Jamie Madill | eb1a010 | 2013-07-08 13:31:38 -0400 | [diff] [blame] | 1 | // |
| 2 | // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. |
| 3 | // Use of this source code is governed by a BSD-style license that can be |
| 4 | // found in the LICENSE file. |
| 5 | // |
| 6 | #include <sstream> |
| 7 | #include <string> |
| 8 | #include <vector> |
| 9 | #include "GLSLANG/ShaderLang.h" |
| 10 | #include "gtest/gtest.h" |
| 11 | |
| 12 | #define SHADER(Src) #Src |
| 13 | |
| 14 | class ExpressionLimitTest : public testing::Test { |
| 15 | protected: |
| 16 | static const int kMaxExpressionComplexity = 16; |
| 17 | static const int kMaxCallStackDepth = 16; |
| 18 | static const char* kExpressionTooComplex; |
| 19 | static const char* kCallStackTooDeep; |
| 20 | static const char* kHasRecursion; |
| 21 | |
| 22 | virtual void SetUp() |
| 23 | { |
| 24 | memset(&resources, 0, sizeof(resources)); |
| 25 | |
Jamie Madill | eb1a010 | 2013-07-08 13:31:38 -0400 | [diff] [blame] | 26 | GenerateResources(&resources); |
| 27 | } |
| 28 | |
Jamie Madill | eb1a010 | 2013-07-08 13:31:38 -0400 | [diff] [blame] | 29 | // Set up the per compile resources |
| 30 | void GenerateResources(ShBuiltInResources* resources) |
| 31 | { |
| 32 | ShInitBuiltInResources(resources); |
| 33 | |
| 34 | resources->MaxVertexAttribs = 8; |
| 35 | resources->MaxVertexUniformVectors = 128; |
| 36 | resources->MaxVaryingVectors = 8; |
| 37 | resources->MaxVertexTextureImageUnits = 0; |
| 38 | resources->MaxCombinedTextureImageUnits = 8; |
| 39 | resources->MaxTextureImageUnits = 8; |
| 40 | resources->MaxFragmentUniformVectors = 16; |
| 41 | resources->MaxDrawBuffers = 1; |
| 42 | |
| 43 | resources->OES_standard_derivatives = 0; |
| 44 | resources->OES_EGL_image_external = 0; |
| 45 | |
| 46 | resources->MaxExpressionComplexity = kMaxExpressionComplexity; |
| 47 | resources->MaxCallStackDepth = kMaxCallStackDepth; |
| 48 | } |
| 49 | |
| 50 | void GenerateLongExpression(int length, std::stringstream* ss) |
| 51 | { |
| 52 | for (int ii = 0; ii < length; ++ii) { |
| 53 | *ss << "+ vec4(" << ii << ")"; |
| 54 | } |
| 55 | } |
| 56 | |
| 57 | std::string GenerateShaderWithLongExpression(int length) |
| 58 | { |
| 59 | static const char* shaderStart = SHADER( |
| 60 | precision mediump float; |
| 61 | uniform vec4 u_color; |
| 62 | void main() |
| 63 | { |
| 64 | gl_FragColor = u_color |
| 65 | ); |
| 66 | |
| 67 | std::stringstream ss; |
| 68 | ss << shaderStart; |
| 69 | GenerateLongExpression(length, &ss); |
| 70 | ss << "; }"; |
| 71 | |
| 72 | return ss.str(); |
| 73 | } |
| 74 | |
| 75 | std::string GenerateShaderWithUnusedLongExpression(int length) |
| 76 | { |
| 77 | static const char* shaderStart = SHADER( |
| 78 | precision mediump float; |
| 79 | uniform vec4 u_color; |
| 80 | void main() |
| 81 | { |
| 82 | gl_FragColor = u_color; |
| 83 | } |
| 84 | vec4 someFunction() { |
