Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 1 | #include "ANGLETest.h" |
| 2 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 3 | class GLSLTest : public ANGLETest |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 4 | { |
| 5 | protected: |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 6 | GLSLTest() |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 7 | { |
| 8 | setWindowWidth(128); |
| 9 | setWindowHeight(128); |
| 10 | setConfigRedBits(8); |
| 11 | setConfigGreenBits(8); |
| 12 | setConfigBlueBits(8); |
| 13 | setConfigAlphaBits(8); |
| 14 | } |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 15 | |
| 16 | virtual void SetUp() |
| 17 | { |
| 18 | ANGLETest::SetUp(); |
| 19 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 20 | mSimpleVSSource = SHADER_SOURCE |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 21 | ( |
| 22 | attribute vec4 inputAttribute; |
| 23 | void main() |
| 24 | { |
| 25 | gl_Position = inputAttribute; |
| 26 | } |
| 27 | ); |
| 28 | } |
| 29 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 30 | std::string GenerateVaryingType(GLint vectorSize) |
| 31 | { |
| 32 | char varyingType[10]; |
| 33 | |
| 34 | if (vectorSize == 1) |
| 35 | { |
| 36 | sprintf(varyingType, "float"); |
| 37 | } |
| 38 | else |
| 39 | { |
| 40 | sprintf(varyingType, "vec%d", vectorSize); |
| 41 | } |
| 42 | |
| 43 | return std::string(varyingType); |
| 44 | } |
| 45 | |
| 46 | std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id) |
| 47 | { |
| 48 | char buff[100]; |
| 49 | |
| 50 | if (arraySize == 1) |
| 51 | { |
| 52 | sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id); |
| 53 | } |
| 54 | else |
| 55 | { |
| 56 | sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize); |
| 57 | } |
| 58 | |
| 59 | return std::string(buff); |
| 60 | } |
| 61 | |
| 62 | std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id) |
| 63 | { |
| 64 | std::string returnString; |
| 65 | char buff[100]; |
| 66 | |
| 67 | if (arraySize == 1) |
| 68 | { |
| 69 | sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str()); |
| 70 | returnString += buff; |
| 71 | } |
| 72 | else |
| 73 | { |
| 74 | for (int i = 0; i < arraySize; i++) |
| 75 | { |
| 76 | sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str()); |
| 77 | returnString += buff; |
| 78 | } |
| 79 | } |
| 80 | |
| 81 | return returnString; |
| 82 | } |
| 83 | |
| 84 | std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id) |
| 85 | { |
| 86 | if (arraySize == 1) |
| 87 | { |
| 88 | char buff[100]; |
| 89 | sprintf(buff, "v%d + ", id); |
| 90 | return std::string(buff); |
| 91 | } |
| 92 | else |
| 93 | { |
| 94 | std::string returnString; |
| 95 | for (int i = 0; i < arraySize; i++) |
| 96 | { |
| 97 | char buff[100]; |
| 98 | sprintf(buff, "v%d[%d] + ", id, i); |
| 99 | returnString += buff; |
| 100 | } |
| 101 | return returnString; |
| 102 | } |
| 103 | } |
| 104 | |
| 105 | void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, std::string* fragmentShader, std::string* vertexShader) |
| 106 | { |
| 107 | // Generate a string declaring the varyings, to share between the fragment shader and the vertex shader. |
| 108 | std::string varyingDeclaration; |
| 109 | |
| 110 | unsigned int varyingCount = 0; |
| 111 | |
| 112 | for (GLint i = 0; i < floatCount; i++) |
| 113 | { |
| 114 | varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount); |
| 115 | varyingCount += 1; |
| 116 | } |
| 117 | |
| 118 | for (GLint i = 0; i < floatArrayCount; i++) |
| 119 | { |
| 120 | varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount); |
| 121 | varyingCount += 1; |
| 122 | } |
| 123 | |
| 124 | for (GLint i = 0; i < vec2Count; i++) |
| 125 | { |
| 126 | varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount); |
| 127 | varyingCount += 1; |
| 128 | } |
| 129 | |
| 130 | for (GLint i = 0; i < vec2ArrayCount; i++) |
| 131 | { |
| 132 | varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount); |
| 133 | varyingCount += 1; |
| 134 | } |
