blob: 78872d1c38eb49970c11661dddc3a661eba8542e [file] [log] [blame]
Jamie Madill55def582015-05-04 11:24:57 -04001//
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 Wallezd3970de2015-05-14 11:07:48 -04007#include "test_utils/ANGLETest.h"
Jamie Madill96509e42014-05-29 14:33:27 -04008
Jamie Madill55def582015-05-04 11:24:57 -04009#include "libANGLE/Context.h"
10#include "libANGLE/Program.h"
11
Jamie Madillfa05f602015-05-07 13:47:11 -040012using namespace angle;
Austin Kinross18b931d2014-09-29 12:58:31 -070013
Jamie Madill2bf8b372014-06-16 17:18:51 -040014class GLSLTest : public ANGLETest
Jamie Madill96509e42014-05-29 14:33:27 -040015{
Jamie Madillfa05f602015-05-07 13:47:11 -040016 protected:
17 GLSLTest()
Jamie Madill96509e42014-05-29 14:33:27 -040018 {
19 setWindowWidth(128);
20 setWindowHeight(128);
21 setConfigRedBits(8);
22 setConfigGreenBits(8);
23 setConfigBlueBits(8);
24 setConfigAlphaBits(8);
25 }
Jamie Madillbfa91f42014-06-05 15:45:18 -040026
27 virtual void SetUp()
28 {
29 ANGLETest::SetUp();
30
Jamie Madill2bf8b372014-06-16 17:18:51 -040031 mSimpleVSSource = SHADER_SOURCE
Jamie Madillbfa91f42014-06-05 15:45:18 -040032 (
33 attribute vec4 inputAttribute;
34 void main()
35 {
36 gl_Position = inputAttribute;
37 }
38 );
39 }
40
Austin Kinrossaf875522014-08-25 21:06:07 -070041 std::string GenerateVaryingType(GLint vectorSize)
42 {
43 char varyingType[10];
44
45 if (vectorSize == 1)
46 {
47 sprintf(varyingType, "float");
48 }
49 else
50 {
51 sprintf(varyingType, "vec%d", vectorSize);
52 }
53
54 return std::string(varyingType);
55 }
56
57 std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id)
58 {
59 char buff[100];
60
61 if (arraySize == 1)
62 {
63 sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id);
64 }
65 else
66 {
67 sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize);
68 }
69
70 return std::string(buff);
71 }
72
73 std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id)
74 {
75 std::string returnString;
76 char buff[100];
77
78 if (arraySize == 1)
79 {
80 sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str());
81 returnString += buff;
82 }
83 else
84 {
85 for (int i = 0; i < arraySize; i++)
86 {
87 sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str());
88 returnString += buff;
89 }
90 }
91
92 return returnString;
93 }
94
95 std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id)
96 {
97 if (arraySize == 1)
98 {
99 char buff[100];
100 sprintf(buff, "v%d + ", id);
101 return std::string(buff);
102 }
103 else
104 {
105 std::string returnString;
106 for (int i = 0; i < arraySize; i++)
107 {
108 char buff[100];
109 sprintf(buff, "v%d[%d] + ", id, i);
110 returnString += buff;
111 }
112 return returnString;
113 }
114 }
115
Austin Kinross8b695ee2015-03-12 13:12:20 -0700116 void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
117 GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize,
118 std::string* fragmentShader, std::string* vertexShader)
Austin Kinrossaf875522014-08-25 21:06:07 -0700119 {
120 // Generate a string declaring the varyings, to share between the fragment shader and the vertex shader.
