");
ASSERT_NE(-1, nestbLoc);
glUniform1i(nestbLoc, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green);
}
// Same as the prior test but with reordered struct members.
TEST_P(GLSLTest, MoreNestedCompoundStructsWithSamplersAsFunctionArg)
{
// Shader failed to compile on Nexus devices. http://anglebug.com/2114
ANGLE_SKIP_TEST_IF((IsNexus5X() || IsNexus6P()) && IsAdreno() && IsOpenGLES());
const char kFragmentShader[] = R"(precision mediump float;
struct S { bool b; sampler2D samplerMember; };
struct T { bool b; S nest; };
uniform T uStruct;
uniform vec2 uTexCoord;
vec4 foo2(S structVar)
{
if (structVar.b)
return texture2D(structVar.samplerMember, uTexCoord);
else
return vec4(1, 0, 0, 1);
}
vec4 foo(T structVar)
{
if (structVar.b)
return foo2(structVar.nest);
else
return vec4(1, 0, 0, 1);
}
void main()
{
gl_FragColor = foo(uStruct);
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragmentShader);
// Initialize the texture with green.
GLTexture tex;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
GLubyte texData[] = {0u, 255u, 0u, 255u};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw
glUseProgram(program);
GLint samplerMemberLoc = glGetUniformLocation(program, "uStruct.nest.samplerMember");
ASSERT_NE(-1, samplerMemberLoc);
glUniform1i(samplerMemberLoc, 0);
GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord");
ASSERT_NE(-1, texCoordLoc);
glUniform2f(texCoordLoc, 0.5f, 0.5f);
GLint bLoc = glGetUniformLocation(program, "uStruct.b");
ASSERT_NE(-1, bLoc);
glUniform1i(bLoc, 1);
GLint nestbLoc = glGetUniformLocation(program, "uStruct.nest.b");
ASSERT_NE(-1, nestbLoc);
glUniform1i(nestbLoc, 1);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green);
}
// Test that a global variable declared after main() works. This is a regression test for an issue
// in global variable initialization.
TEST_P(WebGLGLSLTest, GlobalVariableDeclaredAfterMain)
{
constexpr char kFS[] =
"precision mediump float;\n"
"int getFoo();\n"
"uniform int u_zero;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1, 0, 0, 1);\n"
" if (getFoo() == 0)\n"
" {\n"
" gl_FragColor = vec4(0, 1, 0, 1);\n"
" }\n"
"}\n"
"int foo;\n"
"int getFoo()\n"
"{\n"
" foo = u_zero;\n"
" return foo;\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test calling array length() with a "this" expression having side effects inside a loop condition.
// The spec says that sequence operator operands need to run in sequence.
TEST_P(GLSLTest_ES3, ArrayLengthOnExpressionWithSideEffectsInLoopCondition)
{
// "a" gets doubled three times in the below program.
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
int a;
int[2] doubleA()
{
a *= 2;
return int[2](a, a);
}
void main()
{
a = u_zero + 1;
for (int i = 0; i < doubleA().length(); ++i)
{}
if (a == 8)
{
my_FragColor = vec4(0, 1, 0, 1);
}
else
{
my_FragColor = vec4(1, 0, 0, 1);
}
})";
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 calling array length() with a "this" expression having side effects that interact with side
// effects of another operand of the same sequence operator. The spec says that sequence operator
// operands need to run in order from left to right (ESSL 3.00.6 section 5.9).
TEST_P(GLSLTest_ES3, ArrayLengthOnExpressionWithSideEffectsInSequence)
{
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
int a;
int[3] doubleA()
{
a *= 2;
return int[3](a, a, a);
}
void main()
{
a = u_zero;
int b = (a++, doubleA().length());
if (b == 3 && a == 2)
{
my_FragColor = vec4(0, 1, 0, 1);
}
else
{
my_FragColor = vec4(1, 0, 0, 1);
}
})";
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 calling array length() with a "this" expression that also contains a call of array length().
// Both "this" expressions also have side effects.
TEST_P(GLSLTest_ES3, NestedArrayLengthMethodsWithSideEffects)
{
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
int a;
int[3] multiplyA(int multiplier)
{
a *= multiplier;
return int[3](a, a, a);
}
void main()
{
a = u_zero + 1;
int b = multiplyA(multiplyA(2).length()).length();
if (b == 3 && a == 6)
{
my_FragColor = vec4(0, 1, 0, 1);
}
else
{
my_FragColor = vec4(1, 0, 0, 1);
}
})";
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 statements inside switch() get translated to correct HLSL.
TEST_P(GLSLTest_ES3, DifferentStatementsInsideSwitch)
{
constexpr char kFS[] = R"(#version 300 es
precision highp float;
uniform int u;
void main()
{
switch (u)
{
case 0:
ivec2 i;
i.yx;
}
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
}
// Test that switch fall-through works correctly.
// This is a regression test for http://anglebug.com/2178
TEST_P(GLSLTest_ES3, SwitchFallThroughCodeDuplication)
{
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
void main()
{
int i = 0;
// switch should fall through both cases.
switch(u_zero)
{
case 0:
i += 1;
case 1:
i += 2;
}
if (i == 3)
{
my_FragColor = vec4(0, 1, 0, 1);
}
else
{
my_FragColor = vec4(1, 0, 0, 1);
}
})";
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 a switch statement with an empty block inside as a final statement compiles.
TEST_P(GLSLTest_ES3, SwitchFinalCaseHasEmptyBlock)
{
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
uniform int i;
void main()
{
switch (i)
{
case 0:
break;
default:
{}
}
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
}
// Test that a switch statement with an empty declaration inside as a final statement compiles.
TEST_P(GLSLTest_ES3, SwitchFinalCaseHasEmptyDeclaration)
{
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
uniform int i;
void main()
{
switch (i)
{
case 0:
break;
default:
float;
}
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
}
// Test switch/case where break/return statements are within blocks.
TEST_P(GLSLTest_ES3, SwitchBreakOrReturnInsideBlocks)
{
constexpr char kFS[] = R"(#version 300 es
precision highp float;
uniform int u_zero;
out vec4 my_FragColor;
bool test(int n)
{
switch(n) {
case 0:
{
{
break;
}
}
case 1:
{
return true;
}
case 2:
{
n++;
}
}
return false;
}
void main()
{
my_FragColor = test(u_zero + 1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
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 switch/case where a variable is declared inside one of the cases and is accessed by a
// subsequent case.
TEST_P(GLSLTest_ES3, SwitchWithVariableDeclarationInside)
{
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
void main()
{
my_FragColor = vec4(1, 0, 0, 1);
switch (u_zero)
{
case 0:
ivec2 i;
i = ivec2(1, 0);
default:
my_FragColor = vec4(0, i[0], 0, 1);
}
})";
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 nested switch/case where a variable is declared inside one of the cases and is accessed by a
// subsequent case.
TEST_P(GLSLTest_ES3, NestedSwitchWithVariableDeclarationInside)
{
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform int u_zero;
uniform int u_zero2;
void main()
{
my_FragColor = vec4(1, 0, 0, 1);
switch (u_zero)
{
case 0:
ivec2 i;
i = ivec2(1, 0);
switch (u_zero2)
{
case 0:
int j;
default:
j = 1;
i *= j;
}
default:
my_FragColor = vec4(0, i[0], 0, 1);
}
})";
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 an empty switch/case statement is translated in a way that compiles and executes the
// init-statement.
TEST_P(GLSLTest_ES3, EmptySwitch)
{
constexpr char kFS[] = R"(#version 300 es
precision highp float;
uniform int u_zero;
out vec4 my_FragColor;
void main()
{
int i = u_zero;
switch(++i) {}
my_FragColor = (i == 1) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
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 a constant struct inside an expression is handled correctly.