| 135 | |
| 136 | for (GLint i = 0; i < vec3Count; i++) |
| 137 | { |
| 138 | varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount); |
| 139 | varyingCount += 1; |
| 140 | } |
| 141 | |
| 142 | for (GLint i = 0; i < vec3ArrayCount; i++) |
| 143 | { |
| 144 | varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount); |
| 145 | varyingCount += 1; |
| 146 | } |
| 147 | |
| 148 | // Generate the vertex shader |
| 149 | vertexShader->clear(); |
| 150 | vertexShader->append(varyingDeclaration); |
| 151 | vertexShader->append("\nvoid main()\n{\n"); |
| 152 | |
| 153 | unsigned int currentVSVarying = 0; |
| 154 | |
| 155 | for (GLint i = 0; i < floatCount; i++) |
| 156 | { |
| 157 | vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying)); |
| 158 | currentVSVarying += 1; |
| 159 | } |
| 160 | |
| 161 | for (GLint i = 0; i < floatArrayCount; i++) |
| 162 | { |
| 163 | vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying)); |
| 164 | currentVSVarying += 1; |
| 165 | } |
| 166 | |
| 167 | for (GLint i = 0; i < vec2Count; i++) |
| 168 | { |
| 169 | vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying)); |
| 170 | currentVSVarying += 1; |
| 171 | } |
| 172 | |
| 173 | for (GLint i = 0; i < vec2ArrayCount; i++) |
| 174 | { |
| 175 | vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying)); |
| 176 | currentVSVarying += 1; |
| 177 | } |
| 178 | |
| 179 | for (GLint i = 0; i < vec3Count; i++) |
| 180 | { |
| 181 | vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying)); |
| 182 | currentVSVarying += 1; |
| 183 | } |
| 184 | |
| 185 | for (GLint i = 0; i < vec3ArrayCount; i++) |
| 186 | { |
| 187 | vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying)); |
| 188 | currentVSVarying += 1; |
| 189 | } |
| 190 | |
| 191 | vertexShader->append("}\n"); |
| 192 | |
| 193 | // Generate the fragment shader |
| 194 | fragmentShader->clear(); |
| 195 | fragmentShader->append("precision highp float;\n"); |
| 196 | fragmentShader->append(varyingDeclaration); |
| 197 | fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n"); |
| 198 | |
| 199 | unsigned int currentFSVarying = 0; |
| 200 | |
| 201 | // Make use of the float varyings |
| 202 | fragmentShader->append("\tretColor += vec4("); |
| 203 | |
| 204 | for (GLint i = 0; i < floatCount; i++) |
| 205 | { |
| 206 | fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| 207 | currentFSVarying += 1; |
| 208 | } |
| 209 | |
| 210 | for (GLint i = 0; i < floatArrayCount; i++) |
| 211 | { |
| 212 | fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| 213 | currentFSVarying += 1; |
| 214 | } |
| 215 | |
| 216 | fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n"); |
| 217 | |
| 218 | // Make use of the vec2 varyings |
| 219 | fragmentShader->append("\tretColor += vec4("); |
| 220 | |
| 221 | for (GLint i = 0; i < vec2Count; i++) |
| 222 | { |
| 223 | fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| 224 | currentFSVarying += 1; |
| 225 | } |
| 226 | |
| 227 | for (GLint i = 0; i < vec2ArrayCount; i++) |
| 228 | { |
| 229 | fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| 230 | currentFSVarying += 1; |
| 231 | } |
| 232 | |
| 233 | fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n"); |
| 234 | |
| 235 | // Make use of the vec3 varyings |
| 236 | fragmentShader->append("\tretColor += vec4("); |
| 237 | |
| 238 | for (GLint i = 0; i < vec3Count; i++) |
| 239 | { |
| 240 | fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| 241 | currentFSVarying += 1; |
| 242 | } |
| 243 | |
| 244 | for (GLint i = 0; i < vec3ArrayCount; i++) |
| 245 | { |
| 246 | fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| 247 | currentFSVarying += 1; |
| 248 | } |
| 249 | |
| 250 | fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n"); |
| 251 | fragmentShader->append("\tgl_FragColor = retColor;\n}"); |
| 252 | } |
| 253 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 254 | std::string mSimpleVSSource; |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 255 | }; |
