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 | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 9 | #include "libANGLE/Context.h" |
| 10 | #include "libANGLE/Program.h" |
Jamie Madill | 1048e43 | 2016-07-23 18:51:28 -0400 | [diff] [blame] | 11 | #include "test_utils/gl_raii.h" |
Jamie Madill | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 12 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 13 | using namespace angle; |
Austin Kinross | 18b931d | 2014-09-29 12:58:31 -0700 | [diff] [blame] | 14 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 15 | namespace |
| 16 | { |
| 17 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 18 | class GLSLTest : public ANGLETest |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 19 | { |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 20 | protected: |
| 21 | GLSLTest() |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 22 | { |
| 23 | setWindowWidth(128); |
| 24 | setWindowHeight(128); |
| 25 | setConfigRedBits(8); |
| 26 | setConfigGreenBits(8); |
| 27 | setConfigBlueBits(8); |
| 28 | setConfigAlphaBits(8); |
| 29 | } |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 30 | |
| 31 | virtual void SetUp() |
| 32 | { |
| 33 | ANGLETest::SetUp(); |
| 34 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 35 | mSimpleVSSource = SHADER_SOURCE |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 36 | ( |
| 37 | attribute vec4 inputAttribute; |
| 38 | void main() |
| 39 | { |
| 40 | gl_Position = inputAttribute; |
| 41 | } |
| 42 | ); |
| 43 | } |
| 44 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 45 | std::string GenerateVaryingType(GLint vectorSize) |
| 46 | { |
| 47 | char varyingType[10]; |
| 48 | |
| 49 | if (vectorSize == 1) |
| 50 | { |
| 51 | sprintf(varyingType, "float"); |
| 52 | } |
| 53 | else |
| 54 | { |
| 55 | sprintf(varyingType, "vec%d", vectorSize); |
| 56 | } |
| 57 | |
| 58 | return std::string(varyingType); |
| 59 | } |
| 60 | |
| 61 | std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id) |
| 62 | { |
| 63 | char buff[100]; |
| 64 | |
| 65 | if (arraySize == 1) |
| 66 | { |
| 67 | sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id); |
| 68 | } |
| 69 | else |
| 70 | { |
| 71 | sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize); |
| 72 | } |
| 73 | |
| 74 | return std::string(buff); |
| 75 | } |
| 76 | |
| 77 | std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id) |
| 78 | { |
| 79 | std::string returnString; |
| 80 | char buff[100]; |
| 81 | |
| 82 | if (arraySize == 1) |
| 83 | { |
| 84 | sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str()); |
| 85 | returnString += buff; |
| 86 | } |
| 87 | else |
| 88 | { |
| 89 | for (int i = 0; i < arraySize; i++) |
| 90 | { |
| 91 | sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str()); |
| 92 | returnString += buff; |
| 93 | } |
| 94 | } |
| 95 | |
| 96 | return returnString; |
| 97 | } |
| 98 | |
| 99 | std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id) |
| 100 | { |
| 101 | if (arraySize == 1) |
| 102 | { |
| 103 | char buff[100]; |
| 104 | sprintf(buff, "v%d + ", id); |
| 105 | return std::string(buff); |
| 106 | } |
| 107 | else |
| 108 | { |
| 109 | std::string returnString; |
| 110 | for (int i = 0; i < arraySize; i++) |
| 111 | { |
| 112 | char buff[100]; |
| 113 | sprintf(buff, "v%d[%d] + ", id, i); |
| 114 | returnString += buff; |
| 115 | } |
| 116 | return returnString; |
| 117 | } |
| 118 | } |
| 119 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 120 | void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, |
| 121 | GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, |
| 122 | std::string* fragmentShader, std::string* vertexShader) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 123 | { |
| 124 | // Generate a string declaring the varyings, to share between the fragment shader and the vertex shader. |
| 125 | std::string varyingDeclaration; |
| 126 | |
| 127 | unsigned int varyingCount = 0; |
| 128 | |
| 129 | for (GLint i = 0; i < floatCount; i++) |
| 130 | { |