TEST_P(GLSLTest_ES3, ConstStructInsideExpression)
{
// Incorrect output color was seen on Android. http://anglebug.com/2226
ANGLE_SKIP_TEST_IF(IsAndroid() && !IsNVIDIA() && IsOpenGLES());
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform float u_zero;
struct S
{
float field;
};
void main()
{
const S constS = S(1.0);
S nonConstS = constS;
nonConstS.field = u_zero;
bool fail = (constS == nonConstS);
my_FragColor = vec4(0, 1, 0, 1);
if (fail)
{
my_FragColor = vec4(1, 0, 0, 1);
}
})";
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 a varying struct that's defined as a part of the declaration is handled correctly.
TEST_P(GLSLTest_ES3, VaryingStructWithInlineDefinition)
{
constexpr char kVS[] = R"(#version 300 es
in vec4 inputAttribute;
flat out struct S
{
int field;
} v_s;
void main()
{
v_s.field = 1;
gl_Position = inputAttribute;
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
flat in struct S
{
int field;
} v_s;
void main()
{
bool success = (v_s.field == 1);
my_FragColor = vec4(1, 0, 0, 1);
if (success)
{
my_FragColor = vec4(0, 1, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test vector/scalar arithmetic (in this case multiplication and addition). Meant to reproduce a
// bug that appeared in NVIDIA OpenGL drivers and that is worked around by
// VectorizeVectorScalarArithmetic AST transform.
TEST_P(GLSLTest, VectorScalarMultiplyAndAddInLoop)
{
constexpr char kFS[] = R"(precision mediump float;
void main() {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < 2; i++)
{
gl_FragColor += (2.0 * gl_FragCoord.x);
}
if (gl_FragColor.g == gl_FragColor.r &&
gl_FragColor.b == gl_FragColor.r &&
gl_FragColor.a == gl_FragColor.r)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test vector/scalar arithmetic (in this case compound division and addition). Meant to reproduce a
// bug that appeared in NVIDIA OpenGL drivers and that is worked around by
// VectorizeVectorScalarArithmetic AST transform.
TEST_P(GLSLTest, VectorScalarDivideAndAddInLoop)
{
constexpr char kFS[] = R"(precision mediump float;
void main() {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < 2; i++)
{
float x = gl_FragCoord.x;
gl_FragColor = gl_FragColor + (x /= 2.0);
}
if (gl_FragColor.g == gl_FragColor.r &&
gl_FragColor.b == gl_FragColor.r &&
gl_FragColor.a == gl_FragColor.r)
{
gl_FragColor = vec4(0, 1, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that a varying with a flat qualifier that is used as an operand of a folded ternary operator
// is handled correctly.
TEST_P(GLSLTest_ES3, FlatVaryingUsedInFoldedTernary)
{
constexpr char kVS[] = R"(#version 300 es
in vec4 inputAttribute;
flat out int v;
void main()
{
v = 1;
gl_Position = inputAttribute;
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
flat in int v;
void main()
{
my_FragColor = vec4(0, (true ? v : 0), 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Verify that the link error message from last link failure is cleared when the new link is
// finished.
TEST_P(GLSLTest, ClearLinkErrorLog)
{
constexpr char kVS[] = R"(attribute vec4 vert_in;
varying vec4 vert_out;
void main()
{
gl_Position = vert_in;
vert_out = vert_in;
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec4 frag_in;
void main()
{
gl_FragColor = frag_in;
})";
GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
GLuint program = glCreateProgram();
// The first time the program link fails because of lack of fragment shader.
glAttachShader(program, vs);
glLinkProgram(program);
GLint linkStatus = GL_TRUE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
ASSERT_FALSE(linkStatus);
const std::string &lackOfFragmentShader = QueryErrorMessage(program);
// The second time the program link fails because of the mismatch of the varying types.
glAttachShader(program, fs);
glLinkProgram(program);
linkStatus = GL_TRUE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
ASSERT_FALSE(linkStatus);
const std::string &varyingTypeMismatch = QueryErrorMessage(program);
EXPECT_EQ(std::string::npos, varyingTypeMismatch.find(lackOfFragmentShader));
glDetachShader(program, vs);
glDetachShader(program, fs);
glDeleteShader(vs);
glDeleteShader(fs);
glDeleteProgram(program);
ASSERT_GL_NO_ERROR();
}
// Validate error messages when the link mismatch occurs on the type of a non-struct varying.
TEST_P(GLSLTest, ErrorMessageOfVaryingMismatch)
{
constexpr char kVS[] = R"(attribute vec4 inputAttribute;
varying vec4 vertex_out;
void main()
{
vertex_out = inputAttribute;
gl_Position = inputAttribute;
})";
constexpr char kFS[] = R"(precision mediump float;
varying float vertex_out;
void main()
{
gl_FragColor = vec4(vertex_out, 0.0, 0.0, 1.0);
})";
validateComponentsInErrorMessage(kVS, kFS, "Types", "varying 'vertex_out'");
}
// Validate error messages when the link mismatch occurs on the name of a varying field.
TEST_P(GLSLTest_ES3, ErrorMessageOfVaryingStructFieldNameMismatch)
{
constexpr char kVS[] = R"(#version 300 es
in vec4 inputAttribute;
struct S {
float val1;
vec4 val2;
};
out S vertex_out;
void main()
{
vertex_out.val2 = inputAttribute;
vertex_out.val1 = inputAttribute[0];
gl_Position = inputAttribute;
})";
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
struct S {
float val1;
vec4 val3;
};
in S vertex_out;
layout (location = 0) out vec4 frag_out;
void main()
{
frag_out = vec4(vertex_out.val1, 0.0, 0.0, 1.0);
})";
validateComponentsInErrorMessage(kVS, kFS, "Field names", "varying 'vertex_out'");
}
// Validate error messages when the link mismatch occurs on the type of a varying field.
TEST_P(GLSLTest_ES3, ErrorMessageOfVaryingStructFieldMismatch)
{
constexpr char kVS[] = R"(#version 300 es
in vec4 inputAttribute;
struct S {
float val1;
vec4 val2;
};
out S vertex_out;
void main()
{
vertex_out.val2 = inputAttribute;
vertex_out.val1 = inputAttribute[0];
gl_Position = inputAttribute;
})";
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
struct S {
float val1;
vec2 val2;
};
in S vertex_out;
layout (location = 0) out vec4 frag_out;
void main()
{
frag_out = vec4(vertex_out.val1, 0.0, 0.0, 1.0);
})";
validateComponentsInErrorMessage(kVS, kFS, "Types",
"varying 'vertex_out' member 'vertex_out.val2'");
}
// Validate error messages when the link mismatch occurs on the name of a struct member of a uniform
// field.
TEST_P(GLSLTest, ErrorMessageOfLinkUniformStructFieldNameMismatch)
{
constexpr char kVS[] = R"(
struct T
{
vec2 t1;
vec3 t2;
};
struct S {
T val1;
vec4 val2;
};
uniform S uni;
attribute vec4 inputAttribute;
varying vec4 vertex_out;
void main()
{
vertex_out = uni.val2;
gl_Position = inputAttribute;
})";
constexpr char kFS[] = R"(precision highp float;
struct T
{
vec2 t1;
vec3 t3;
};
struct S {
T val1;
vec4 val2;
};
uniform S uni;
varying vec4 vertex_out;
void main()
{
gl_FragColor = vec4(uni.val1.t1[0], 0.0, 0.0, 1.0);
})";
validateComponentsInErrorMessage(kVS, kFS, "Field names", "uniform 'uni' member 'uni.val1'");
}
// Validate error messages when the link mismatch occurs on the type of a non-struct uniform block
// field.
TEST_P(GLSLTest_ES3, ErrorMessageOfLinkInterfaceBlockFieldMismatch)
{
constexpr char kVS[] = R"(#version 300 es
uniform S {
vec2 val1;
vec4 val2;
} uni;
in vec4 inputAttribute;
out vec4 vertex_out;
void main()
{
vertex_out = uni.val2;
gl_Position = inputAttribute;
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
uniform S {
vec2 val1;
vec3 val2;
} uni;
in vec4 vertex_out;
layout (location = 0) out vec4 frag_out;
void main()
{
frag_out = vec4(uni.val1[0], 0.0, 0.0, 1.0);
})";
validateComponentsInErrorMessage(kVS, kFS, "Types", "uniform block 'S' member 'S.val2'");
}
// Validate error messages when the link mismatch occurs on the type of a member of a uniform block
// struct field.
