Jamie Madill | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 1 | // |
| 2 | // Copyright 2015 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 | |
Corentin Wallez | d3970de | 2015-05-14 11:07:48 -0400 | [diff] [blame] | 7 | #include "test_utils/ANGLETest.h" |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 8 | |
Jamie Madill | 1048e43 | 2016-07-23 18:51:28 -0400 | [diff] [blame] | 9 | #include "test_utils/gl_raii.h" |
Jamie Madill | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 10 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 11 | using namespace angle; |
Austin Kinross | 18b931d | 2014-09-29 12:58:31 -0700 | [diff] [blame] | 12 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 13 | namespace |
| 14 | { |
| 15 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 16 | class GLSLTest : public ANGLETest |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 17 | { |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 18 | protected: |
| 19 | GLSLTest() |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 20 | { |
| 21 | setWindowWidth(128); |
| 22 | setWindowHeight(128); |
| 23 | setConfigRedBits(8); |
| 24 | setConfigGreenBits(8); |
| 25 | setConfigBlueBits(8); |
| 26 | setConfigAlphaBits(8); |
| 27 | } |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 28 | |
| 29 | virtual void SetUp() |
| 30 | { |
| 31 | ANGLETest::SetUp(); |
| 32 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 33 | mSimpleVSSource = SHADER_SOURCE |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 34 | ( |
| 35 | attribute vec4 inputAttribute; |
| 36 | void main() |
| 37 | { |
| 38 | gl_Position = inputAttribute; |
| 39 | } |
| 40 | ); |
| 41 | } |
| 42 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 43 | std::string GenerateVaryingType(GLint vectorSize) |
| 44 | { |
| 45 | char varyingType[10]; |
| 46 | |
| 47 | if (vectorSize == 1) |
| 48 | { |
| 49 | sprintf(varyingType, "float"); |
| 50 | } |
| 51 | else |
| 52 | { |
| 53 | sprintf(varyingType, "vec%d", vectorSize); |
| 54 | } |
| 55 | |
| 56 | return std::string(varyingType); |
| 57 | } |
| 58 | |
| 59 | std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id) |
| 60 | { |
| 61 | char buff[100]; |
| 62 | |
| 63 | if (arraySize == 1) |
| 64 | { |
| 65 | sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id); |
| 66 | } |
| 67 | else |
| 68 | { |
| 69 | sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize); |
| 70 | } |
| 71 | |
| 72 | return std::string(buff); |
| 73 | } |
| 74 | |
| 75 | std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id) |
| 76 | { |
| 77 | std::string returnString; |
| 78 | char buff[100]; |
| 79 | |
| 80 | if (arraySize == 1) |
| 81 | { |
| 82 | sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str()); |
| 83 | returnString += buff; |
| 84 | } |
| 85 | else |
| 86 | { |
| 87 | for (int i = 0; i < arraySize; i++) |
| 88 | { |
| 89 | sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str()); |
| 90 | returnString += buff; |
| 91 | } |
| 92 | } |
| 93 | |
| 94 | return returnString; |
| 95 | } |
| 96 | |
| 97 | std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id) |
| 98 | { |
| 99 | if (arraySize == 1) |
| 100 | { |
| 101 | char buff[100]; |
| 102 | sprintf(buff, "v%d + ", id); |
| 103 | return std::string(buff); |
| 104 | } |
| 105 | else |
| 106 | { |
| 107 | std::string returnString; |
| 108 | for (int i = 0; i < arraySize; i++) |
| 109 | { |
| 110 | char buff[100]; |
| 111 | sprintf(buff, "v%d[%d] + ", id, i); |
| 112 | returnString += buff; |
| 113 | } |
| 114 | return returnString; |
| 115 | } |
| 116 | } |
| 117 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 118 | void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, |
| 119 | GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, |
| 120 | std::string* fragmentShader, std::string* vertexShader) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 121 | { |
| 122 | // Generate a string declaring the varyings, to share between the fragment shader and the vertex shader. |
| 123 | std::string varyingDeclaration; |
| 124 | |
| 125 | unsigned int varyingCount = 0; |
| 126 | |
| 127 | for (GLint i = 0; i < floatCount; i++) |
| 128 | { |
| 129 | varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount); |
| 130 | varyingCount += 1; |
| 131 | } |
| 132 | |
| 133 | for (GLint i = 0; i < floatArrayCount; i++) |
| 134 | { |
| 135 | varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount); |
| 136 | varyingCount += 1; |
| 137 | } |
| 138 | |
| 139 | for (GLint i = 0; i < vec2Count; i++) |
| 140 | { |
| 141 | varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount); |
| 142 | varyingCount += 1; |
| 143 | } |
| 144 | |
| 145 | for (GLint i = 0; i < vec2ArrayCount; i++) |
| 146 | { |
| 147 | varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount); |
| 148 | varyingCount += 1; |
| 149 | } |
| 150 | |
| 151 | for (GLint i = 0; i < vec3Count; i++) |
| 152 | { |
| 153 | varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount); |
| 154 | varyingCount += 1; |
| 155 | } |
| 156 | |
| 157 | for (GLint i = 0; i < vec3ArrayCount; i++) |
| 158 | { |
| 159 | varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount); |
| 160 | varyingCount += 1; |
| 161 | } |
| 162 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 163 | for (GLint i = 0; i < vec4Count; i++) |
| 164 | { |
| 165 | varyingDeclaration += GenerateVectorVaryingDeclaration(4, 1, varyingCount); |
| 166 | varyingCount += 1; |
| 167 | } |
| 168 | |
| 169 | for (GLint i = 0; i < vec4ArrayCount; i++) |
| 170 | { |
| 171 | varyingDeclaration += GenerateVectorVaryingDeclaration(4, 2, varyingCount); |
| 172 | varyingCount += 1; |
| 173 | } |
| 174 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 175 | // Generate the vertex shader |
| 176 | vertexShader->clear(); |
| 177 | vertexShader->append(varyingDeclaration); |
| 178 | vertexShader->append("\nvoid main()\n{\n"); |
| 179 | |
| 180 | unsigned int currentVSVarying = 0; |
| 181 | |
| 182 | for (GLint i = 0; i < floatCount; i++) |
| 183 | { |
| 184 | vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying)); |
| 185 | currentVSVarying += 1; |
| 186 | } |
| 187 | |
| 188 | for (GLint i = 0; i < floatArrayCount; i++) |
| 189 | { |
| 190 | vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying)); |
| 191 | currentVSVarying += 1; |
| 192 | } |
| 193 | |
| 194 | for (GLint i = 0; i < vec2Count; i++) |
| 195 | { |
| 196 | vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying)); |
| 197 | currentVSVarying += 1; |
| 198 | } |
| 199 | |
| 200 | for (GLint i = 0; i < vec2ArrayCount; i++) |
| 201 | { |
| 202 | vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying)); |
| 203 | currentVSVarying += 1; |
| 204 | } |
| 205 | |
| 206 | for (GLint i = 0; i < vec3Count; i++) |
| 207 | { |
| 208 | vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying)); |
| 209 | currentVSVarying += 1; |
| 210 | } |
| 211 | |
| 212 | for (GLint i = 0; i < vec3ArrayCount; i++) |
| 213 | { |
| 214 | vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying)); |
| 215 | currentVSVarying += 1; |
| 216 | } |
| 217 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 218 | for (GLint i = 0; i < vec4Count; i++) |
| 219 | { |
| 220 | vertexShader->append(GenerateVectorVaryingSettingCode(4, 1, currentVSVarying)); |
| 221 | currentVSVarying += 1; |
| 222 | } |
| 223 | |
| 224 | for (GLint i = 0; i < vec4ArrayCount; i++) |
| 225 | { |
| 226 | vertexShader->append(GenerateVectorVaryingSettingCode(4, 2, currentVSVarying)); |
| 227 | currentVSVarying += 1; |
| 228 | } |
| 229 | |
| 230 | if (usePointSize) |
| 231 | { |
| 232 | vertexShader->append("gl_PointSize = 1.0;\n"); |
| 233 | } |
| 234 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 235 | vertexShader->append("}\n"); |
| 236 | |
| 237 | // Generate the fragment shader |
| 238 | fragmentShader->clear(); |
| 239 | fragmentShader->append("precision highp float;\n"); |
| 240 | fragmentShader->append(varyingDeclaration); |
| 241 | fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n"); |
| 242 | |
| 243 | unsigned int currentFSVarying = 0; |
| 244 | |
| 245 | // Make use of the float varyings |
| 246 | fragmentShader->append("\tretColor += vec4("); |
| 247 | |
| 248 | for (GLint i = 0; i < floatCount; i++) |
| 249 | { |
| 250 | fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| 251 | currentFSVarying += 1; |
| 252 | } |
| 253 | |
| 254 | for (GLint i = 0; i < floatArrayCount; i++) |
| 255 | { |
| 256 | fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| 257 | currentFSVarying += 1; |
| 258 | } |
| 259 | |
| 260 | fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n"); |
| 261 | |
| 262 | // Make use of the vec2 varyings |
| 263 | fragmentShader->append("\tretColor += vec4("); |
| 264 | |
| 265 | for (GLint i = 0; i < vec2Count; i++) |
| 266 | { |
| 267 | fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| 268 | currentFSVarying += 1; |
| 269 | } |
| 270 | |
| 271 | for (GLint i = 0; i < vec2ArrayCount; i++) |
| 272 | { |
| 273 | fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| 274 | currentFSVarying += 1; |
| 275 | } |
| 276 | |
| 277 | fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n"); |
| 278 | |
| 279 | // Make use of the vec3 varyings |
| 280 | fragmentShader->append("\tretColor += vec4("); |
| 281 | |
| 282 | for (GLint i = 0; i < vec3Count; i++) |
| 283 | { |
| 284 | fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| 285 | currentFSVarying += 1; |
| 286 | } |
| 287 | |
| 288 | for (GLint i = 0; i < vec3ArrayCount; i++) |
| 289 | { |
| 290 | fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| 291 | currentFSVarying += 1; |
| 292 | } |
| 293 | |
| 294 | fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n"); |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 295 | |
| 296 | // Make use of the vec4 varyings |
| 297 | fragmentShader->append("\tretColor += "); |
| 298 | |
| 299 | for (GLint i = 0; i < vec4Count; i++) |
| 300 | { |
| 301 | fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| 302 | currentFSVarying += 1; |
| 303 | } |
| 304 | |
| 305 | for (GLint i = 0; i < vec4ArrayCount; i++) |
| 306 | { |
| 307 | fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| 308 | currentFSVarying += 1; |
| 309 | } |
| 310 | |
| 311 | fragmentShader->append("vec4(0.0, 0.0, 0.0, 0.0);\n"); |
| 312 | |
| 313 | // Set gl_FragColor, and use special variables if requested |
| 314 | fragmentShader->append("\tgl_FragColor = retColor"); |
| 315 | |
| 316 | if (useFragCoord) |
| 317 | { |
| 318 | fragmentShader->append(" + gl_FragCoord"); |
| 319 | } |
| 320 | |
| 321 | if (usePointCoord) |
| 322 | { |
| 323 | fragmentShader->append(" + vec4(gl_PointCoord, 0.0, 0.0)"); |
| 324 | } |
| 325 | |
| 326 | fragmentShader->append(";\n}"); |
| 327 | } |
| 328 | |
| 329 | void VaryingTestBase(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, |
| 330 | GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, bool expectSuccess) |
| 331 | { |
| 332 | std::string fragmentShaderSource; |
| 333 | std::string vertexShaderSource; |
| 334 | |
| 335 | GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, vec3ArrayCount, |
| 336 | vec4Count, vec4ArrayCount, useFragCoord, usePointCoord, usePointSize, |
| 337 | &fragmentShaderSource, &vertexShaderSource); |
| 338 | |
| 339 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 340 | |
| 341 | if (expectSuccess) |
| 342 | { |
| 343 | EXPECT_NE(0u, program); |
| 344 | } |
| 345 | else |
| 346 | { |
| 347 | EXPECT_EQ(0u, program); |
| 348 | } |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 349 | } |
| 350 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 351 | void CompileGLSLWithUniformsAndSamplers(GLint vertexUniformCount, |
| 352 | GLint fragmentUniformCount, |
| 353 | GLint vertexSamplersCount, |
| 354 | GLint fragmentSamplersCount, |
| 355 | bool expectSuccess) |
| 356 | { |
| 357 | std::stringstream vertexShader; |
| 358 | std::stringstream fragmentShader; |
| 359 | |
| 360 | // Generate the vertex shader |
| 361 | vertexShader << "precision mediump float;\n"; |
| 362 | |
| 363 | for (int i = 0; i < vertexUniformCount; i++) |
| 364 | { |
| 365 | vertexShader << "uniform vec4 v" << i << ";\n"; |
| 366 | } |
| 367 | |
| 368 | for (int i = 0; i < vertexSamplersCount; i++) |
| 369 | { |
| 370 | vertexShader << "uniform sampler2D s" << i << ";\n"; |
| 371 | } |
| 372 | |
| 373 | vertexShader << "void main()\n{\n"; |
| 374 | |
| 375 | for (int i = 0; i < vertexUniformCount; i++) |
| 376 | { |
| 377 | vertexShader << " gl_Position += v" << i << ";\n"; |
| 378 | } |
| 379 | |
| 380 | for (int i = 0; i < vertexSamplersCount; i++) |
| 381 | { |
| 382 | vertexShader << " gl_Position += texture2D(s" << i << ", vec2(0.0, 0.0));\n"; |
| 383 | } |
| 384 | |
| 385 | if (vertexUniformCount == 0 && vertexSamplersCount == 0) |
| 386 | { |
| 387 | vertexShader << " gl_Position = vec4(0.0);\n"; |
| 388 | } |
| 389 | |
| 390 | vertexShader << "}\n"; |
| 391 | |
| 392 | // Generate the fragment shader |
| 393 | fragmentShader << "precision mediump float;\n"; |
| 394 | |
| 395 | for (int i = 0; i < fragmentUniformCount; i++) |
| 396 | { |
| 397 | fragmentShader << "uniform vec4 v" << i << ";\n"; |
| 398 | } |
| 399 | |
| 400 | for (int i = 0; i < fragmentSamplersCount; i++) |
| 401 | { |
| 402 | fragmentShader << "uniform sampler2D s" << i << ";\n"; |
| 403 | } |
| 404 | |
| 405 | fragmentShader << "void main()\n{\n"; |
| 406 | |
| 407 | for (int i = 0; i < fragmentUniformCount; i++) |
| 408 | { |
| 409 | fragmentShader << " gl_FragColor += v" << i << ";\n"; |
| 410 | } |
| 411 | |
| 412 | for (int i = 0; i < fragmentSamplersCount; i++) |
| 413 | { |
| 414 | fragmentShader << " gl_FragColor += texture2D(s" << i << ", vec2(0.0, 0.0));\n"; |
| 415 | } |
| 416 | |
| 417 | if (fragmentUniformCount == 0 && fragmentSamplersCount == 0) |
| 418 | { |
| 419 | fragmentShader << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"; |
| 420 | } |
| 421 | |
| 422 | fragmentShader << "}\n"; |
| 423 | |
| 424 | GLuint program = CompileProgram(vertexShader.str(), fragmentShader.str()); |
| 425 | |
| 426 | if (expectSuccess) |
| 427 | { |
| 428 | EXPECT_NE(0u, program); |
| 429 | } |
| 430 | else |
| 431 | { |
| 432 | EXPECT_EQ(0u, program); |
| 433 | } |
| 434 | } |
| 435 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 436 | std::string mSimpleVSSource; |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 437 | }; |
| 438 | |
Jamie Madill | e1faacb | 2016-12-13 12:42:14 -0500 | [diff] [blame] | 439 | class GLSLTestNoValidation : public GLSLTest |
| 440 | { |
| 441 | public: |
| 442 | GLSLTestNoValidation() { setNoErrorEnabled(true); } |
| 443 | }; |
| 444 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 445 | class GLSLTest_ES3 : public GLSLTest |
Gregoire Payen de La Garanderie | b3dced2 | 2015-01-12 14:54:55 +0000 | [diff] [blame] | 446 | { |
Olli Etuaho | e1d199b | 2016-07-19 17:14:27 +0300 | [diff] [blame] | 447 | void SetUp() override |
| 448 | { |
| 449 | ANGLETest::SetUp(); |
| 450 | |
| 451 | mSimpleVSSource = |
| 452 | "#version 300 es\n" |
| 453 | "in vec4 inputAttribute;" |
| 454 | "void main()" |
| 455 | "{" |
| 456 | " gl_Position = inputAttribute;" |
| 457 | "}"; |
| 458 | } |
Gregoire Payen de La Garanderie | b3dced2 | 2015-01-12 14:54:55 +0000 | [diff] [blame] | 459 | }; |
| 460 | |
Olli Etuaho | 9250cb2 | 2017-01-21 10:51:27 +0000 | [diff] [blame] | 461 | class GLSLTest_ES31 : public GLSLTest |
| 462 | { |
| 463 | void SetUp() override |
| 464 | { |
| 465 | ANGLETest::SetUp(); |
| 466 | |
| 467 | mSimpleVSSource = |
| 468 | "#version 310 es\n" |
| 469 | "in vec4 inputAttribute;" |
| 470 | "void main()" |
| 471 | "{" |
| 472 | " gl_Position = inputAttribute;" |
| 473 | "}"; |
| 474 | } |
| 475 | }; |
| 476 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 477 | TEST_P(GLSLTest, NamelessScopedStructs) |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 478 | { |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 479 | const std::string fragmentShaderSource = SHADER_SOURCE |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 480 | ( |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 481 | precision mediump float; |
| 482 | |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 483 | void main() |
| 484 | { |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 485 | struct |
| 486 | { |
| 487 | float q; |
| 488 | } b; |
| 489 | |
| 490 | gl_FragColor = vec4(1, 0, 0, 1); |
| 491 | gl_FragColor.a += b.q; |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 492 | } |
| 493 | ); |
| 494 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 495 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 496 | EXPECT_NE(0u, program); |
| 497 | } |
Austin Kinross | 18b931d | 2014-09-29 12:58:31 -0700 | [diff] [blame] | 498 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 499 | TEST_P(GLSLTest, ScopedStructsOrderBug) |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 500 | { |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 501 | // TODO(geofflang): Find out why this doesn't compile on Apple OpenGL drivers |