| 131 | varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount); |
| 132 | varyingCount += 1; |
| 133 | } |
| 134 | |
| 135 | for (GLint i = 0; i < floatArrayCount; i++) |
| 136 | { |
| 137 | varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount); |
| 138 | varyingCount += 1; |
| 139 | } |
| 140 | |
| 141 | for (GLint i = 0; i < vec2Count; i++) |
| 142 | { |
| 143 | varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount); |
| 144 | varyingCount += 1; |
| 145 | } |
| 146 | |
| 147 | for (GLint i = 0; i < vec2ArrayCount; i++) |
| 148 | { |
| 149 | varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount); |
| 150 | varyingCount += 1; |
| 151 | } |
| 152 | |
| 153 | for (GLint i = 0; i < vec3Count; i++) |
| 154 | { |
| 155 | varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount); |
| 156 | varyingCount += 1; |
| 157 | } |
| 158 | |
| 159 | for (GLint i = 0; i < vec3ArrayCount; i++) |
| 160 | { |
| 161 | varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount); |
| 162 | varyingCount += 1; |
| 163 | } |
| 164 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 165 | for (GLint i = 0; i < vec4Count; i++) |
| 166 | { |
| 167 | varyingDeclaration += GenerateVectorVaryingDeclaration(4, 1, varyingCount); |
| 168 | varyingCount += 1; |
| 169 | } |
| 170 | |
| 171 | for (GLint i = 0; i < vec4ArrayCount; i++) |
| 172 | { |
| 173 | varyingDeclaration += GenerateVectorVaryingDeclaration(4, 2, varyingCount); |
| 174 | varyingCount += 1; |
| 175 | } |
| 176 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 177 | // Generate the vertex shader |
| 178 | vertexShader->clear(); |
| 179 | vertexShader->append(varyingDeclaration); |
| 180 | vertexShader->append("\nvoid main()\n{\n"); |
| 181 | |
| 182 | unsigned int currentVSVarying = 0; |
| 183 | |
| 184 | for (GLint i = 0; i < floatCount; i++) |
| 185 | { |
| 186 | vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying)); |
| 187 | currentVSVarying += 1; |
| 188 | } |
| 189 | |
| 190 | for (GLint i = 0; i < floatArrayCount; i++) |
| 191 | { |
| 192 | vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying)); |
| 193 | currentVSVarying += 1; |
| 194 | } |
| 195 | |
| 196 | for (GLint i = 0; i < vec2Count; i++) |
| 197 | { |
| 198 | vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying)); |
| 199 | currentVSVarying += 1; |
| 200 | } |
| 201 | |
| 202 | for (GLint i = 0; i < vec2ArrayCount; i++) |
| 203 | { |
| 204 | vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying)); |
| 205 | currentVSVarying += 1; |
| 206 | } |
| 207 | |
| 208 | for (GLint i = 0; i < vec3Count; i++) |
| 209 | { |
| 210 | vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying)); |
| 211 | currentVSVarying += 1; |
| 212 | } |
| 213 | |
| 214 | for (GLint i = 0; i < vec3ArrayCount; i++) |
| 215 | { |
| 216 | vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying)); |
| 217 | currentVSVarying += 1; |
| 218 | } |
| 219 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 220 | for (GLint i = 0; i < vec4Count; i++) |
| 221 | { |
| 222 | vertexShader->append(GenerateVectorVaryingSettingCode(4, 1, currentVSVarying)); |
| 223 | currentVSVarying += 1; |
| 224 | } |
| 225 | |
| 226 | for (GLint i = 0; i < vec4ArrayCount; i++) |
| 227 | { |
| 228 | vertexShader->append(GenerateVectorVaryingSettingCode(4, 2, currentVSVarying)); |
| 229 | currentVSVarying += 1; |
| 230 | } |
| 231 | |
| 232 | if (usePointSize) |
| 233 | { |
| 234 | vertexShader->append("gl_PointSize = 1.0;\n"); |
| 235 | } |
| 236 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 237 | vertexShader->append("}\n"); |
| 238 | |
| 239 | // Generate the fragment shader |
| 240 | fragmentShader->clear(); |
| 241 | fragmentShader->append("precision highp float;\n"); |
| 242 | fragmentShader->append(varyingDeclaration); |
| 243 | fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n"); |
| 244 | |
| 245 | unsigned int currentFSVarying = 0; |
| 246 | |
| 247 | // Make use of the float varyings |
| 248 | fragmentShader->append("\tretColor += vec4("); |
| 249 | |