121 std::string varyingDeclaration;
122
123 unsigned int varyingCount = 0;
124
125 for (GLint i = 0; i < floatCount; i++)
126 {
127 varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount);
128 varyingCount += 1;
129 }
130
131 for (GLint i = 0; i < floatArrayCount; i++)
132 {
133 varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount);
134 varyingCount += 1;
135 }
136
137 for (GLint i = 0; i < vec2Count; i++)
138 {
139 varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount);
140 varyingCount += 1;
141 }
142
143 for (GLint i = 0; i < vec2ArrayCount; i++)
144 {
145 varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount);
146 varyingCount += 1;
147 }
148
149 for (GLint i = 0; i < vec3Count; i++)
150 {
151 varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount);
152 varyingCount += 1;
153 }
154
155 for (GLint i = 0; i < vec3ArrayCount; i++)
156 {
157 varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount);
158 varyingCount += 1;
159 }
160
Austin Kinross8b695ee2015-03-12 13:12:20 -0700161 for (GLint i = 0; i < vec4Count; i++)
162 {
163 varyingDeclaration += GenerateVectorVaryingDeclaration(4, 1, varyingCount);
164 varyingCount += 1;
165 }
166
167 for (GLint i = 0; i < vec4ArrayCount; i++)
168 {
169 varyingDeclaration += GenerateVectorVaryingDeclaration(4, 2, varyingCount);
170 varyingCount += 1;
171 }
172
Austin Kinrossaf875522014-08-25 21:06:07 -0700173 // Generate the vertex shader
174 vertexShader->clear();
175 vertexShader->append(varyingDeclaration);
176 vertexShader->append("\nvoid main()\n{\n");
177
178 unsigned int currentVSVarying = 0;
179
180 for (GLint i = 0; i < floatCount; i++)
181 {
182 vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying));
183 currentVSVarying += 1;
184 }
185
186 for (GLint i = 0; i < floatArrayCount; i++)
187 {
188 vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying));
189 currentVSVarying += 1;
190 }
191
192 for (GLint i = 0; i < vec2Count; i++)
193 {
194 vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying));
195 currentVSVarying += 1;
196 }
197
198 for (GLint i = 0; i < vec2ArrayCount; i++)
199 {
200 vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying));
201 currentVSVarying += 1;
202 }
203
204 for (GLint i = 0; i < vec3Count; i++)
205 {
206 vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying));
207 currentVSVarying += 1;
208 }
209
210 for (GLint i = 0; i < vec3ArrayCount; i++)
211 {
212 vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying));
213 currentVSVarying += 1;
214 }
215
Austin Kinross8b695ee2015-03-12 13:12:20 -0700216 for (GLint i = 0; i < vec4Count; i++)
217 {
218 vertexShader->append(GenerateVectorVaryingSettingCode(4, 1, currentVSVarying));
219 currentVSVarying += 1;
220 }
221
222 for (GLint i = 0; i < vec4ArrayCount; i++)
223 {
224 vertexShader->append(GenerateVectorVaryingSettingCode(4, 2, currentVSVarying));
225 currentVSVarying += 1;
226 }
227
228 if (usePointSize)
229 {
230 vertexShader->append("gl_PointSize = 1.0;\n");
231 }
232
Austin Kinrossaf875522014-08-25 21:06:07 -0700233 vertexShader->append("}\n");
234
235 // Generate the fragment shader
236 fragmentShader->clear();
237 fragmentShader->append("precision highp float;\n");
238 fragmentShader->append(varyingDeclaration);
239 fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n");
240
241 unsigned int currentFSVarying = 0;
242
243 // Make use of the float varyings
244 fragmentShader->append("\tretColor += vec4(");
245
246 for (GLint i = 0; i < floatCount; i++)
247 {
248 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
249 currentFSVarying += 1;
250 }
251
252 for (GLint i = 0; i < floatArrayCount; i++)
253 {
254 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
255 currentFSVarying += 1;
256 }
257
258 fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n");
259
260 // Make use of the vec2 varyings
261 fragmentShader->append("\tretColor += vec4(");
262
263 for (GLint i = 0; i < vec2Count; i++)
264 {
265 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
266 currentFSVarying += 1;
267 }
268
269 for (GLint i = 0; i < vec2ArrayCount; i++)
270 {
271 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
272 currentFSVarying += 1;
273 }
274
275 fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n");
276
277 // Make use of the vec3 varyings
278 fragmentShader->append("\tretColor += vec4(");
279
280 for (GLint i = 0; i < vec3Count; i++)
281 {
282 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
283 currentFSVarying += 1;
284 }
285