| 502 | // (http://anglebug.com/1292) |
Geoff Lang | 5103f4c | 2016-01-26 11:40:18 -0500 | [diff] [blame] | 503 | // TODO(geofflang): Find out why this doesn't compile on AMD OpenGL drivers |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 504 | // (http://anglebug.com/1291) |
Corentin Wallez | c7f59d0 | 2016-06-20 10:12:08 -0400 | [diff] [blame] | 505 | if (IsDesktopOpenGL() && (IsOSX() || !IsNVIDIA())) |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 506 | { |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 507 | std::cout << "Test disabled on this OpenGL configuration." << std::endl; |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 508 | return; |
| 509 | } |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 510 | |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 511 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 512 | ( |
| 513 | precision mediump float; |
| 514 | |
| 515 | struct T |
| 516 | { |
| 517 | float f; |
| 518 | }; |
| 519 | |
| 520 | void main() |
| 521 | { |
| 522 | T a; |
| 523 | |
| 524 | struct T |
| 525 | { |
| 526 | float q; |
| 527 | }; |
| 528 | |
| 529 | T b; |
| 530 | |
| 531 | gl_FragColor = vec4(1, 0, 0, 1); |
| 532 | gl_FragColor.a += a.f; |
| 533 | gl_FragColor.a += b.q; |
| 534 | } |
| 535 | ); |
| 536 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 537 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 538 | EXPECT_NE(0u, program); |
| 539 | } |
| 540 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 541 | TEST_P(GLSLTest, ScopedStructsBug) |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 542 | { |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 543 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 544 | ( |
| 545 | precision mediump float; |
| 546 | |
| 547 | struct T_0 |
| 548 | { |
| 549 | float f; |
| 550 | }; |
| 551 | |
| 552 | void main() |
| 553 | { |
| 554 | gl_FragColor = vec4(1, 0, 0, 1); |
| 555 | |
| 556 | struct T |
| 557 | { |
| 558 | vec2 v; |
| 559 | }; |
| 560 | |
| 561 | T_0 a; |
| 562 | T b; |
| 563 | |
| 564 | gl_FragColor.a += a.f; |
| 565 | gl_FragColor.a += b.v.x; |
| 566 | } |
| 567 | ); |
| 568 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 569 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 570 | EXPECT_NE(0u, program); |
| 571 | } |
| 572 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 573 | TEST_P(GLSLTest, DxPositionBug) |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 574 | { |
| 575 | const std::string &vertexShaderSource = SHADER_SOURCE |
| 576 | ( |
| 577 | attribute vec4 inputAttribute; |
| 578 | varying float dx_Position; |
| 579 | void main() |
| 580 | { |
| 581 | gl_Position = vec4(inputAttribute); |
| 582 | dx_Position = 0.0; |
| 583 | } |
| 584 | ); |
| 585 | |
| 586 | const std::string &fragmentShaderSource = SHADER_SOURCE |
| 587 | ( |
| 588 | precision mediump float; |
| 589 | |
| 590 | varying float dx_Position; |
| 591 | |
| 592 | void main() |
| 593 | { |
| 594 | gl_FragColor = vec4(dx_Position, 0, 0, 1); |
| 595 | } |
| 596 | ); |
| 597 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 598 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 599 | EXPECT_NE(0u, program); |
| 600 | } |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 601 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 602 | TEST_P(GLSLTest, ElseIfRewriting) |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 603 | { |
| 604 | const std::string &vertexShaderSource = |
| 605 | "attribute vec4 a_position;\n" |
| 606 | "varying float v;\n" |
| 607 | "void main() {\n" |
| 608 | " gl_Position = a_position;\n" |
| 609 | " v = 1.0;\n" |
| 610 | " if (a_position.x <= 0.5) {\n" |
| 611 | " v = 0.0;\n" |
| 612 | " } else if (a_position.x >= 0.5) {\n" |
| 613 | " v = 2.0;\n" |
| 614 | " }\n" |
| 615 | "}\n"; |
| 616 | |
| 617 | const std::string &fragmentShaderSource = |
| 618 | "precision highp float;\n" |
| 619 | "varying float v;\n" |
| 620 | "void main() {\n" |
| 621 | " vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 622 | " if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| 623 | " if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n" |
| 624 | " gl_FragColor = color;\n" |
| 625 | "}\n"; |
| 626 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 627 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 628 | ASSERT_NE(0u, program); |
| 629 | |
| 630 | drawQuad(program, "a_position", 0.5f); |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 631 | |
| 632 | EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| 633 | EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255); |
| 634 | } |
| 635 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 636 | TEST_P(GLSLTest, TwoElseIfRewriting) |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 637 | { |
| 638 | const std::string &vertexShaderSource = |
| 639 | "attribute vec4 a_position;\n" |
| 640 | "varying float v;\n" |
| 641 | "void main() {\n" |
| 642 | " gl_Position = a_position;\n" |
Jamie Madill | 778d527 | 2014-08-04 13:13:25 -0400 | [diff] [blame] | 643 | " if (a_position.x == 0.0) {\n" |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 644 | " v = 1.0;\n" |
| 645 | " } else if (a_position.x > 0.5) {\n" |
| 646 | " v = 0.0;\n" |
| 647 | " } else if (a_position.x > 0.75) {\n" |
| 648 | " v = 0.5;\n" |
| 649 | " }\n" |
| 650 | "}\n"; |
| 651 | |
| 652 | const std::string &fragmentShaderSource = |
| 653 | "precision highp float;\n" |
| 654 | "varying float v;\n" |
| 655 | "void main() {\n" |
| 656 | " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n" |
| 657 | "}\n"; |
| 658 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 659 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 660 | EXPECT_NE(0u, program); |
| 661 | } |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 662 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 663 | TEST_P(GLSLTest, FrontFacingAndVarying) |
Jamie Madill | e6256f8 | 2014-09-17 10:31:15 -0400 | [diff] [blame] | 664 | { |
Geoff Lang | dd323e9 | 2015-06-09 15:16:31 -0400 | [diff] [blame] | 665 | EGLPlatformParameters platform = GetParam().eglParameters; |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 666 | |
Jamie Madill | e6256f8 | 2014-09-17 10:31:15 -0400 | [diff] [blame] | 667 | const std::string vertexShaderSource = SHADER_SOURCE |
| 668 | ( |
| 669 | attribute vec4 a_position; |
| 670 | varying float v_varying; |
| 671 | void main() |
| 672 | { |
| 673 | v_varying = a_position.x; |
| 674 | gl_Position = a_position; |
| 675 | } |
| 676 | ); |
| 677 | |
| 678 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 679 | ( |
| 680 | precision mediump float; |
| 681 | varying float v_varying; |
| 682 | void main() |
| 683 | { |
| 684 | vec4 c; |
| 685 | |
| 686 | if (gl_FrontFacing) |
| 687 | { |
| 688 | c = vec4(v_varying, 0, 0, 1.0); |
| 689 | } |
| 690 | else |
| 691 | { |
| 692 | c = vec4(0, v_varying, 0, 1.0); |
| 693 | } |
| 694 | gl_FragColor = c; |
| 695 | } |
| 696 | ); |
| 697 | |
| 698 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Austin Kinross | 02df796 | 2015-07-01 10:03:42 -0700 | [diff] [blame] | 699 | |
| 700 | // Compilation should fail on D3D11 feature level 9_3, since gl_FrontFacing isn't supported. |
| 701 | if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) |
| 702 | { |
| 703 | if (platform.majorVersion == 9 && platform.minorVersion == 3) |
| 704 | { |
| 705 | EXPECT_EQ(0u, program); |
| 706 | return; |
| 707 | } |
| 708 | } |
| 709 | |
| 710 | // Otherwise, compilation should succeed |
Jamie Madill | e6256f8 | 2014-09-17 10:31:15 -0400 | [diff] [blame] | 711 | EXPECT_NE(0u, program); |
| 712 | } |
| 713 | |
Jamie Madill | 2f348d2 | 2017-06-05 10:50:59 -0400 | [diff] [blame] | 714 | // Test that we can release the shader compiler and still compile things properly. |
| 715 | TEST_P(GLSLTest, ReleaseCompilerThenCompile) |
| 716 | { |
| 717 | const std::string &simpleVS = |
| 718 | "attribute vec4 position; void main() { gl_Position = position; }"; |
| 719 | const std::string &simpleFS = "void main() { gl_FragColor = vec4(1, 0, 0, 1); }"; |
| 720 | |
| 721 | // Draw with the first program. |
| 722 | ANGLE_GL_PROGRAM(program1, simpleVS, simpleFS); |
| 723 | drawQuad(program1, "position", 0.5f); |
| 724 | ASSERT_GL_NO_ERROR(); |
| 725 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| 726 | |
| 727 | // Clear and release shader compiler. |
| 728 | glClearColor(0.0f, 1.0f, 0.0f, 1.0f); |
| 729 | glClear(GL_COLOR_BUFFER_BIT); |
| 730 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 731 | glReleaseShaderCompiler(); |
| 732 | ASSERT_GL_NO_ERROR(); |
| 733 | |
| 734 | // Draw with a second program. |
| 735 | ANGLE_GL_PROGRAM(program2, simpleVS, simpleFS); |
| 736 | drawQuad(program2, "position", 0.5f); |
| 737 | ASSERT_GL_NO_ERROR(); |
| 738 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red); |
| 739 | } |
| 740 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 741 | // Verify that linking shaders declaring different shading language versions fails. |
| 742 | TEST_P(GLSLTest_ES3, VersionMismatch) |
| 743 | { |
| 744 | const std::string fragmentShaderSource100 = |
| 745 | "precision mediump float;\n" |
| 746 | "varying float v_varying;\n" |
| 747 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 748 | |
| 749 | const std::string vertexShaderSource100 = |
| 750 | "attribute vec4 a_position;\n" |
| 751 | "varying float v_varying;\n" |
| 752 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 753 | |
| 754 | const std::string fragmentShaderSource300 = |
| 755 | "#version 300 es\n" |
| 756 | "precision mediump float;\n" |
| 757 | "in float v_varying;\n" |
| 758 | "out vec4 my_FragColor;\n" |
| 759 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 760 | |
| 761 | const std::string vertexShaderSource300 = |
| 762 | "#version 300 es\n" |
| 763 | "in vec4 a_position;\n" |
| 764 | "out float v_varying;\n" |
| 765 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 766 | |
| 767 | GLuint program = CompileProgram(vertexShaderSource300, fragmentShaderSource100); |
| 768 | EXPECT_EQ(0u, program); |
| 769 | |
| 770 | program = CompileProgram(vertexShaderSource100, fragmentShaderSource300); |
| 771 | EXPECT_EQ(0u, program); |
| 772 | } |
| 773 | |
| 774 | // Verify that declaring varying as invariant only in vertex shader fails in ESSL 1.00. |
| 775 | TEST_P(GLSLTest, InvariantVaryingOut) |
| 776 | { |
| 777 | const std::string fragmentShaderSource = |
| 778 | "precision mediump float;\n" |
| 779 | "varying float v_varying;\n" |
| 780 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 781 | |
| 782 | const std::string vertexShaderSource = |
| 783 | "attribute vec4 a_position;\n" |
| 784 | "invariant varying float v_varying;\n" |
| 785 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 786 | |
| 787 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 788 | EXPECT_EQ(0u, program); |
| 789 | } |
| 790 | |
| 791 | // Verify that declaring varying as invariant only in vertex shader succeeds in ESSL 3.00. |
| 792 | TEST_P(GLSLTest_ES3, InvariantVaryingOut) |
| 793 | { |
| 794 | // TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader |
| 795 | // for varyings which are invariant in vertex shader (http://anglebug.com/1293) |
Corentin Wallez | c7f59d0 | 2016-06-20 10:12:08 -0400 | [diff] [blame] | 796 | if (IsDesktopOpenGL()) |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 797 | { |
| 798 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 799 | return; |
| 800 | } |
| 801 | |
| 802 | const std::string fragmentShaderSource = |
| 803 | "#version 300 es\n" |
| 804 | "precision mediump float;\n" |
| 805 | "in float v_varying;\n" |
| 806 | "out vec4 my_FragColor;\n" |
| 807 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 808 | |
| 809 | const std::string vertexShaderSource = |
| 810 | "#version 300 es\n" |
| 811 | "in vec4 a_position;\n" |
| 812 | "invariant out float v_varying;\n" |
| 813 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 814 | |
| 815 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 816 | EXPECT_NE(0u, program); |
| 817 | } |
| 818 | |
| 819 | // Verify that declaring varying as invariant only in fragment shader fails in ESSL 1.00. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 820 | TEST_P(GLSLTest, InvariantVaryingIn) |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 821 | { |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 822 | const std::string fragmentShaderSource = |
| 823 | "precision mediump float;\n" |
| 824 | "invariant varying float v_varying;\n" |
| 825 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 826 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 827 | const std::string vertexShaderSource = |
| 828 | "attribute vec4 a_position;\n" |
| 829 | "varying float v_varying;\n" |
| 830 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 831 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 832 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 833 | EXPECT_EQ(0u, program); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 834 | } |
| 835 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 836 | // Verify that declaring varying as invariant only in fragment shader fails in ESSL 3.00. |
| 837 | TEST_P(GLSLTest_ES3, InvariantVaryingIn) |
| 838 | { |
| 839 | const std::string fragmentShaderSource = |
| 840 | "#version 300 es\n" |
| 841 | "precision mediump float;\n" |
| 842 | "invariant in float v_varying;\n" |
| 843 | "out vec4 my_FragColor;\n" |
| 844 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 845 | |
| 846 | const std::string vertexShaderSource = |
| 847 | "#version 300 es\n" |
| 848 | "in vec4 a_position;\n" |
| 849 | "out float v_varying;\n" |
| 850 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 851 | |
| 852 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 853 | EXPECT_EQ(0u, program); |
| 854 | } |
| 855 | |
| 856 | // Verify that declaring varying as invariant in both shaders succeeds in ESSL 1.00. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 857 | TEST_P(GLSLTest, InvariantVaryingBoth) |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 858 | { |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 859 | const std::string fragmentShaderSource = |
| 860 | "precision mediump float;\n" |
| 861 | "invariant varying float v_varying;\n" |
| 862 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 863 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 864 | const std::string vertexShaderSource = |
| 865 | "attribute vec4 a_position;\n" |
| 866 | "invariant varying float v_varying;\n" |
| 867 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 868 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 869 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 870 | EXPECT_NE(0u, program); |
| 871 | } |
| 872 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 873 | // Verify that declaring varying as invariant in both shaders fails in ESSL 3.00. |
| 874 | TEST_P(GLSLTest_ES3, InvariantVaryingBoth) |
| 875 | { |
| 876 | const std::string fragmentShaderSource = |
| 877 | "#version 300 es\n" |
| 878 | "precision mediump float;\n" |
| 879 | "invariant in float v_varying;\n" |
| 880 | "out vec4 my_FragColor;\n" |
| 881 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 882 | |
| 883 | const std::string vertexShaderSource = |
| 884 | "#version 300 es\n" |
| 885 | "in vec4 a_position;\n" |
| 886 | "invariant out float v_varying;\n" |
| 887 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 888 | |
| 889 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 890 | EXPECT_EQ(0u, program); |
| 891 | } |
| 892 | |
| 893 | // Verify that declaring gl_Position as invariant succeeds in ESSL 1.00. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 894 | TEST_P(GLSLTest, InvariantGLPosition) |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 895 | { |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 896 | const std::string fragmentShaderSource = |
| 897 | "precision mediump float;\n" |
| 898 | "varying float v_varying;\n" |
| 899 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 900 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 901 | const std::string vertexShaderSource = |
| 902 | "attribute vec4 a_position;\n" |
| 903 | "invariant gl_Position;\n" |
| 904 | "varying float v_varying;\n" |
| 905 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 906 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 907 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 908 | EXPECT_NE(0u, program); |
| 909 | } |
| 910 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 911 | // Verify that declaring gl_Position as invariant succeeds in ESSL 3.00. |
| 912 | TEST_P(GLSLTest_ES3, InvariantGLPosition) |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 913 | { |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 914 | const std::string fragmentShaderSource = |
| 915 | "#version 300 es\n" |
| 916 | "precision mediump float;\n" |
| 917 | "in float v_varying;\n" |
| 918 | "out vec4 my_FragColor;\n" |
| 919 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 920 | |
| 921 | const std::string vertexShaderSource = |