| 250 | for (GLint i = 0; i < floatCount; i++) |
| 251 | { |
| 252 | fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| 253 | currentFSVarying += 1; |
| 254 | } |
| 255 | |
| 256 | for (GLint i = 0; i < floatArrayCount; i++) |
| 257 | { |
| 258 | fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| 259 | currentFSVarying += 1; |
| 260 | } |
| 261 | |
| 262 | fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n"); |
| 263 | |
| 264 | // Make use of the vec2 varyings |
| 265 | fragmentShader->append("\tretColor += vec4("); |
| 266 | |
| 267 | for (GLint i = 0; i < vec2Count; i++) |
| 268 | { |
| 269 | fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| 270 | currentFSVarying += 1; |
| 271 | } |
| 272 | |
| 273 | for (GLint i = 0; i < vec2ArrayCount; i++) |
| 274 | { |
| 275 | fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| 276 | currentFSVarying += 1; |
| 277 | } |
| 278 | |
| 279 | fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n"); |
| 280 | |
| 281 | // Make use of the vec3 varyings |
| 282 | fragmentShader->append("\tretColor += vec4("); |
| 283 | |
| 284 | for (GLint i = 0; i < vec3Count; i++) |
| 285 | { |
| 286 | fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| 287 | currentFSVarying += 1; |
| 288 | } |
| 289 | |
| 290 | for (GLint i = 0; i < vec3ArrayCount; i++) |
| 291 | { |
| 292 | fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| 293 | currentFSVarying += 1; |
| 294 | } |
| 295 | |
| 296 | fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n"); |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 297 | |
| 298 | // Make use of the vec4 varyings |
| 299 | fragmentShader->append("\tretColor += "); |
| 300 | |
| 301 | for (GLint i = 0; i < vec4Count; i++) |
| 302 | { |
| 303 | fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| 304 | currentFSVarying += 1; |
| 305 | } |
| 306 | |
| 307 | for (GLint i = 0; i < vec4ArrayCount; i++) |
| 308 | { |
| 309 | fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| 310 | currentFSVarying += 1; |
| 311 | } |
| 312 | |
| 313 | fragmentShader->append("vec4(0.0, 0.0, 0.0, 0.0);\n"); |
| 314 | |
| 315 | // Set gl_FragColor, and use special variables if requested |
| 316 | fragmentShader->append("\tgl_FragColor = retColor"); |
| 317 | |
| 318 | if (useFragCoord) |
| 319 | { |
| 320 | fragmentShader->append(" + gl_FragCoord"); |
| 321 | } |
| 322 | |
| 323 | if (usePointCoord) |
| 324 | { |
| 325 | fragmentShader->append(" + vec4(gl_PointCoord, 0.0, 0.0)"); |
| 326 | } |
| 327 | |
| 328 | fragmentShader->append(";\n}"); |
| 329 | } |
| 330 | |
| 331 | void VaryingTestBase(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, |
| 332 | GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, bool expectSuccess) |
| 333 | { |
| 334 | std::string fragmentShaderSource; |
| 335 | std::string vertexShaderSource; |
| 336 | |
| 337 | GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, vec3ArrayCount, |
| 338 | vec4Count, vec4ArrayCount, useFragCoord, usePointCoord, usePointSize, |
| 339 | &fragmentShaderSource, &vertexShaderSource); |
| 340 | |
| 341 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 342 | |
| 343 | if (expectSuccess) |
| 344 | { |
| 345 | EXPECT_NE(0u, program); |
| 346 | } |
| 347 | else |
| 348 | { |
| 349 | EXPECT_EQ(0u, program); |
| 350 | } |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 351 | } |
| 352 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 353 | void CompileGLSLWithUniformsAndSamplers(GLint vertexUniformCount, |
| 354 | GLint fragmentUniformCount, |
| 355 | GLint vertexSamplersCount, |
| 356 | GLint fragmentSamplersCount, |
| 357 | bool expectSuccess) |
| 358 | { |
| 359 | std::stringstream vertexShader; |
| 360 | std::stringstream fragmentShader; |
| 361 | |
| 362 | // Generate the vertex shader |
| 363 | vertexShader << "precision mediump float;\n"; |
| 364 | |
| 365 | for (int i = 0; i < vertexUniformCount; i++) |
| 366 | { |
| 367 | vertexShader << "uniform vec4 v" << i << ";\n"; |
| 368 | } |
| 369 | |
| 370 | for (int i = 0; i < vertexSamplersCount; i++) |
| 371 | { |