286 for (GLint i = 0; i < vec3ArrayCount; i++)
287 {
288 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
289 currentFSVarying += 1;
290 }
291
292 fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n");
Austin Kinross8b695ee2015-03-12 13:12:20 -0700293
294 // Make use of the vec4 varyings
295 fragmentShader->append("\tretColor += ");
296
297 for (GLint i = 0; i < vec4Count; i++)
298 {
299 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
300 currentFSVarying += 1;
301 }
302
303 for (GLint i = 0; i < vec4ArrayCount; i++)
304 {
305 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
306 currentFSVarying += 1;
307 }
308
309 fragmentShader->append("vec4(0.0, 0.0, 0.0, 0.0);\n");
310
311 // Set gl_FragColor, and use special variables if requested
312 fragmentShader->append("\tgl_FragColor = retColor");
313
314 if (useFragCoord)
315 {
316 fragmentShader->append(" + gl_FragCoord");
317 }
318
319 if (usePointCoord)
320 {
321 fragmentShader->append(" + vec4(gl_PointCoord, 0.0, 0.0)");
322 }
323
324 fragmentShader->append(";\n}");
325 }
326
327 void VaryingTestBase(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
328 GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, bool expectSuccess)
329 {
330 std::string fragmentShaderSource;
331 std::string vertexShaderSource;
332
333 GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, vec3ArrayCount,
334 vec4Count, vec4ArrayCount, useFragCoord, usePointCoord, usePointSize,
335 &fragmentShaderSource, &vertexShaderSource);
336
337 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
338
339 if (expectSuccess)
340 {
341 EXPECT_NE(0u, program);
342 }
343 else
344 {
345 EXPECT_EQ(0u, program);
346 }
Austin Kinrossaf875522014-08-25 21:06:07 -0700347 }
348
Jamie Madill2bf8b372014-06-16 17:18:51 -0400349 std::string mSimpleVSSource;
Jamie Madill96509e42014-05-29 14:33:27 -0400350};
351
Jamie Madillfa05f602015-05-07 13:47:11 -0400352class GLSLTest_ES3 : public GLSLTest
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000353{
354};
355
Jamie Madillfa05f602015-05-07 13:47:11 -0400356TEST_P(GLSLTest, NamelessScopedStructs)
Jamie Madill96509e42014-05-29 14:33:27 -0400357{
Jamie Madillbfa91f42014-06-05 15:45:18 -0400358 const std::string fragmentShaderSource = SHADER_SOURCE
Jamie Madill96509e42014-05-29 14:33:27 -0400359 (
Jamie Madillbfa91f42014-06-05 15:45:18 -0400360 precision mediump float;
361
Jamie Madill96509e42014-05-29 14:33:27 -0400362 void main()
363 {
Jamie Madillbfa91f42014-06-05 15:45:18 -0400364 struct
365 {
366 float q;
367 } b;
368
369 gl_FragColor = vec4(1, 0, 0, 1);
370 gl_FragColor.a += b.q;
Jamie Madill96509e42014-05-29 14:33:27 -0400371 }
372 );
373
Jamie Madill5599c8f2014-08-26 13:16:39 -0400374 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madillbfa91f42014-06-05 15:45:18 -0400375 EXPECT_NE(0u, program);
376}
Austin Kinross18b931d2014-09-29 12:58:31 -0700377
Jamie Madillfa05f602015-05-07 13:47:11 -0400378TEST_P(GLSLTest, ScopedStructsOrderBug)
Jamie Madillbfa91f42014-06-05 15:45:18 -0400379{
380 const std::string fragmentShaderSource = SHADER_SOURCE
381 (
382 precision mediump float;
383
384 struct T
385 {
386 float f;
387 };
388
389 void main()
390 {
391 T a;
392
393 struct T
394 {
395 float q;
396 };
397
398 T b;
399
400 gl_FragColor = vec4(1, 0, 0, 1);
401 gl_FragColor.a += a.f;
402 gl_FragColor.a += b.q;
403 }
404 );
405
Jamie Madill5599c8f2014-08-26 13:16:39 -0400406 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madillbfa91f42014-06-05 15:45:18 -0400407 EXPECT_NE(0u, program);
408}
409
Jamie Madillfa05f602015-05-07 13:47:11 -0400410TEST_P(GLSLTest, ScopedStructsBug)
Jamie Madillbfa91f42014-06-05 15:45:18 -0400411{
Jamie Madill96509e42014-05-29 14:33:27 -0400412 const std::string fragmentShaderSource = SHADER_SOURCE
413 (
414 precision mediump float;
415
416 struct T_0
417 {
418 float f;
419 };
420
421 void main()
422 {
423 gl_FragColor = vec4(1, 0, 0, 1);
424
425 struct T
426 {
427 vec2 v;
428 };
429
430 T_0 a;
431 T b;
432
433 gl_FragColor.a += a.f;
434 gl_FragColor.a += b.v.x;
435 }
436 );
437
Jamie Madill5599c8f2014-08-26 13:16:39 -0400438 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madill2bf8b372014-06-16 17:18:51 -0400439 EXPECT_NE(0u, program);
440}
441
Jamie Madillfa05f602015-05-07 13:47:11 -0400442TEST_P(GLSLTest, DxPositionBug)
Jamie Madill2bf8b372014-06-16 17:18:51 -0400443{
444 const std::string &vertexShaderSource = SHADER_SOURCE
445 (
446 attribute vec4 inputAttribute;
447 varying float dx_Position;
448 void main()
449 {