| 85 | return u_color |
| 86 | ); |
| 87 | |
| 88 | std::stringstream ss; |
| 89 | |
| 90 | ss << shaderStart; |
| 91 | GenerateLongExpression(length, &ss); |
| 92 | ss << "; }"; |
| 93 | |
| 94 | return ss.str(); |
| 95 | } |
| 96 | |
| 97 | void GenerateDeepFunctionStack(int length, std::stringstream* ss) |
| 98 | { |
| 99 | static const char* shaderStart = SHADER( |
| 100 | precision mediump float; |
| 101 | uniform vec4 u_color; |
| 102 | vec4 function0() { |
| 103 | return u_color; |
| 104 | } |
| 105 | ); |
| 106 | |
| 107 | *ss << shaderStart; |
| 108 | for (int ii = 0; ii < length; ++ii) { |
| 109 | *ss << "vec4 function" << (ii + 1) << "() {\n" |
| 110 | << " return function" << ii << "();\n" |
| 111 | << "}\n"; |
| 112 | } |
| 113 | } |
| 114 | |
| 115 | std::string GenerateShaderWithDeepFunctionStack(int length) |
| 116 | { |
| 117 | std::stringstream ss; |
| 118 | |
| 119 | GenerateDeepFunctionStack(length, &ss); |
| 120 | |
| 121 | ss << "void main() {\n" |
| 122 | << " gl_FragColor = function" << length << "();\n" |
| 123 | << "}"; |
| 124 | |
| 125 | return ss.str(); |
| 126 | } |
| 127 | |
| 128 | std::string GenerateShaderWithUnusedDeepFunctionStack(int length) |
| 129 | { |
| 130 | std::stringstream ss; |
| 131 | |
| 132 | GenerateDeepFunctionStack(length, &ss); |
| 133 | |
| 134 | ss << "void main() {\n" |
| 135 | << " gl_FragColor = vec4(0,0,0,0);\n" |
| 136 | << "}"; |
| 137 | |
| 138 | |
| 139 | return ss.str(); |
| 140 | } |
| 141 | |
| 142 | // Compiles a shader and if there's an error checks for a specific |
| 143 | // substring in the error log. This way we know the error is specific |
| 144 | // to the issue we are testing. |
| 145 | bool CheckShaderCompilation(ShHandle compiler, |
| 146 | const char* source, |
| 147 | int compileOptions, |
| 148 | const char* expected_error) { |
Geoff Lang | 0049e43 | 2013-10-07 17:07:33 -0400 | [diff] [blame] | 149 | bool success = ShCompile(compiler, &source, 1, compileOptions) != 0; |
Jamie Madill | eb1a010 | 2013-07-08 13:31:38 -0400 | [diff] [blame] | 150 | if (success) { |
| 151 | success = !expected_error; |
| 152 | } else { |
| 153 | size_t bufferLen = 0; |
| 154 | ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &bufferLen); |
| 155 | char* buffer(new char [bufferLen]); |
| 156 | ShGetInfoLog(compiler, buffer); |
| 157 | std::string log(buffer, buffer + bufferLen); |
| 158 | delete [] buffer; |
| 159 | if (expected_error) |
| 160 | success = log.find(expected_error) != std::string::npos; |
| 161 | |
| 162 | EXPECT_TRUE(success) << log << "\n----shader----\n" << source; |
| 163 | } |
| 164 | return success; |
| 165 | } |
| 166 | |
| 167 | ShBuiltInResources resources; |
| 168 | }; |
| 169 | |
| 170 | const char* ExpressionLimitTest::kExpressionTooComplex = |
| 171 | "Expression too complex"; |
| 172 | const char* ExpressionLimitTest::kCallStackTooDeep = |