| 256 | |
Jamie Madill | b759a74 | 2014-07-17 10:40:49 -0400 | [diff] [blame] | 257 | TEST_F(GLSLTest, NamelessScopedStructs) |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 258 | { |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 259 | const std::string fragmentShaderSource = SHADER_SOURCE |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 260 | ( |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 261 | precision mediump float; |
| 262 | |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 263 | void main() |
| 264 | { |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 265 | struct |
| 266 | { |
| 267 | float q; |
| 268 | } b; |
| 269 | |
| 270 | gl_FragColor = vec4(1, 0, 0, 1); |
| 271 | gl_FragColor.a += b.q; |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 272 | } |
| 273 | ); |
| 274 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 275 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 276 | EXPECT_NE(0u, program); |
| 277 | } |
Jamie Madill | b759a74 | 2014-07-17 10:40:49 -0400 | [diff] [blame] | 278 | TEST_F(GLSLTest, ScopedStructsOrderBug) |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 279 | { |
| 280 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 281 | ( |
| 282 | precision mediump float; |
| 283 | |
| 284 | struct T |
| 285 | { |
| 286 | float f; |
| 287 | }; |
| 288 | |
| 289 | void main() |
| 290 | { |
| 291 | T a; |
| 292 | |
| 293 | struct T |
| 294 | { |
| 295 | float q; |
| 296 | }; |
| 297 | |
| 298 | T b; |
| 299 | |
| 300 | gl_FragColor = vec4(1, 0, 0, 1); |
| 301 | gl_FragColor.a += a.f; |
| 302 | gl_FragColor.a += b.q; |
| 303 | } |
| 304 | ); |
| 305 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 306 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 307 | EXPECT_NE(0u, program); |
| 308 | } |
| 309 | |
Jamie Madill | b759a74 | 2014-07-17 10:40:49 -0400 | [diff] [blame] | 310 | TEST_F(GLSLTest, ScopedStructsBug) |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 311 | { |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 312 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 313 | ( |
| 314 | precision mediump float; |
| 315 | |
| 316 | struct T_0 |
| 317 | { |
| 318 | float f; |
| 319 | }; |
| 320 | |
| 321 | void main() |
| 322 | { |
| 323 | gl_FragColor = vec4(1, 0, 0, 1); |
| 324 | |
| 325 | struct T |
| 326 | { |
| 327 | vec2 v; |
| 328 | }; |
| 329 | |
| 330 | T_0 a; |
| 331 | T b; |
| 332 | |
| 333 | gl_FragColor.a += a.f; |
| 334 | gl_FragColor.a += b.v.x; |
| 335 | } |
| 336 | ); |
| 337 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 338 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 339 | EXPECT_NE(0u, program); |
| 340 | } |
| 341 | |
Jamie Madill | b759a74 | 2014-07-17 10:40:49 -0400 | [diff] [blame] | 342 | TEST_F(GLSLTest, DxPositionBug) |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 343 | { |
| 344 | const std::string &vertexShaderSource = SHADER_SOURCE |
| 345 | ( |
| 346 | attribute vec4 inputAttribute; |
| 347 | varying float dx_Position; |
| 348 | void main() |
| 349 | { |
| 350 | gl_Position = vec4(inputAttribute); |
| 351 | dx_Position = 0.0; |
| 352 | } |
| 353 | ); |
| 354 | |
| 355 | const std::string &fragmentShaderSource = SHADER_SOURCE |
| 356 | ( |
| 357 | precision mediump float; |
| 358 | |
| 359 | varying float dx_Position; |
| 360 | |
| 361 | void main() |
| 362 | { |
| 363 | gl_FragColor = vec4(dx_Position, 0, 0, 1); |
| 364 | } |
| 365 | ); |
| 366 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 367 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 368 | EXPECT_NE(0u, program); |
| 369 | } |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 370 | |
| 371 | TEST_F(GLSLTest, ElseIfRewriting) |
| 372 | { |
| 373 | const std::string &vertexShaderSource = |
| 374 | "attribute vec4 a_position;\n" |
| 375 | "varying float v;\n" |
| 376 | "void main() {\n" |
| 377 | " gl_Position = a_position;\n" |
| 378 | " v = 1.0;\n" |
| 379 | " if (a_position.x <= 0.5) {\n" |
| 380 | " v = 0.0;\n" |