450 gl_Position = vec4(inputAttribute);
451 dx_Position = 0.0;
452 }
453 );
454
455 const std::string &fragmentShaderSource = SHADER_SOURCE
456 (
457 precision mediump float;
458
459 varying float dx_Position;
460
461 void main()
462 {
463 gl_FragColor = vec4(dx_Position, 0, 0, 1);
464 }
465 );
466
Jamie Madill5599c8f2014-08-26 13:16:39 -0400467 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill96509e42014-05-29 14:33:27 -0400468 EXPECT_NE(0u, program);
469}
Jamie Madill4836d222014-07-24 06:55:51 -0400470
Jamie Madillfa05f602015-05-07 13:47:11 -0400471TEST_P(GLSLTest, ElseIfRewriting)
Jamie Madill4836d222014-07-24 06:55:51 -0400472{
473 const std::string &vertexShaderSource =
474 "attribute vec4 a_position;\n"
475 "varying float v;\n"
476 "void main() {\n"
477 " gl_Position = a_position;\n"
478 " v = 1.0;\n"
479 " if (a_position.x <= 0.5) {\n"
480 " v = 0.0;\n"
481 " } else if (a_position.x >= 0.5) {\n"
482 " v = 2.0;\n"
483 " }\n"
484 "}\n";
485
486 const std::string &fragmentShaderSource =
487 "precision highp float;\n"
488 "varying float v;\n"
489 "void main() {\n"
490 " vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n"
491 " if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n"
492 " if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n"
493 " gl_FragColor = color;\n"
494 "}\n";
495
Jamie Madill5599c8f2014-08-26 13:16:39 -0400496 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill4836d222014-07-24 06:55:51 -0400497 ASSERT_NE(0u, program);
498
499 drawQuad(program, "a_position", 0.5f);
Jamie Madill4836d222014-07-24 06:55:51 -0400500
501 EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
502 EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255);
503}
504
Jamie Madillfa05f602015-05-07 13:47:11 -0400505TEST_P(GLSLTest, TwoElseIfRewriting)
Jamie Madill4836d222014-07-24 06:55:51 -0400506{
507 const std::string &vertexShaderSource =
508 "attribute vec4 a_position;\n"
509 "varying float v;\n"
510 "void main() {\n"
511 " gl_Position = a_position;\n"
Jamie Madill778d5272014-08-04 13:13:25 -0400512 " if (a_position.x == 0.0) {\n"
Jamie Madill4836d222014-07-24 06:55:51 -0400513 " v = 1.0;\n"
514 " } else if (a_position.x > 0.5) {\n"
515 " v = 0.0;\n"
516 " } else if (a_position.x > 0.75) {\n"
517 " v = 0.5;\n"
518 " }\n"
519 "}\n";
520
521 const std::string &fragmentShaderSource =
522 "precision highp float;\n"
523 "varying float v;\n"
524 "void main() {\n"
525 " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n"
526 "}\n";
527
Jamie Madill5599c8f2014-08-26 13:16:39 -0400528 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill4836d222014-07-24 06:55:51 -0400529 EXPECT_NE(0u, program);
530}
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400531
Jamie Madillfa05f602015-05-07 13:47:11 -0400532TEST_P(GLSLTest, InvariantVaryingOut)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400533{
534 const std::string fragmentShaderSource = SHADER_SOURCE
535 (
536 precision mediump float;
537 varying float v_varying;
538 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
539 );
540
541 const std::string vertexShaderSource = SHADER_SOURCE
542 (
543 attribute vec4 a_position;
544 invariant varying float v_varying;
545 void main() { v_varying = a_position.x; gl_Position = a_position; }
546 );
547
Jamie Madill5599c8f2014-08-26 13:16:39 -0400548 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400549 EXPECT_NE(0u, program);
550}
551
Jamie Madillfa05f602015-05-07 13:47:11 -0400552TEST_P(GLSLTest, FrontFacingAndVarying)
Jamie Madille6256f82014-09-17 10:31:15 -0400553{
Geoff Langdd323e92015-06-09 15:16:31 -0400554 EGLPlatformParameters platform = GetParam().eglParameters;
Austin Kinross8b695ee2015-03-12 13:12:20 -0700555
Jamie Madille6256f82014-09-17 10:31:15 -0400556 const std::string vertexShaderSource = SHADER_SOURCE
557 (
558 attribute vec4 a_position;
559 varying float v_varying;
560 void main()
561 {
562 v_varying = a_position.x;
563 gl_Position = a_position;
564 }
565 );
566
567 const std::string fragmentShaderSource = SHADER_SOURCE
568 (
569 precision mediump float;
570 varying float v_varying;
571 void main()
572 {
573 vec4 c;
574
575 if (gl_FrontFacing)
576 {
577 c = vec4(v_varying, 0, 0, 1.0);
578 }
579 else
580 {
581 c = vec4(0, v_varying, 0, 1.0);
582 }
583 gl_FragColor = c;
584 }
585 );
586
587 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Austin Kinross02df7962015-07-01 10:03:42 -0700588
589 // Compilation should fail on D3D11 feature level 9_3, since gl_FrontFacing isn't supported.