| 173 | "call stack too deep"; |
| 174 | const char* ExpressionLimitTest::kHasRecursion = |
| 175 | "Function recursion detected"; |
| 176 | |
| 177 | TEST_F(ExpressionLimitTest, ExpressionComplexity) |
| 178 | { |
| 179 | ShShaderSpec spec = SH_WEBGL_SPEC; |
| 180 | ShShaderOutput output = SH_ESSL_OUTPUT; |
| 181 | ShHandle vertexCompiler = ShConstructCompiler( |
| 182 | SH_FRAGMENT_SHADER, spec, output, &resources); |
| 183 | int compileOptions = SH_LIMIT_EXPRESSION_COMPLEXITY; |
| 184 | |
| 185 | // Test expression under the limit passes. |
| 186 | EXPECT_TRUE(CheckShaderCompilation( |
| 187 | vertexCompiler, |
| 188 | GenerateShaderWithLongExpression( |
| 189 | kMaxExpressionComplexity - 10).c_str(), |
| 190 | compileOptions, NULL)); |
| 191 | // Test expression over the limit fails. |
| 192 | EXPECT_TRUE(CheckShaderCompilation( |
| 193 | vertexCompiler, |
| 194 | GenerateShaderWithLongExpression( |
| 195 | kMaxExpressionComplexity + 10).c_str(), |
| 196 | compileOptions, kExpressionTooComplex)); |
| 197 | // Test expression over the limit without a limit does not fail. |
| 198 | EXPECT_TRUE(CheckShaderCompilation( |
| 199 | vertexCompiler, |
| 200 | GenerateShaderWithLongExpression( |
| 201 | kMaxExpressionComplexity + 10).c_str(), |
| 202 | compileOptions & ~SH_LIMIT_EXPRESSION_COMPLEXITY, NULL)); |
| 203 | } |
| 204 | |
| 205 | TEST_F(ExpressionLimitTest, UnusedExpressionComplexity) |
| 206 | { |
| 207 | ShShaderSpec spec = SH_WEBGL_SPEC; |
| 208 | ShShaderOutput output = SH_ESSL_OUTPUT; |
| 209 | ShHandle vertexCompiler = ShConstructCompiler( |
| 210 | SH_FRAGMENT_SHADER, spec, output, &resources); |
| 211 | int compileOptions = SH_LIMIT_EXPRESSION_COMPLEXITY; |
| 212 | |
| 213 | // Test expression under the limit passes. |
| 214 | EXPECT_TRUE(CheckShaderCompilation( |
| 215 | vertexCompiler, |
| 216 | GenerateShaderWithUnusedLongExpression( |
| 217 | kMaxExpressionComplexity - 10).c_str(), |
| 218 | compileOptions, NULL)); |
| 219 | // Test expression over the limit fails. |
| 220 | EXPECT_TRUE(CheckShaderCompilation( |
| 221 | vertexCompiler, |
| 222 | GenerateShaderWithUnusedLongExpression( |
| 223 | kMaxExpressionComplexity + 10).c_str(), |
| 224 | compileOptions, kExpressionTooComplex)); |
| 225 | // Test expression over the limit without a limit does not fail. |
| 226 | EXPECT_TRUE(CheckShaderCompilation( |
| 227 | vertexCompiler, |
| 228 | GenerateShaderWithUnusedLongExpression( |
| 229 | kMaxExpressionComplexity + 10).c_str(), |
| 230 | compileOptions & ~SH_LIMIT_EXPRESSION_COMPLEXITY, NULL)); |
| 231 | } |
| 232 | |
| 233 | TEST_F(ExpressionLimitTest, CallStackDepth) |
| 234 | { |
| 235 | ShShaderSpec spec = SH_WEBGL_SPEC; |
| 236 | ShShaderOutput output = SH_ESSL_OUTPUT; |
| 237 | ShHandle vertexCompiler = ShConstructCompiler( |
| 238 | SH_FRAGMENT_SHADER, spec, output, &resources); |
| 239 | int compileOptions = SH_LIMIT_CALL_STACK_DEPTH; |