TEST_P(GLSLTest_ES3, ErrorMessageOfLinkInterfaceBlockStructFieldMismatch)
{
constexpr char kVS[] = R"(#version 300 es
struct T
{
vec2 t1;
vec3 t2;
};
uniform S {
T val1;
vec4 val2;
} uni;
in vec4 inputAttribute;
out vec4 vertex_out;
void main()
{
vertex_out = uni.val2;
gl_Position = inputAttribute;
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
struct T
{
vec2 t1;
vec4 t2;
};
uniform S {
T val1;
vec4 val2;
} uni;
in vec4 vertex_out;
layout (location = 0) out vec4 frag_out;
void main()
{
frag_out = vec4(uni.val1.t1[0], 0.0, 0.0, 1.0);
})";
validateComponentsInErrorMessage(kVS, kFS, "Types", "uniform block 'S' member 'S.val1.t2'");
}
// Test a vertex shader that doesn't declare any varyings with a fragment shader that statically
// uses a varying, but in a statement that gets trivially optimized out by the compiler.
TEST_P(GLSLTest_ES3, FragmentShaderStaticallyUsesVaryingMissingFromVertex)
{
constexpr char kVS[] = R"(#version 300 es
precision mediump float;
void main()
{
gl_Position = vec4(0, 1, 0, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
in float foo;
out vec4 my_FragColor;
void main()
{
if (false)
{
float unreferenced = foo;
}
my_FragColor = vec4(0, 1, 0, 1);
})";
validateComponentsInErrorMessage(kVS, kFS, "does not match any", "foo");
}
// Test a varying that is statically used but not active in the fragment shader.
TEST_P(GLSLTest_ES3, VaryingStaticallyUsedButNotActiveInFragmentShader)
{
constexpr char kVS[] = R"(#version 300 es
precision mediump float;
in vec4 iv;
out vec4 v;
void main()
{
gl_Position = iv;
v = iv;
})";
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
in vec4 v;
out vec4 color;
void main()
{
color = true ? vec4(0.0) : v;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
}
// Test nesting floor() calls with a large multiplier inside.
TEST_P(GLSLTest_ES3, NestedFloorWithLargeMultiplierInside)
{
// D3D11 seems to ignore the floor() calls in this particular case, so one of the corners ends
// up red. http://crbug.com/838885
ANGLE_SKIP_TEST_IF(IsD3D11());
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
void main()
{
vec2 coord = gl_FragCoord.xy / 500.0;
my_FragColor = vec4(1, 0, 0, 1);
if (coord.y + 0.1 > floor(1e-6 * floor(coord.x*4e5)))
{
my_FragColor = vec4(0, 1, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f);
// Verify that all the corners of the rendered result are green.
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, getWindowHeight() - 1, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() - 1, 0, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() - 1, GLColor::green);
}
// Verify that a link error is generated when the sum of the number of active image uniforms and
// active shader storage blocks in a rendering pipeline exceeds
// GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES.
TEST_P(GLSLTest_ES31, ExceedCombinedShaderOutputResourcesInVSAndFS)
{
// TODO(jiawei.shao@intel.com): enable this test when shader storage buffer is supported on
// D3D11 back-ends.
ANGLE_SKIP_TEST_IF(IsD3D11());
GLint maxVertexShaderStorageBlocks;
GLint maxVertexImageUniforms;
GLint maxFragmentShaderStorageBlocks;
GLint maxFragmentImageUniforms;
GLint maxCombinedShaderStorageBlocks;
GLint maxCombinedImageUniforms;
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &maxVertexShaderStorageBlocks);
glGetIntegerv(GL_MAX_VERTEX_IMAGE_UNIFORMS, &maxVertexImageUniforms);
glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &maxFragmentShaderStorageBlocks);
glGetIntegerv(GL_MAX_FRAGMENT_IMAGE_UNIFORMS, &maxFragmentImageUniforms);
glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &maxCombinedShaderStorageBlocks);
glGetIntegerv(GL_MAX_COMBINED_IMAGE_UNIFORMS, &maxCombinedImageUniforms);
ASSERT_GE(maxCombinedShaderStorageBlocks, maxVertexShaderStorageBlocks);
ASSERT_GE(maxCombinedShaderStorageBlocks, maxFragmentShaderStorageBlocks);
ASSERT_GE(maxCombinedImageUniforms, maxVertexImageUniforms);
ASSERT_GE(maxCombinedImageUniforms, maxFragmentImageUniforms);
GLint vertexSSBOs = maxVertexShaderStorageBlocks;
GLint fragmentSSBOs = maxFragmentShaderStorageBlocks;
// Limit the sum of ssbos in vertex and fragment shaders to maxCombinedShaderStorageBlocks.
if (vertexSSBOs + fragmentSSBOs > maxCombinedShaderStorageBlocks)
{
fragmentSSBOs = maxCombinedShaderStorageBlocks - vertexSSBOs;
}
GLint vertexImages = maxVertexImageUniforms;
GLint fragmentImages = maxFragmentImageUniforms;
// Limit the sum of images in vertex and fragment shaders to maxCombinedImageUniforms.
if (vertexImages + fragmentImages > maxCombinedImageUniforms)
{
vertexImages = maxCombinedImageUniforms - fragmentImages;
}
GLint maxDrawBuffers;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
GLint maxCombinedShaderOutputResources;
glGetIntegerv(GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES, &maxCombinedShaderOutputResources);
ASSERT_GL_NO_ERROR();
ANGLE_SKIP_TEST_IF(vertexSSBOs + fragmentSSBOs + vertexImages + fragmentImages +
maxDrawBuffers <=
maxCombinedShaderOutputResources);
std::ostringstream vertexStream;
vertexStream << "#version 310 es\n";
for (int i = 0; i < vertexSSBOs; ++i)
{
vertexStream << "layout(shared, binding = " << i << ") buffer blockName" << i
<< "{\n"
" float data;\n"
"} ssbo"
<< i << ";\n";
}
vertexStream << "layout(r32f, binding = 0) uniform highp image2D imageArray[" << vertexImages
<< "];\n";
vertexStream << "void main()\n"
"{\n"
" float val = 0.1;\n"
" vec4 val2 = vec4(0.0);\n";
for (int i = 0; i < vertexSSBOs; ++i)
{
vertexStream << " val += ssbo" << i << ".data; \n";
}
for (int i = 0; i < vertexImages; ++i)
{
vertexStream << " val2 += imageLoad(imageArray[" << i << "], ivec2(0, 0)); \n";
}
vertexStream << " gl_Position = vec4(val, val2);\n"
"}\n";
std::ostringstream fragmentStream;
fragmentStream << "#version 310 es\n"
<< "precision highp float;\n";
for (int i = 0; i < fragmentSSBOs; ++i)
{
fragmentStream << "layout(shared, binding = " << i << ") buffer blockName" << i
<< "{\n"
" float data;\n"
"} ssbo"
<< i << ";\n";
}
fragmentStream << "layout(r32f, binding = 0) uniform highp image2D imageArray["
<< fragmentImages << "];\n";
fragmentStream << "layout (location = 0) out vec4 foutput[" << maxDrawBuffers << "];\n";
fragmentStream << "void main()\n"
"{\n"
" float val = 0.1;\n"
" vec4 val2 = vec4(0.0);\n";
for (int i = 0; i < fragmentSSBOs; ++i)
{
fragmentStream << " val += ssbo" << i << ".data; \n";
}
for (int i = 0; i < fragmentImages; ++i)
{
fragmentStream << " val2 += imageLoad(imageArray[" << i << "], ivec2(0, 0)); \n";
}
for (int i = 0; i < maxDrawBuffers; ++i)
{
fragmentStream << " foutput[" << i << "] = vec4(val, val2);\n";
}
fragmentStream << "}\n";
GLuint program = CompileProgram(vertexStream.str().c_str(), fragmentStream.str().c_str());
EXPECT_EQ(0u, program);
ASSERT_GL_NO_ERROR();
}
// Test that assigning an assignment expression to a swizzled vector field in a user-defined
// function works correctly.