| 372 | vertexShader << "uniform sampler2D s" << i << ";\n"; |
| 373 | } |
| 374 | |
| 375 | vertexShader << "void main()\n{\n"; |
| 376 | |
| 377 | for (int i = 0; i < vertexUniformCount; i++) |
| 378 | { |
| 379 | vertexShader << " gl_Position += v" << i << ";\n"; |
| 380 | } |
| 381 | |
| 382 | for (int i = 0; i < vertexSamplersCount; i++) |
| 383 | { |
| 384 | vertexShader << " gl_Position += texture2D(s" << i << ", vec2(0.0, 0.0));\n"; |
| 385 | } |
| 386 | |
| 387 | if (vertexUniformCount == 0 && vertexSamplersCount == 0) |
| 388 | { |
| 389 | vertexShader << " gl_Position = vec4(0.0);\n"; |
| 390 | } |
| 391 | |
| 392 | vertexShader << "}\n"; |
| 393 | |
| 394 | // Generate the fragment shader |
| 395 | fragmentShader << "precision mediump float;\n"; |
| 396 | |
| 397 | for (int i = 0; i < fragmentUniformCount; i++) |
| 398 | { |
| 399 | fragmentShader << "uniform vec4 v" << i << ";\n"; |
| 400 | } |
| 401 | |
| 402 | for (int i = 0; i < fragmentSamplersCount; i++) |
| 403 | { |
| 404 | fragmentShader << "uniform sampler2D s" << i << ";\n"; |
| 405 | } |
| 406 | |
| 407 | fragmentShader << "void main()\n{\n"; |
| 408 | |
| 409 | for (int i = 0; i < fragmentUniformCount; i++) |
| 410 | { |
| 411 | fragmentShader << " gl_FragColor += v" << i << ";\n"; |
| 412 | } |
| 413 | |
| 414 | for (int i = 0; i < fragmentSamplersCount; i++) |
| 415 | { |
| 416 | fragmentShader << " gl_FragColor += texture2D(s" << i << ", vec2(0.0, 0.0));\n"; |
| 417 | } |
| 418 | |
| 419 | if (fragmentUniformCount == 0 && fragmentSamplersCount == 0) |
| 420 | { |
| 421 | fragmentShader << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"; |
| 422 | } |
| 423 | |
| 424 | fragmentShader << "}\n"; |
| 425 | |
| 426 | GLuint program = CompileProgram(vertexShader.str(), fragmentShader.str()); |
| 427 | |
| 428 | if (expectSuccess) |
| 429 | { |
| 430 | EXPECT_NE(0u, program); |
| 431 | } |
| 432 | else |
| 433 | { |
| 434 | EXPECT_EQ(0u, program); |
| 435 | } |
| 436 | } |
| 437 | |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 438 | std::string mSimpleVSSource; |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 439 | }; |
| 440 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 441 | class GLSLTest_ES3 : public GLSLTest |
Gregoire Payen de La Garanderie | b3dced2 | 2015-01-12 14:54:55 +0000 | [diff] [blame] | 442 | { |
Olli Etuaho | e1d199b | 2016-07-19 17:14:27 +0300 | [diff] [blame] | 443 | void SetUp() override |
| 444 | { |
| 445 | ANGLETest::SetUp(); |
| 446 | |
| 447 | mSimpleVSSource = |
| 448 | "#version 300 es\n" |
| 449 | "in vec4 inputAttribute;" |
| 450 | "void main()" |
| 451 | "{" |
| 452 | " gl_Position = inputAttribute;" |
| 453 | "}"; |
| 454 | } |
Gregoire Payen de La Garanderie | b3dced2 | 2015-01-12 14:54:55 +0000 | [diff] [blame] | 455 | }; |
| 456 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 457 | TEST_P(GLSLTest, NamelessScopedStructs) |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 458 | { |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 459 | const std::string fragmentShaderSource = SHADER_SOURCE |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 460 | ( |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 461 | precision mediump float; |
| 462 | |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 463 | void main() |
| 464 | { |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 465 | struct |
| 466 | { |
| 467 | float q; |
| 468 | } b; |
| 469 | |
| 470 | gl_FragColor = vec4(1, 0, 0, 1); |
| 471 | gl_FragColor.a += b.q; |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 472 | } |
| 473 | ); |
| 474 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 475 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 476 | EXPECT_NE(0u, program); |
| 477 | } |
Austin Kinross | 18b931d | 2014-09-29 12:58:31 -0700 | [diff] [blame] | 478 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 479 | TEST_P(GLSLTest, ScopedStructsOrderBug) |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 480 | { |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 481 | // TODO(geofflang): Find out why this doesn't compile on Apple OpenGL drivers |
