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 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 30 | std::string mSimpleVSSource; |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 31 | }; |
| 32 | |
Jamie Madill | b759a74 | 2014-07-17 10:40:49 -0400 | [diff] [blame] | 33 | TEST_F(GLSLTest, NamelessScopedStructs) |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 34 | { |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 35 | const std::string fragmentShaderSource = SHADER_SOURCE |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 36 | ( |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 37 | precision mediump float; |
| 38 | |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 39 | void main() |
| 40 | { |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 41 | struct |
| 42 | { |
| 43 | float q; |
| 44 | } b; |
| 45 | |
| 46 | gl_FragColor = vec4(1, 0, 0, 1); |
| 47 | gl_FragColor.a += b.q; |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 48 | } |
| 49 | ); |
| 50 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 51 | GLuint program = compileProgram(mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 52 | EXPECT_NE(0u, program); |
| 53 | } |
Jamie Madill | b759a74 | 2014-07-17 10:40:49 -0400 | [diff] [blame] | 54 | TEST_F(GLSLTest, ScopedStructsOrderBug) |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 55 | { |
| 56 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 57 | ( |
| 58 | precision mediump float; |
| 59 | |
| 60 | struct T |
| 61 | { |
| 62 | float f; |
| 63 | }; |
| 64 | |
| 65 | void main() |
| 66 | { |
| 67 | T a; |
| 68 | |
| 69 | struct T |
| 70 | { |
| 71 | float q; |
| 72 | }; |
| 73 | |
| 74 | T b; |
| 75 | |
| 76 | gl_FragColor = vec4(1, 0, 0, 1); |
| 77 | gl_FragColor.a += a.f; |
| 78 | gl_FragColor.a += b.q; |
| 79 | } |
| 80 | ); |
| 81 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 82 | GLuint program = compileProgram(mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 83 | EXPECT_NE(0u, program); |
| 84 | } |
| 85 | |
Jamie Madill | b759a74 | 2014-07-17 10:40:49 -0400 | [diff] [blame] | 86 | TEST_F(GLSLTest, ScopedStructsBug) |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 87 | { |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 88 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 89 | ( |
| 90 | precision mediump float; |
| 91 | |
| 92 | struct T_0 |
| 93 | { |
| 94 | float f; |
| 95 | }; |
| 96 | |
| 97 | void main() |
| 98 | { |
| 99 | gl_FragColor = vec4(1, 0, 0, 1); |
| 100 | |
| 101 | struct T |
| 102 | { |
| 103 | vec2 v; |
| 104 | }; |
| 105 | |
| 106 | T_0 a; |
| 107 | T b; |
| 108 | |
| 109 | gl_FragColor.a += a.f; |
| 110 | gl_FragColor.a += b.v.x; |
| 111 | } |
| 112 | ); |
| 113 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 114 | GLuint program = compileProgram(mSimpleVSSource, fragmentShaderSource); |
| 115 | EXPECT_NE(0u, program); |
| 116 | } |
| 117 | |
Jamie Madill | b759a74 | 2014-07-17 10:40:49 -0400 | [diff] [blame] | 118 | TEST_F(GLSLTest, DxPositionBug) |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 119 | { |
| 120 | const std::string &vertexShaderSource = SHADER_SOURCE |
| 121 | ( |
| 122 | attribute vec4 inputAttribute; |
| 123 | varying float dx_Position; |
| 124 | void main() |
| 125 | { |
| 126 | gl_Position = vec4(inputAttribute); |
| 127 | dx_Position = 0.0; |
| 128 | } |
| 129 | ); |
| 130 | |
| 131 | const std::string &fragmentShaderSource = SHADER_SOURCE |
| 132 | ( |
| 133 | precision mediump float; |
| 134 | |
| 135 | varying float dx_Position; |
| 136 | |
| 137 | void main() |
| 138 | { |
| 139 | gl_FragColor = vec4(dx_Position, 0, 0, 1); |
| 140 | } |
| 141 | ); |
| 142 | |
| 143 | GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 144 | EXPECT_NE(0u, program); |
| 145 | } |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 146 | |
| 147 | TEST_F(GLSLTest, ElseIfRewriting) |
| 148 | { |
| 149 | const std::string &vertexShaderSource = |
| 150 | "attribute vec4 a_position;\n" |
| 151 | "varying float v;\n" |
| 152 | "void main() {\n" |
| 153 | " gl_Position = a_position;\n" |
| 154 | " v = 1.0;\n" |
| 155 | " if (a_position.x <= 0.5) {\n" |
| 156 | " v = 0.0;\n" |
| 157 | " } else if (a_position.x >= 0.5) {\n" |
| 158 | " v = 2.0;\n" |
| 159 | " }\n" |
| 160 | "}\n"; |
| 161 | |
| 162 | const std::string &fragmentShaderSource = |
| 163 | "precision highp float;\n" |
| 164 | "varying float v;\n" |
| 165 | "void main() {\n" |
| 166 | " vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 167 | " if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| 168 | " if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n" |
| 169 | " gl_FragColor = color;\n" |