TEST_P(GLSLTest_ES3, AssignAssignmentToSwizzled)
{
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
uniform float uzero;
vec3 fun(float s, float v)
{
vec3 r = vec3(0);
if (s < 1.0) {
r.x = r.y = r.z = v;
return r;
}
return r;
}
void main()
{
my_FragColor.a = 1.0;
my_FragColor.rgb = fun(uzero, 1.0);
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
drawQuad(program.get(), essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
}
// Test a fragment shader that returns inside if (that being the only branch that actually gets
// executed). Regression test for http://anglebug.com/2325
TEST_P(GLSLTest, IfElseIfAndReturn)
{
constexpr char kVS[] = R"(attribute vec4 a_position;
varying vec2 vPos;
void main()
{
gl_Position = a_position;
vPos = a_position.xy;
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec2 vPos;
void main()
{
if (vPos.x < 1.0) // This colors the whole canvas green
{
gl_FragColor = vec4(0, 1, 0, 1);
return;
}
else if (vPos.x < 1.1) // This should have no effect
{
gl_FragColor = vec4(1, 0, 0, 1);
}
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program.get(), "a_position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests that PointCoord behaves the same betweeen a user FBO and the back buffer.
TEST_P(GLSLTest, PointCoordConsistency)
{
// On Intel Windows OpenGL drivers PointCoord appears to be flipped when drawing to the
// default framebuffer. http://anglebug.com/2805
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsOpenGL());
// AMD's OpenGL drivers may have the same issue. http://anglebug.com/1643
ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsOpenGL());
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF(isSwiftshader());
constexpr char kPointCoordVS[] = R"(attribute vec2 position;
uniform vec2 viewportSize;
void main()
{
gl_Position = vec4(position, 0, 1);
gl_PointSize = viewportSize.x;
})";
constexpr char kPointCoordFS[] = R"(void main()
{
gl_FragColor = vec4(gl_PointCoord.xy, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kPointCoordVS, kPointCoordFS);
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, "viewportSize");
ASSERT_NE(-1, uniLoc);
glUniform2f(uniLoc, static_cast<GLfloat>(getWindowWidth()),
static_cast<GLfloat>(getWindowHeight()));
// Draw to backbuffer.
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 1);
ASSERT_GL_NO_ERROR();
std::vector<GLColor> backbufferData(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
backbufferData.data());
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Draw to user FBO.
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 1);
ASSERT_GL_NO_ERROR();
std::vector<GLColor> userFBOData(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
userFBOData.data());
ASSERT_GL_NO_ERROR();
ASSERT_EQ(userFBOData.size(), backbufferData.size());
EXPECT_EQ(userFBOData, backbufferData);
}
bool SubrectEquals(const std::vector<GLColor> &bigArray,
const std::vector<GLColor> &smallArray,
int bigSize,
int offset,
int smallSize)
{
int badPixels = 0;
for (int y = 0; y < smallSize; y++)
{
for (int x = 0; x < smallSize; x++)
{
int bigOffset = (y + offset) * bigSize + x + offset;
int smallOffset = y * smallSize + x;
if (bigArray[bigOffset] != smallArray[smallOffset])
badPixels++;
}
}
return badPixels == 0;
}
// Tests that FragCoord behaves the same betweeen a user FBO and the back buffer.
TEST_P(GLSLTest, FragCoordConsistency)
{
constexpr char kFragCoordShader[] = R"(uniform mediump vec2 viewportSize;
void main()
{
gl_FragColor = vec4(gl_FragCoord.xy / viewportSize, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragCoordShader);
glUseProgram(program);
GLint uniLoc = glGetUniformLocation(program, "viewportSize");
ASSERT_NE(-1, uniLoc);
glUniform2f(uniLoc, static_cast<GLfloat>(getWindowWidth()),
static_cast<GLfloat>(getWindowHeight()));
// Draw to backbuffer.
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
ASSERT_GL_NO_ERROR();
std::vector<GLColor> backbufferData(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
backbufferData.data());
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
ASSERT_GL_NO_ERROR();
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// Draw to user FBO.
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
ASSERT_GL_NO_ERROR();
std::vector<GLColor> userFBOData(getWindowWidth() * getWindowHeight());
glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
userFBOData.data());
ASSERT_GL_NO_ERROR();
ASSERT_EQ(userFBOData.size(), backbufferData.size());
EXPECT_EQ(userFBOData, backbufferData)
<< "FragCoord should be the same to default and user FBO";
// Repeat the same test but with a smaller viewport.
ASSERT_EQ(getWindowHeight(), getWindowWidth());
const int kQuarterSize = getWindowWidth() >> 2;
glViewport(kQuarterSize, kQuarterSize, kQuarterSize * 2, kQuarterSize * 2);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
std::vector<GLColor> userFBOViewportData(kQuarterSize * kQuarterSize * 4);
glReadPixels(kQuarterSize, kQuarterSize, kQuarterSize * 2, kQuarterSize * 2, GL_RGBA,
GL_UNSIGNED_BYTE, userFBOViewportData.data());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
std::vector<GLColor> defaultFBOViewportData(kQuarterSize * kQuarterSize * 4);
glReadPixels(kQuarterSize, kQuarterSize, kQuarterSize * 2, kQuarterSize * 2, GL_RGBA,
GL_UNSIGNED_BYTE, defaultFBOViewportData.data());
ASSERT_GL_NO_ERROR();
EXPECT_EQ(userFBOViewportData, defaultFBOViewportData)
<< "FragCoord should be the same to default and user FBO even with a custom viewport";
// Check that the subrectangles are the same between the viewport and non-viewport modes.
EXPECT_TRUE(SubrectEquals(userFBOData, userFBOViewportData, getWindowWidth(), kQuarterSize,
kQuarterSize * 2));
EXPECT_TRUE(SubrectEquals(backbufferData, defaultFBOViewportData, getWindowWidth(),
kQuarterSize, kQuarterSize * 2));
}
// Ensure that using defined in a macro works in this simple case. This mirrors a dEQP test.
TEST_P(GLSLTest, DefinedInMacroSucceeds)
{
constexpr char kVS[] = R"(precision mediump float;
attribute highp vec4 position;
varying vec2 out0;
void main()
{
#define AAA defined(BBB)
#if !AAA
out0 = vec2(0.0, 1.0);
#else
out0 = vec2(1.0, 0.0);
#endif
gl_Position = position;
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec2 out0;
void main()
{
gl_FragColor = vec4(out0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Validate the defined operator is evaluated when the macro is called, not when defined.
TEST_P(GLSLTest, DefinedInMacroWithUndef)
{
constexpr char kVS[] = R"(precision mediump float;
attribute highp vec4 position;
varying vec2 out0;
void main()
{
#define BBB 1
#define AAA defined(BBB)
#undef BBB
#if AAA
out0 = vec2(1.0, 0.0);
#else
out0 = vec2(0.0, 1.0);
#endif
gl_Position = position;
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec2 out0;
void main()
{
gl_FragColor = vec4(out0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Validate the defined operator is evaluated when the macro is called, not when defined.
TEST_P(GLSLTest, DefinedAfterMacroUsage)
{
constexpr char kVS[] = R"(precision mediump float;
attribute highp vec4 position;
varying vec2 out0;
void main()
{
#define AAA defined(BBB)
#define BBB 1
#if AAA
out0 = vec2(0.0, 1.0);
#else
out0 = vec2(1.0, 0.0);
#endif
gl_Position = position;
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec2 out0;
void main()
{
gl_FragColor = vec4(out0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
drawQuad(program, "position", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test generating "defined" by concatenation when a macro is called. This is not allowed.