590 if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
591 {
592 if (platform.majorVersion == 9 && platform.minorVersion == 3)
593 {
594 EXPECT_EQ(0u, program);
595 return;
596 }
597 }
598
599 // Otherwise, compilation should succeed
Jamie Madille6256f82014-09-17 10:31:15 -0400600 EXPECT_NE(0u, program);
601}
602
Jamie Madillfa05f602015-05-07 13:47:11 -0400603TEST_P(GLSLTest, InvariantVaryingIn)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400604{
605 const std::string fragmentShaderSource = SHADER_SOURCE
606 (
607 precision mediump float;
608 invariant varying float v_varying;
609 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
610 );
611
612 const std::string vertexShaderSource = SHADER_SOURCE
613 (
614 attribute vec4 a_position;
615 varying float v_varying;
616 void main() { v_varying = a_position.x; gl_Position = a_position; }
617 );
618
Jamie Madill5599c8f2014-08-26 13:16:39 -0400619 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400620 EXPECT_NE(0u, program);
621}
622
Jamie Madillfa05f602015-05-07 13:47:11 -0400623TEST_P(GLSLTest, InvariantVaryingBoth)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400624{
625 const std::string fragmentShaderSource = SHADER_SOURCE
626 (
627 precision mediump float;
628 invariant varying float v_varying;
629 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
630 );
631
632 const std::string vertexShaderSource = SHADER_SOURCE
633 (
634 attribute vec4 a_position;
635 invariant varying float v_varying;
636 void main() { v_varying = a_position.x; gl_Position = a_position; }
637 );
638
Jamie Madill5599c8f2014-08-26 13:16:39 -0400639 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400640 EXPECT_NE(0u, program);
641}
642
Jamie Madillfa05f602015-05-07 13:47:11 -0400643TEST_P(GLSLTest, InvariantGLPosition)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400644{
645 const std::string fragmentShaderSource = SHADER_SOURCE
646 (
647 precision mediump float;
648 varying float v_varying;
649 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
650 );
651
652 const std::string vertexShaderSource = SHADER_SOURCE
653 (
654 attribute vec4 a_position;
655 invariant gl_Position;
656 varying float v_varying;
657 void main() { v_varying = a_position.x; gl_Position = a_position; }
658 );
659
Jamie Madill5599c8f2014-08-26 13:16:39 -0400660 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400661 EXPECT_NE(0u, program);
662}
663
Jamie Madillfa05f602015-05-07 13:47:11 -0400664TEST_P(GLSLTest, InvariantAll)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400665{
666 const std::string fragmentShaderSource = SHADER_SOURCE
667 (
668 precision mediump float;
669 varying float v_varying;
670 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
671 );
672
673 const std::string vertexShaderSource =
674 "#pragma STDGL invariant(all)\n"
675 "attribute vec4 a_position;\n"
676 "varying float v_varying;\n"
677 "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
678
Jamie Madill5599c8f2014-08-26 13:16:39 -0400679 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400680 EXPECT_NE(0u, program);
681}
Austin Kinrossaf875522014-08-25 21:06:07 -0700682
Jamie Madillfa05f602015-05-07 13:47:11 -0400683TEST_P(GLSLTest, MaxVaryingVec4)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700684{
685 GLint maxVaryings = 0;
686 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
687
688 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true);
689}
690
Jamie Madillfa05f602015-05-07 13:47:11 -0400691TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusTwoSpecialVariables)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700692{
693 GLint maxVaryings = 0;
694 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
695
696 // Generate shader code that uses gl_FragCoord and gl_PointCoord, two special fragment shader variables.
697 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true);
698}
699
Jamie Madillfa05f602015-05-07 13:47:11 -0400700TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusThreeSpecialVariables)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700701{
702 GLint maxVaryings = 0;
703 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
704
705 // Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize.
706 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, true, true);
707}
708
Jamie Madillfa05f602015-05-07 13:47:11 -0400709TEST_P(GLSLTest, MaxVaryingVec4PlusFragCoord)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700710{
711 GLint maxVaryings = 0;
712 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
713
714 // Generate shader code that uses gl_FragCoord, a special fragment shader variables.