| 922 | "#version 300 es\n" |
| 923 | "in vec4 a_position;\n" |
| 924 | "invariant gl_Position;\n" |
| 925 | "out float v_varying;\n" |
| 926 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 927 | |
| 928 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 929 | EXPECT_NE(0u, program); |
| 930 | } |
| 931 | |
| 932 | // Verify that using invariant(all) in both shaders succeeds in ESSL 1.00. |
| 933 | TEST_P(GLSLTest, InvariantAllBoth) |
| 934 | { |
| 935 | // TODO: ESSL 1.00 -> GLSL 1.20 translation should add "invariant" in fragment shader |
| 936 | // for varyings which are invariant in vertex shader individually, |
| 937 | // and remove invariant(all) from fragment shader (http://anglebug.com/1293) |
Corentin Wallez | c7f59d0 | 2016-06-20 10:12:08 -0400 | [diff] [blame] | 938 | if (IsDesktopOpenGL()) |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 939 | { |
| 940 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 941 | return; |
| 942 | } |
| 943 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 944 | const std::string fragmentShaderSource = |
| 945 | "#pragma STDGL invariant(all)\n" |
| 946 | "precision mediump float;\n" |
| 947 | "varying float v_varying;\n" |
| 948 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 949 | |
| 950 | const std::string vertexShaderSource = |
| 951 | "#pragma STDGL invariant(all)\n" |
| 952 | "attribute vec4 a_position;\n" |
| 953 | "varying float v_varying;\n" |
| 954 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 955 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 956 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 957 | EXPECT_NE(0u, program); |
| 958 | } |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 959 | |
Geoff Lang | 156d719 | 2016-07-21 16:11:00 -0400 | [diff] [blame] | 960 | // Verify that functions without return statements still compile |
| 961 | TEST_P(GLSLTest, MissingReturnFloat) |
| 962 | { |
| 963 | const std::string vertexShaderSource = |
| 964 | "varying float v_varying;\n" |
| 965 | "float f() { if (v_varying > 0.0) return 1.0; }\n" |
| 966 | "void main() { gl_Position = vec4(f(), 0, 0, 1); }\n"; |
| 967 | |
| 968 | const std::string fragmentShaderSource = |
| 969 | "precision mediump float;\n" |
| 970 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 971 | |
| 972 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 973 | EXPECT_NE(0u, program); |
| 974 | } |
| 975 | |
| 976 | // Verify that functions without return statements still compile |
| 977 | TEST_P(GLSLTest, MissingReturnVec2) |
| 978 | { |
| 979 | const std::string vertexShaderSource = |
| 980 | "varying float v_varying;\n" |
| 981 | "vec2 f() { if (v_varying > 0.0) return vec2(1.0, 1.0); }\n" |
| 982 | "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; |
| 983 | |
| 984 | const std::string fragmentShaderSource = |
| 985 | "precision mediump float;\n" |
| 986 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 987 | |
| 988 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 989 | EXPECT_NE(0u, program); |
| 990 | } |
| 991 | |
| 992 | // Verify that functions without return statements still compile |
| 993 | TEST_P(GLSLTest, MissingReturnVec3) |
| 994 | { |
| 995 | const std::string vertexShaderSource = |
| 996 | "varying float v_varying;\n" |
| 997 | "vec3 f() { if (v_varying > 0.0) return vec3(1.0, 1.0, 1.0); }\n" |
| 998 | "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; |
| 999 | |
| 1000 | const std::string fragmentShaderSource = |
| 1001 | "precision mediump float;\n" |
| 1002 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1003 | |
| 1004 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1005 | EXPECT_NE(0u, program); |
| 1006 | } |
| 1007 | |
| 1008 | // Verify that functions without return statements still compile |
| 1009 | TEST_P(GLSLTest, MissingReturnVec4) |
| 1010 | { |
| 1011 | const std::string vertexShaderSource = |
| 1012 | "varying float v_varying;\n" |
| 1013 | "vec4 f() { if (v_varying > 0.0) return vec4(1.0, 1.0, 1.0, 1.0); }\n" |
| 1014 | "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; |
| 1015 | |
| 1016 | const std::string fragmentShaderSource = |
| 1017 | "precision mediump float;\n" |
| 1018 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1019 | |
| 1020 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1021 | EXPECT_NE(0u, program); |
| 1022 | } |
| 1023 | |
| 1024 | // Verify that functions without return statements still compile |
| 1025 | TEST_P(GLSLTest, MissingReturnIVec4) |
| 1026 | { |
| 1027 | const std::string vertexShaderSource = |
| 1028 | "varying float v_varying;\n" |
| 1029 | "ivec4 f() { if (v_varying > 0.0) return ivec4(1, 1, 1, 1); }\n" |
| 1030 | "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; |
| 1031 | |
| 1032 | const std::string fragmentShaderSource = |
| 1033 | "precision mediump float;\n" |
| 1034 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1035 | |
| 1036 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1037 | EXPECT_NE(0u, program); |
| 1038 | } |
| 1039 | |
| 1040 | // Verify that functions without return statements still compile |
| 1041 | TEST_P(GLSLTest, MissingReturnMat4) |
| 1042 | { |
| 1043 | const std::string vertexShaderSource = |
| 1044 | "varying float v_varying;\n" |
| 1045 | "mat4 f() { if (v_varying > 0.0) return mat4(1.0); }\n" |
| 1046 | "void main() { gl_Position = vec4(f()[0][0], 0, 0, 1); }\n"; |
| 1047 | |
| 1048 | const std::string fragmentShaderSource = |
| 1049 | "precision mediump float;\n" |
| 1050 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1051 | |
| 1052 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1053 | EXPECT_NE(0u, program); |
| 1054 | } |
| 1055 | |
| 1056 | // Verify that functions without return statements still compile |
| 1057 | TEST_P(GLSLTest, MissingReturnStruct) |
| 1058 | { |
| 1059 | const std::string vertexShaderSource = |
| 1060 | "varying float v_varying;\n" |
| 1061 | "struct s { float a; int b; vec2 c; };\n" |
| 1062 | "s f() { if (v_varying > 0.0) return s(1.0, 1, vec2(1.0, 1.0)); }\n" |
| 1063 | "void main() { gl_Position = vec4(f().a, 0, 0, 1); }\n"; |
| 1064 | |
| 1065 | const std::string fragmentShaderSource = |
| 1066 | "precision mediump float;\n" |
| 1067 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1068 | |
| 1069 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1070 | EXPECT_NE(0u, program); |
| 1071 | } |
| 1072 | |
| 1073 | // Verify that functions without return statements still compile |
| 1074 | TEST_P(GLSLTest_ES3, MissingReturnArray) |
| 1075 | { |
| 1076 | const std::string vertexShaderSource = |
| 1077 | "#version 300 es\n" |
| 1078 | "in float v_varying;\n" |
| 1079 | "vec2[2] f() { if (v_varying > 0.0) { return vec2[2](vec2(1.0, 1.0), vec2(1.0, 1.0)); } }\n" |
| 1080 | "void main() { gl_Position = vec4(f()[0].x, 0, 0, 1); }\n"; |
| 1081 | |
| 1082 | const std::string fragmentShaderSource = |
| 1083 | "#version 300 es\n" |
| 1084 | "precision mediump float;\n" |
| 1085 | "out vec4 my_FragColor;\n" |
| 1086 | "void main() { my_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1087 | |
| 1088 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1089 | EXPECT_NE(0u, program); |
| 1090 | } |
| 1091 | |
| 1092 | // Verify that functions without return statements still compile |
| 1093 | TEST_P(GLSLTest_ES3, MissingReturnArrayOfStructs) |
| 1094 | { |
| 1095 | const std::string vertexShaderSource = |
| 1096 | "#version 300 es\n" |
| 1097 | "in float v_varying;\n" |
| 1098 | "struct s { float a; int b; vec2 c; };\n" |
| 1099 | "s[2] f() { if (v_varying > 0.0) { return s[2](s(1.0, 1, vec2(1.0, 1.0)), s(1.0, 1, " |
| 1100 | "vec2(1.0, 1.0))); } }\n" |
| 1101 | "void main() { gl_Position = vec4(f()[0].a, 0, 0, 1); }\n"; |
| 1102 | |
| 1103 | const std::string fragmentShaderSource = |
| 1104 | "#version 300 es\n" |
| 1105 | "precision mediump float;\n" |
| 1106 | "out vec4 my_FragColor;\n" |
| 1107 | "void main() { my_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1108 | |
| 1109 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1110 | EXPECT_NE(0u, program); |
| 1111 | } |
| 1112 | |
Corentin Wallez | 509e456 | 2016-08-25 14:55:44 -0400 | [diff] [blame] | 1113 | // Verify that functions without return statements still compile |
| 1114 | TEST_P(GLSLTest_ES3, MissingReturnStructOfArrays) |
| 1115 | { |
Olli Etuaho | df7d13e | 2017-05-30 13:53:45 +0300 | [diff] [blame] | 1116 | // TODO(cwallez) remove the suppression once NVIDIA drivers are updated across trybots, drivers |
| 1117 | // since late 2016 should have the fix. Last check on 2017-05-30 revealed that the Windows |
| 1118 | // Server 2008 bots still had the old, failing drivers. |
Corentin Wallez | 509e456 | 2016-08-25 14:55:44 -0400 | [diff] [blame] | 1119 | if (IsNVIDIA() && IsOpenGLES()) |
| 1120 | { |
| 1121 | std::cout << "Test skipped on NVIDIA OpenGL ES because it disallows returning " |
| 1122 | "structure of arrays" |
| 1123 | << std::endl; |
| 1124 | return; |
| 1125 | } |
| 1126 | |
| 1127 | const std::string vertexShaderSource = |
| 1128 | "#version 300 es\n" |
| 1129 | "in float v_varying;\n" |
| 1130 | "struct s { float a[2]; int b[2]; vec2 c[2]; };\n" |
| 1131 | "s f() { if (v_varying > 0.0) { return s(float[2](1.0, 1.0), int[2](1, 1)," |
| 1132 | "vec2[2](vec2(1.0, 1.0), vec2(1.0, 1.0))); } }\n" |
| 1133 | "void main() { gl_Position = vec4(f().a[0], 0, 0, 1); }\n"; |
| 1134 | |
| 1135 | const std::string fragmentShaderSource = |
| 1136 | "#version 300 es\n" |
| 1137 | "precision mediump float;\n" |
| 1138 | "out vec4 my_FragColor;\n" |
| 1139 | "void main() { my_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1140 | |
| 1141 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1142 | EXPECT_NE(0u, program); |
| 1143 | } |
| 1144 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 1145 | // Verify that using invariant(all) in both shaders fails in ESSL 3.00. |
| 1146 | TEST_P(GLSLTest_ES3, InvariantAllBoth) |
| 1147 | { |
| 1148 | const std::string fragmentShaderSource = |
| 1149 | "#version 300 es\n" |
| 1150 | "#pragma STDGL invariant(all)\n" |
| 1151 | "precision mediump float;\n" |
| 1152 | "in float v_varying;\n" |
| 1153 | "out vec4 my_FragColor;\n" |
| 1154 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 1155 | |
| 1156 | const std::string vertexShaderSource = |
| 1157 | "#version 300 es\n" |
| 1158 | "#pragma STDGL invariant(all)\n" |
| 1159 | "in vec4 a_position;\n" |
| 1160 | "out float v_varying;\n" |
| 1161 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 1162 | |
| 1163 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1164 | EXPECT_EQ(0u, program); |
| 1165 | } |
| 1166 | |
| 1167 | // Verify that using invariant(all) only in fragment shader fails in ESSL 1.00. |
| 1168 | TEST_P(GLSLTest, InvariantAllIn) |
| 1169 | { |
| 1170 | const std::string fragmentShaderSource = |
| 1171 | "#pragma STDGL invariant(all)\n" |
| 1172 | "precision mediump float;\n" |
| 1173 | "varying float v_varying;\n" |
| 1174 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 1175 | |
| 1176 | const std::string vertexShaderSource = |
| 1177 | "attribute vec4 a_position;\n" |
| 1178 | "varying float v_varying;\n" |
| 1179 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 1180 | |
| 1181 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1182 | EXPECT_EQ(0u, program); |
| 1183 | } |
| 1184 | |
| 1185 | // Verify that using invariant(all) only in fragment shader fails in ESSL 3.00. |
| 1186 | TEST_P(GLSLTest_ES3, InvariantAllIn) |
| 1187 | { |
| 1188 | const std::string fragmentShaderSource = |
| 1189 | "#version 300 es\n" |
| 1190 | "#pragma STDGL invariant(all)\n" |
| 1191 | "precision mediump float;\n" |
| 1192 | "in float v_varying;\n" |
| 1193 | "out vec4 my_FragColor;\n" |
| 1194 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 1195 | |
| 1196 | const std::string vertexShaderSource = |
| 1197 | "#version 300 es\n" |
| 1198 | "in vec4 a_position;\n" |
| 1199 | "out float v_varying;\n" |
| 1200 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 1201 | |
| 1202 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1203 | EXPECT_EQ(0u, program); |
| 1204 | } |
| 1205 | |
| 1206 | // Verify that using invariant(all) only in vertex shader fails in ESSL 1.00. |
| 1207 | TEST_P(GLSLTest, InvariantAllOut) |
| 1208 | { |
| 1209 | const std::string fragmentShaderSource = |
| 1210 | "precision mediump float;\n" |
| 1211 | "varying float v_varying;\n" |
| 1212 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 1213 | |
| 1214 | const std::string vertexShaderSource = |
| 1215 | "#pragma STDGL invariant(all)\n" |
| 1216 | "attribute vec4 a_position;\n" |
| 1217 | "varying float v_varying;\n" |
| 1218 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 1219 | |
| 1220 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1221 | EXPECT_EQ(0u, program); |
| 1222 | } |
| 1223 | |
| 1224 | // Verify that using invariant(all) only in vertex shader succeeds in ESSL 3.00. |
| 1225 | TEST_P(GLSLTest_ES3, InvariantAllOut) |
| 1226 | { |
| 1227 | // TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader |
| 1228 | // for varyings which are invariant in vertex shader, |
| 1229 | // because of invariant(all) being used in vertex shader (http://anglebug.com/1293) |
Corentin Wallez | c7f59d0 | 2016-06-20 10:12:08 -0400 | [diff] [blame] | 1230 | if (IsDesktopOpenGL()) |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 1231 | { |
| 1232 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 1233 | return; |
| 1234 | } |
| 1235 | |
| 1236 | const std::string fragmentShaderSource = |
| 1237 | "#version 300 es\n" |
| 1238 | "precision mediump float;\n" |
| 1239 | "in float v_varying;\n" |
| 1240 | "out vec4 my_FragColor;\n" |
| 1241 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 1242 | |
| 1243 | const std::string vertexShaderSource = |
| 1244 | "#version 300 es\n" |
| 1245 | "#pragma STDGL invariant(all)\n" |
| 1246 | "in vec4 a_position;\n" |
| 1247 | "out float v_varying;\n" |
| 1248 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 1249 | |
| 1250 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1251 | EXPECT_NE(0u, program); |
| 1252 | } |
| 1253 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1254 | TEST_P(GLSLTest, MaxVaryingVec4) |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1255 | { |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1256 | #if defined(__APPLE__) |
| 1257 | // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers |
| 1258 | // (http://anglebug.com/1291) |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1259 | if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1260 | { |
| 1261 | std::cout << "Test disabled on Apple AMD OpenGL." << std::endl; |
| 1262 | return; |
| 1263 | } |
| 1264 | #endif |
| 1265 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1266 | GLint maxVaryings = 0; |
| 1267 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1268 | |
| 1269 | VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true); |
| 1270 | } |
| 1271 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1272 | TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusTwoSpecialVariables) |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1273 | { |
| 1274 | GLint maxVaryings = 0; |
| 1275 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1276 | |
| 1277 | // Generate shader code that uses gl_FragCoord and gl_PointCoord, two special fragment shader variables. |
| 1278 | VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true); |
| 1279 | } |
| 1280 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1281 | TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusThreeSpecialVariables) |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1282 | { |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1283 | // TODO(geofflang): Figure out why this fails on OpenGL AMD (http://anglebug.com/1291) |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1284 | if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1285 | { |
| 1286 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 1287 | return; |
| 1288 | } |
| 1289 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1290 | GLint maxVaryings = 0; |
| 1291 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1292 | |
| 1293 | // Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize. |
| 1294 | VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, true, true); |
| 1295 | } |
| 1296 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1297 | TEST_P(GLSLTest, MaxVaryingVec3) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1298 | { |
| 1299 | GLint maxVaryings = 0; |
| 1300 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1301 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1302 | VaryingTestBase(0, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1303 | } |
| 1304 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1305 | TEST_P(GLSLTest, MaxVaryingVec3Array) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1306 | { |
| 1307 | GLint maxVaryings = 0; |
| 1308 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1309 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1310 | VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1311 | } |