| 381 | " } else if (a_position.x >= 0.5) {\n" |
| 382 | " v = 2.0;\n" |
| 383 | " }\n" |
| 384 | "}\n"; |
| 385 | |
| 386 | const std::string &fragmentShaderSource = |
| 387 | "precision highp float;\n" |
| 388 | "varying float v;\n" |
| 389 | "void main() {\n" |
| 390 | " vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 391 | " if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| 392 | " if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n" |
| 393 | " gl_FragColor = color;\n" |
| 394 | "}\n"; |
| 395 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 396 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 397 | ASSERT_NE(0u, program); |
| 398 | |
| 399 | drawQuad(program, "a_position", 0.5f); |
| 400 | swapBuffers(); |
| 401 | |
| 402 | EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| 403 | EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255); |
| 404 | } |
| 405 | |
| 406 | TEST_F(GLSLTest, TwoElseIfRewriting) |
| 407 | { |
| 408 | const std::string &vertexShaderSource = |
| 409 | "attribute vec4 a_position;\n" |
| 410 | "varying float v;\n" |
| 411 | "void main() {\n" |
| 412 | " gl_Position = a_position;\n" |
Jamie Madill | 778d527 | 2014-08-04 13:13:25 -0400 | [diff] [blame] | 413 | " if (a_position.x == 0.0) {\n" |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 414 | " v = 1.0;\n" |
| 415 | " } else if (a_position.x > 0.5) {\n" |
| 416 | " v = 0.0;\n" |
| 417 | " } else if (a_position.x > 0.75) {\n" |
| 418 | " v = 0.5;\n" |
| 419 | " }\n" |
| 420 | "}\n"; |
| 421 | |
| 422 | const std::string &fragmentShaderSource = |
| 423 | "precision highp float;\n" |
| 424 | "varying float v;\n" |
| 425 | "void main() {\n" |
| 426 | " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n" |
| 427 | "}\n"; |
| 428 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 429 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 430 | EXPECT_NE(0u, program); |
| 431 | } |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 432 | |
| 433 | TEST_F(GLSLTest, InvariantVaryingOut) |
| 434 | { |
| 435 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 436 | ( |
| 437 | precision mediump float; |
| 438 | varying float v_varying; |
| 439 | void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| 440 | ); |
| 441 | |
| 442 | const std::string vertexShaderSource = SHADER_SOURCE |
| 443 | ( |
| 444 | attribute vec4 a_position; |
| 445 | invariant varying float v_varying; |
| 446 | void main() { v_varying = a_position.x; gl_Position = a_position; } |
| 447 | ); |
| 448 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 449 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 450 | EXPECT_NE(0u, program); |
| 451 | } |
| 452 | |
Jamie Madill | e6256f8 | 2014-09-17 10:31:15 -0400 | [diff] [blame] | 453 | TEST_F(GLSLTest, FrontFacingAndVarying) |
| 454 | { |
| 455 | const std::string vertexShaderSource = SHADER_SOURCE |
| 456 | ( |
| 457 | attribute vec4 a_position; |
| 458 | varying float v_varying; |
| 459 | void main() |
| 460 | { |
| 461 | v_varying = a_position.x; |
| 462 | gl_Position = a_position; |
| 463 | } |
| 464 | ); |
| 465 | |
| 466 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 467 | ( |
| 468 | precision mediump float; |
| 469 | varying float v_varying; |
| 470 | void main() |
| 471 | { |
| 472 | vec4 c; |
| 473 | |
| 474 | if (gl_FrontFacing) |
| 475 | { |
| 476 | c = vec4(v_varying, 0, 0, 1.0); |
| 477 | } |
| 478 | else |
| 479 | { |
| 480 | c = vec4(0, v_varying, 0, 1.0); |
| 481 | } |
| 482 | gl_FragColor = c; |
| 483 | } |
| 484 | ); |
| 485 | |
| 486 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 487 | EXPECT_NE(0u, program); |
| 488 | } |
| 489 | |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 490 | TEST_F(GLSLTest, InvariantVaryingIn) |
| 491 | { |
| 492 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 493 | ( |
| 494 | precision mediump float; |
| 495 | invariant varying float v_varying; |
| 496 | void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| 497 | ); |
| 498 | |