715 // This test should fail, since we are really using (maxVaryings + 1) varyings.
716 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false);
717}
718
Jamie Madillfa05f602015-05-07 13:47:11 -0400719TEST_P(GLSLTest, MaxVaryingVec4PlusPointCoord)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700720{
721 GLint maxVaryings = 0;
722 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
723
724 // Generate shader code that uses gl_FragCoord, a special fragment shader variables.
725 // This test should fail, since we are really using (maxVaryings + 1) varyings.
726 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false);
727}
728
Jamie Madillfa05f602015-05-07 13:47:11 -0400729TEST_P(GLSLTest, MaxVaryingVec3)
Austin Kinrossaf875522014-08-25 21:06:07 -0700730{
731 GLint maxVaryings = 0;
732 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
733
Austin Kinross8b695ee2015-03-12 13:12:20 -0700734 VaryingTestBase(0, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700735}
736
Jamie Madillfa05f602015-05-07 13:47:11 -0400737TEST_P(GLSLTest, MaxVaryingVec3Array)
Austin Kinrossaf875522014-08-25 21:06:07 -0700738{
739 GLint maxVaryings = 0;
740 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
741
Austin Kinross8b695ee2015-03-12 13:12:20 -0700742 VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700743}
744
Jamie Madillbee59e02014-10-02 10:44:18 -0400745// Disabled because of a failure in D3D9
Jamie Madillfa05f602015-05-07 13:47:11 -0400746TEST_P(GLSLTest, DISABLED_MaxVaryingVec3AndOneFloat)
Austin Kinrossaf875522014-08-25 21:06:07 -0700747{
748 GLint maxVaryings = 0;
749 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
750
Austin Kinross8b695ee2015-03-12 13:12:20 -0700751 VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700752}
753
Jamie Madillbee59e02014-10-02 10:44:18 -0400754// Disabled because of a failure in D3D9
Jamie Madillfa05f602015-05-07 13:47:11 -0400755TEST_P(GLSLTest, DISABLED_MaxVaryingVec3ArrayAndOneFloatArray)
Austin Kinrossaf875522014-08-25 21:06:07 -0700756{
757 GLint maxVaryings = 0;
758 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
759
Austin Kinross8b695ee2015-03-12 13:12:20 -0700760 VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700761}
762
Jamie Madillbee59e02014-10-02 10:44:18 -0400763// Disabled because of a failure in D3D9
Jamie Madillfa05f602015-05-07 13:47:11 -0400764TEST_P(GLSLTest, DISABLED_TwiceMaxVaryingVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -0700765{
766 GLint maxVaryings = 0;
767 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
768
Austin Kinross8b695ee2015-03-12 13:12:20 -0700769 VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700770}
771
Jamie Madillbee59e02014-10-02 10:44:18 -0400772// Disabled because of a failure in D3D9
Jamie Madillfa05f602015-05-07 13:47:11 -0400773TEST_P(GLSLTest, DISABLED_MaxVaryingVec2Arrays)
Austin Kinrossaf875522014-08-25 21:06:07 -0700774{
775 GLint maxVaryings = 0;
776 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
777
Austin Kinross8b695ee2015-03-12 13:12:20 -0700778 VaryingTestBase(0, 0, 0, maxVaryings, 0, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700779}
780
Jamie Madillfa05f602015-05-07 13:47:11 -0400781TEST_P(GLSLTest, MaxPlusOneVaryingVec3)
Austin Kinrossaf875522014-08-25 21:06:07 -0700782{
783 GLint maxVaryings = 0;
784 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
785
Austin Kinross8b695ee2015-03-12 13:12:20 -0700786 VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700787}
788
Jamie Madillfa05f602015-05-07 13:47:11 -0400789TEST_P(GLSLTest, MaxPlusOneVaryingVec3Array)
Austin Kinrossaf875522014-08-25 21:06:07 -0700790{
791 GLint maxVaryings = 0;
792 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
793
Austin Kinross8b695ee2015-03-12 13:12:20 -0700794 VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700795}
796
Jamie Madillfa05f602015-05-07 13:47:11 -0400797TEST_P(GLSLTest, MaxVaryingVec3AndOneVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -0700798{
799 GLint maxVaryings = 0;
800 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
801
Austin Kinross8b695ee2015-03-12 13:12:20 -0700802 VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700803}
804
Jamie Madillfa05f602015-05-07 13:47:11 -0400805TEST_P(GLSLTest, MaxPlusOneVaryingVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -0700806{
807 GLint maxVaryings = 0;
808 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
809
Austin Kinross8b695ee2015-03-12 13:12:20 -0700810 VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700811}
812
Jamie Madillfa05f602015-05-07 13:47:11 -0400813TEST_P(GLSLTest, MaxVaryingVec3ArrayAndMaxPlusOneFloatArray)
Austin Kinrossaf875522014-08-25 21:06:07 -0700814{
815 GLint maxVaryings = 0;
816 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
817
Austin Kinross8b695ee2015-03-12 13:12:20 -0700818 VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700819}
Geoff Langf60fab62014-11-24 11:21:20 -0500820
821// Verify shader source with a fixed length that is less than the null-terminated length will compile.