| 482 | // (http://anglebug.com/1292) |
Geoff Lang | 5103f4c | 2016-01-26 11:40:18 -0500 | [diff] [blame] | 483 | // 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] | 484 | // (http://anglebug.com/1291) |
Corentin Wallez | c7f59d0 | 2016-06-20 10:12:08 -0400 | [diff] [blame] | 485 | if (IsDesktopOpenGL() && (IsOSX() || !IsNVIDIA())) |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 486 | { |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 487 | std::cout << "Test disabled on this OpenGL configuration." << std::endl; |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 488 | return; |
| 489 | } |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 490 | |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 491 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 492 | ( |
| 493 | precision mediump float; |
| 494 | |
| 495 | struct T |
| 496 | { |
| 497 | float f; |
| 498 | }; |
| 499 | |
| 500 | void main() |
| 501 | { |
| 502 | T a; |
| 503 | |
| 504 | struct T |
| 505 | { |
| 506 | float q; |
| 507 | }; |
| 508 | |
| 509 | T b; |
| 510 | |
| 511 | gl_FragColor = vec4(1, 0, 0, 1); |
| 512 | gl_FragColor.a += a.f; |
| 513 | gl_FragColor.a += b.q; |
| 514 | } |
| 515 | ); |
| 516 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 517 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 518 | EXPECT_NE(0u, program); |
| 519 | } |
| 520 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 521 | TEST_P(GLSLTest, ScopedStructsBug) |
Jamie Madill | bfa91f4 | 2014-06-05 15:45:18 -0400 | [diff] [blame] | 522 | { |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 523 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 524 | ( |
| 525 | precision mediump float; |
| 526 | |
| 527 | struct T_0 |
| 528 | { |
| 529 | float f; |
| 530 | }; |
| 531 | |
| 532 | void main() |
| 533 | { |
| 534 | gl_FragColor = vec4(1, 0, 0, 1); |
| 535 | |
| 536 | struct T |
| 537 | { |
| 538 | vec2 v; |
| 539 | }; |
| 540 | |
| 541 | T_0 a; |
| 542 | T b; |
| 543 | |
| 544 | gl_FragColor.a += a.f; |
| 545 | gl_FragColor.a += b.v.x; |
| 546 | } |
| 547 | ); |
| 548 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 549 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 550 | EXPECT_NE(0u, program); |
| 551 | } |
| 552 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 553 | TEST_P(GLSLTest, DxPositionBug) |
Jamie Madill | 2bf8b37 | 2014-06-16 17:18:51 -0400 | [diff] [blame] | 554 | { |
| 555 | const std::string &vertexShaderSource = SHADER_SOURCE |
| 556 | ( |
| 557 | attribute vec4 inputAttribute; |
| 558 | varying float dx_Position; |
| 559 | void main() |
| 560 | { |
| 561 | gl_Position = vec4(inputAttribute); |
| 562 | dx_Position = 0.0; |
| 563 | } |
| 564 | ); |
| 565 | |
| 566 | const std::string &fragmentShaderSource = SHADER_SOURCE |
| 567 | ( |
| 568 | precision mediump float; |
| 569 | |
| 570 | varying float dx_Position; |
| 571 | |
| 572 | void main() |
| 573 | { |
| 574 | gl_FragColor = vec4(dx_Position, 0, 0, 1); |
| 575 | } |
| 576 | ); |
| 577 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 578 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 96509e4 | 2014-05-29 14:33:27 -0400 | [diff] [blame] | 579 | EXPECT_NE(0u, program); |
| 580 | } |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 581 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 582 | TEST_P(GLSLTest, ElseIfRewriting) |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 583 | { |
| 584 | const std::string &vertexShaderSource = |
| 585 | "attribute vec4 a_position;\n" |
| 586 | "varying float v;\n" |
| 587 | "void main() {\n" |
| 588 | " gl_Position = a_position;\n" |
| 589 | " v = 1.0;\n" |
| 590 | " if (a_position.x <= 0.5) {\n" |
| 591 | " v = 0.0;\n" |
| 592 | " } else if (a_position.x >= 0.5) {\n" |
| 593 | " v = 2.0;\n" |
| 594 | " }\n" |
| 595 | "}\n"; |
| 596 | |
| 597 | const std::string &fragmentShaderSource = |
| 598 | "precision highp float;\n" |
| 599 | "varying float v;\n" |
| 600 | "void main() {\n" |