| 1312 | |
Jamie Madill | bee59e0 | 2014-10-02 10:44:18 -0400 | [diff] [blame] | 1313 | // Disabled because of a failure in D3D9 |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1314 | TEST_P(GLSLTest, MaxVaryingVec3AndOneFloat) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1315 | { |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1316 | if (IsD3D9()) |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1317 | { |
| 1318 | std::cout << "Test disabled on D3D9." << std::endl; |
| 1319 | return; |
| 1320 | } |
| 1321 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1322 | GLint maxVaryings = 0; |
| 1323 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1324 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1325 | VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1326 | } |
| 1327 | |
Jamie Madill | bee59e0 | 2014-10-02 10:44:18 -0400 | [diff] [blame] | 1328 | // Disabled because of a failure in D3D9 |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1329 | TEST_P(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1330 | { |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1331 | if (IsD3D9()) |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1332 | { |
| 1333 | std::cout << "Test disabled on D3D9." << std::endl; |
| 1334 | return; |
| 1335 | } |
| 1336 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1337 | GLint maxVaryings = 0; |
| 1338 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1339 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1340 | VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1341 | } |
| 1342 | |
Jamie Madill | bee59e0 | 2014-10-02 10:44:18 -0400 | [diff] [blame] | 1343 | // Disabled because of a failure in D3D9 |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1344 | TEST_P(GLSLTest, TwiceMaxVaryingVec2) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1345 | { |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1346 | if (IsD3D9()) |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1347 | { |
| 1348 | std::cout << "Test disabled on D3D9." << std::endl; |
| 1349 | return; |
| 1350 | } |
| 1351 | |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1352 | if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) |
| 1353 | { |
| 1354 | // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver |
| 1355 | std::cout << "Test disabled on OpenGL ES." << std::endl; |
| 1356 | return; |
| 1357 | } |
| 1358 | |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1359 | #if defined(__APPLE__) |
| 1360 | // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers |
| 1361 | // (http://anglebug.com/1291) |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1362 | if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1363 | { |
| 1364 | std::cout << "Test disabled on Apple AMD OpenGL." << std::endl; |
| 1365 | return; |
| 1366 | } |
| 1367 | #endif |
| 1368 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1369 | GLint maxVaryings = 0; |
| 1370 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1371 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1372 | VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, true); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1373 | } |
| 1374 | |
Jamie Madill | bee59e0 | 2014-10-02 10:44:18 -0400 | [diff] [blame] | 1375 | // Disabled because of a failure in D3D9 |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1376 | TEST_P(GLSLTest, MaxVaryingVec2Arrays) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1377 | { |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1378 | if (IsD3DSM3()) |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1379 | { |
| 1380 | std::cout << "Test disabled on SM3." << std::endl; |
| 1381 | return; |
| 1382 | } |
| 1383 | |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1384 | if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) |
| 1385 | { |
| 1386 | // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver |
| 1387 | std::cout << "Test disabled on OpenGL ES." << std::endl; |
| 1388 | return; |
| 1389 | } |
| 1390 | |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1391 | #if defined(__APPLE__) |
| 1392 | // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers |
| 1393 | // (http://anglebug.com/1291) |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1394 | if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1395 | { |
| 1396 | std::cout << "Test disabled on Apple AMD OpenGL." << std::endl; |
| 1397 | return; |
| 1398 | } |
| 1399 | #endif |
| 1400 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1401 | GLint maxVaryings = 0; |
| 1402 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1403 | |
Jamie Madill | 192745a | 2016-12-22 15:58:21 -0500 | [diff] [blame] | 1404 | // Special case: because arrays of mat2 are packed as small grids of two rows by two columns, |
| 1405 | // we should be aware that when we're packing into an odd number of varying registers the |
| 1406 | // last row will be empty and can not fit the final vec2 arrary. |
| 1407 | GLint maxVec2Arrays = (maxVaryings >> 1) << 1; |
| 1408 | |
| 1409 | VaryingTestBase(0, 0, 0, maxVec2Arrays, 0, 0, 0, 0, false, false, false, true); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1410 | } |
| 1411 | |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1412 | // Verify shader source with a fixed length that is less than the null-terminated length will compile. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1413 | TEST_P(GLSLTest, FixedShaderLength) |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1414 | { |
| 1415 | GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| 1416 | |
| 1417 | const std::string appendGarbage = "abcasdfasdfasdfasdfasdf"; |
| 1418 | const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage; |
| 1419 | const char *sourceArray[1] = { source.c_str() }; |
Corentin Wallez | 973402f | 2015-05-11 13:42:22 -0400 | [diff] [blame] | 1420 | GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) }; |
Cooper Partin | 4d61f7e | 2015-08-12 10:56:50 -0700 | [diff] [blame] | 1421 | glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1422 | glCompileShader(shader); |
| 1423 | |
| 1424 | GLint compileResult; |
| 1425 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1426 | EXPECT_NE(compileResult, 0); |
| 1427 | } |
| 1428 | |
| 1429 | // Verify that a negative shader source length is treated as a null-terminated length. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1430 | TEST_P(GLSLTest, NegativeShaderLength) |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1431 | { |
| 1432 | GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| 1433 | |
| 1434 | const char *sourceArray[1] = { "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" }; |
| 1435 | GLint lengths[1] = { -10 }; |
Cooper Partin | 4d61f7e | 2015-08-12 10:56:50 -0700 | [diff] [blame] | 1436 | glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1437 | glCompileShader(shader); |
| 1438 | |
| 1439 | GLint compileResult; |
| 1440 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1441 | EXPECT_NE(compileResult, 0); |
| 1442 | } |
| 1443 | |
Corentin Wallez | 9a9c048 | 2016-04-12 10:36:25 -0400 | [diff] [blame] | 1444 | // Check that having an invalid char after the "." doesn't cause an assert. |
| 1445 | TEST_P(GLSLTest, InvalidFieldFirstChar) |
| 1446 | { |
| 1447 | GLuint shader = glCreateShader(GL_VERTEX_SHADER); |
| 1448 | const char *source = "void main() {vec4 x; x.}"; |
| 1449 | glShaderSource(shader, 1, &source, 0); |
| 1450 | glCompileShader(shader); |
| 1451 | |
| 1452 | GLint compileResult; |
| 1453 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1454 | EXPECT_EQ(0, compileResult); |
| 1455 | } |
| 1456 | |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1457 | // Verify that a length array with mixed positive and negative values compiles. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1458 | TEST_P(GLSLTest, MixedShaderLengths) |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1459 | { |
| 1460 | GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| 1461 | |
| 1462 | const char *sourceArray[] = |
| 1463 | { |
| 1464 | "void main()", |
| 1465 | "{", |
| 1466 | " gl_FragColor = vec4(0, 0, 0, 0);", |
| 1467 | "}", |
| 1468 | }; |
| 1469 | GLint lengths[] = |
| 1470 | { |
| 1471 | -10, |
| 1472 | 1, |
Corentin Wallez | 973402f | 2015-05-11 13:42:22 -0400 | [diff] [blame] | 1473 | static_cast<GLint>(strlen(sourceArray[2])), |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1474 | -1, |
| 1475 | }; |
| 1476 | ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths)); |
| 1477 | |
Cooper Partin | 4d61f7e | 2015-08-12 10:56:50 -0700 | [diff] [blame] | 1478 | glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1479 | glCompileShader(shader); |
| 1480 | |
| 1481 | GLint compileResult; |
| 1482 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1483 | EXPECT_NE(compileResult, 0); |
| 1484 | } |
| 1485 | |
| 1486 | // Verify that zero-length shader source does not affect shader compilation. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1487 | TEST_P(GLSLTest, ZeroShaderLength) |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1488 | { |
| 1489 | GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| 1490 | |
| 1491 | const char *sourceArray[] = |
| 1492 | { |
| 1493 | "adfasdf", |
| 1494 | "34534", |
| 1495 | "void main() { gl_FragColor = vec4(0, 0, 0, 0); }", |
| 1496 | "", |
| 1497 | "asdfasdfsdsdf", |
| 1498 | }; |
| 1499 | GLint lengths[] = |
| 1500 | { |
| 1501 | 0, |
| 1502 | 0, |
| 1503 | -1, |
| 1504 | 0, |
| 1505 | 0, |
| 1506 | }; |
| 1507 | ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths)); |
| 1508 | |
Cooper Partin | 4d61f7e | 2015-08-12 10:56:50 -0700 | [diff] [blame] | 1509 | glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1510 | glCompileShader(shader); |
| 1511 | |
| 1512 | GLint compileResult; |
| 1513 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1514 | EXPECT_NE(compileResult, 0); |
| 1515 | } |
Jamie Madill | 21c1e45 | 2014-12-29 11:33:41 -0500 | [diff] [blame] | 1516 | |
| 1517 | // Tests that bad index expressions don't crash ANGLE's translator. |
| 1518 | // https://code.google.com/p/angleproject/issues/detail?id=857 |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1519 | TEST_P(GLSLTest, BadIndexBug) |
Jamie Madill | 21c1e45 | 2014-12-29 11:33:41 -0500 | [diff] [blame] | 1520 | { |
| 1521 | const std::string &fragmentShaderSourceVec = |
| 1522 | "precision mediump float;\n" |
| 1523 | "uniform vec4 uniformVec;\n" |
| 1524 | "void main()\n" |
| 1525 | "{\n" |
| 1526 | " gl_FragColor = vec4(uniformVec[int()]);\n" |
| 1527 | "}"; |
| 1528 | |
| 1529 | GLuint shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceVec); |
| 1530 | EXPECT_EQ(0u, shader); |
| 1531 | |
| 1532 | if (shader != 0) |
| 1533 | { |
| 1534 | glDeleteShader(shader); |
| 1535 | } |
| 1536 | |
| 1537 | const std::string &fragmentShaderSourceMat = |
| 1538 | "precision mediump float;\n" |
| 1539 | "uniform mat4 uniformMat;\n" |
| 1540 | "void main()\n" |
| 1541 | "{\n" |
| 1542 | " gl_FragColor = vec4(uniformMat[int()]);\n" |
| 1543 | "}"; |
| 1544 | |
| 1545 | shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceMat); |
| 1546 | EXPECT_EQ(0u, shader); |
| 1547 | |
| 1548 | if (shader != 0) |
| 1549 | { |
| 1550 | glDeleteShader(shader); |
| 1551 | } |
| 1552 | |
| 1553 | const std::string &fragmentShaderSourceArray = |
| 1554 | "precision mediump float;\n" |
| 1555 | "uniform vec4 uniformArray;\n" |
| 1556 | "void main()\n" |
| 1557 | "{\n" |
| 1558 | " gl_FragColor = vec4(uniformArray[int()]);\n" |
| 1559 | "}"; |
| 1560 | |
| 1561 | shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceArray); |
| 1562 | EXPECT_EQ(0u, shader); |
| 1563 | |
| 1564 | if (shader != 0) |
| 1565 | { |
| 1566 | glDeleteShader(shader); |
| 1567 | } |
Jamie Madill | 3799714 | 2015-01-28 10:06:34 -0500 | [diff] [blame] | 1568 | } |
| 1569 | |
Jamie Madill | 2e295e2 | 2015-04-29 10:41:33 -0400 | [diff] [blame] | 1570 | // Test that structs defined in uniforms are translated correctly. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1571 | TEST_P(GLSLTest, StructSpecifiersUniforms) |
Jamie Madill | 2e295e2 | 2015-04-29 10:41:33 -0400 | [diff] [blame] | 1572 | { |
| 1573 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 1574 | ( |
| 1575 | precision mediump float; |
| 1576 | |
| 1577 | uniform struct S { float field;} s; |
| 1578 | |
| 1579 | void main() |
| 1580 | { |
| 1581 | gl_FragColor = vec4(1, 0, 0, 1); |
| 1582 | gl_FragColor.a += s.field; |
| 1583 | } |
| 1584 | ); |
| 1585 | |
| 1586 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| 1587 | EXPECT_NE(0u, program); |
| 1588 | } |
Jamie Madill | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 1589 | |
| 1590 | // Test that gl_DepthRange is not stored as a uniform location. Since uniforms |
| 1591 | // beginning with "gl_" are filtered out by our validation logic, we must |
| 1592 | // bypass the validation to test the behaviour of the implementation. |
| 1593 | // (note this test is still Impl-independent) |
Jamie Madill | e1faacb | 2016-12-13 12:42:14 -0500 | [diff] [blame] | 1594 | TEST_P(GLSLTestNoValidation, DepthRangeUniforms) |
Jamie Madill | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 1595 | { |
| 1596 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 1597 | ( |
| 1598 | precision mediump float; |
| 1599 | |
| 1600 | void main() |
| 1601 | { |
| 1602 | gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1); |
| 1603 | } |
| 1604 | ); |
| 1605 | |
Jamie Madill | e1faacb | 2016-12-13 12:42:14 -0500 | [diff] [blame] | 1606 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 1607 | |
Jamie Madill | e1faacb | 2016-12-13 12:42:14 -0500 | [diff] [blame] | 1608 | // We need to bypass validation for this call. |
| 1609 | GLint nearIndex = glGetUniformLocation(program.get(), "gl_DepthRange.near"); |
Jamie Madill | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 1610 | EXPECT_EQ(-1, nearIndex); |
| 1611 | |
| 1612 | // Test drawing does not throw an exception. |
Jamie Madill | e1faacb | 2016-12-13 12:42:14 -0500 | [diff] [blame] | 1613 | drawQuad(program.get(), "inputAttribute", 0.5f); |
Jamie Madill | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 1614 | |
| 1615 | EXPECT_GL_NO_ERROR(); |
Jamie Madill | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 1616 | } |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1617 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1618 | std::string GenerateSmallPowShader(double base, double exponent) |
| 1619 | { |
| 1620 | std::stringstream stream; |
| 1621 | |
| 1622 | stream.precision(8); |
| 1623 | |
| 1624 | double result = pow(base, exponent); |
| 1625 | |
| 1626 | stream << "precision highp float;\n" |
| 1627 | << "float fun(float arg)\n" |
| 1628 | << "{\n" |
| 1629 | << " return pow(arg, " << std::fixed << exponent << ");\n" |
| 1630 | << "}\n" |
| 1631 | << "\n" |
| 1632 | << "void main()\n" |
| 1633 | << "{\n" |
| 1634 | << " const float a = " << std::scientific << base << ";\n" |
| 1635 | << " float b = fun(a);\n" |
| 1636 | << " if (abs(" << result << " - b) < " << std::abs(result * 0.001) << ")\n" |
| 1637 | << " {\n" |
| 1638 | << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| 1639 | << " }\n" |
| 1640 | << " else\n" |
| 1641 | << " {\n" |
| 1642 | << " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 1643 | << " }\n" |
| 1644 | << "}\n"; |
| 1645 | |
| 1646 | return stream.str(); |
| 1647 | } |
| 1648 | |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1649 | // Covers the WebGL test 'glsl/bugs/pow-of-small-constant-in-user-defined-function' |
Jamie Madill | 1048e43 | 2016-07-23 18:51:28 -0400 | [diff] [blame] | 1650 | // See http://anglebug.com/851 |
| 1651 | TEST_P(GLSLTest, PowOfSmallConstant) |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1652 | { |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1653 | std::vector<double> bads; |
| 1654 | for (int eps = -1; eps <= 1; ++eps) |
| 1655 | { |
| 1656 | for (int i = -4; i <= 5; ++i) |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1657 | { |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1658 | if (i >= -1 && i <= 1) |
| 1659 | continue; |
| 1660 | const double epsilon = 1.0e-8; |
| 1661 | double bad = static_cast<double>(i) + static_cast<double>(eps) * epsilon; |
| 1662 | bads.push_back(bad); |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1663 | } |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1664 | } |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1665 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1666 | for (double bad : bads) |
| 1667 | { |
| 1668 | const std::string &fragmentShaderSource = GenerateSmallPowShader(1.0e-6, bad); |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1669 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1670 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1671 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1672 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 1673 | |