| 499 | const std::string vertexShaderSource = SHADER_SOURCE |
| 500 | ( |
| 501 | attribute vec4 a_position; |
| 502 | varying float v_varying; |
| 503 | void main() { v_varying = a_position.x; gl_Position = a_position; } |
| 504 | ); |
| 505 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 506 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 507 | EXPECT_NE(0u, program); |
| 508 | } |
| 509 | |
| 510 | TEST_F(GLSLTest, InvariantVaryingBoth) |
| 511 | { |
| 512 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 513 | ( |
| 514 | precision mediump float; |
| 515 | invariant varying float v_varying; |
| 516 | void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| 517 | ); |
| 518 | |
| 519 | const std::string vertexShaderSource = SHADER_SOURCE |
| 520 | ( |
| 521 | attribute vec4 a_position; |
| 522 | invariant varying float v_varying; |
| 523 | void main() { v_varying = a_position.x; gl_Position = a_position; } |
| 524 | ); |
| 525 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 526 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 527 | EXPECT_NE(0u, program); |
| 528 | } |
| 529 | |
| 530 | TEST_F(GLSLTest, InvariantGLPosition) |
| 531 | { |
| 532 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 533 | ( |
| 534 | precision mediump float; |
| 535 | varying float v_varying; |
| 536 | void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| 537 | ); |
| 538 | |
| 539 | const std::string vertexShaderSource = SHADER_SOURCE |
| 540 | ( |
| 541 | attribute vec4 a_position; |
| 542 | invariant gl_Position; |
| 543 | varying float v_varying; |
| 544 | void main() { v_varying = a_position.x; gl_Position = a_position; } |
| 545 | ); |
| 546 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 547 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 548 | EXPECT_NE(0u, program); |
| 549 | } |
| 550 | |
| 551 | TEST_F(GLSLTest, InvariantAll) |
| 552 | { |
| 553 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 554 | ( |
| 555 | precision mediump float; |
| 556 | varying float v_varying; |
| 557 | void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| 558 | ); |
| 559 | |
| 560 | const std::string vertexShaderSource = |
| 561 | "#pragma STDGL invariant(all)\n" |
| 562 | "attribute vec4 a_position;\n" |
| 563 | "varying float v_varying;\n" |
| 564 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 565 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 566 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 567 | EXPECT_NE(0u, program); |
| 568 | } |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 569 | |
| 570 | TEST_F(GLSLTest, MaxVaryingVec3) |
| 571 | { |
| 572 | GLint maxVaryings = 0; |
| 573 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 574 | |
| 575 | std::string fragmentShaderSource; |
| 576 | std::string vertexShaderSource; |
| 577 | |
| 578 | GenerateGLSLWithVaryings(0, 0, 0, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource); |
| 579 | |
| 580 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 581 | EXPECT_NE(0u, program); |
| 582 | } |
| 583 | |
| 584 | TEST_F(GLSLTest, MaxVaryingVec3Array) |
| 585 | { |
| 586 | GLint maxVaryings = 0; |
| 587 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 588 | |
| 589 | std::string fragmentShaderSource; |
| 590 | std::string vertexShaderSource; |
| 591 | |
| 592 | GenerateGLSLWithVaryings(0, 0, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource); |
| 593 | |
| 594 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 595 | EXPECT_NE(0u, program); |
| 596 | } |
| 597 | |
| 598 | TEST_F(GLSLTest, MaxVaryingVec3AndOneFloat) |
| 599 | { |
| 600 | GLint maxVaryings = 0; |
| 601 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 602 | |
| 603 | std::string fragmentShaderSource; |
| 604 | std::string vertexShaderSource; |
| 605 | |
| 606 | GenerateGLSLWithVaryings(1, 0, 0, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource); |
| 607 | |
| 608 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 609 | EXPECT_NE(0u, program); |