| 240 | |
| 241 | // Test call stack under the limit passes. |
| 242 | EXPECT_TRUE(CheckShaderCompilation( |
| 243 | vertexCompiler, |
| 244 | GenerateShaderWithDeepFunctionStack( |
| 245 | kMaxCallStackDepth - 10).c_str(), |
| 246 | compileOptions, NULL)); |
| 247 | // Test call stack over the limit fails. |
| 248 | EXPECT_TRUE(CheckShaderCompilation( |
| 249 | vertexCompiler, |
| 250 | GenerateShaderWithDeepFunctionStack( |
| 251 | kMaxCallStackDepth + 10).c_str(), |
| 252 | compileOptions, kCallStackTooDeep)); |
| 253 | // Test call stack over the limit without limit does not fail. |
| 254 | EXPECT_TRUE(CheckShaderCompilation( |
| 255 | vertexCompiler, |
| 256 | GenerateShaderWithDeepFunctionStack( |
| 257 | kMaxCallStackDepth + 10).c_str(), |
| 258 | compileOptions & ~SH_LIMIT_CALL_STACK_DEPTH, NULL)); |
| 259 | } |
| 260 | |
| 261 | TEST_F(ExpressionLimitTest, UnusedCallStackDepth) |
| 262 | { |
| 263 | ShShaderSpec spec = SH_WEBGL_SPEC; |
| 264 | ShShaderOutput output = SH_ESSL_OUTPUT; |
| 265 | ShHandle vertexCompiler = ShConstructCompiler( |
| 266 | SH_FRAGMENT_SHADER, spec, output, &resources); |
| 267 | int compileOptions = SH_LIMIT_CALL_STACK_DEPTH; |
| 268 | |
| 269 | // Test call stack under the limit passes. |
| 270 | EXPECT_TRUE(CheckShaderCompilation( |
| 271 | vertexCompiler, |
| 272 | GenerateShaderWithUnusedDeepFunctionStack( |
| 273 | kMaxCallStackDepth - 10).c_str(), |
| 274 | compileOptions, NULL)); |
| 275 | // Test call stack over the limit fails. |
| 276 | EXPECT_TRUE(CheckShaderCompilation( |
| 277 | vertexCompiler, |
| 278 | GenerateShaderWithUnusedDeepFunctionStack( |
| 279 | kMaxCallStackDepth + 10).c_str(), |
| 280 | compileOptions, kCallStackTooDeep)); |
| 281 | // Test call stack over the limit without limit does not fail. |
| 282 | EXPECT_TRUE(CheckShaderCompilation( |
| 283 | vertexCompiler, |
| 284 | GenerateShaderWithUnusedDeepFunctionStack( |
| 285 | kMaxCallStackDepth + 10).c_str(), |
| 286 | compileOptions & ~SH_LIMIT_CALL_STACK_DEPTH, NULL)); |
| 287 | } |
| 288 | |
| 289 | TEST_F(ExpressionLimitTest, Recursion) |
| 290 | { |
| 291 | ShShaderSpec spec = SH_WEBGL_SPEC; |
| 292 | ShShaderOutput output = SH_ESSL_OUTPUT; |
| 293 | ShHandle vertexCompiler = ShConstructCompiler( |
| 294 | SH_FRAGMENT_SHADER, spec, output, &resources); |
| 295 | int compileOptions = 0; |
| 296 | |
| 297 | static const char* shaderWithRecursion0 = SHADER( |
| 298 | precision mediump float; |
| 299 | uniform vec4 u_color; |
| 300 | vec4 someFunc() { |
| 301 | return someFunc(); |
| 302 | } |
| 303 | |
| 304 | void main() { |
| 305 | gl_FragColor = u_color * someFunc(); |
| 306 | } |
| 307 | ); |
| 308 | |
| 309 | static const char* shaderWithRecursion1 = SHADER( |
| 310 | precision mediump float; |
| 311 | uniform vec4 u_color; |
| 312 | |
| 313 | vec4 someFunc(); |
| 314 | |
| 315 | vec4 someFunc1() { |