| 601 | " vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 602 | " if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| 603 | " if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n" |
| 604 | " gl_FragColor = color;\n" |
| 605 | "}\n"; |
| 606 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 607 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 608 | ASSERT_NE(0u, program); |
| 609 | |
| 610 | drawQuad(program, "a_position", 0.5f); |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 611 | |
| 612 | EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| 613 | EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255); |
| 614 | } |
| 615 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 616 | TEST_P(GLSLTest, TwoElseIfRewriting) |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 617 | { |
| 618 | const std::string &vertexShaderSource = |
| 619 | "attribute vec4 a_position;\n" |
| 620 | "varying float v;\n" |
| 621 | "void main() {\n" |
| 622 | " gl_Position = a_position;\n" |
Jamie Madill | 778d527 | 2014-08-04 13:13:25 -0400 | [diff] [blame] | 623 | " if (a_position.x == 0.0) {\n" |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 624 | " v = 1.0;\n" |
| 625 | " } else if (a_position.x > 0.5) {\n" |
| 626 | " v = 0.0;\n" |
| 627 | " } else if (a_position.x > 0.75) {\n" |
| 628 | " v = 0.5;\n" |
| 629 | " }\n" |
| 630 | "}\n"; |
| 631 | |
| 632 | const std::string &fragmentShaderSource = |
| 633 | "precision highp float;\n" |
| 634 | "varying float v;\n" |
| 635 | "void main() {\n" |
| 636 | " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n" |
| 637 | "}\n"; |
| 638 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 639 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 4836d22 | 2014-07-24 06:55:51 -0400 | [diff] [blame] | 640 | EXPECT_NE(0u, program); |
| 641 | } |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 642 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 643 | TEST_P(GLSLTest, FrontFacingAndVarying) |
Jamie Madill | e6256f8 | 2014-09-17 10:31:15 -0400 | [diff] [blame] | 644 | { |
Geoff Lang | dd323e9 | 2015-06-09 15:16:31 -0400 | [diff] [blame] | 645 | EGLPlatformParameters platform = GetParam().eglParameters; |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 646 | |
Jamie Madill | e6256f8 | 2014-09-17 10:31:15 -0400 | [diff] [blame] | 647 | const std::string vertexShaderSource = SHADER_SOURCE |
| 648 | ( |
| 649 | attribute vec4 a_position; |
| 650 | varying float v_varying; |
| 651 | void main() |
| 652 | { |
| 653 | v_varying = a_position.x; |
| 654 | gl_Position = a_position; |
| 655 | } |
| 656 | ); |
| 657 | |
| 658 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 659 | ( |
| 660 | precision mediump float; |
| 661 | varying float v_varying; |
| 662 | void main() |
| 663 | { |
| 664 | vec4 c; |
| 665 | |
| 666 | if (gl_FrontFacing) |
| 667 | { |
| 668 | c = vec4(v_varying, 0, 0, 1.0); |
| 669 | } |
| 670 | else |
| 671 | { |
| 672 | c = vec4(0, v_varying, 0, 1.0); |
| 673 | } |
| 674 | gl_FragColor = c; |
| 675 | } |
| 676 | ); |
| 677 | |
| 678 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Austin Kinross | 02df796 | 2015-07-01 10:03:42 -0700 | [diff] [blame] | 679 | |
| 680 | // Compilation should fail on D3D11 feature level 9_3, since gl_FrontFacing isn't supported. |
| 681 | if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) |
| 682 | { |
| 683 | if (platform.majorVersion == 9 && platform.minorVersion == 3) |
| 684 | { |
| 685 | EXPECT_EQ(0u, program); |
| 686 | return; |
| 687 | } |
| 688 | } |
| 689 | |
| 690 | // Otherwise, compilation should succeed |
Jamie Madill | e6256f8 | 2014-09-17 10:31:15 -0400 | [diff] [blame] | 691 | EXPECT_NE(0u, program); |
| 692 | } |
| 693 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 694 | // Verify that linking shaders declaring different shading language versions fails. |
| 695 | TEST_P(GLSLTest_ES3, VersionMismatch) |
| 696 | { |
| 697 | const std::string fragmentShaderSource100 = |
| 698 | "precision mediump float;\n" |
| 699 | "varying float v_varying;\n" |