| 1674 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 1675 | EXPECT_GL_NO_ERROR(); |
| 1676 | } |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1677 | } |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1678 | |
Cooper Partin | a5ef8d8 | 2015-08-19 14:52:21 -0700 | [diff] [blame] | 1679 | // Test that fragment shaders which contain non-constant loop indexers and compiled for FL9_3 and |
| 1680 | // below |
| 1681 | // fail with a specific error message. |
| 1682 | // Additionally test that the same fragment shader compiles successfully with feature levels greater |
| 1683 | // than FL9_3. |
| 1684 | TEST_P(GLSLTest, LoopIndexingValidation) |
| 1685 | { |
| 1686 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 1687 | ( |
| 1688 | precision mediump float; |
| 1689 | |
| 1690 | uniform float loopMax; |
| 1691 | |
| 1692 | void main() |
| 1693 | { |
| 1694 | gl_FragColor = vec4(1, 0, 0, 1); |
| 1695 | for (float l = 0.0; l < loopMax; l++) |
| 1696 | { |
| 1697 | if (loopMax > 3.0) |
| 1698 | { |
| 1699 | gl_FragColor.a += 0.1; |
| 1700 | } |
| 1701 | } |
| 1702 | } |
| 1703 | ); |
| 1704 | |
| 1705 | GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| 1706 | |
| 1707 | const char *sourceArray[1] = {fragmentShaderSource.c_str()}; |
| 1708 | glShaderSource(shader, 1, sourceArray, nullptr); |
| 1709 | glCompileShader(shader); |
| 1710 | |
| 1711 | GLint compileResult; |
| 1712 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1713 | |
| 1714 | // If the test is configured to run limited to Feature Level 9_3, then it is |
| 1715 | // assumed that shader compilation will fail with an expected error message containing |
| 1716 | // "Loop index cannot be compared with non-constant expression" |
Olli Etuaho | 814a54d | 2015-08-27 16:23:09 +0300 | [diff] [blame] | 1717 | if ((GetParam() == ES2_D3D11_FL9_3() || GetParam() == ES2_D3D9())) |
Cooper Partin | a5ef8d8 | 2015-08-19 14:52:21 -0700 | [diff] [blame] | 1718 | { |
| 1719 | if (compileResult != 0) |
| 1720 | { |
| 1721 | FAIL() << "Shader compilation succeeded, expected failure"; |
| 1722 | } |
| 1723 | else |
| 1724 | { |
| 1725 | GLint infoLogLength; |
| 1726 | glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength); |
| 1727 | |
| 1728 | std::string infoLog; |
| 1729 | infoLog.resize(infoLogLength); |
Yunchao He | f81ce4a | 2017-04-24 10:49:17 +0800 | [diff] [blame] | 1730 | glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr, &infoLog[0]); |
Cooper Partin | a5ef8d8 | 2015-08-19 14:52:21 -0700 | [diff] [blame] | 1731 | |
| 1732 | if (infoLog.find("Loop index cannot be compared with non-constant expression") == |
| 1733 | std::string::npos) |
| 1734 | { |
| 1735 | FAIL() << "Shader compilation failed with unexpected error message"; |
| 1736 | } |
| 1737 | } |
| 1738 | } |
| 1739 | else |
| 1740 | { |
| 1741 | EXPECT_NE(0, compileResult); |
| 1742 | } |
| 1743 | |
| 1744 | if (shader != 0) |
| 1745 | { |
| 1746 | glDeleteShader(shader); |
| 1747 | } |
| 1748 | } |
| 1749 | |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1750 | // Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS |
| 1751 | // can actually be used. |
| 1752 | TEST_P(GLSLTest, VerifyMaxVertexUniformVectors) |
| 1753 | { |
Zhenyao Mo | 1a25672 | 2017-01-12 11:52:57 -0800 | [diff] [blame] | 1754 | if (IsLinux() && IsIntel()) |
| 1755 | { |
| 1756 | std::cout << "Test timed out on Linux Intel. See crbug.com/680631." << std::endl; |
| 1757 | return; |
| 1758 | } |
| 1759 | |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1760 | int maxUniforms = 10000; |
| 1761 | glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); |
| 1762 | EXPECT_GL_NO_ERROR(); |
| 1763 | std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl; |
| 1764 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1765 | CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, 0, 0, true); |
| 1766 | } |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1767 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1768 | // Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS |
| 1769 | // can actually be used along with the maximum number of texture samplers. |
| 1770 | TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsWithSamplers) |
| 1771 | { |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1772 | if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE || |
| 1773 | GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) |
| 1774 | { |
| 1775 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 1776 | return; |
| 1777 | } |
| 1778 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1779 | int maxUniforms = 10000; |
| 1780 | glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); |
| 1781 | EXPECT_GL_NO_ERROR(); |
| 1782 | std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl; |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1783 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1784 | int maxTextureImageUnits = 0; |
| 1785 | glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1786 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1787 | CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, maxTextureImageUnits, 0, true); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1788 | } |
| 1789 | |
| 1790 | // Tests that the maximum uniforms count + 1 from querying GL_MAX_VERTEX_UNIFORM_VECTORS |
| 1791 | // fails shader compilation. |
| 1792 | TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsExceeded) |
| 1793 | { |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1794 | int maxUniforms = 10000; |
| 1795 | glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); |
| 1796 | EXPECT_GL_NO_ERROR(); |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1797 | std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 << std::endl; |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1798 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1799 | CompileGLSLWithUniformsAndSamplers(maxUniforms + 1, 0, 0, 0, false); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1800 | } |
| 1801 | |
| 1802 | // Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS |
| 1803 | // can actually be used. |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1804 | TEST_P(GLSLTest, VerifyMaxFragmentUniformVectors) |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1805 | { |
Zhenyao Mo | 1a25672 | 2017-01-12 11:52:57 -0800 | [diff] [blame] | 1806 | if (IsLinux() && IsIntel()) |
| 1807 | { |
| 1808 | std::cout << "Test timed out on Linux Intel. See crbug.com/680631." << std::endl; |
| 1809 | return; |
| 1810 | } |
| 1811 | |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1812 | int maxUniforms = 10000; |
| 1813 | glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); |
| 1814 | EXPECT_GL_NO_ERROR(); |
| 1815 | std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS = " << maxUniforms << std::endl; |
| 1816 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1817 | CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, 0, true); |
| 1818 | } |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1819 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1820 | // Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS |
| 1821 | // can actually be used along with the maximum number of texture samplers. |
| 1822 | TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsWithSamplers) |
| 1823 | { |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1824 | if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE || |
| 1825 | GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) |
| 1826 | { |
| 1827 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 1828 | return; |
| 1829 | } |
| 1830 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1831 | int maxUniforms = 10000; |
| 1832 | glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); |
| 1833 | EXPECT_GL_NO_ERROR(); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1834 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1835 | int maxTextureImageUnits = 0; |
| 1836 | glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1837 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1838 | CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, maxTextureImageUnits, true); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1839 | } |
| 1840 | |
| 1841 | // Tests that the maximum uniforms count + 1 from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS |
| 1842 | // fails shader compilation. |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1843 | TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsExceeded) |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1844 | { |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1845 | int maxUniforms = 10000; |
| 1846 | glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); |
| 1847 | EXPECT_GL_NO_ERROR(); |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1848 | std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 |
| 1849 | << std::endl; |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1850 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1851 | CompileGLSLWithUniformsAndSamplers(0, maxUniforms + 1, 0, 0, false); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1852 | } |
| 1853 | |
Geoff Lang | ba992ab | 2017-04-19 11:18:14 -0400 | [diff] [blame] | 1854 | // Test compiling shaders using the GL_EXT_shader_texture_lod extension |
| 1855 | TEST_P(GLSLTest, TextureLOD) |
| 1856 | { |
| 1857 | if (!extensionEnabled("GL_EXT_shader_texture_lod")) |
| 1858 | { |
| 1859 | std::cout << "Test skipped due to missing GL_EXT_shader_texture_lod." << std::endl; |
| 1860 | return; |
| 1861 | } |
| 1862 | |
| 1863 | const std::string source = |
| 1864 | "#extension GL_EXT_shader_texture_lod : require\n" |
| 1865 | "uniform sampler2D u_texture;\n" |
| 1866 | "void main() {\n" |
| 1867 | " gl_FragColor = texture2DGradEXT(u_texture, vec2(0.0, 0.0), vec2(0.0, 0.0), vec2(0.0, " |
| 1868 | "0.0));\n" |
| 1869 | "}\n"; |
| 1870 | |
| 1871 | GLuint shader = CompileShader(GL_FRAGMENT_SHADER, source); |
| 1872 | ASSERT_NE(0u, shader); |
| 1873 | glDeleteShader(shader); |
| 1874 | } |
| 1875 | |
Olli Etuaho | be59c2f | 2016-03-07 11:32:34 +0200 | [diff] [blame] | 1876 | // Test that two constructors which have vec4 and mat2 parameters get disambiguated (issue in |
| 1877 | // HLSL). |
| 1878 | TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x2) |
| 1879 | { |
| 1880 | const std::string fragmentShaderSource = |
| 1881 | "#version 300 es\n" |
| 1882 | "precision highp float;\n" |
| 1883 | "out vec4 my_FragColor;\n" |
| 1884 | "void main()\n" |
| 1885 | "{\n" |
| 1886 | " my_FragColor = vec4(0.0);\n" |
| 1887 | "}"; |
| 1888 | |
| 1889 | const std::string vertexShaderSource = |
| 1890 | "#version 300 es\n" |
| 1891 | "precision highp float;\n" |
| 1892 | "in vec4 a_vec;\n" |
| 1893 | "in mat2 a_mat;\n" |
| 1894 | "void main()\n" |
| 1895 | "{\n" |
| 1896 | " gl_Position = vec4(a_vec) + vec4(a_mat);\n" |
| 1897 | "}"; |
| 1898 | |
| 1899 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1900 | EXPECT_NE(0u, program); |
| 1901 | } |
| 1902 | |
| 1903 | // Test that two constructors which have mat2x3 and mat3x2 parameters get disambiguated. |
| 1904 | // This was suspected to be an issue in HLSL, but HLSL seems to be able to natively choose between |
| 1905 | // the function signatures in this case. |
| 1906 | TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x3) |
| 1907 | { |
| 1908 | const std::string fragmentShaderSource = |
| 1909 | "#version 300 es\n" |
| 1910 | "precision highp float;\n" |
| 1911 | "out vec4 my_FragColor;\n" |
| 1912 | "void main()\n" |
| 1913 | "{\n" |
| 1914 | " my_FragColor = vec4(0.0);\n" |
| 1915 | "}"; |
| 1916 | |
| 1917 | const std::string vertexShaderSource = |
| 1918 | "#version 300 es\n" |
| 1919 | "precision highp float;\n" |
| 1920 | "in mat3x2 a_matA;\n" |
| 1921 | "in mat2x3 a_matB;\n" |
| 1922 | "void main()\n" |
| 1923 | "{\n" |
| 1924 | " gl_Position = vec4(a_matA) + vec4(a_matB);\n" |
| 1925 | "}"; |
| 1926 | |
| 1927 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1928 | EXPECT_NE(0u, program); |
| 1929 | } |
| 1930 | |
| 1931 | // Test that two functions which have vec4 and mat2 parameters get disambiguated (issue in HLSL). |
| 1932 | TEST_P(GLSLTest_ES3, AmbiguousFunctionCall2x2) |
| 1933 | { |
| 1934 | const std::string fragmentShaderSource = |
| 1935 | "#version 300 es\n" |
| 1936 | "precision highp float;\n" |
| 1937 | "out vec4 my_FragColor;\n" |
| 1938 | "void main()\n" |
| 1939 | "{\n" |
| 1940 | " my_FragColor = vec4(0.0);\n" |
| 1941 | "}"; |
| 1942 | |
| 1943 | const std::string vertexShaderSource = |
| 1944 | "#version 300 es\n" |
| 1945 | "precision highp float;\n" |
| 1946 | "in vec4 a_vec;\n" |
| 1947 | "in mat2 a_mat;\n" |
| 1948 | "vec4 foo(vec4 a)\n" |
| 1949 | "{\n" |
| 1950 | " return a;\n" |
| 1951 | "}\n" |
| 1952 | "vec4 foo(mat2 a)\n" |
| 1953 | "{\n" |
| 1954 | " return vec4(a[0][0]);\n" |
| 1955 | "}\n" |
| 1956 | "void main()\n" |
| 1957 | "{\n" |
| 1958 | " gl_Position = foo(a_vec) + foo(a_mat);\n" |
| 1959 | "}"; |
| 1960 | |
| 1961 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1962 | EXPECT_NE(0u, program); |
| 1963 | } |
| 1964 | |
| 1965 | // Test that an user-defined function with a large number of float4 parameters doesn't fail due to |
| 1966 | // the function name being too long. |
| 1967 | TEST_P(GLSLTest_ES3, LargeNumberOfFloat4Parameters) |
| 1968 | { |
| 1969 | const std::string fragmentShaderSource = |
| 1970 | "#version 300 es\n" |
| 1971 | "precision highp float;\n" |
| 1972 | "out vec4 my_FragColor;\n" |
| 1973 | "void main()\n" |
| 1974 | "{\n" |
| 1975 | " my_FragColor = vec4(0.0);\n" |
| 1976 | "}"; |
| 1977 | |
| 1978 | std::stringstream vertexShaderStream; |
| 1979 | const unsigned int paramCount = 1024u; |
| 1980 | |
| 1981 | vertexShaderStream << "#version 300 es\n" |
| 1982 | "precision highp float;\n" |
| 1983 | "in vec4 a_vec;\n" |
| 1984 | "vec4 lotsOfVec4Parameters("; |
| 1985 | for (unsigned int i = 0; i < paramCount; ++i) |
| 1986 | { |
| 1987 | vertexShaderStream << "vec4 a" << i << ", "; |
| 1988 | } |
| 1989 | vertexShaderStream << "vec4 aLast)\n" |
| 1990 | "{\n" |
| 1991 | " return "; |
| 1992 | for (unsigned int i = 0; i < paramCount; ++i) |
| 1993 | { |
| 1994 | vertexShaderStream << "a" << i << " + "; |
| 1995 | } |
| 1996 | vertexShaderStream << "aLast;\n" |
| 1997 | "}\n" |
| 1998 | "void main()\n" |
| 1999 | "{\n" |
| 2000 | " gl_Position = lotsOfVec4Parameters("; |
| 2001 | for (unsigned int i = 0; i < paramCount; ++i) |
| 2002 | { |
| 2003 | vertexShaderStream << "a_vec, "; |
| 2004 | } |
| 2005 | vertexShaderStream << "a_vec);\n" |
| 2006 | "}"; |
| 2007 | |
| 2008 | GLuint program = CompileProgram(vertexShaderStream.str(), fragmentShaderSource); |
| 2009 | EXPECT_NE(0u, program); |
| 2010 | } |
| 2011 | |
Olli Etuaho | d4f4c11 | 2016-04-15 15:11:24 +0300 | [diff] [blame] | 2012 | // This test was written specifically to stress DeferGlobalInitializers AST transformation. |
| 2013 | // Test a shader where a global constant array is initialized with an expression containing array |
| 2014 | // indexing. This initializer is tricky to constant fold, so if it's not constant folded it needs to |
| 2015 | // be handled in a way that doesn't generate statements in the global scope in HLSL output. |
| 2016 | // Also includes multiple array initializers in one declaration, where only the second one has |
| 2017 | // array indexing. This makes sure that the qualifier for the declaration is set correctly if |
| 2018 | // transformations are applied to the declaration also in the case of ESSL output. |
| 2019 | TEST_P(GLSLTest_ES3, InitGlobalArrayWithArrayIndexing) |
| 2020 | { |
Yuly Novikov | 41db224 | 2016-06-25 00:14:28 -0400 | [diff] [blame] | 2021 | // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1428 is fixed |
| 2022 | if (IsAndroid() && IsAdreno() && IsOpenGLES()) |
| 2023 | { |
| 2024 | std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl; |
| 2025 | return; |
| 2026 | } |
| 2027 | |
Olli Etuaho | d4f4c11 | 2016-04-15 15:11:24 +0300 | [diff] [blame] | 2028 | const std::string vertexShaderSource = |
| 2029 | "#version 300 es\n" |
| 2030 | "precision highp float;\n" |
| 2031 | "in vec4 a_vec;\n" |
| 2032 | "void main()\n" |
| 2033 | "{\n" |
| 2034 | " gl_Position = vec4(a_vec);\n" |
| 2035 | "}"; |
| 2036 | |
| 2037 | const std::string fragmentShaderSource = |
| 2038 | "#version 300 es\n" |
| 2039 | "precision highp float;\n" |
| 2040 | "out vec4 my_FragColor;\n" |
| 2041 | "const highp float f[2] = float[2](0.1, 0.2);\n" |
| 2042 | "const highp float[2] g = float[2](0.3, 0.4), h = float[2](0.5, f[1]);\n" |
| 2043 | "void main()\n" |
| 2044 | "{\n" |
| 2045 | " my_FragColor = vec4(h[1]);\n" |
| 2046 | "}"; |
| 2047 | |
| 2048 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 2049 | EXPECT_NE(0u, program); |
| 2050 | } |
| 2051 | |
Corentin Wallez | 419bfc9 | 2016-06-28 10:54:45 -0700 | [diff] [blame] | 2052 | // Test that index-constant sampler array indexing is supported. |
| 2053 | TEST_P(GLSLTest, IndexConstantSamplerArrayIndexing) |