| 316 | return someFunc(); |
| 317 | } |
| 318 | |
| 319 | vec4 someFunc() { |
| 320 | return someFunc1(); |
| 321 | } |
| 322 | |
| 323 | void main() { |
| 324 | gl_FragColor = u_color * someFunc(); |
| 325 | } |
| 326 | ); |
| 327 | |
| 328 | static const char* shaderWithRecursion2 = SHADER( |
| 329 | precision mediump float; |
| 330 | uniform vec4 u_color; |
| 331 | vec4 someFunc() { |
| 332 | if (u_color.x > 0.5) { |
| 333 | return someFunc(); |
| 334 | } else { |
| 335 | return vec4(1); |
| 336 | } |
| 337 | } |
| 338 | |
| 339 | void main() { |
| 340 | gl_FragColor = someFunc(); |
| 341 | } |
| 342 | ); |
| 343 | |
| 344 | static const char* shaderWithRecursion3 = SHADER( |
| 345 | precision mediump float; |
| 346 | uniform vec4 u_color; |
| 347 | vec4 someFunc() { |
| 348 | if (u_color.x > 0.5) { |
| 349 | return vec4(1); |
| 350 | } else { |
| 351 | return someFunc(); |
| 352 | } |
| 353 | } |
| 354 | |
| 355 | void main() { |
| 356 | gl_FragColor = someFunc(); |
| 357 | } |
| 358 | ); |
| 359 | |
| 360 | static const char* shaderWithRecursion4 = SHADER( |
| 361 | precision mediump float; |
| 362 | uniform vec4 u_color; |
| 363 | vec4 someFunc() { |
| 364 | return (u_color.x > 0.5) ? vec4(1) : someFunc(); |
| 365 | } |
| 366 | |
| 367 | void main() { |
| 368 | gl_FragColor = someFunc(); |
| 369 | } |
| 370 | ); |
| 371 | |
| 372 | static const char* shaderWithRecursion5 = SHADER( |
| 373 | precision mediump float; |
| 374 | uniform vec4 u_color; |
| 375 | vec4 someFunc() { |
| 376 | return (u_color.x > 0.5) ? someFunc() : vec4(1); |
| 377 | } |
| 378 | |
| 379 | void main() { |
| 380 | gl_FragColor = someFunc(); |
| 381 | } |
| 382 | ); |
| 383 | |
| 384 | static const char* shaderWithRecursion6 = SHADER( |
| 385 | precision mediump float; |
| 386 | uniform vec4 u_color; |
| 387 | vec4 someFunc() { |
| 388 | return someFunc(); |
| 389 | } |
| 390 | |
| 391 | void main() { |
| 392 | gl_FragColor = u_color; |
| 393 | } |
| 394 | ); |
| 395 | |
| 396 | static const char* shaderWithNoRecursion = SHADER( |
| 397 | precision mediump float; |
| 398 | uniform vec4 u_color; |
| 399 | |
| 400 | vec3 rgb(int r, int g, int b) { |
| 401 | return vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0); |
| 402 | } |
| 403 | |
| 404 | // these external calls used to incorrectly trigger |
| 405 | // recursion detection. |
| 406 | vec3 hairColor0 = rgb(151, 200, 234); |
| 407 | vec3 faceColor2 = rgb(183, 148, 133); |
| 408 | |
| 409 | void main() { |
| 410 | gl_FragColor = u_color + vec4(hairColor0 + faceColor2, 0); |
| 411 | } |
| 412 | ); |
| 413 | |
| 414 | static const char* shaderWithRecursion7 = SHADER( |
| 415 | precision mediump float; |
| 416 | uniform vec4 u_color; |
| 417 | |
| 418 | vec4 function2() { |
| 419 | return u_color; |
| 420 | } |
| 421 | |
| 422 | vec4 function1() { |
| 423 | vec4 a = function2(); |
| 424 | vec4 b = function1(); |
