| #include "ANGLETest.h" |
| |
| class GLSLTest : public ANGLETest |
| { |
| protected: |
| GLSLTest() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| virtual void SetUp() |
| { |
| ANGLETest::SetUp(); |
| |
| mSimpleVSSource = SHADER_SOURCE |
| ( |
| attribute vec4 inputAttribute; |
| void main() |
| { |
| gl_Position = inputAttribute; |
| } |
| ); |
| } |
| |
| 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, 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; |
| } |
| |
| // 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; |
| } |
| |
| 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"); |
| fragmentShader->append("\tgl_FragColor = retColor;\n}"); |
| } |
| |
| std::string mSimpleVSSource; |
| }; |
| |
| TEST_F(GLSLTest, NamelessScopedStructs) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| |
| void main() |
| { |
| struct |
| { |
| float q; |
| } b; |
| |
| gl_FragColor = vec4(1, 0, 0, 1); |
| gl_FragColor.a += b.q; |
| } |
| ); |
| |
| GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| TEST_F(GLSLTest, ScopedStructsOrderBug) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| 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; |
| } |
| ); |
| |
| GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, ScopedStructsBug) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| 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; |
| } |
| ); |
| |
| GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, DxPositionBug) |
| { |
| const std::string &vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 inputAttribute; |
| varying float dx_Position; |
| void main() |
| { |
| gl_Position = vec4(inputAttribute); |
| dx_Position = 0.0; |
| } |
| ); |
| |
| const std::string &fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| |
| varying float dx_Position; |
| |
| void main() |
| { |
| gl_FragColor = vec4(dx_Position, 0, 0, 1); |
| } |
| ); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, ElseIfRewriting) |
| { |
| const std::string &vertexShaderSource = |
| "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"; |
| |
| const std::string &fragmentShaderSource = |
| "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"; |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| ASSERT_NE(0u, program); |
| |
| drawQuad(program, "a_position", 0.5f); |
| swapBuffers(); |
| |
| EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255); |
| } |
| |
| TEST_F(GLSLTest, TwoElseIfRewriting) |
| { |
| const std::string &vertexShaderSource = |
| "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"; |
| |
| const std::string &fragmentShaderSource = |
| "precision highp float;\n" |
| "varying float v;\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, InvariantVaryingOut) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| varying float v_varying; |
| void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| ); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 a_position; |
| invariant varying float v_varying; |
| void main() { v_varying = a_position.x; gl_Position = a_position; } |
| ); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, FrontFacingAndVarying) |
| { |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 a_position; |
| varying float v_varying; |
| void main() |
| { |
| v_varying = a_position.x; |
| gl_Position = a_position; |
| } |
| ); |
| |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| 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(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, InvariantVaryingIn) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| invariant varying float v_varying; |
| void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| ); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 a_position; |
| varying float v_varying; |
| void main() { v_varying = a_position.x; gl_Position = a_position; } |
| ); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, InvariantVaryingBoth) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| invariant varying float v_varying; |
| void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| ); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 a_position; |
| invariant varying float v_varying; |
| void main() { v_varying = a_position.x; gl_Position = a_position; } |
| ); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, InvariantGLPosition) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| varying float v_varying; |
| void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| ); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 a_position; |
| invariant gl_Position; |
| varying float v_varying; |
| void main() { v_varying = a_position.x; gl_Position = a_position; } |
| ); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, InvariantAll) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| varying float v_varying; |
| void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| ); |
| |
| const std::string vertexShaderSource = |
| "#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(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, MaxVaryingVec3) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(0, 0, 0, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, MaxVaryingVec3Array) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(0, 0, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, MaxVaryingVec3AndOneFloat) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(1, 0, 0, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(0, 1, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, TwiceMaxVaryingVec2) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(0, 0, 2 * maxVaryings, 0, 0, 0, &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, MaxVaryingVec2Arrays) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(0, 0, 0, maxVaryings, 0, 0, &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_F(GLSLTest, MaxPlusOneVaryingVec3) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(0, 0, 0, 0, maxVaryings + 1, 0, &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_EQ(0u, program); |
| } |
| |
| TEST_F(GLSLTest, MaxPlusOneVaryingVec3Array) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(0, 0, 0, 0, 0, maxVaryings / 2 + 1, &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_EQ(0u, program); |
| } |
| |
| TEST_F(GLSLTest, MaxVaryingVec3AndOneVec2) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(0, 0, 1, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_EQ(0u, program); |
| } |
| |
| TEST_F(GLSLTest, MaxPlusOneVaryingVec2) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(0, 0, 2 * maxVaryings + 1, 0, 0, 0, &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_EQ(0u, program); |
| } |
| |
| TEST_F(GLSLTest, MaxVaryingVec3ArrayAndMaxPlusOneFloatArray) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(0, maxVaryings / 2 + 1, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_EQ(0u, program); |
| } |