TEST_P(GLSLTest, DefinedInMacroConcatenationNotAllowed)
{
constexpr char kVS[] = R"(precision mediump float;
attribute highp vec4 position;
varying vec2 out0;
void main()
{
#define BBB 1
#define AAA(defi, ned) defi ## ned(BBB)
#if AAA(defi, ned)
out0 = vec2(0.0, 1.0);
#else
out0 = vec2(1.0, 0.0);
#endif
gl_Position = position;
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec2 out0;
void main()
{
gl_FragColor = vec4(out0, 0, 1);
})";
GLuint program = CompileProgram(kVS, kFS);
EXPECT_EQ(0u, program);
glDeleteProgram(program);
}
// Test using defined in a macro parameter name. This is not allowed.
TEST_P(GLSLTest, DefinedAsParameterNameNotAllowed)
{
constexpr char kVS[] = R"(precision mediump float;
attribute highp vec4 position;
varying vec2 out0;
void main()
{
#define BBB 1
#define AAA(defined) defined(BBB)
#if AAA(defined)
out0 = vec2(0.0, 1.0);
#else
out0 = vec2(1.0, 0.0);
#endif
gl_Position = position;
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec2 out0;
void main()
{
gl_FragColor = vec4(out0, 0, 1);
})";
GLuint program = CompileProgram(kVS, kFS);
EXPECT_EQ(0u, program);
glDeleteProgram(program);
}
// Ensure that defined in a macro is no accepted in WebGL.
TEST_P(WebGLGLSLTest, DefinedInMacroFails)
{
constexpr char kVS[] = R"(precision mediump float;
attribute highp vec4 position;
varying float out0;
void main()
{
#define AAA defined(BBB)
#if !AAA
out0 = 1.0;
#else
out0 = 0.0;
#endif
gl_Position = dEQP_Position;
})";
constexpr char kFS[] = R"(precision mediump float;
varying float out0;
void main()
{
gl_FragColor = vec4(out0, 0, 0, 1);
})";
GLuint program = CompileProgram(kVS, kFS);
EXPECT_EQ(0u, program);
glDeleteProgram(program);
}
// Simple test using a define macro in WebGL.
TEST_P(WebGLGLSLTest, DefinedGLESSymbol)
{
constexpr char kVS[] = R"(void main()
{
gl_Position = vec4(1, 0, 0, 1);
})";
constexpr char kFS[] = R"(#if defined(GL_ES)
precision mediump float;
void main()
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
#else
foo
#endif
)";
ANGLE_GL_PROGRAM(program, kVS, kFS);
}
// Tests constant folding of non-square 'matrixCompMult'.
TEST_P(GLSLTest_ES3, NonSquareMatrixCompMult)
{
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
const mat4x2 matA = mat4x2(2.0, 4.0, 8.0, 16.0, 32.0, 64.0, 128.0, 256.0);
const mat4x2 matB = mat4x2(1.0/2.0, 1.0/4.0, 1.0/8.0, 1.0/16.0, 1.0/32.0, 1.0/64.0, 1.0/128.0, 1.0/256.0);
out vec4 color;
void main()
{
mat4x2 result = matrixCompMult(matA, matB);
vec2 vresult = result * vec4(1.0, 1.0, 1.0, 1.0);
if (vresult == vec2(4.0, 4.0))
{
color = vec4(0.0, 1.0, 0.0, 1.0);
}
else
{
color = vec4(1.0, 0.0, 0.0, 1.0);
}
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test initializing an array with the same name of previously declared array
TEST_P(GLSLTest_ES3, InitSameNameArray)
{
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
void main()
{
float arr[2] = float[2](1.0, 1.0);
{
float arr[2] = arr;
my_FragColor = vec4(0.0, arr[0], 0.0, arr[1]);
}
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Tests using gl_FragData[0] instead of gl_FragColor.
TEST_P(GLSLTest, FragData)
{
// Ensures that we don't regress and emit Vulkan layer warnings.
// TODO(jonahr): http://anglebug.com/3900 - Remove check once warnings are cleaned up
if (IsVulkan())
{
treatPlatformWarningsAsErrors();
}
constexpr char kFS[] = R"(void main() { gl_FragData[0] = vec4(1, 0, 0, 1); })";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
}
// Test angle can handle big initial stack size with dynamic stack allocation.
TEST_P(GLSLTest, MemoryExhaustedTest)
{
ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
GLuint program =
CompileProgram(essl1_shaders::vs::Simple(), BuillBigInitialStackShader(36).c_str());
EXPECT_NE(0u, program);
}
// Helper functions for MixedRowAndColumnMajorMatrices* tests
// Round up to alignment, assuming it's a power of 2
uint32_t RoundUpPow2(uint32_t value, uint32_t alignment)
{
return (value + alignment - 1) & ~(alignment - 1);
}
// Fill provided buffer with matrices based on the given dimensions. The buffer should be large
// enough to accomodate the data.
uint32_t FillBuffer(const std::pair<uint32_t, uint32_t> matrixDims[],
const bool matrixIsColMajor[],
size_t matrixCount,
float data[],
bool isStd430,
bool isTransposed)
{
size_t offset = 0;
for (size_t m = 0; m < matrixCount; ++m)
{
uint32_t cols = matrixDims[m].first;
uint32_t rows = matrixDims[m].second;
bool isColMajor = matrixIsColMajor[m] != isTransposed;
uint32_t arraySize = isColMajor ? cols : rows;
uint32_t arrayElementComponents = isColMajor ? rows : cols;
uint32_t stride = isStd430 ? RoundUpPow2(arrayElementComponents, 2) : 4;
offset = RoundUpPow2(offset, stride);
for (uint32_t i = 0; i < arraySize; ++i)
{
for (uint32_t c = 0; c < arrayElementComponents; ++c)
{
uint32_t row = isColMajor ? c : i;
uint32_t col = isColMajor ? i : c;
data[offset + i * stride + c] = col * 4 + row;
}
}
offset += arraySize * stride;
}
return offset;
}
// Initialize and bind the buffer.
void InitBuffer(GLuint program,
const char *name,
GLuint buffer,
uint32_t bindingIndex,
float data[],
uint32_t dataSize,
bool isUniform)
{
GLenum bindPoint = isUniform ? GL_UNIFORM_BUFFER : GL_SHADER_STORAGE_BUFFER;
glBindBufferBase(bindPoint, bindingIndex, buffer);
glBufferData(bindPoint, dataSize * sizeof(*data), data, GL_STATIC_DRAW);
if (isUniform)
{
GLint blockIndex = glGetUniformBlockIndex(program, name);
glUniformBlockBinding(program, blockIndex, bindingIndex);
}
}
// Verify that buffer data is written by the shader as expected.
bool VerifyBuffer(GLuint buffer, const float data[], uint32_t dataSize)
{
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
const float *ptr = reinterpret_cast<const float *>(
glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, dataSize, GL_MAP_READ_BIT));
bool isCorrect = memcmp(ptr, data, dataSize * sizeof(*data)) == 0;
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
return isCorrect;
}
// Test reading from UBOs and SSBOs and writing to SSBOs with mixed row- and colum-major layouts in
// both std140 and std430 layouts. Tests many combinations of std140 vs std430, struct being used
// as row- or column-major in different UBOs, reading from UBOs and SSBOs and writing to SSBOs,
// nested structs, matrix arrays, inout parameters etc.
//
// Some very specific corner cases that are not covered here are tested in the subsequent tests.
TEST_P(GLSLTest_ES31, MixedRowAndColumnMajorMatrices)
{
// Fails on Nvidia because having |Matrices| qualified as row-major in one UBO makes the other
// UBO also see it as row-major despite explicit column-major qualifier.