| 2054 | { |
| 2055 | if (IsD3D11_FL93()) { |
| 2056 | std::cout << "Test skipped on D3D11 FL 9.3." << std::endl; |
| 2057 | return; |
| 2058 | } |
| 2059 | |
| 2060 | const std::string vertexShaderSource = |
| 2061 | "attribute vec4 vPosition;\n" |
| 2062 | "void main()\n" |
| 2063 | "{\n" |
| 2064 | " gl_Position = vPosition;\n" |
| 2065 | "}"; |
| 2066 | |
| 2067 | const std::string fragmentShaderSource = |
| 2068 | "precision mediump float;\n" |
| 2069 | "uniform sampler2D uni[2];\n" |
| 2070 | "\n" |
| 2071 | "float zero(int x)\n" |
| 2072 | "{\n" |
| 2073 | " return float(x) - float(x);\n" |
| 2074 | "}\n" |
| 2075 | "\n" |
| 2076 | "void main()\n" |
| 2077 | "{\n" |
| 2078 | " vec4 c = vec4(0,0,0,0);\n" |
| 2079 | " for (int ii = 1; ii < 3; ++ii) {\n" |
| 2080 | " if (c.x > 255.0) {\n" |
| 2081 | " c.x = 255.0 + zero(ii);\n" |
| 2082 | " break;\n" |
| 2083 | " }\n" |
| 2084 | // Index the sampler array with a predictable loop index (index-constant) as opposed to |
| 2085 | // a true constant. This is valid in OpenGL ES but isn't in many Desktop OpenGL versions, |
| 2086 | // without an extension. |
| 2087 | " c += texture2D(uni[ii - 1], vec2(0.5, 0.5));\n" |
| 2088 | " }\n" |
| 2089 | " gl_FragColor = c;\n" |
| 2090 | "}"; |
| 2091 | |
| 2092 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 2093 | EXPECT_NE(0u, program); |
| 2094 | } |
| 2095 | |
Corentin Wallez | b00dcee | 2016-07-11 17:42:58 -0400 | [diff] [blame] | 2096 | // Test that the #pragma directive is supported and doesn't trigger a compilation failure on the |
| 2097 | // native driver. The only pragma that gets passed to the OpenGL driver is "invariant" but we don't |
| 2098 | // want to test its behavior, so don't use any varyings. |
| 2099 | TEST_P(GLSLTest, PragmaDirective) |
| 2100 | { |
| 2101 | const std::string vertexShaderSource = |
| 2102 | "#pragma STDGL invariant(all)\n" |
| 2103 | "void main()\n" |
| 2104 | "{\n" |
| 2105 | " gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 2106 | "}\n"; |
| 2107 | |
| 2108 | const std::string fragmentShaderSource = |
| 2109 | "precision mediump float;\n" |
| 2110 | "void main()\n" |
| 2111 | "{\n" |
| 2112 | " gl_FragColor = vec4(1.0);\n" |
| 2113 | "}\n"; |
| 2114 | |
| 2115 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 2116 | EXPECT_NE(0u, program); |
| 2117 | } |
| 2118 | |
Olli Etuaho | e1d199b | 2016-07-19 17:14:27 +0300 | [diff] [blame] | 2119 | // Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). |
| 2120 | // The function call that returns the array needs to be evaluated after ++j for the expression to |
| 2121 | // return the correct value (true). |
| 2122 | TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderArray) |
| 2123 | { |
| 2124 | const std::string &fragmentShaderSource = |
| 2125 | "#version 300 es\n" |
| 2126 | "precision mediump float;\n" |
| 2127 | "out vec4 my_FragColor; \n" |
| 2128 | "int[2] func(int param) {\n" |
| 2129 | " return int[2](param, param);\n" |
| 2130 | "}\n" |
| 2131 | "void main() {\n" |
| 2132 | " int a[2]; \n" |
| 2133 | " for (int i = 0; i < 2; ++i) {\n" |
| 2134 | " a[i] = 1;\n" |
| 2135 | " }\n" |
| 2136 | " int j = 0; \n" |
| 2137 | " bool result = ((++j), (a == func(j)));\n" |
| 2138 | " my_FragColor = vec4(0.0, (result ? 1.0 : 0.0), 0.0, 1.0);\n" |
| 2139 | "}\n"; |
| 2140 | |
| 2141 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| 2142 | ASSERT_NE(0u, program); |
| 2143 | |
| 2144 | drawQuad(program, "inputAttribute", 0.5f); |
| 2145 | |
| 2146 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2147 | } |
| 2148 | |
| 2149 | // Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). |
| 2150 | // The short-circuiting expression needs to be evaluated after ++j for the expression to return the |
| 2151 | // correct value (true). |
| 2152 | TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderShortCircuit) |
| 2153 | { |
| 2154 | const std::string &fragmentShaderSource = |
| 2155 | "#version 300 es\n" |
| 2156 | "precision mediump float;\n" |
| 2157 | "out vec4 my_FragColor; \n" |
| 2158 | "void main() {\n" |
| 2159 | " int j = 0; \n" |
| 2160 | " bool result = ((++j), (j == 1 ? true : (++j == 3)));\n" |
| 2161 | " my_FragColor = vec4(0.0, ((result && j == 1) ? 1.0 : 0.0), 0.0, 1.0);\n" |
| 2162 | "}\n"; |
| 2163 | |
| 2164 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| 2165 | ASSERT_NE(0u, program); |
| 2166 | |
| 2167 | drawQuad(program, "inputAttribute", 0.5f); |
| 2168 | |
| 2169 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2170 | } |
| 2171 | |
Jamie Madill | 666f65a | 2016-08-26 01:34:37 +0000 | [diff] [blame] | 2172 | // Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). |
| 2173 | // Indexing the vector needs to be evaluated after func() for the right result. |
| 2174 | TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderDynamicVectorIndexingInLValue) |
| 2175 | { |
| 2176 | const std::string &fragmentShaderSource = |
| 2177 | "#version 300 es\n" |
| 2178 | "precision mediump float;\n" |
| 2179 | "out vec4 my_FragColor;\n" |
| 2180 | "uniform int u_zero;\n" |
| 2181 | "int sideEffectCount = 0;\n" |
| 2182 | "float func() {\n" |
| 2183 | " ++sideEffectCount;\n" |
| 2184 | " return -1.0;\n" |
| 2185 | "}\n" |
| 2186 | "void main() {\n" |
| 2187 | " vec4 v = vec4(0.0, 2.0, 4.0, 6.0); \n" |
| 2188 | " float f = (func(), (++v[u_zero + sideEffectCount]));\n" |
| 2189 | " bool green = abs(f - 3.0) < 0.01 && abs(v[1] - 3.0) < 0.01 && sideEffectCount == 1;\n" |
| 2190 | " my_FragColor = vec4(0.0, (green ? 1.0 : 0.0), 0.0, 1.0);\n" |
| 2191 | "}\n"; |
| 2192 | |
| 2193 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| 2194 | ASSERT_NE(0u, program); |
| 2195 | |
| 2196 | drawQuad(program, "inputAttribute", 0.5f); |
| 2197 | |
| 2198 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2199 | } |
| 2200 | |
Jamie Madill | c9bde92 | 2016-07-24 17:58:50 -0400 | [diff] [blame] | 2201 | // Test that using gl_PointCoord with GL_TRIANGLES doesn't produce a link error. |
| 2202 | // From WebGL test conformance/rendering/point-specific-shader-variables.html |
| 2203 | // See http://anglebug.com/1380 |
| 2204 | TEST_P(GLSLTest, RenderTrisWithPointCoord) |
| 2205 | { |
| 2206 | const std::string &vert = |
| 2207 | "attribute vec2 aPosition;\n" |
| 2208 | "void main()\n" |
| 2209 | "{\n" |
| 2210 | " gl_Position = vec4(aPosition, 0, 1);\n" |
| 2211 | " gl_PointSize = 1.0;\n" |
| 2212 | "}"; |
| 2213 | const std::string &frag = |
| 2214 | "void main()\n" |
| 2215 | "{\n" |
| 2216 | " gl_FragColor = vec4(gl_PointCoord.xy, 0, 1);\n" |
| 2217 | " gl_FragColor = vec4(0, 1, 0, 1);\n" |
| 2218 | "}"; |
| 2219 | |
| 2220 | ANGLE_GL_PROGRAM(prog, vert, frag); |
| 2221 | drawQuad(prog.get(), "aPosition", 0.5f); |
| 2222 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2223 | } |
| 2224 | |
Jamie Madill | 5655b84 | 2016-08-02 11:00:07 -0400 | [diff] [blame] | 2225 | // Convers a bug with the integer pow statement workaround. |
| 2226 | TEST_P(GLSLTest, NestedPowStatements) |
| 2227 | { |
| 2228 | const std::string &vert = |
| 2229 | "attribute vec2 position;\n" |
| 2230 | "void main()\n" |
| 2231 | "{\n" |
| 2232 | " gl_Position = vec4(position, 0, 1);\n" |
| 2233 | "}"; |
| 2234 | const std::string &frag = |
| 2235 | "precision mediump float;\n" |
| 2236 | "float func(float v)\n" |
| 2237 | "{\n" |
| 2238 | " float f1 = pow(v, 2.0);\n" |
| 2239 | " return pow(f1 + v, 2.0);\n" |
| 2240 | "}\n" |
| 2241 | "void main()\n" |
| 2242 | "{\n" |
| 2243 | " float v = func(2.0);\n" |
| 2244 | " gl_FragColor = abs(v - 36.0) < 0.001 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" |
| 2245 | "}"; |
| 2246 | |
| 2247 | ANGLE_GL_PROGRAM(prog, vert, frag); |
| 2248 | drawQuad(prog.get(), "position", 0.5f); |
| 2249 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2250 | } |
| 2251 | |
Qiankun Miao | f52fe93 | 2016-12-07 13:39:15 +0800 | [diff] [blame] | 2252 | // Test that -float calculation is correct. |
| 2253 | TEST_P(GLSLTest_ES3, UnaryMinusOperatorFloat) |
| 2254 | { |
Qiankun Miao | f52fe93 | 2016-12-07 13:39:15 +0800 | [diff] [blame] | 2255 | const std::string &vert = |
| 2256 | "#version 300 es\n" |
| 2257 | "in highp vec4 position;\n" |
| 2258 | "void main() {\n" |
| 2259 | " gl_Position = position;\n" |
| 2260 | "}\n"; |
| 2261 | const std::string &frag = |
| 2262 | "#version 300 es\n" |
| 2263 | "out highp vec4 o_color;\n" |
| 2264 | "void main() {\n" |
| 2265 | " highp float f = -1.0;\n" |
| 2266 | " // atan(tan(0.5), -f) should be 0.5.\n" |
| 2267 | " highp float v = atan(tan(0.5), -f);\n" |
| 2268 | " o_color = abs(v - 0.5) < 0.001 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" |
| 2269 | "}\n"; |
| 2270 | |
| 2271 | ANGLE_GL_PROGRAM(prog, vert, frag); |
| 2272 | drawQuad(prog.get(), "position", 0.5f); |
| 2273 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2274 | } |
| 2275 | |
Olli Etuaho | da9fb09 | 2016-12-09 17:32:29 +0000 | [diff] [blame] | 2276 | // Test that atan(vec2, vec2) calculation is correct. |
| 2277 | TEST_P(GLSLTest_ES3, AtanVec2) |
| 2278 | { |
| 2279 | const std::string &vert = |
| 2280 | "#version 300 es\n" |
| 2281 | "in highp vec4 position;\n" |
| 2282 | "void main() {\n" |
| 2283 | " gl_Position = position;\n" |
| 2284 | "}\n"; |
| 2285 | const std::string &frag = |
| 2286 | "#version 300 es\n" |
| 2287 | "out highp vec4 o_color;\n" |
| 2288 | "void main() {\n" |
| 2289 | " highp float f = 1.0;\n" |
| 2290 | " // atan(tan(0.5), f) should be 0.5.\n" |
| 2291 | " highp vec2 v = atan(vec2(tan(0.5)), vec2(f));\n" |
| 2292 | " o_color = (abs(v[0] - 0.5) < 0.001 && abs(v[1] - 0.5) < 0.001) ? vec4(0, 1, 0, 1) : " |
| 2293 | "vec4(1, 0, 0, 1);\n" |
| 2294 | "}\n"; |
| 2295 | |
| 2296 | ANGLE_GL_PROGRAM(prog, vert, frag); |
| 2297 | drawQuad(prog.get(), "position", 0.5f); |
| 2298 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2299 | } |
| 2300 | |
Jiawei-Shao | e292e90 | 2016-09-07 10:49:01 +0800 | [diff] [blame] | 2301 | // Convers a bug with the unary minus operator on signed integer workaround. |
| 2302 | TEST_P(GLSLTest_ES3, UnaryMinusOperatorSignedInt) |
| 2303 | { |
| 2304 | const std::string &vert = |
| 2305 | "#version 300 es\n" |
| 2306 | "in highp vec4 position;\n" |
| 2307 | "out mediump vec4 v_color;\n" |
| 2308 | "uniform int ui_one;\n" |
| 2309 | "uniform int ui_two;\n" |
| 2310 | "uniform int ui_three;\n" |
| 2311 | "void main() {\n" |
| 2312 | " int s[3];\n" |
| 2313 | " s[0] = ui_one;\n" |
| 2314 | " s[1] = -(-(-ui_two + 1) + 1);\n" // s[1] = -ui_two |
| 2315 | " s[2] = ui_three;\n" |
| 2316 | " int result = 0;\n" |
| 2317 | " for (int i = 0; i < ui_three; i++) {\n" |
| 2318 | " result += s[i];\n" |
| 2319 | " }\n" |
| 2320 | " v_color = (result == 2) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" |
| 2321 | " gl_Position = position;\n" |
| 2322 | "}\n"; |
| 2323 | const std::string &frag = |
| 2324 | "#version 300 es\n" |
| 2325 | "in mediump vec4 v_color;\n" |
| 2326 | "layout(location=0) out mediump vec4 o_color;\n" |
| 2327 | "void main() {\n" |
| 2328 | " o_color = v_color;\n" |
| 2329 | "}\n"; |
| 2330 | |
| 2331 | ANGLE_GL_PROGRAM(prog, vert, frag); |
| 2332 | |
Jamie Madill | e1faacb | 2016-12-13 12:42:14 -0500 | [diff] [blame] | 2333 | GLint oneIndex = glGetUniformLocation(prog.get(), "ui_one"); |
Jiawei-Shao | e292e90 | 2016-09-07 10:49:01 +0800 | [diff] [blame] | 2334 | ASSERT_NE(-1, oneIndex); |
Jamie Madill | e1faacb | 2016-12-13 12:42:14 -0500 | [diff] [blame] | 2335 | GLint twoIndex = glGetUniformLocation(prog.get(), "ui_two"); |
Jiawei-Shao | e292e90 | 2016-09-07 10:49:01 +0800 | [diff] [blame] | 2336 | ASSERT_NE(-1, twoIndex); |
Jamie Madill | e1faacb | 2016-12-13 12:42:14 -0500 | [diff] [blame] | 2337 | GLint threeIndex = glGetUniformLocation(prog.get(), "ui_three"); |
Jiawei-Shao | e292e90 | 2016-09-07 10:49:01 +0800 | [diff] [blame] | 2338 | ASSERT_NE(-1, threeIndex); |
| 2339 | glUseProgram(prog.get()); |
| 2340 | glUniform1i(oneIndex, 1); |
| 2341 | glUniform1i(twoIndex, 2); |
| 2342 | glUniform1i(threeIndex, 3); |
| 2343 | |
| 2344 | drawQuad(prog.get(), "position", 0.5f); |
| 2345 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2346 | } |
| 2347 | |
| 2348 | // Convers a bug with the unary minus operator on unsigned integer workaround. |
| 2349 | TEST_P(GLSLTest_ES3, UnaryMinusOperatorUnsignedInt) |
| 2350 | { |
| 2351 | const std::string &vert = |
| 2352 | "#version 300 es\n" |
| 2353 | "in highp vec4 position;\n" |
| 2354 | "out mediump vec4 v_color;\n" |
| 2355 | "uniform uint ui_one;\n" |
| 2356 | "uniform uint ui_two;\n" |
| 2357 | "uniform uint ui_three;\n" |
| 2358 | "void main() {\n" |
| 2359 | " uint s[3];\n" |
| 2360 | " s[0] = ui_one;\n" |
| 2361 | " s[1] = -(-(-ui_two + 1u) + 1u);\n" // s[1] = -ui_two |
| 2362 | " s[2] = ui_three;\n" |
| 2363 | " uint result = 0u;\n" |
| 2364 | " for (uint i = 0u; i < ui_three; i++) {\n" |
| 2365 | " result += s[i];\n" |
| 2366 | " }\n" |
| 2367 | " v_color = (result == 2u) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" |
| 2368 | " gl_Position = position;\n" |
| 2369 | "}\n"; |
| 2370 | const std::string &frag = |
| 2371 | "#version 300 es\n" |
| 2372 | "in mediump vec4 v_color;\n" |
| 2373 | "layout(location=0) out mediump vec4 o_color;\n" |
| 2374 | "void main() {\n" |
| 2375 | " o_color = v_color;\n" |
| 2376 | "}\n"; |
| 2377 | |
| 2378 | ANGLE_GL_PROGRAM(prog, vert, frag); |
| 2379 | |
Jamie Madill | e1faacb | 2016-12-13 12:42:14 -0500 | [diff] [blame] | 2380 | GLint oneIndex = glGetUniformLocation(prog.get(), "ui_one"); |
Jiawei-Shao | e292e90 | 2016-09-07 10:49:01 +0800 | [diff] [blame] | 2381 | ASSERT_NE(-1, oneIndex); |
Jamie Madill | e1faacb | 2016-12-13 12:42:14 -0500 | [diff] [blame] | 2382 | GLint twoIndex = glGetUniformLocation(prog.get(), "ui_two"); |
Jiawei-Shao | e292e90 | 2016-09-07 10:49:01 +0800 | [diff] [blame] | 2383 | ASSERT_NE(-1, twoIndex); |
Jamie Madill | e1faacb | 2016-12-13 12:42:14 -0500 | [diff] [blame] | 2384 | GLint threeIndex = glGetUniformLocation(prog.get(), "ui_three"); |
Jiawei-Shao | e292e90 | 2016-09-07 10:49:01 +0800 | [diff] [blame] | 2385 | ASSERT_NE(-1, threeIndex); |
| 2386 | glUseProgram(prog.get()); |
| 2387 | glUniform1ui(oneIndex, 1u); |
| 2388 | glUniform1ui(twoIndex, 2u); |
| 2389 | glUniform1ui(threeIndex, 3u); |
| 2390 | |
| 2391 | drawQuad(prog.get(), "position", 0.5f); |
| 2392 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2393 | } |
| 2394 | |
Olli Etuaho | ab48164 | 2016-08-26 12:09:10 +0300 | [diff] [blame] | 2395 | // Test a nested sequence operator with a ternary operator inside. The ternary operator is |
| 2396 | // intended to be such that it gets converted to an if statement on the HLSL backend. |
| 2397 | TEST_P(GLSLTest, NestedSequenceOperatorWithTernaryInside) |
| 2398 | { |
| 2399 | const std::string &vert = |
| 2400 | "attribute vec2 position;\n" |
| 2401 | "void main()\n" |
| 2402 | "{\n" |
| 2403 | " gl_Position = vec4(position, 0, 1);\n" |
| 2404 | "}"; |
| 2405 | |
| 2406 | // Note that the uniform keep_flop_positive doesn't need to be set - the test expects it to have |
| 2407 | // its default value false. |
| 2408 | const std::string &frag = |
| 2409 | "precision mediump float;\n" |
| 2410 | "uniform bool keep_flop_positive;\n" |
| 2411 | "float flop;\n" |
| 2412 | "void main() {\n" |
| 2413 | " flop = -1.0,\n" |
| 2414 | " (flop *= -1.0,\n" |
| 2415 | " keep_flop_positive ? 0.0 : flop *= -1.0),\n" |
| 2416 | " gl_FragColor = vec4(0, -flop, 0, 1);\n" |
| 2417 | "}"; |
| 2418 | |
| 2419 | ANGLE_GL_PROGRAM(prog, vert, frag); |
| 2420 | drawQuad(prog.get(), "position", 0.5f); |
| 2421 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2422 | } |
| 2423 | |
Geoff Lang | 28a97ee | 2016-09-22 13:01:26 -0400 | [diff] [blame] | 2424 | // Test that using a sampler2D and samplerExternalOES in the same shader works (anglebug.com/1534) |
| 2425 | TEST_P(GLSLTest, ExternalAnd2DSampler) |
| 2426 | { |
| 2427 | if (!extensionEnabled("GL_OES_EGL_image_external")) |
| 2428 | { |
| 2429 | std::cout << "Test skipped because GL_OES_EGL_image_external is not available." |
| 2430 | << std::endl; |
| 2431 | return; |
| 2432 | } |
| 2433 | |
| 2434 | const std::string fragmentShader = |
| 2435 | "precision mediump float;\n" |
| 2436 | "uniform samplerExternalOES tex0;\n" |
| 2437 | "uniform sampler2D tex1;\n" |
| 2438 | "void main(void)\n" |
| 2439 | "{\n" |
| 2440 | " vec2 uv = vec2(0.0, 0.0);" |
| 2441 | " gl_FragColor = texture2D(tex0, uv) + texture2D(tex1, uv);\n" |
| 2442 | "}\n"; |
| 2443 | |
| 2444 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2445 | } |
| 2446 | |
Olli Etuaho | 56a2f95 | 2016-12-08 12:16:27 +0000 | [diff] [blame] | 2447 | // Test that literal infinity can be written out from the shader translator. |
| 2448 | // A similar test can't be made for NaNs, since ESSL 3.00.6 requirements for NaNs are very loose. |
| 2449 | TEST_P(GLSLTest_ES3, LiteralInfinityOutput) |
| 2450 | { |
| 2451 | const std::string &fragmentShader = |
| 2452 | "#version 300 es\n" |
| 2453 | "precision highp float;\n" |
| 2454 | "out vec4 out_color;\n" |
| 2455 | "uniform float u;\n" |
| 2456 | "void main()\n" |
| 2457 | "{\n" |