| 610 | } |
| 611 | |
| 612 | TEST_F(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray) |
| 613 | { |
| 614 | GLint maxVaryings = 0; |
| 615 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 616 | |
| 617 | std::string fragmentShaderSource; |
| 618 | std::string vertexShaderSource; |
| 619 | |
| 620 | GenerateGLSLWithVaryings(0, 1, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource); |
| 621 | |
| 622 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 623 | EXPECT_NE(0u, program); |
| 624 | } |
| 625 | |
| 626 | TEST_F(GLSLTest, TwiceMaxVaryingVec2) |
| 627 | { |
| 628 | GLint maxVaryings = 0; |
| 629 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 630 | |
| 631 | std::string fragmentShaderSource; |
| 632 | std::string vertexShaderSource; |
| 633 | |
| 634 | GenerateGLSLWithVaryings(0, 0, 2 * maxVaryings, 0, 0, 0, &fragmentShaderSource, &vertexShaderSource); |
| 635 | |
| 636 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 637 | EXPECT_NE(0u, program); |
| 638 | } |
| 639 | |
| 640 | TEST_F(GLSLTest, MaxVaryingVec2Arrays) |
| 641 | { |
| 642 | GLint maxVaryings = 0; |
| 643 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 644 | |
| 645 | std::string fragmentShaderSource; |
| 646 | std::string vertexShaderSource; |
| 647 | |
| 648 | GenerateGLSLWithVaryings(0, 0, 0, maxVaryings, 0, 0, &fragmentShaderSource, &vertexShaderSource); |
| 649 | |
| 650 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 651 | EXPECT_NE(0u, program); |
| 652 | } |
| 653 | |
| 654 | TEST_F(GLSLTest, MaxPlusOneVaryingVec3) |
| 655 | { |
| 656 | GLint maxVaryings = 0; |
| 657 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 658 | |
| 659 | std::string fragmentShaderSource; |
| 660 | std::string vertexShaderSource; |
| 661 | |
| 662 | GenerateGLSLWithVaryings(0, 0, 0, 0, maxVaryings + 1, 0, &fragmentShaderSource, &vertexShaderSource); |
| 663 | |
| 664 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 665 | EXPECT_EQ(0u, program); |
| 666 | } |
| 667 | |
| 668 | TEST_F(GLSLTest, MaxPlusOneVaryingVec3Array) |
| 669 | { |
| 670 | GLint maxVaryings = 0; |
| 671 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 672 | |
| 673 | std::string fragmentShaderSource; |
| 674 | std::string vertexShaderSource; |
| 675 | |
| 676 | GenerateGLSLWithVaryings(0, 0, 0, 0, 0, maxVaryings / 2 + 1, &fragmentShaderSource, &vertexShaderSource); |
| 677 | |
| 678 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 679 | EXPECT_EQ(0u, program); |
| 680 | } |
| 681 | |
| 682 | TEST_F(GLSLTest, MaxVaryingVec3AndOneVec2) |
| 683 | { |
| 684 | GLint maxVaryings = 0; |
| 685 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 686 | |
| 687 | std::string fragmentShaderSource; |
| 688 | std::string vertexShaderSource; |
| 689 | |
| 690 | GenerateGLSLWithVaryings(0, 0, 1, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource); |
| 691 | |
| 692 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 693 | EXPECT_EQ(0u, program); |
| 694 | } |
| 695 | |
| 696 | TEST_F(GLSLTest, MaxPlusOneVaryingVec2) |
| 697 | { |
| 698 | GLint maxVaryings = 0; |
| 699 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 700 | |
| 701 | std::string fragmentShaderSource; |
| 702 | std::string vertexShaderSource; |
| 703 | |
| 704 | GenerateGLSLWithVaryings(0, 0, 2 * maxVaryings + 1, 0, 0, 0, &fragmentShaderSource, &vertexShaderSource); |
| 705 | |
| 706 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 707 | EXPECT_EQ(0u, program); |
| 708 | } |
| 709 | |
| 710 | TEST_F(GLSLTest, MaxVaryingVec3ArrayAndMaxPlusOneFloatArray) |
| 711 | { |
| 712 | GLint maxVaryings = 0; |
| 713 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 714 | |
| 715 | std::string fragmentShaderSource; |
| 716 | std::string vertexShaderSource; |
| 717 | |
| 718 | GenerateGLSLWithVaryings(0, maxVaryings / 2 + 1, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource); |
| 719 | |
| 720 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 721 | EXPECT_EQ(0u, program); |
| 722 | } |