| 425 | return a + b; |
| 426 | } |
| 427 | |
| 428 | void main() { |
| 429 | gl_FragColor = function1(); |
| 430 | } |
| 431 | ); |
| 432 | |
| 433 | static const char* shaderWithRecursion8 = SHADER( |
| 434 | precision mediump float; |
| 435 | uniform vec4 u_color; |
| 436 | |
| 437 | vec4 function1(); |
| 438 | |
| 439 | vec4 function3() { |
| 440 | return function1(); |
| 441 | } |
| 442 | |
| 443 | vec4 function2() { |
| 444 | return function3(); |
| 445 | } |
| 446 | |
| 447 | vec4 function1() { |
| 448 | return function2(); |
| 449 | } |
| 450 | |
| 451 | void main() { |
| 452 | gl_FragColor = function1(); |
| 453 | } |
| 454 | ); |
| 455 | |
| 456 | // Check simple recursions fails. |
| 457 | EXPECT_TRUE(CheckShaderCompilation( |
| 458 | vertexCompiler, shaderWithRecursion0, |
| 459 | compileOptions, kHasRecursion)); |
| 460 | // Check simple recursions fails. |
| 461 | EXPECT_TRUE(CheckShaderCompilation( |
| 462 | vertexCompiler, shaderWithRecursion1, |
| 463 | compileOptions, kHasRecursion)); |
| 464 | // Check if recursions fails. |
| 465 | EXPECT_TRUE(CheckShaderCompilation( |
| 466 | vertexCompiler, shaderWithRecursion2, |
| 467 | compileOptions, kHasRecursion)); |
| 468 | // Check if recursions fails. |
| 469 | EXPECT_TRUE(CheckShaderCompilation( |
| 470 | vertexCompiler, shaderWithRecursion3, |
| 471 | compileOptions, kHasRecursion)); |
| 472 | // Check ternary recursions fails. |
| 473 | EXPECT_TRUE(CheckShaderCompilation( |
| 474 | vertexCompiler, shaderWithRecursion4, |
| 475 | compileOptions, kHasRecursion)); |
| 476 | // Check ternary recursions fails. |
| 477 | EXPECT_TRUE(CheckShaderCompilation( |
| 478 | vertexCompiler, shaderWithRecursion5, |
| 479 | compileOptions, kHasRecursion)); |
| 480 | // Check unused recursions passes. |
| 481 | EXPECT_TRUE(CheckShaderCompilation( |
| 482 | vertexCompiler, shaderWithRecursion6, |
| 483 | compileOptions, NULL)); |
| 484 | EXPECT_TRUE(CheckShaderCompilation( |
| 485 | vertexCompiler, shaderWithRecursion7, |
| 486 | compileOptions, kHasRecursion)); |
| 487 | EXPECT_TRUE(CheckShaderCompilation( |
| 488 | vertexCompiler, shaderWithRecursion8, |
| 489 | compileOptions, kHasRecursion)); |
| 490 | // Check unused recursions fails if limiting call stack |
| 491 | // since we check all paths. |
| 492 | EXPECT_TRUE(CheckShaderCompilation( |
| 493 | vertexCompiler, shaderWithRecursion6, |
| 494 | compileOptions | SH_LIMIT_CALL_STACK_DEPTH, kHasRecursion)); |
| 495 | |
| 496 | // Check unused recursions passes. |
| 497 | EXPECT_TRUE(CheckShaderCompilation( |
| 498 | vertexCompiler, shaderWithNoRecursion, |
| 499 | compileOptions, NULL)); |
| 500 | // Check unused recursions passes if limiting call stack. |
| 501 | EXPECT_TRUE(CheckShaderCompilation( |
| 502 | vertexCompiler, shaderWithNoRecursion, |
| 503 | compileOptions | SH_LIMIT_CALL_STACK_DEPTH, NULL)); |
| 504 | } |
| 505 | |