Jamie Madillfa05f602015-05-07 13:47:11 -0400822TEST_P(GLSLTest, FixedShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -0500823{
824 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
825
826 const std::string appendGarbage = "abcasdfasdfasdfasdfasdf";
827 const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage;
828 const char *sourceArray[1] = { source.c_str() };
Corentin Wallez973402f2015-05-11 13:42:22 -0400829 GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) };
Cooper Partin4d61f7e2015-08-12 10:56:50 -0700830 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -0500831 glCompileShader(shader);
832
833 GLint compileResult;
834 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
835 EXPECT_NE(compileResult, 0);
836}
837
838// Verify that a negative shader source length is treated as a null-terminated length.
Jamie Madillfa05f602015-05-07 13:47:11 -0400839TEST_P(GLSLTest, NegativeShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -0500840{
841 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
842
843 const char *sourceArray[1] = { "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" };
844 GLint lengths[1] = { -10 };
Cooper Partin4d61f7e2015-08-12 10:56:50 -0700845 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -0500846 glCompileShader(shader);
847
848 GLint compileResult;
849 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
850 EXPECT_NE(compileResult, 0);
851}
852
853// Verify that a length array with mixed positive and negative values compiles.
Jamie Madillfa05f602015-05-07 13:47:11 -0400854TEST_P(GLSLTest, MixedShaderLengths)
Geoff Langf60fab62014-11-24 11:21:20 -0500855{
856 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
857
858 const char *sourceArray[] =
859 {
860 "void main()",
861 "{",
862 " gl_FragColor = vec4(0, 0, 0, 0);",
863 "}",
864 };
865 GLint lengths[] =
866 {
867 -10,
868 1,
Corentin Wallez973402f2015-05-11 13:42:22 -0400869 static_cast<GLint>(strlen(sourceArray[2])),
Geoff Langf60fab62014-11-24 11:21:20 -0500870 -1,
871 };
872 ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
873
Cooper Partin4d61f7e2015-08-12 10:56:50 -0700874 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -0500875 glCompileShader(shader);
876
877 GLint compileResult;
878 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
879 EXPECT_NE(compileResult, 0);
880}
881
882// Verify that zero-length shader source does not affect shader compilation.
Jamie Madillfa05f602015-05-07 13:47:11 -0400883TEST_P(GLSLTest, ZeroShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -0500884{
885 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
886
887 const char *sourceArray[] =
888 {
889 "adfasdf",
890 "34534",
891 "void main() { gl_FragColor = vec4(0, 0, 0, 0); }",
892 "",
893 "asdfasdfsdsdf",
894 };
895 GLint lengths[] =
896 {
897 0,
898 0,
899 -1,
900 0,
901 0,
902 };
903 ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
904
Cooper Partin4d61f7e2015-08-12 10:56:50 -0700905 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -0500906 glCompileShader(shader);
907
908 GLint compileResult;
909 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
910 EXPECT_NE(compileResult, 0);
911}
Jamie Madill21c1e452014-12-29 11:33:41 -0500912
913// Tests that bad index expressions don't crash ANGLE's translator.
914// https://code.google.com/p/angleproject/issues/detail?id=857
Jamie Madillfa05f602015-05-07 13:47:11 -0400915TEST_P(GLSLTest, BadIndexBug)
Jamie Madill21c1e452014-12-29 11:33:41 -0500916{
917 const std::string &fragmentShaderSourceVec =
918 "precision mediump float;\n"
919 "uniform vec4 uniformVec;\n"
920 "void main()\n"
921 "{\n"
922 " gl_FragColor = vec4(uniformVec[int()]);\n"
923 "}";
924
925 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceVec);
926 EXPECT_EQ(0u, shader);
927
928 if (shader != 0)
929 {
930 glDeleteShader(shader);
931 }
932
933 const std::string &fragmentShaderSourceMat =
934 "precision mediump float;\n"
935 "uniform mat4 uniformMat;\n"
936 "void main()\n"
937 "{\n"
938 " gl_FragColor = vec4(uniformMat[int()]);\n"
939 "}";
940
941 shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceMat);
942 EXPECT_EQ(0u, shader);
943
944 if (shader != 0)
945 {
946 glDeleteShader(shader);
947 }
948
949 const std::string &fragmentShaderSourceArray =
950 "precision mediump float;\n"
951 "uniform vec4 uniformArray;\n"
952 "void main()\n"
953 "{\n"
954 " gl_FragColor = vec4(uniformArray[int()]);\n"
955 "}";
956
957 shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceArray);
958 EXPECT_EQ(0u, shader);
959
960 if (shader != 0)
961 {
962 glDeleteShader(shader);
963 }
Jamie Madill37997142015-01-28 10:06:34 -0500964}
965
Jamie Madill2e295e22015-04-29 10:41:33 -0400966// Test that structs defined in uniforms are translated correctly.