// http://anglebug.com/3830
ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
// Fails on mesa because in the first UBO which is qualified as column-major, |Matrices| is
// read column-major despite explicit row-major qualifier. http://anglebug.com/3837
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsOpenGL());
// Fails on windows AMD on GL: http://anglebug.com/3838
ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL() && IsAMD());
// Fails to compile the shader on Android. http://anglebug.com/3839
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGL());
// Fails on assertion in translation to D3D. http://anglebug.com/3841
ANGLE_SKIP_TEST_IF(IsD3D11());
// Fails on SSBO validation on Android/Vulkan. http://anglebug.com/3840
ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan());
// Fails input verification as well as std140 SSBO validation. http://anglebug.com/3844
ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
constexpr char kFS[] = R"(#version 310 es
precision highp float;
out vec4 outColor;
struct Inner
{
mat3x4 m3c4r;
mat4x3 m4c3r;
};
struct Matrices
{
mat2 m2c2r;
mat2x3 m2c3r[2];
mat3x2 m3c2r;
Inner inner;
};
// For simplicity, the layouts are either of:
// - col-major mat4, row-major rest
// - row-major mat4, col-major rest
//
// The former is tagged with c, the latter with r.
layout(std140, column_major) uniform Ubo140c
{
mat4 m4c4r;
layout(row_major) Matrices m;
} ubo140cIn;
layout(std140, row_major) uniform Ubo140r
{
mat4 m4c4r;
layout(column_major) Matrices m;
} ubo140rIn;
layout(std140, row_major, binding = 0) buffer Ssbo140c
{
layout(column_major) mat4 m4c4r;
Matrices m;
} ssbo140cIn;
layout(std140, column_major, binding = 1) buffer Ssbo140r
{
layout(row_major) mat4 m4c4r;
Matrices m;
} ssbo140rIn;
layout(std430, column_major, binding = 2) buffer Ssbo430c
{
mat4 m4c4r;
layout(row_major) Matrices m;
} ssbo430cIn;
layout(std430, row_major, binding = 3) buffer Ssbo430r
{
mat4 m4c4r;
layout(column_major) Matrices m;
} ssbo430rIn;
layout(std140, row_major, binding = 4) buffer Ssbo140cOut
{
layout(column_major) mat4 m4c4r;
Matrices m;
} ssbo140cOut;
layout(std140, column_major, binding = 5) buffer Ssbo140rOut
{
layout(row_major) mat4 m4c4r;
Matrices m;
} ssbo140rOut;
layout(std430, column_major, binding = 6) buffer Ssbo430cOut
{
mat4 m4c4r;
layout(row_major) Matrices m;
} ssbo430cOut;
layout(std430, row_major, binding = 7) buffer Ssbo430rOut
{
mat4 m4c4r;
layout(column_major) Matrices m;
} ssbo430rOut;
#define EXPECT(result, expression, value) if ((expression) != value) { result = false; }
#define EXPECTV(result, expression, value) if (any(notEqual(expression, value))) { result = false; }
#define VERIFY_IN(result, mat, cols, rows) \
EXPECT(result, mat[0].x, 0.0); \
EXPECT(result, mat[0][1], 1.0); \
EXPECTV(result, mat[0].xy, vec2(0, 1)); \
EXPECTV(result, mat[1].xy, vec2(4, 5)); \
for (int c = 0; c < cols; ++c) \
{ \
for (int r = 0; r < rows; ++r) \
{ \
EXPECT(result, mat[c][r], float(c * 4 + r)); \
} \
}
#define COPY(matIn, matOut, cols, rows) \
matOut = matOut + matIn; \
/* random operations for testing */ \
matOut[0].x += matIn[0].x + matIn[1].x; \
matOut[0].x -= matIn[1].x; \
matOut[0][1] += matIn[0][1]; \
matOut[1] += matIn[1]; \
matOut[1].xy -= matIn[1].xy; \
/* undo the above to get back matIn */ \
matOut[0].x -= matIn[0].x; \
matOut[0][1] -= matIn[0][1]; \
matOut[1] -= matIn[1]; \
matOut[1].xy += matIn[1].xy;
bool verifyMatrices(in Matrices m)
{
bool result = true;
VERIFY_IN(result, m.m2c2r, 2, 2);
VERIFY_IN(result, m.m2c3r[0], 2, 3);
VERIFY_IN(result, m.m2c3r[1], 2, 3);
VERIFY_IN(result, m.m3c2r, 3, 2);
VERIFY_IN(result, m.inner.m3c4r, 3, 4);
VERIFY_IN(result, m.inner.m4c3r, 4, 3);
return result;
}
mat4 copyMat4(in mat4 m)
{
return m;
}
void copyMatrices(in Matrices mIn, inout Matrices mOut)
{
COPY(mIn.m2c2r, mOut.m2c2r, 2, 2);
COPY(mIn.m2c3r[0], mOut.m2c3r[0], 2, 3);
COPY(mIn.m2c3r[1], mOut.m2c3r[1], 2, 3);
COPY(mIn.m3c2r, mOut.m3c2r, 3, 2);
COPY(mIn.inner.m3c4r, mOut.inner.m3c4r, 3, 4);
COPY(mIn.inner.m4c3r, mOut.inner.m4c3r, 4, 3);
}
void main()
{
bool result = true;
VERIFY_IN(result, ubo140cIn.m4c4r, 4, 4);
VERIFY_IN(result, ubo140cIn.m.m2c3r[0], 2, 3);
EXPECT(result, verifyMatrices(ubo140cIn.m), true);
VERIFY_IN(result, ubo140rIn.m4c4r, 4, 4);
VERIFY_IN(result, ubo140rIn.m.m2c2r, 2, 2);
EXPECT(result, verifyMatrices(ubo140rIn.m), true);
VERIFY_IN(result, ssbo140cIn.m4c4r, 4, 4);
VERIFY_IN(result, ssbo140cIn.m.m3c2r, 3, 2);
EXPECT(result, verifyMatrices(ssbo140cIn.m), true);
VERIFY_IN(result, ssbo140rIn.m4c4r, 4, 4);
VERIFY_IN(result, ssbo140rIn.m.inner.m4c3r, 4, 3);
EXPECT(result, verifyMatrices(ssbo140rIn.m), true);
VERIFY_IN(result, ssbo430cIn.m4c4r, 4, 4);
VERIFY_IN(result, ssbo430cIn.m.m2c3r[1], 2, 3);
EXPECT(result, verifyMatrices(ssbo430cIn.m), true);
VERIFY_IN(result, ssbo430rIn.m4c4r, 4, 4);
VERIFY_IN(result, ssbo430rIn.m.inner.m3c4r, 3, 4);
EXPECT(result, verifyMatrices(ssbo430rIn.m), true);
// Only assign to SSBO from a single pixel.