| 170 | "}\n"; |
| 171 | |
| 172 | GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource); |
| 173 | ASSERT_NE(0u, program); |
| 174 | |
| 175 | drawQuad(program, "a_position", 0.5f); |
| 176 | swapBuffers(); |
| 177 | |
| 178 | EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| 179 | EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255); |
| 180 | } |
| 181 | |
| 182 | TEST_F(GLSLTest, TwoElseIfRewriting) |
| 183 | { |
| 184 | const std::string &vertexShaderSource = |
| 185 | "attribute vec4 a_position;\n" |
| 186 | "varying float v;\n" |
| 187 | "void main() {\n" |
| 188 | " gl_Position = a_position;\n" |
| 189 | " if (a_position.x == 0.0`) {\n" |
| 190 | " v = 1.0;\n" |
| 191 | " } else if (a_position.x > 0.5) {\n" |
| 192 | " v = 0.0;\n" |
| 193 | " } else if (a_position.x > 0.75) {\n" |
| 194 | " v = 0.5;\n" |
| 195 | " }\n" |
| 196 | "}\n"; |
| 197 | |
| 198 | const std::string &fragmentShaderSource = |
| 199 | "precision highp float;\n" |
| 200 | "varying float v;\n" |
| 201 | "void main() {\n" |
| 202 | " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n" |
| 203 | "}\n"; |
| 204 | |
| 205 | GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource); |
| 206 | EXPECT_NE(0u, program); |
| 207 | } |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame^] | 208 | |
| 209 | TEST_F(GLSLTest, InvariantVaryingOut) |
| 210 | { |
| 211 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 212 | ( |
| 213 | precision mediump float; |
| 214 | varying float v_varying; |
| 215 | void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| 216 | ); |
| 217 | |
| 218 | const std::string vertexShaderSource = SHADER_SOURCE |
| 219 | ( |
| 220 | attribute vec4 a_position; |
| 221 | invariant varying float v_varying; |
| 222 | void main() { v_varying = a_position.x; gl_Position = a_position; } |
| 223 | ); |
| 224 | |
| 225 | GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource); |
| 226 | EXPECT_NE(0u, program); |
| 227 | } |
| 228 | |
| 229 | TEST_F(GLSLTest, InvariantVaryingIn) |
| 230 | { |
| 231 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 232 | ( |
| 233 | precision mediump float; |
| 234 | invariant varying float v_varying; |
| 235 | void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| 236 | ); |
| 237 | |
| 238 | const std::string vertexShaderSource = SHADER_SOURCE |
| 239 | ( |
| 240 | attribute vec4 a_position; |
| 241 | varying float v_varying; |
| 242 | void main() { v_varying = a_position.x; gl_Position = a_position; } |
| 243 | ); |
| 244 | |
| 245 | GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource); |
| 246 | EXPECT_NE(0u, program); |
| 247 | } |
| 248 | |
| 249 | TEST_F(GLSLTest, InvariantVaryingBoth) |
| 250 | { |
| 251 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 252 | ( |
| 253 | precision mediump float; |
| 254 | invariant varying float v_varying; |
| 255 | void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| 256 | ); |
| 257 | |
| 258 | const std::string vertexShaderSource = SHADER_SOURCE |
| 259 | ( |
| 260 | attribute vec4 a_position; |
| 261 | invariant varying float v_varying; |
| 262 | void main() { v_varying = a_position.x; gl_Position = a_position; } |
| 263 | ); |
| 264 | |
| 265 | GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource); |
| 266 | EXPECT_NE(0u, program); |
| 267 | } |
| 268 | |
| 269 | TEST_F(GLSLTest, InvariantGLPosition) |
| 270 | { |
| 271 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 272 | ( |
| 273 | precision mediump float; |
| 274 | varying float v_varying; |
| 275 | void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| 276 | ); |
| 277 | |
| 278 | const std::string vertexShaderSource = SHADER_SOURCE |
| 279 | ( |
| 280 | attribute vec4 a_position; |
| 281 | invariant gl_Position; |
| 282 | varying float v_varying; |
| 283 | void main() { v_varying = a_position.x; gl_Position = a_position; } |
| 284 | ); |
| 285 | |
| 286 | GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource); |
| 287 | EXPECT_NE(0u, program); |
| 288 | } |
| 289 | |
| 290 | TEST_F(GLSLTest, InvariantAll) |
| 291 | { |
| 292 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 293 | ( |
| 294 | precision mediump float; |
| 295 | varying float v_varying; |
| 296 | void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| 297 | ); |
| 298 | |
| 299 | const std::string vertexShaderSource = |
| 300 | "#pragma STDGL invariant(all)\n" |
| 301 | "attribute vec4 a_position;\n" |
| 302 | "varying float v_varying;\n" |
| 303 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 304 | |
| 305 | GLuint program = compileProgram(vertexShaderSource, fragmentShaderSource); |
| 306 | EXPECT_NE(0u, program); |
| 307 | } |