Jamie Madillfa05f602015-05-07 13:47:11 -0400967TEST_P(GLSLTest, StructSpecifiersUniforms)
Jamie Madill2e295e22015-04-29 10:41:33 -0400968{
969 const std::string fragmentShaderSource = SHADER_SOURCE
970 (
971 precision mediump float;
972
973 uniform struct S { float field;} s;
974
975 void main()
976 {
977 gl_FragColor = vec4(1, 0, 0, 1);
978 gl_FragColor.a += s.field;
979 }
980 );
981
982 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
983 EXPECT_NE(0u, program);
984}
Jamie Madill55def582015-05-04 11:24:57 -0400985
986// Test that gl_DepthRange is not stored as a uniform location. Since uniforms
987// beginning with "gl_" are filtered out by our validation logic, we must
988// bypass the validation to test the behaviour of the implementation.
989// (note this test is still Impl-independent)
Jamie Madillfa05f602015-05-07 13:47:11 -0400990TEST_P(GLSLTest, DepthRangeUniforms)
Jamie Madill55def582015-05-04 11:24:57 -0400991{
992 const std::string fragmentShaderSource = SHADER_SOURCE
993 (
994 precision mediump float;
995
996 void main()
997 {
998 gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1);
999 }
1000 );
1001
1002 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
1003 EXPECT_NE(0u, program);
1004
1005 // dive into the ANGLE internals, so we can bypass validation.
1006 gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext());
1007 gl::Program *glProgram = context->getProgram(program);
1008 GLint nearIndex = glProgram->getUniformLocation("gl_DepthRange.near");
1009 EXPECT_EQ(-1, nearIndex);
1010
1011 // Test drawing does not throw an exception.
1012 drawQuad(program, "inputAttribute", 0.5f);
1013
1014 EXPECT_GL_NO_ERROR();
1015
1016 glDeleteProgram(program);
1017}
Jamie Madill4052dfc2015-05-06 15:18:49 -04001018
1019// Covers the WebGL test 'glsl/bugs/pow-of-small-constant-in-user-defined-function'
1020// See https://code.google.com/p/angleproject/issues/detail?id=851
1021// TODO(jmadill): ANGLE constant folding can fix this
Jamie Madillfa05f602015-05-07 13:47:11 -04001022TEST_P(GLSLTest, DISABLED_PowOfSmallConstant)
Jamie Madill4052dfc2015-05-06 15:18:49 -04001023{
1024 const std::string &fragmentShaderSource = SHADER_SOURCE
1025 (
1026 precision highp float;
1027
1028 float fun(float arg)
1029 {
1030 // These values are still easily within the highp range.
1031 // The minimum range in terms of 10's exponent is around -19 to 19, and IEEE-754 single precision range is higher than that.
1032 return pow(arg, 2.0);
1033 }
1034
1035 void main()
1036 {
1037 // Note that the bug did not reproduce if an uniform was passed to the function instead of a constant,
1038 // or if the expression was moved outside the user-defined function.
1039 const float a = 1.0e-6;
1040 float b = 1.0e12 * fun(a);
1041 if (abs(b - 1.0) < 0.01)
1042 {
1043 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); // green
1044 }
1045 else
1046 {
1047 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // red
1048 }
1049 }
1050 );
1051
1052 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
1053 EXPECT_NE(0u, program);
1054
1055 drawQuad(program, "inputAttribute", 0.5f);
1056 EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
1057 EXPECT_GL_NO_ERROR();
1058}
Jamie Madillfa05f602015-05-07 13:47:11 -04001059
1060// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
1061ANGLE_INSTANTIATE_TEST(GLSLTest, ES2_D3D9(), ES2_D3D11());
1062
1063// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
1064ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11());