bool isOriginPixel = all(lessThan(gl_FragCoord.xy, vec2(1.0, 1.0)));
if (isOriginPixel)
{
ssbo140cOut.m4c4r = copyMat4(ssbo140cIn.m4c4r);
copyMatrices(ssbo430cIn.m, ssbo140cOut.m);
ssbo140cOut.m.m2c3r[1] = mat2x3(0);
COPY(ssbo430cIn.m.m2c3r[1], ssbo140cOut.m.m2c3r[1], 2, 3);
ssbo140rOut.m4c4r = copyMat4(ssbo140rIn.m4c4r);
copyMatrices(ssbo430rIn.m, ssbo140rOut.m);
ssbo140rOut.m.inner.m3c4r = mat3x4(0);
COPY(ssbo430rIn.m.inner.m3c4r, ssbo140rOut.m.inner.m3c4r, 3, 4);
ssbo430cOut.m4c4r = copyMat4(ssbo430cIn.m4c4r);
copyMatrices(ssbo140cIn.m, ssbo430cOut.m);
ssbo430cOut.m.m3c2r = mat3x2(0);
COPY(ssbo430cIn.m.m3c2r, ssbo430cOut.m.m3c2r, 3, 2);
ssbo430rOut.m4c4r = copyMat4(ssbo430rIn.m4c4r);
copyMatrices(ssbo140rIn.m, ssbo430rOut.m);
ssbo430rOut.m.inner.m4c3r = mat4x3(0);
COPY(ssbo430rIn.m.inner.m4c3r, ssbo430rOut.m.inner.m4c3r, 4, 3);
}
outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
EXPECT_GL_NO_ERROR();
constexpr size_t kMatrixCount = 7;
constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = {
{4, 4}, {2, 2}, {2, 3}, {2, 3}, {3, 2}, {3, 4}, {4, 3},
};
constexpr bool kMatrixIsColMajor[kMatrixCount] = {
true, false, false, false, false, false, false,
};
float dataStd140ColMajor[kMatrixCount * 4 * 4] = {};
float dataStd140RowMajor[kMatrixCount * 4 * 4] = {};
float dataStd430ColMajor[kMatrixCount * 4 * 4] = {};
float dataStd430RowMajor[kMatrixCount * 4 * 4] = {};
float dataZeros[kMatrixCount * 4 * 4] = {};
const uint32_t sizeStd140ColMajor =
FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, dataStd140ColMajor, false, false);
const uint32_t sizeStd140RowMajor =
FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, dataStd140RowMajor, false, true);
const uint32_t sizeStd430ColMajor =
FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, dataStd430ColMajor, true, false);
const uint32_t sizeStd430RowMajor =
FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, dataStd430RowMajor, true, true);
GLBuffer uboStd140ColMajor, uboStd140RowMajor;
GLBuffer ssboStd140ColMajor, ssboStd140RowMajor;
GLBuffer ssboStd430ColMajor, ssboStd430RowMajor;
GLBuffer ssboStd140ColMajorOut, ssboStd140RowMajorOut;
GLBuffer ssboStd430ColMajorOut, ssboStd430RowMajorOut;
InitBuffer(program, "Ubo140c", uboStd140ColMajor, 0, dataStd140ColMajor, sizeStd140ColMajor,
true);
InitBuffer(program, "Ubo140r", uboStd140RowMajor, 1, dataStd140RowMajor, sizeStd140RowMajor,
true);
InitBuffer(program, "Ssbo140c", ssboStd140ColMajor, 0, dataStd140ColMajor, sizeStd140ColMajor,
false);
InitBuffer(program, "Ssbo140r", ssboStd140RowMajor, 1, dataStd140RowMajor, sizeStd140RowMajor,
false);
InitBuffer(program, "Ssbo430c", ssboStd430ColMajor, 2, dataStd430ColMajor, sizeStd430ColMajor,
false);
InitBuffer(program, "Ssbo430r", ssboStd430RowMajor, 3, dataStd430RowMajor, sizeStd430RowMajor,
false);
InitBuffer(program, "Ssbo140cOut", ssboStd140ColMajorOut, 4, dataZeros, sizeStd140ColMajor,
false);
InitBuffer(program, "Ssbo140rOut", ssboStd140RowMajorOut, 5, dataZeros, sizeStd140RowMajor,
false);
InitBuffer(program, "Ssbo430cOut", ssboStd430ColMajorOut, 6, dataZeros, sizeStd430ColMajor,
false);
InitBuffer(program, "Ssbo430rOut", ssboStd430RowMajorOut, 7, dataZeros, sizeStd430RowMajor,
false);
EXPECT_GL_NO_ERROR();
drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_TRUE(VerifyBuffer(ssboStd140ColMajorOut, dataStd140ColMajor, sizeStd140ColMajor));
EXPECT_TRUE(VerifyBuffer(ssboStd140RowMajorOut, dataStd140RowMajor, sizeStd140RowMajor));
EXPECT_TRUE(VerifyBuffer(ssboStd430ColMajorOut, dataStd430ColMajor, sizeStd430ColMajor));
EXPECT_TRUE(VerifyBuffer(ssboStd430RowMajorOut, dataStd430RowMajor, sizeStd430RowMajor));
}
// Test that array UBOs are transformed correctly.
TEST_P(GLSLTest_ES3, MixedRowAndColumnMajorMatrices_ArrayBufferDeclaration)
{
// Fails to compile the shader on Android: http://anglebug.com/3839
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGL());
// http://anglebug.com/3837
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsOpenGL());
// Fails on Mac on Intel and AMD: http://anglebug.com/3842
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && (IsIntel() || IsAMD()));
// Fails on windows AMD on GL: http://anglebug.com/3838
ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL() && IsAMD());
// Fails on D3D due to mistranslation: http://anglebug.com/3841
ANGLE_SKIP_TEST_IF(IsD3D11());
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 outColor;
layout(std140, column_major) uniform Ubo
{
mat4 m1;
layout(row_major) mat4 m2;
} ubo[3];
#define EXPECT(result, expression, value) if ((expression) != value) { result = false; }
#define VERIFY_IN(result, mat, cols, rows) \
for (int c = 0; c < cols; ++c) \
{ \
for (int r = 0; r < rows; ++r) \
{ \
EXPECT(result, mat[c][r], float(c * 4 + r)); \
} \
}
void main()
{
bool result = true;
VERIFY_IN(result, ubo[0].m1, 4, 4);
VERIFY_IN(result, ubo[0].m2, 4, 4);
VERIFY_IN(result, ubo[1].m1, 4, 4);
VERIFY_IN(result, ubo[1].m2, 4, 4);
VERIFY_IN(result, ubo[2].m1, 4, 4);
VERIFY_IN(result, ubo[2].m2, 4, 4);
outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
EXPECT_GL_NO_ERROR();
constexpr size_t kMatrixCount = 2;
constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = {
{4, 4},
{4, 4},
};
constexpr bool kMatrixIsColMajor[kMatrixCount] = {
true,
false,
};
float data[kMatrixCount * 4 * 4] = {};
const uint32_t size =
FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false);
GLBuffer ubos[3];
InitBuffer(program, "Ubo[0]", ubos[0], 0, data, size, true);
InitBuffer(program, "Ubo[1]", ubos[1], 0, data, size, true);
InitBuffer(program, "Ubo[2]", ubos[2], 0, data, size, true);
EXPECT_GL_NO_ERROR();
drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that side effects when transforming read operations are preserved.
TEST_P(GLSLTest_ES3, MixedRowAndColumnMajorMatrices_ReadSideEffect)
{
// http://anglebug.com/3831
ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
// Fails on Mac on Intel and AMD: http://anglebug.com/3842
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && (IsIntel() || IsAMD()));
// Fails on D3D due to mistranslation: http://anglebug.com/3841
ANGLE_SKIP_TEST_IF(IsD3D11());
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 outColor;
struct S
{
mat2x3 m2[2];
};
layout(std140, column_major) uniform Ubo
{
mat4 m1;
layout(row_major) S s[3];
} ubo;
#define EXPECT(result, expression, value) if ((expression) != value) { result = false; }
#define VERIFY_IN(result, mat, cols, rows) \
for (int c = 0; c < cols; ++c) \
{ \
for (int r = 0; r < rows; ++r) \
{ \
EXPECT(result, mat[c][r], float(c * 4 + r)); \
} \
}
bool verify2x3(mat2x3 mat)
{
bool result = true;
for (int c = 0; c < 2; ++c)
{
for (int r = 0; r < 3; ++r)
{
EXPECT(result, mat[c][r], float(c * 4 + r));
}
}
return result;
}
void main()
{
bool result = true;
int sideEffect = 0;
VERIFY_IN(result, ubo.m1, 4, 4);
EXPECT(result, verify2x3(ubo.s[0].m2[0]), true);
EXPECT(result, verify2x3(ubo.s[0].m2[sideEffect += 1]), true);
EXPECT(result, verify2x3(ubo.s[0].m2[sideEffect += 1]), true);
EXPECT(result, sideEffect, 2);
EXPECT(result, verify2x3(ubo.s[sideEffect = 1].m2[0]), true);
EXPECT(result, verify2x3(ubo.s[1].m2[(sideEffect = 4) - 3]), true);
EXPECT(result, verify2x3(ubo.s[1].m2[sideEffect - 2]), true);
EXPECT(result, sideEffect, 4);
outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
EXPECT_GL_NO_ERROR();
constexpr size_t kMatrixCount = 7;
constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = {
{4, 4}, {2, 3}, {2, 3}, {2, 3}, {2, 3}, {2, 3}, {2, 3},
};
constexpr bool kMatrixIsColMajor[kMatrixCount] = {
true, false, false, false, false, false, false,
};
float data[kMatrixCount * 4 * 4] = {};
const uint32_t size =
FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false);
GLBuffer ubo;
InitBuffer(program, "Ubo", ubo, 0, data, size, true);
EXPECT_GL_NO_ERROR();
drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that side effects respect the order of logical expression operands.