| 700 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 701 | |
| 702 | const std::string vertexShaderSource100 = |
| 703 | "attribute vec4 a_position;\n" |
| 704 | "varying float v_varying;\n" |
| 705 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 706 | |
| 707 | const std::string fragmentShaderSource300 = |
| 708 | "#version 300 es\n" |
| 709 | "precision mediump float;\n" |
| 710 | "in float v_varying;\n" |
| 711 | "out vec4 my_FragColor;\n" |
| 712 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 713 | |
| 714 | const std::string vertexShaderSource300 = |
| 715 | "#version 300 es\n" |
| 716 | "in vec4 a_position;\n" |
| 717 | "out float v_varying;\n" |
| 718 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 719 | |
| 720 | GLuint program = CompileProgram(vertexShaderSource300, fragmentShaderSource100); |
| 721 | EXPECT_EQ(0u, program); |
| 722 | |
| 723 | program = CompileProgram(vertexShaderSource100, fragmentShaderSource300); |
| 724 | EXPECT_EQ(0u, program); |
| 725 | } |
| 726 | |
| 727 | // Verify that declaring varying as invariant only in vertex shader fails in ESSL 1.00. |
| 728 | TEST_P(GLSLTest, InvariantVaryingOut) |
| 729 | { |
| 730 | const std::string fragmentShaderSource = |
| 731 | "precision mediump float;\n" |
| 732 | "varying float v_varying;\n" |
| 733 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 734 | |
| 735 | const std::string vertexShaderSource = |
| 736 | "attribute vec4 a_position;\n" |
| 737 | "invariant varying float v_varying;\n" |
| 738 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 739 | |
| 740 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 741 | EXPECT_EQ(0u, program); |
| 742 | } |
| 743 | |
| 744 | // Verify that declaring varying as invariant only in vertex shader succeeds in ESSL 3.00. |
| 745 | TEST_P(GLSLTest_ES3, InvariantVaryingOut) |
| 746 | { |
| 747 | // TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader |
| 748 | // for varyings which are invariant in vertex shader (http://anglebug.com/1293) |
Corentin Wallez | c7f59d0 | 2016-06-20 10:12:08 -0400 | [diff] [blame] | 749 | if (IsDesktopOpenGL()) |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 750 | { |
| 751 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 752 | return; |
| 753 | } |
| 754 | |
| 755 | const std::string fragmentShaderSource = |
| 756 | "#version 300 es\n" |
| 757 | "precision mediump float;\n" |
| 758 | "in float v_varying;\n" |
| 759 | "out vec4 my_FragColor;\n" |
| 760 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 761 | |
| 762 | const std::string vertexShaderSource = |
| 763 | "#version 300 es\n" |
| 764 | "in vec4 a_position;\n" |
| 765 | "invariant out float v_varying;\n" |
| 766 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 767 | |
| 768 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 769 | EXPECT_NE(0u, program); |
| 770 | } |
| 771 | |
| 772 | // 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] | 773 | TEST_P(GLSLTest, InvariantVaryingIn) |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 774 | { |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 775 | const std::string fragmentShaderSource = |
| 776 | "precision mediump float;\n" |
| 777 | "invariant varying float v_varying;\n" |
| 778 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 779 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 780 | const std::string vertexShaderSource = |
| 781 | "attribute vec4 a_position;\n" |
| 782 | "varying float v_varying;\n" |
| 783 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 784 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 785 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 786 | EXPECT_EQ(0u, program); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 787 | } |
| 788 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 789 | // Verify that declaring varying as invariant only in fragment shader fails in ESSL 3.00. |
| 790 | TEST_P(GLSLTest_ES3, InvariantVaryingIn) |
| 791 | { |
| 792 | const std::string fragmentShaderSource = |
| 793 | "#version 300 es\n" |