| 2458 | " float infVar = 1.0e40 - u;\n" |
| 2459 | " bool correct = isinf(infVar) && infVar > 0.0;\n" |
| 2460 | " out_color = correct ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 2461 | "}\n"; |
| 2462 | |
| 2463 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2464 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 2465 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2466 | } |
| 2467 | |
| 2468 | // Test that literal negative infinity can be written out from the shader translator. |
| 2469 | // A similar test can't be made for NaNs, since ESSL 3.00.6 requirements for NaNs are very loose. |
| 2470 | TEST_P(GLSLTest_ES3, LiteralNegativeInfinityOutput) |
| 2471 | { |
| 2472 | const std::string &fragmentShader = |
| 2473 | "#version 300 es\n" |
| 2474 | "precision highp float;\n" |
| 2475 | "out vec4 out_color;\n" |
| 2476 | "uniform float u;\n" |
| 2477 | "void main()\n" |
| 2478 | "{\n" |
| 2479 | " float infVar = -1.0e40 + u;\n" |
| 2480 | " bool correct = isinf(infVar) && infVar < 0.0;\n" |
| 2481 | " out_color = correct ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 2482 | "}\n"; |
| 2483 | |
| 2484 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2485 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 2486 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2487 | } |
| 2488 | |
Corentin Wallez | 36fd100 | 2016-12-08 11:30:44 -0500 | [diff] [blame] | 2489 | // The following MultipleDeclaration* tests are testing TranslatorHLSL specific simplification |
| 2490 | // passes. Because the interaction of multiple passes must be tested, it is difficult to write |
| 2491 | // a unittest for them. Instead we add the tests as end2end so will in particular test |
| 2492 | // TranslatorHLSL when run on Windows. |
| 2493 | |
| 2494 | // Test that passes splitting multiple declarations and comma operators are correctly ordered. |
| 2495 | TEST_P(GLSLTest_ES3, MultipleDeclarationWithCommaOperator) |
| 2496 | { |
| 2497 | const std::string &fragmentShader = |
| 2498 | "#version 300 es\n" |
| 2499 | "precision mediump float;\n" |
| 2500 | "out vec4 color;\n" |
| 2501 | "void main(void)\n" |
| 2502 | "{\n" |
| 2503 | " float a = 0.0, b = ((gl_FragCoord.x < 0.5 ? a : 0.0), 1.0);\n" |
| 2504 | " color = vec4(b);\n" |
| 2505 | "}\n"; |
| 2506 | |
| 2507 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2508 | } |
| 2509 | |
| 2510 | // Test that passes splitting multiple declarations and comma operators and for loops are |
| 2511 | // correctly ordered. |
| 2512 | TEST_P(GLSLTest_ES3, MultipleDeclarationWithCommaOperatorInForLoop) |
| 2513 | { |
| 2514 | const std::string &fragmentShader = |
| 2515 | "#version 300 es\n" |
| 2516 | "precision mediump float;\n" |
| 2517 | "out vec4 color;\n" |
| 2518 | "void main(void)\n" |
| 2519 | "{\n" |
| 2520 | " for(float a = 0.0, b = ((gl_FragCoord.x < 0.5 ? a : 0.0), 1.0); a < 10.0; a++)\n" |
| 2521 | " {\n" |
| 2522 | " b += 1.0;\n" |
| 2523 | " color = vec4(b);\n" |
| 2524 | " }\n" |
| 2525 | "}\n"; |
| 2526 | |
| 2527 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2528 | } |
| 2529 | |
| 2530 | // Test that splitting multiple declaration in for loops works with no loop condition |
| 2531 | TEST_P(GLSLTest_ES3, MultipleDeclarationInForLoopEmptyCondition) |
| 2532 | { |
| 2533 | const std::string &fragmentShader = |
| 2534 | "#version 300 es\n" |
| 2535 | "precision mediump float;\n" |
| 2536 | "out vec4 color;\n" |
| 2537 | "void main(void)\n" |
| 2538 | "{\n" |
| 2539 | " for(float a = 0.0, b = 1.0;; a++)\n" |
| 2540 | " {\n" |
| 2541 | " b += 1.0;\n" |
| 2542 | " if (a > 10.0) {break;}\n" |
| 2543 | " color = vec4(b);\n" |
| 2544 | " }\n" |
| 2545 | "}\n"; |
| 2546 | |
| 2547 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2548 | } |
| 2549 | |
| 2550 | // Test that splitting multiple declaration in for loops works with no loop expression |
| 2551 | TEST_P(GLSLTest_ES3, MultipleDeclarationInForLoopEmptyExpression) |
| 2552 | { |
| 2553 | const std::string &fragmentShader = |
| 2554 | "#version 300 es\n" |
| 2555 | "precision mediump float;\n" |
| 2556 | "out vec4 color;\n" |
| 2557 | "void main(void)\n" |
| 2558 | "{\n" |
| 2559 | " for(float a = 0.0, b = 1.0; a < 10.0;)\n" |
| 2560 | " {\n" |
| 2561 | " b += 1.0;\n" |
| 2562 | " a += 1.0;\n" |
| 2563 | " color = vec4(b);\n" |
| 2564 | " }\n" |
| 2565 | "}\n"; |
| 2566 | |
| 2567 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2568 | } |
| 2569 | |
Olli Etuaho | 8f6eb2a | 2017-01-12 17:04:58 +0000 | [diff] [blame] | 2570 | // Test that dynamic indexing of a matrix inside a dynamic indexing of a vector in an l-value works |
| 2571 | // correctly. |
| 2572 | TEST_P(GLSLTest_ES3, NestedDynamicIndexingInLValue) |
| 2573 | { |
| 2574 | const std::string &fragmentShader = |
| 2575 | "#version 300 es\n" |
| 2576 | "precision mediump float;\n" |
| 2577 | "out vec4 my_FragColor;\n" |
| 2578 | "uniform int u_zero;\n" |
| 2579 | "void main() {\n" |
| 2580 | " mat2 m = mat2(0.0, 0.0, 0.0, 0.0);\n" |
| 2581 | " m[u_zero + 1][u_zero + 1] = float(u_zero + 1);\n" |
| 2582 | " float f = m[1][1];\n" |
| 2583 | " my_FragColor = vec4(1.0 - f, f, 0.0, 1.0);\n" |
| 2584 | "}\n"; |
| 2585 | |
| 2586 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2587 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 2588 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2589 | } |
| 2590 | |
Jamie Madill | 192745a | 2016-12-22 15:58:21 -0500 | [diff] [blame] | 2591 | class WebGLGLSLTest : public GLSLTest |
| 2592 | { |
| 2593 | protected: |
| 2594 | WebGLGLSLTest() { setWebGLCompatibilityEnabled(true); } |
| 2595 | }; |
| 2596 | |
| 2597 | TEST_P(WebGLGLSLTest, MaxVaryingVec4PlusFragCoord) |
| 2598 | { |
| 2599 | GLint maxVaryings = 0; |
| 2600 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 2601 | |
| 2602 | // Generate shader code that uses gl_FragCoord, a special fragment shader variables. |
| 2603 | // This test should fail, since we are really using (maxVaryings + 1) varyings. |
| 2604 | VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false); |
| 2605 | } |
| 2606 | |
| 2607 | TEST_P(WebGLGLSLTest, MaxVaryingVec4PlusPointCoord) |
| 2608 | { |
| 2609 | GLint maxVaryings = 0; |
| 2610 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 2611 | |
| 2612 | // Generate shader code that uses gl_FragCoord, a special fragment shader variables. |
| 2613 | // This test should fail, since we are really using (maxVaryings + 1) varyings. |
| 2614 | VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false); |
| 2615 | } |
| 2616 | |
| 2617 | TEST_P(WebGLGLSLTest, MaxPlusOneVaryingVec3) |
| 2618 | { |
| 2619 | GLint maxVaryings = 0; |
| 2620 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 2621 | |
| 2622 | VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false); |
| 2623 | } |
| 2624 | |
| 2625 | TEST_P(WebGLGLSLTest, MaxPlusOneVaryingVec3Array) |
| 2626 | { |
| 2627 | GLint maxVaryings = 0; |
| 2628 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 2629 | |
| 2630 | VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false); |
| 2631 | } |
| 2632 | |
| 2633 | TEST_P(WebGLGLSLTest, MaxVaryingVec3AndOneVec2) |
| 2634 | { |
| 2635 | GLint maxVaryings = 0; |
| 2636 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 2637 | |
| 2638 | VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false); |
| 2639 | } |
| 2640 | |
| 2641 | TEST_P(WebGLGLSLTest, MaxPlusOneVaryingVec2) |
| 2642 | { |
| 2643 | GLint maxVaryings = 0; |
| 2644 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 2645 | |
| 2646 | VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false); |
| 2647 | } |
| 2648 | |
| 2649 | TEST_P(WebGLGLSLTest, MaxVaryingVec3ArrayAndMaxPlusOneFloatArray) |
| 2650 | { |
| 2651 | GLint maxVaryings = 0; |
| 2652 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 2653 | |
| 2654 | VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false, |
| 2655 | false); |
| 2656 | } |
| 2657 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 2658 | } // anonymous namespace |
| 2659 | |
Olli Etuaho | 9250cb2 | 2017-01-21 10:51:27 +0000 | [diff] [blame] | 2660 | // Test that FindLSB and FindMSB return correct values in their corner cases. |
| 2661 | TEST_P(GLSLTest_ES31, FindMSBAndFindLSBCornerCases) |
| 2662 | { |
Olli Etuaho | 61bd9fe | 2017-01-27 14:20:34 -0800 | [diff] [blame] | 2663 | // Suspecting AMD driver bug - failure seen on bots running on AMD R5 230. |
| 2664 | if (IsAMD() && IsOpenGL() && IsLinux()) |
| 2665 | { |
| 2666 | std::cout << "Test skipped on AMD OpenGL Linux" << std::endl; |
| 2667 | return; |
| 2668 | } |
| 2669 | |
Olli Etuaho | 9250cb2 | 2017-01-21 10:51:27 +0000 | [diff] [blame] | 2670 | const std::string &fragmentShader = |
| 2671 | "#version 310 es\n" |
| 2672 | "precision mediump float;\n" |
| 2673 | "out vec4 my_FragColor;\n" |
| 2674 | "uniform int u_zero;\n" |
| 2675 | "void main() {\n" |
| 2676 | " if (findLSB(u_zero) == -1 && findMSB(u_zero) == -1 && findMSB(u_zero - 1) == -1)\n" |
| 2677 | " {\n" |
| 2678 | " my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| 2679 | " }\n" |
| 2680 | " else\n" |
| 2681 | " {\n" |
| 2682 | " my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 2683 | " }\n" |
| 2684 | "}\n"; |
| 2685 | |
| 2686 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2687 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 2688 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2689 | } |
| 2690 | |
Olli Etuaho | c9da71f | 2017-03-06 16:28:54 +0000 | [diff] [blame] | 2691 | // Test that writing into a swizzled vector that is dynamically indexed succeeds. |
| 2692 | TEST_P(GLSLTest_ES3, WriteIntoDynamicIndexingOfSwizzledVector) |
| 2693 | { |
Corentin Wallez | 6445ddf | 2017-03-08 19:00:32 -0500 | [diff] [blame] | 2694 | if (IsOpenGL()) |
Olli Etuaho | c9da71f | 2017-03-06 16:28:54 +0000 | [diff] [blame] | 2695 | { |
| 2696 | // http://anglebug.com/1924 |
Corentin Wallez | 6445ddf | 2017-03-08 19:00:32 -0500 | [diff] [blame] | 2697 | std::cout << "Test skipped on all OpenGL configurations because it has incorrect results" |
| 2698 | << std::endl; |
Olli Etuaho | c9da71f | 2017-03-06 16:28:54 +0000 | [diff] [blame] | 2699 | return; |
| 2700 | } |
| 2701 | |
| 2702 | // The shader first assigns v.x to v.z (1.0) |
| 2703 | // Then v.y to v.y (2.0) |
| 2704 | // Then v.z to v.x (1.0) |
| 2705 | const std::string &fragmentShader = |
| 2706 | "#version 300 es\n" |
| 2707 | "precision highp float;\n" |
| 2708 | "out vec4 my_FragColor;\n" |
| 2709 | "void main() {\n" |
| 2710 | " vec3 v = vec3(1.0, 2.0, 3.0);\n" |
| 2711 | " for (int i = 0; i < 3; i++) {\n" |
| 2712 | " v.zyx[i] = v[i];\n" |
| 2713 | " }\n" |
| 2714 | " my_FragColor = distance(v, vec3(1.0, 2.0, 1.0)) < 0.01 ? vec4(0, 1, 0, 1) : vec4(1, " |
| 2715 | "0, 0, 1);\n" |
| 2716 | "}\n"; |
| 2717 | |
| 2718 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2719 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 2720 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2721 | } |
| 2722 | |
Jamie Madill | 8aeeed6 | 2017-03-15 18:09:26 -0400 | [diff] [blame] | 2723 | // This test covers a bug (and associated workaround) with nested sampling operations in the HLSL |
| 2724 | // compiler DLL. |
| 2725 | TEST_P(GLSLTest_ES3, NestedSamplingOperation) |
| 2726 | { |
| 2727 | // This seems to be bugged on some version of Android. Might not affect the newest versions. |
| 2728 | // TODO(jmadill): Lift suppression when Chromium bots are upgraded. |
| 2729 | if (IsAndroid() && IsOpenGLES()) |
| 2730 | { |
| 2731 | std::cout << "Test skipped on Android because of bug with Nexus 5X." << std::endl; |
| 2732 | return; |
| 2733 | } |
| 2734 | |
| 2735 | const std::string &vertexShader = |
| 2736 | "#version 300 es\n" |
| 2737 | "out vec2 texCoord;\n" |
| 2738 | "in vec2 position;\n" |
| 2739 | "void main()\n" |
| 2740 | "{\n" |
| 2741 | " gl_Position = vec4(position, 0, 1);\n" |
| 2742 | " texCoord = position * 0.5 + vec2(0.5);\n" |
| 2743 | "}\n"; |
| 2744 | |
| 2745 | const std::string &simpleFragmentShader = |
| 2746 | "#version 300 es\n" |
| 2747 | "in mediump vec2 texCoord;\n" |
| 2748 | "out mediump vec4 fragColor;\n" |
| 2749 | "void main()\n" |
| 2750 | "{\n" |
| 2751 | " fragColor = vec4(texCoord, 0, 1);\n" |
| 2752 | "}\n"; |
| 2753 | |
| 2754 | const std::string &nestedFragmentShader = |
| 2755 | "#version 300 es\n" |
| 2756 | "uniform mediump sampler2D samplerA;\n" |
| 2757 | "uniform mediump sampler2D samplerB;\n" |
| 2758 | "in mediump vec2 texCoord;\n" |
| 2759 | "out mediump vec4 fragColor;\n" |
| 2760 | "void main ()\n" |
| 2761 | "{\n" |
| 2762 | " fragColor = texture(samplerB, texture(samplerA, texCoord).xy);\n" |
| 2763 | "}\n"; |
| 2764 | |
| 2765 | ANGLE_GL_PROGRAM(initProg, vertexShader, simpleFragmentShader); |
| 2766 | ANGLE_GL_PROGRAM(nestedProg, vertexShader, nestedFragmentShader); |
| 2767 | |
| 2768 | // Initialize a first texture with default texCoord data. |
| 2769 | GLTexture texA; |
| 2770 | glActiveTexture(GL_TEXTURE0); |
| 2771 | glBindTexture(GL_TEXTURE_2D, texA); |
| 2772 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA, |
| 2773 | GL_UNSIGNED_BYTE, nullptr); |
| 2774 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 2775 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 2776 | |
| 2777 | GLFramebuffer fbo; |
| 2778 | glBindFramebuffer(GL_FRAMEBUFFER, fbo); |
| 2779 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texA, 0); |
| 2780 | |
| 2781 | drawQuad(initProg, "position", 0.5f); |
| 2782 | ASSERT_GL_NO_ERROR(); |
| 2783 | |
| 2784 | // Initialize a second texture with a simple color pattern. |
| 2785 | GLTexture texB; |
| 2786 | glActiveTexture(GL_TEXTURE1); |
| 2787 | glBindTexture(GL_TEXTURE_2D, texB); |
| 2788 | |
| 2789 | std::array<GLColor, 4> simpleColors = { |
| 2790 | {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}}; |
| 2791 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
| 2792 | simpleColors.data()); |
| 2793 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 2794 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 2795 | |
| 2796 | // Draw with the nested program, using the first texture to index the second. |
| 2797 | glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 2798 | glUseProgram(nestedProg); |
| 2799 | GLint samplerALoc = glGetUniformLocation(nestedProg, "samplerA"); |
| 2800 | ASSERT_NE(-1, samplerALoc); |
| 2801 | glUniform1i(samplerALoc, 0); |
| 2802 | GLint samplerBLoc = glGetUniformLocation(nestedProg, "samplerB"); |
| 2803 | ASSERT_NE(-1, samplerBLoc); |
| 2804 | glUniform1i(samplerBLoc, 1); |
| 2805 | |
| 2806 | drawQuad(nestedProg, "position", 0.5f); |
| 2807 | ASSERT_GL_NO_ERROR(); |
| 2808 | |
| 2809 | // Compute four texel centers. |
| 2810 | Vector2 windowSize(getWindowWidth(), getWindowHeight()); |
| 2811 | Vector2 quarterWindowSize = windowSize / 4; |
| 2812 | Vector2 ul = quarterWindowSize; |
| 2813 | Vector2 ur(windowSize.x() - quarterWindowSize.x(), quarterWindowSize.y()); |
| 2814 | Vector2 ll(quarterWindowSize.x(), windowSize.y() - quarterWindowSize.y()); |
| 2815 | Vector2 lr = windowSize - quarterWindowSize; |
| 2816 | |
| 2817 | EXPECT_PIXEL_COLOR_EQ_VEC2(ul, simpleColors[0]); |
| 2818 | EXPECT_PIXEL_COLOR_EQ_VEC2(ur, simpleColors[1]); |
| 2819 | EXPECT_PIXEL_COLOR_EQ_VEC2(ll, simpleColors[2]); |
| 2820 | EXPECT_PIXEL_COLOR_EQ_VEC2(lr, simpleColors[3]); |
| 2821 | } |
| 2822 | |
Olli Etuaho | 8162926 | 2017-04-19 11:56:01 +0300 | [diff] [blame] | 2823 | // Tests that using a constant declaration as the only statement in a for loop without curly braces |
| 2824 | // doesn't crash. |
| 2825 | TEST_P(GLSLTest, ConstantStatementInForLoop) |
| 2826 | { |
| 2827 | const std::string &vertexShader = |
| 2828 | "void main()\n" |
| 2829 | "{\n" |
| 2830 | " for (int i = 0; i < 10; ++i)\n" |
| 2831 | " const int b = 0;\n" |
| 2832 | "}\n"; |
| 2833 | |
| 2834 | GLuint shader = CompileShader(GL_VERTEX_SHADER, vertexShader); |
| 2835 | EXPECT_NE(0u, shader); |
| 2836 | glDeleteShader(shader); |
| 2837 | } |
| 2838 | |
| 2839 | // Tests that using a constant declaration as a loop init expression doesn't crash. Note that this |
| 2840 | // test doesn't work on D3D9 due to looping limitations, so it is only run on ES3. |
| 2841 | TEST_P(GLSLTest_ES3, ConstantStatementAsLoopInit) |
| 2842 | { |
| 2843 | const std::string &vertexShader = |
| 2844 | "void main()\n" |
| 2845 | "{\n" |
| 2846 | " for (const int i = 0; i < 0;) {}\n" |
| 2847 | "}\n"; |
| 2848 | |
| 2849 | GLuint shader = CompileShader(GL_VERTEX_SHADER, vertexShader); |
| 2850 | EXPECT_NE(0u, shader); |
| 2851 | glDeleteShader(shader); |
| 2852 | } |
| 2853 | |
Olli Etuaho | 9733cee | 2017-05-11 19:14:35 +0300 | [diff] [blame] | 2854 | // Test that uninitialized local variables are initialized to 0. |
| 2855 | TEST_P(GLSLTest_ES3, InitUninitializedLocals) |
| 2856 | { |
| 2857 | if (IsAndroid() && IsOpenGLES()) |
| 2858 | { |
| 2859 | // http://anglebug.com/2046 |
| 2860 | std::cout |
| 2861 | << "Test skipped on Android GLES because local variable initialization is disabled." |
| 2862 | << std::endl; |
| 2863 | return; |
| 2864 | } |
| 2865 | |
| 2866 | if (IsOSX() && IsOpenGL()) |