TEST_P(GLSLTest_ES3, MixedRowAndColumnMajorMatrices_ReadSideEffectOrder)
{
// IntermTraverser::insertStatementsInParentBlock that's used to move side effects does not
// respect the order of evaluation of logical expressions. http://anglebug.com/3829.
ANGLE_SKIP_TEST_IF(IsVulkan());
// http://anglebug.com/3837
ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsOpenGL());
// Fails on Mac on Intel and AMD: http://anglebug.com/3842
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && (IsIntel() || IsAMD()));
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 outColor;
layout(std140, column_major) uniform Ubo
{
mat4 m1;
layout(row_major) mat4 m2[2];
} ubo;
void main()
{
bool result = true;
int x = 0;
if (x == 0 && ubo.m2[x = 1][1][1] == 5.0)
{
result = true;
}
else
{
result = false;
}
outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
EXPECT_GL_NO_ERROR();
constexpr size_t kMatrixCount = 3;
constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = {
{4, 4},
{4, 4},
{4, 4},
};
constexpr bool kMatrixIsColMajor[kMatrixCount] = {true, false, false};
float data[kMatrixCount * 4 * 4] = {};
const uint32_t size =
FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false);
GLBuffer ubo;
InitBuffer(program, "Ubo", ubo, 0, data, size, true);
EXPECT_GL_NO_ERROR();
drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that side effects respect short-circuit.
TEST_P(GLSLTest_ES3, MixedRowAndColumnMajorMatrices_ReadSideEffectShortCircuit)
{
// IntermTraverser::insertStatementsInParentBlock that's used to move side effects does not
// respect short-circuiting in evaluation of logical expressions. http://anglebug.com/3829.
ANGLE_SKIP_TEST_IF(IsVulkan());
// Fails on Android: http://anglebug.com/3839
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGL());
// Fails on Mac on Intel and AMD: http://anglebug.com/3842
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && (IsIntel() || IsAMD()));
// Fails on Mac on Nvidia: http://anglebug.com/3843
ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL() && IsNVIDIA());
constexpr char kFS[] = R"(#version 300 es
precision highp float;
out vec4 outColor;
layout(std140, column_major) uniform Ubo
{
mat4 m1;
layout(row_major) mat4 m2[2];
} ubo;
void main()
{
bool result = true;
int x = 0;
if (x == 1 && ubo.m2[x = 1][1][1] == 5.0)
{
// First x == 1 should prevent the side effect of the second expression (x = 1) from
// being executed. If x = 1 is run before the if, the condition of the if would be true,
// which is a failure.
result = false;
}
if (x == 1)
{
result = false;
}
outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
EXPECT_GL_NO_ERROR();
constexpr size_t kMatrixCount = 3;
constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = {
{4, 4},
{4, 4},
{4, 4},
};
constexpr bool kMatrixIsColMajor[kMatrixCount] = {true, false, false};
float data[kMatrixCount * 4 * 4] = {};
const uint32_t size =
FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false);
GLBuffer ubo;
InitBuffer(program, "Ubo", ubo, 0, data, size, true);
EXPECT_GL_NO_ERROR();
drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that dynamic indexing of swizzled l-values should work.
// A simple porting of sdk/tests/conformance2/glsl3/vector-dynamic-indexing-swizzled-lvalue.html
TEST_P(GLSLTest_ES3, DynamicIndexingOfSwizzledLValuesShouldWork)
{
// 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[] = R"(#version 300 es
precision highp float;
out vec4 my_FragColor;
void main() {
vec3 v = vec3(1.0, 2.0, 3.0);
for (int i = 0; i < 3; i++) {
v.zyx[i] = v[i];
}
my_FragColor = distance(v, vec3(1.0, 2.0, 1.0)) < 0.01 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
EXPECT_GL_NO_ERROR();
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that multiple nested assignments are handled correctly.
TEST_P(GLSLTest_ES31, MixedRowAndColumnMajorMatrices_WriteSideEffect)
{
// http://anglebug.com/3831
ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
// Fails on windows AMD on GL: http://anglebug.com/3838
ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL() && IsAMD());
// Fails on D3D due to mistranslation: http://anglebug.com/3841
ANGLE_SKIP_TEST_IF(IsD3D11());
constexpr char kFS[] = R"(#version 310 es
precision highp float;
out vec4 outColor;
layout(std140, column_major) uniform Ubo
{
mat4 m1;
layout(row_major) mat4 m2;
} ubo;
layout(std140, row_major, binding = 0) buffer Ssbo
{
layout(column_major) mat4 m1;
mat4 m2;
} ssbo;
void main()
{
bool result = true;
// Only assign to SSBO from a single pixel.
bool isOriginPixel = all(lessThan(gl_FragCoord.xy, vec2(1.0, 1.0)));
if (isOriginPixel)
{
if ((ssbo.m2 = ssbo.m1 = ubo.m1) != ubo.m2)
{
result = false;
}
}
outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
EXPECT_GL_NO_ERROR();
constexpr size_t kMatrixCount = 2;
constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = {
{4, 4},
{4, 4},
};
constexpr bool kMatrixIsColMajor[kMatrixCount] = {
true,
false,
};
float data[kMatrixCount * 4 * 4] = {};
float zeros[kMatrixCount * 4 * 4] = {};
const uint32_t size =
FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false);
GLBuffer ubo, ssbo;
InitBuffer(program, "Ubo", ubo, 0, data, size, true);
InitBuffer(program, "Ssbo", ssbo, 0, zeros, size, false);
EXPECT_GL_NO_ERROR();
drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_TRUE(VerifyBuffer(ssbo, data, size));
}
// Test that assignments to array of array of matrices are handled correctly.
TEST_P(GLSLTest_ES31, MixedRowAndColumnMajorMatrices_WriteArrayOfArray)
{
// Fails on windows AMD on GL: http://anglebug.com/3838
ANGLE_SKIP_TEST_IF(IsWindows() && IsOpenGL() && IsAMD());
// Fails on D3D due to mistranslation: http://anglebug.com/3841
ANGLE_SKIP_TEST_IF(IsD3D11());
constexpr char kFS[] = R"(#version 310 es
precision highp float;
out vec4 outColor;
layout(std140, column_major) uniform Ubo
{
mat4 m1;
layout(row_major) mat4 m2[2][3];
} ubo;
layout(std140, row_major, binding = 0) buffer Ssbo
{
layout(column_major) mat4 m1;
mat4 m2[2][3];
} ssbo;
void main()
{
bool result = true;
// Only assign to SSBO from a single pixel.
bool isOriginPixel = all(lessThan(gl_FragCoord.xy, vec2(1.0, 1.0)));
if (isOriginPixel)
{
ssbo.m1 = ubo.m1;
ssbo.m2 = ubo.m2;
}
outColor = result ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
})";
ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), kFS);
EXPECT_GL_NO_ERROR();
constexpr size_t kMatrixCount = 7;
constexpr std::pair<uint32_t, uint32_t> kMatrixDims[kMatrixCount] = {
{4, 4}, {4, 4}, {4, 4}, {4, 4}, {4, 4}, {4, 4}, {4, 4},
};
constexpr bool kMatrixIsColMajor[kMatrixCount] = {
true, false, false, false, false, false, false,
};
float data[kMatrixCount * 4 * 4] = {};
float zeros[kMatrixCount * 4 * 4] = {};
const uint32_t size =
FillBuffer(kMatrixDims, kMatrixIsColMajor, kMatrixCount, data, false, false);
GLBuffer ubo, ssbo;
InitBuffer(program, "Ubo", ubo, 0, data, size, true);
InitBuffer(program, "Ssbo", ssbo, 0, zeros, size, false);
EXPECT_GL_NO_ERROR();
drawQuad(program, essl31_shaders::PositionAttrib(), 0.5f, 1.0f, true);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
EXPECT_TRUE(VerifyBuffer(ssbo, data, size));
}
} // anonymous namespace
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(GLSLTest);
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(GLSLTestNoValidation);
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST_ES3(GLSLTest_ES3);
ANGLE_INSTANTIATE_TEST_ES2(WebGLGLSLTest);
ANGLE_INSTANTIATE_TEST_ES31(GLSLTest_ES31);