| 2867 | { |
| 2868 | // http://anglebug.com/2041 |
| 2869 | std::cout << "Test skipped on Mac OpenGL because local variable initialization is disabled." |
| 2870 | << std::endl; |
| 2871 | return; |
| 2872 | } |
| 2873 | |
| 2874 | const std::string &fragmentShader = |
| 2875 | "#version 300 es\n" |
| 2876 | "precision mediump float;\n" |
| 2877 | "out vec4 my_FragColor;\n" |
| 2878 | "int result = 0;\n" |
| 2879 | "void main()\n" |
| 2880 | "{\n" |
| 2881 | " int u;\n" |
| 2882 | " result += u;\n" |
| 2883 | " int k = 0;\n" |
| 2884 | " for (int i[2], j = i[0] + 1; k < 2; ++k)\n" |
| 2885 | " {\n" |
| 2886 | " result += j;\n" |
| 2887 | " }\n" |
| 2888 | " if (result == 2)\n" |
| 2889 | " {\n" |
| 2890 | " my_FragColor = vec4(0, 1, 0, 1);\n" |
| 2891 | " }\n" |
| 2892 | " else\n" |
| 2893 | " {\n" |
| 2894 | " my_FragColor = vec4(1, 0, 0, 1);\n" |
| 2895 | " }\n" |
| 2896 | "}\n"; |
| 2897 | |
| 2898 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2899 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 2900 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2901 | } |
| 2902 | |
| 2903 | // Test that uninitialized structs containing arrays of structs are initialized to 0. This |
| 2904 | // specifically tests with two different struct variables declared in the same block. |
| 2905 | TEST_P(GLSLTest, InitUninitializedStructContainingArrays) |
| 2906 | { |
| 2907 | if (IsAndroid() && IsOpenGLES()) |
| 2908 | { |
| 2909 | // http://anglebug.com/2046 |
| 2910 | std::cout |
| 2911 | << "Test skipped on Android GLES because local variable initialization is disabled." |
| 2912 | << std::endl; |
| 2913 | return; |
| 2914 | } |
| 2915 | |
| 2916 | if (IsOSX() && IsOpenGL()) |
| 2917 | { |
| 2918 | // http://anglebug.com/2041 |
| 2919 | std::cout << "Test skipped on Mac OpenGL because local variable initialization is disabled." |
| 2920 | << std::endl; |
| 2921 | return; |
| 2922 | } |
| 2923 | |
| 2924 | const std::string &fragmentShader = |
| 2925 | "precision mediump float;\n" |
| 2926 | "struct T\n" |
| 2927 | "{\n" |
| 2928 | " int a[2];\n" |
| 2929 | "};\n" |
| 2930 | "struct S\n" |
| 2931 | "{\n" |
| 2932 | " T t[2];\n" |
| 2933 | "};\n" |
| 2934 | "void main()\n" |
| 2935 | "{\n" |
| 2936 | " S s;\n" |
| 2937 | " S s2;\n" |
| 2938 | " if (s.t[1].a[1] == 0 && s2.t[1].a[1] == 0)\n" |
| 2939 | " {\n" |
| 2940 | " gl_FragColor = vec4(0, 1, 0, 1);\n" |
| 2941 | " }\n" |
| 2942 | " else\n" |
| 2943 | " {\n" |
| 2944 | " gl_FragColor = vec4(1, 0, 0, 1);\n" |
| 2945 | " }\n" |
| 2946 | "}\n"; |
| 2947 | |
| 2948 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 2949 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 2950 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2951 | } |
| 2952 | |
Geoff Lang | bb1e750 | 2017-06-05 16:40:09 -0400 | [diff] [blame] | 2953 | // Verify that two shaders with the same uniform name and members but different structure names will |
| 2954 | // not link. |
| 2955 | TEST_P(GLSLTest, StructureNameMatchingTest) |
| 2956 | { |
| 2957 | const char *vsSource = |
| 2958 | "// Structures must have the same name, sequence of type names, and\n" |
| 2959 | "// type definitions, and field names to be considered the same type.\n" |
| 2960 | "// GLSL 1.017 4.2.4\n" |
| 2961 | "precision mediump float;\n" |
| 2962 | "struct info {\n" |
| 2963 | " vec4 pos;\n" |
| 2964 | " vec4 color;\n" |
| 2965 | "};\n" |
| 2966 | "\n" |
| 2967 | "uniform info uni;\n" |
| 2968 | "void main()\n" |
| 2969 | "{\n" |
| 2970 | " gl_Position = uni.pos;\n" |
| 2971 | "}\n"; |
| 2972 | |
| 2973 | GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource); |
| 2974 | ASSERT_NE(0u, vs); |
| 2975 | glDeleteShader(vs); |
| 2976 | |
| 2977 | const char *fsSource = |
| 2978 | "// Structures must have the same name, sequence of type names, and\n" |
| 2979 | "// type definitions, and field names to be considered the same type.\n" |
| 2980 | "// GLSL 1.017 4.2.4\n" |
| 2981 | "precision mediump float;\n" |
| 2982 | "struct info1 {\n" |
| 2983 | " vec4 pos;\n" |
| 2984 | " vec4 color;\n" |
| 2985 | "};\n" |
| 2986 | "\n" |
| 2987 | "uniform info1 uni;\n" |
| 2988 | "void main()\n" |
| 2989 | "{\n" |
| 2990 | " gl_FragColor = uni.color;\n" |
| 2991 | "}\n"; |
| 2992 | |
| 2993 | GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource); |
| 2994 | ASSERT_NE(0u, fs); |
| 2995 | glDeleteShader(fs); |
| 2996 | |
| 2997 | GLuint program = CompileProgram(vsSource, fsSource); |
| 2998 | EXPECT_EQ(0u, program); |
| 2999 | } |
| 3000 | |
Olli Etuaho | 9733cee | 2017-05-11 19:14:35 +0300 | [diff] [blame] | 3001 | // Test that an uninitialized nameless struct inside a for loop init statement works. |
| 3002 | TEST_P(GLSLTest_ES3, UninitializedNamelessStructInForInitStatement) |
| 3003 | { |
| 3004 | if (IsAndroid() && IsOpenGLES()) |
| 3005 | { |
| 3006 | // http://anglebug.com/2046 |
| 3007 | std::cout |
| 3008 | << "Test skipped on Android GLES because local variable initialization is disabled." |
| 3009 | << std::endl; |
| 3010 | return; |
| 3011 | } |
| 3012 | |
| 3013 | if (IsOSX() && IsOpenGL()) |
| 3014 | { |
| 3015 | // http://anglebug.com/2041 |
| 3016 | std::cout << "Test skipped on Mac OpenGL because local variable initialization is disabled." |
| 3017 | << std::endl; |
| 3018 | return; |
| 3019 | } |
| 3020 | |
| 3021 | const std::string &fragmentShader = |
| 3022 | "#version 300 es\n" |
| 3023 | "precision highp float;\n" |
| 3024 | "out vec4 my_FragColor;\n" |
| 3025 | "void main()\n" |
| 3026 | "{\n" |
| 3027 | " my_FragColor = vec4(1, 0, 0, 1);\n" |
| 3028 | " for (struct { float q; } b; b.q < 2.0; b.q++) {\n" |
| 3029 | " my_FragColor = vec4(0, 1, 0, 1);\n" |
| 3030 | " }\n" |
| 3031 | "}\n"; |
| 3032 | |
| 3033 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 3034 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 3035 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 3036 | } |
| 3037 | |
Olli Etuaho | 0ffc441 | 2017-05-19 14:18:55 +0300 | [diff] [blame] | 3038 | // Test that uninitialized global variables are initialized to 0. |
| 3039 | TEST_P(WebGLGLSLTest, InitUninitializedGlobals) |
| 3040 | { |
| 3041 | const std::string &fragmentShader = |
| 3042 | "precision mediump float;\n" |
| 3043 | "int result;\n" |
| 3044 | "int i[2], j = i[0] + 1;\n" |
| 3045 | "void main()\n" |
| 3046 | "{\n" |
| 3047 | " result += j;\n" |
| 3048 | " if (result == 1)\n" |
| 3049 | " {\n" |
| 3050 | " gl_FragColor = vec4(0, 1, 0, 1);\n" |
| 3051 | " }\n" |
| 3052 | " else\n" |
| 3053 | " {\n" |
| 3054 | " gl_FragColor = vec4(1, 0, 0, 1);\n" |
| 3055 | " }\n" |
| 3056 | "}\n"; |
| 3057 | |
| 3058 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 3059 | drawQuad(program.get(), "inputAttribute", 0.5f, 1.0f, true); |
| 3060 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 3061 | } |
| 3062 | |
| 3063 | // Test that an uninitialized nameless struct in the global scope works. |
| 3064 | TEST_P(WebGLGLSLTest, UninitializedNamelessStructInGlobalScope) |
| 3065 | { |
| 3066 | const std::string &fragmentShader = |
| 3067 | "precision mediump float;\n" |
| 3068 | "struct { float q; } b;\n" |
| 3069 | "void main()\n" |
| 3070 | "{\n" |
| 3071 | " gl_FragColor = vec4(1, 0, 0, 1);\n" |
| 3072 | " if (b.q == 0.0)\n" |
| 3073 | " {\n" |
| 3074 | " gl_FragColor = vec4(0, 1, 0, 1);\n" |
| 3075 | " }\n" |
| 3076 | "}\n"; |
| 3077 | |
| 3078 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 3079 | drawQuad(program.get(), "inputAttribute", 0.5f, 1.0f, true); |
| 3080 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 3081 | } |
| 3082 | |
Olli Etuaho | 914b79a | 2017-06-19 16:03:19 +0300 | [diff] [blame] | 3083 | // Test that a loop condition that has an initializer declares a variable. |
| 3084 | TEST_P(GLSLTest_ES3, ConditionInitializerDeclaresVariable) |
| 3085 | { |
| 3086 | const std::string &fragmentShader = |
| 3087 | "#version 300 es\n" |
| 3088 | "precision highp float;\n" |
| 3089 | "out vec4 my_FragColor;\n" |
| 3090 | "void main()\n" |
| 3091 | "{\n" |
| 3092 | " float i = 0.0;\n" |
| 3093 | " while (bool foo = (i < 1.5))\n" |
| 3094 | " {\n" |
| 3095 | " if (!foo)\n" |
| 3096 | " {\n" |
| 3097 | " ++i;\n" |
| 3098 | " }\n" |
| 3099 | " if (i > 3.5)\n" |
| 3100 | " {\n" |
| 3101 | " break;\n" |
| 3102 | " }\n" |
| 3103 | " ++i;\n" |
| 3104 | " }\n" |
| 3105 | " my_FragColor = vec4(i * 0.5 - 1.0, i * 0.5, 0.0, 1.0);\n" |
| 3106 | "}\n"; |
| 3107 | |
| 3108 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 3109 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 3110 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 3111 | } |
| 3112 | |
Olli Etuaho | ff526f1 | 2017-06-30 12:26:54 +0300 | [diff] [blame] | 3113 | // Test that a variable hides a user-defined function with the same name after its initializer. |
| 3114 | // GLSL ES 1.00.17 section 4.2.2: "A variable declaration is visible immediately following the |
| 3115 | // initializer if present, otherwise immediately following the identifier" |
| 3116 | TEST_P(GLSLTest, VariableHidesUserDefinedFunctionAfterInitializer) |
| 3117 | { |
| 3118 | const std::string &fragmentShader = |
| 3119 | "precision mediump float;\n" |
| 3120 | "uniform vec4 u;\n" |
| 3121 | "vec4 foo()\n" |
| 3122 | "{\n" |
| 3123 | " return u;\n" |
| 3124 | "}\n" |
| 3125 | "void main()\n" |
| 3126 | "{\n" |
| 3127 | " vec4 foo = foo();\n" |
| 3128 | " gl_FragColor = foo + vec4(0, 1, 0, 1);\n" |
| 3129 | "}\n"; |
| 3130 | |
| 3131 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 3132 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 3133 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 3134 | } |
| 3135 | |
Olli Etuaho | 088031e | 2017-07-03 15:59:33 +0300 | [diff] [blame] | 3136 | // Test that structs with identical members are not ambiguous as function arguments. |
| 3137 | TEST_P(GLSLTest, StructsWithSameMembersDisambiguatedByName) |
| 3138 | { |
| 3139 | const std::string &fragmentShader = |
| 3140 | "precision mediump float;\n" |
| 3141 | "uniform float u_zero;\n" |
| 3142 | "struct S { float foo; };\n" |
| 3143 | "struct S2 { float foo; };\n" |
| 3144 | "float get(S s) { return s.foo + u_zero; }\n" |
| 3145 | "float get(S2 s2) { return 0.25 + s2.foo + u_zero; }\n" |
| 3146 | "void main()\n" |
| 3147 | "{\n" |
| 3148 | " S s;\n" |
| 3149 | " s.foo = 0.5;\n" |
| 3150 | " S2 s2;\n" |
| 3151 | " s2.foo = 0.25;\n" |
| 3152 | " gl_FragColor = vec4(0.0, get(s) + get(s2), 0.0, 1.0);\n" |
| 3153 | "}\n"; |
| 3154 | |
| 3155 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); |
| 3156 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 3157 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 3158 | } |
| 3159 | |
Olli Etuaho | 06a06f5 | 2017-07-12 12:22:15 +0300 | [diff] [blame] | 3160 | // Test that a varying struct that's not statically used in the fragment shader works. |
| 3161 | // GLSL ES 3.00.6 section 4.3.10. |
| 3162 | TEST_P(GLSLTest_ES3, VaryingStructNotStaticallyUsedInFragmentShader) |
| 3163 | { |
| 3164 | const std::string &vertexShader = |
| 3165 | "#version 300 es\n" |
| 3166 | "struct S {\n" |
| 3167 | " vec4 field;\n" |
| 3168 | "};\n" |
| 3169 | "out S varStruct;\n" |
| 3170 | "void main()\n" |
| 3171 | "{\n" |
| 3172 | " gl_Position = vec4(1.0);\n" |
| 3173 | " varStruct.field = vec4(0.0, 0.5, 0.0, 0.0);\n" |
| 3174 | "}\n"; |
| 3175 | |
| 3176 | const std::string &fragmentShader = |
| 3177 | "#version 300 es\n" |
| 3178 | "precision mediump float;\n" |
| 3179 | "struct S {\n" |
| 3180 | " vec4 field;\n" |
| 3181 | "};\n" |
| 3182 | "in S varStruct;\n" |
| 3183 | "out vec4 col;\n" |
| 3184 | "void main()\n" |
| 3185 | "{\n" |
| 3186 | " col = vec4(1.0);\n" |
| 3187 | "}\n"; |
| 3188 | |
| 3189 | ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader); |
| 3190 | } |
| 3191 | |
| 3192 | // Test that a varying struct that's not declared in the fragment shader links successfully. |
| 3193 | // GLSL ES 3.00.6 section 4.3.10. |
| 3194 | TEST_P(GLSLTest_ES3, VaryingStructNotDeclaredInFragmentShader) |
| 3195 | { |
| 3196 | const std::string &vertexShader = |
| 3197 | "#version 300 es\n" |
| 3198 | "struct S {\n" |
| 3199 | " vec4 field;\n" |
| 3200 | "};\n" |
| 3201 | "out S varStruct;\n" |
| 3202 | "void main()\n" |
| 3203 | "{\n" |
| 3204 | " gl_Position = vec4(1.0);\n" |
| 3205 | " varStruct.field = vec4(0.0, 0.5, 0.0, 0.0);\n" |
| 3206 | "}\n"; |
| 3207 | |
| 3208 | const std::string &fragmentShader = |
| 3209 | "#version 300 es\n" |
| 3210 | "precision mediump float;\n" |
| 3211 | "out vec4 col;\n" |
| 3212 | "void main()\n" |
| 3213 | "{\n" |
| 3214 | " col = vec4(1.0);\n" |
| 3215 | "}\n"; |
| 3216 | |
| 3217 | ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader); |
| 3218 | } |
| 3219 | |
| 3220 | // Test that a varying struct that gets used in the fragment shader works. |
| 3221 | TEST_P(GLSLTest_ES3, VaryingStructUsedInFragmentShader) |
| 3222 | { |
| 3223 | const std::string &vertexShader = |
| 3224 | "#version 300 es\n" |
| 3225 | "in vec4 inputAttribute;\n" |
| 3226 | "struct S {\n" |
| 3227 | " vec4 field;\n" |
| 3228 | "};\n" |
| 3229 | "out S varStruct;\n" |
| 3230 | "void main()\n" |
| 3231 | "{\n" |
| 3232 | " gl_Position = inputAttribute;\n" |
| 3233 | " varStruct.field = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| 3234 | "}\n"; |
| 3235 | |
| 3236 | const std::string &fragmentShader = |
| 3237 | "#version 300 es\n" |
| 3238 | "precision mediump float;\n" |
| 3239 | "out vec4 col;\n" |
| 3240 | "struct S {\n" |
| 3241 | " vec4 field;\n" |
| 3242 | "};\n" |
| 3243 | "in S varStruct;\n" |
| 3244 | "void main()\n" |
| 3245 | "{\n" |
| 3246 | " col = varStruct.field;\n" |
| 3247 | "}\n"; |
| 3248 | |
| 3249 | ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader); |
| 3250 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 3251 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 3252 | } |
| 3253 | |
Olli Etuaho | 3860b6c | 2017-07-19 16:17:24 +0300 | [diff] [blame^] | 3254 | // This test covers passing an array of structs containing samplers as a function argument. |
| 3255 | TEST_P(GLSLTest, ArrayOfStructsWithSamplersAsFunctionArg) |
| 3256 | { |
| 3257 | if (IsAndroid() && IsAdreno() && IsOpenGLES()) |
| 3258 | { |
| 3259 | // Shader failed to compile on Android. http://anglebug.com/2114 |
| 3260 | std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl; |
| 3261 | return; |
| 3262 | } |
| 3263 | |
| 3264 | const std::string &vertexShader = |
| 3265 | "attribute vec2 position;\n" |
| 3266 | "void main()\n" |
| 3267 | "{\n" |
| 3268 | " gl_Position = vec4(position, 0, 1);\n" |
| 3269 | "}\n"; |
| 3270 | |
| 3271 | const std::string &fragmentShader = |
| 3272 | "precision mediump float;\n" |
| 3273 | "struct S\n" |
| 3274 | "{\n" |
| 3275 | " sampler2D samplerMember; \n" |
| 3276 | "};\n" |
| 3277 | "uniform S uStructs[2];\n" |
| 3278 | "uniform vec2 uTexCoord;\n" |
| 3279 | "\n" |
| 3280 | "vec4 foo(S[2] structs)\n" |
| 3281 | "{\n" |
| 3282 | " return texture2D(structs[0].samplerMember, uTexCoord);\n" |
| 3283 | "}\n" |
| 3284 | "void main()\n" |
| 3285 | "{\n" |
| 3286 | " gl_FragColor = foo(uStructs);\n" |
| 3287 | "}\n"; |
| 3288 | |
| 3289 | ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader); |
| 3290 | |
| 3291 | // Initialize the texture with green. |
| 3292 | GLTexture tex; |
| 3293 | glActiveTexture(GL_TEXTURE0); |
| 3294 | glBindTexture(GL_TEXTURE_2D, tex); |
| 3295 | GLubyte texData[] = {0u, 255u, 0u, 255u}; |
| 3296 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData); |
| 3297 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 3298 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 3299 | ASSERT_GL_NO_ERROR(); |
| 3300 | |
| 3301 | // Draw |
| 3302 | glUseProgram(program); |
| 3303 | GLint samplerMemberLoc = glGetUniformLocation(program, "uStructs[0].samplerMember"); |
| 3304 | ASSERT_NE(-1, samplerMemberLoc); |
| 3305 | glUniform1i(samplerMemberLoc, 0); |
| 3306 | GLint texCoordLoc = glGetUniformLocation(program, "uTexCoord"); |
| 3307 | ASSERT_NE(-1, texCoordLoc); |
| 3308 | glUniform2f(texCoordLoc, 0.5f, 0.5f); |
| 3309 | |
| 3310 | drawQuad(program, "position", 0.5f); |
| 3311 | ASSERT_GL_NO_ERROR(); |
| 3312 | |
| 3313 | EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::green); |
| 3314 | } |
| 3315 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 3316 | // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 3317 | ANGLE_INSTANTIATE_TEST(GLSLTest, |
| 3318 | ES2_D3D9(), |
| 3319 | ES2_D3D11(), |
| 3320 | ES2_D3D11_FL9_3(), |
| 3321 | ES2_OPENGL(), |
| 3322 | ES3_OPENGL(), |
| 3323 | ES2_OPENGLES(), |
| 3324 | ES3_OPENGLES()); |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 3325 | |
| 3326 | // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 3327 | ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); |
Jamie Madill | 192745a | 2016-12-22 15:58:21 -0500 | [diff] [blame] | 3328 | |
| 3329 | ANGLE_INSTANTIATE_TEST(WebGLGLSLTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES()); |
Olli Etuaho | 9250cb2 | 2017-01-21 10:51:27 +0000 | [diff] [blame] | 3330 | |
| 3331 | ANGLE_INSTANTIATE_TEST(GLSLTest_ES31, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES()); |