| 794 | "precision mediump float;\n" |
| 795 | "invariant in float v_varying;\n" |
| 796 | "out vec4 my_FragColor;\n" |
| 797 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 798 | |
| 799 | const std::string vertexShaderSource = |
| 800 | "#version 300 es\n" |
| 801 | "in vec4 a_position;\n" |
| 802 | "out float v_varying;\n" |
| 803 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 804 | |
| 805 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 806 | EXPECT_EQ(0u, program); |
| 807 | } |
| 808 | |
| 809 | // 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] | 810 | TEST_P(GLSLTest, InvariantVaryingBoth) |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 811 | { |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 812 | const std::string fragmentShaderSource = |
| 813 | "precision mediump float;\n" |
| 814 | "invariant varying float v_varying;\n" |
| 815 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 816 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 817 | const std::string vertexShaderSource = |
| 818 | "attribute vec4 a_position;\n" |
| 819 | "invariant varying float v_varying;\n" |
| 820 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 821 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 822 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 823 | EXPECT_NE(0u, program); |
| 824 | } |
| 825 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 826 | // Verify that declaring varying as invariant in both shaders fails in ESSL 3.00. |
| 827 | TEST_P(GLSLTest_ES3, InvariantVaryingBoth) |
| 828 | { |
| 829 | const std::string fragmentShaderSource = |
| 830 | "#version 300 es\n" |
| 831 | "precision mediump float;\n" |
| 832 | "invariant in float v_varying;\n" |
| 833 | "out vec4 my_FragColor;\n" |
| 834 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 835 | |
| 836 | const std::string vertexShaderSource = |
| 837 | "#version 300 es\n" |
| 838 | "in vec4 a_position;\n" |
| 839 | "invariant out float v_varying;\n" |
| 840 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 841 | |
| 842 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 843 | EXPECT_EQ(0u, program); |
| 844 | } |
| 845 | |
| 846 | // Verify that declaring gl_Position as invariant succeeds in ESSL 1.00. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 847 | TEST_P(GLSLTest, InvariantGLPosition) |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 848 | { |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 849 | const std::string fragmentShaderSource = |
| 850 | "precision mediump float;\n" |
| 851 | "varying float v_varying;\n" |
| 852 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 853 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 854 | const std::string vertexShaderSource = |
| 855 | "attribute vec4 a_position;\n" |
| 856 | "invariant gl_Position;\n" |
| 857 | "varying float v_varying;\n" |
| 858 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 859 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 860 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 861 | EXPECT_NE(0u, program); |
| 862 | } |
| 863 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 864 | // Verify that declaring gl_Position as invariant succeeds in ESSL 3.00. |
| 865 | TEST_P(GLSLTest_ES3, InvariantGLPosition) |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 866 | { |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 867 | const std::string fragmentShaderSource = |
| 868 | "#version 300 es\n" |
| 869 | "precision mediump float;\n" |
| 870 | "in float v_varying;\n" |
| 871 | "out vec4 my_FragColor;\n" |
| 872 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 873 | |
| 874 | const std::string vertexShaderSource = |
| 875 | "#version 300 es\n" |
| 876 | "in vec4 a_position;\n" |
| 877 | "invariant gl_Position;\n" |
| 878 | "out float v_varying;\n" |
| 879 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 880 | |
| 881 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 882 | EXPECT_NE(0u, program); |
| 883 | } |
| 884 | |
| 885 | // Verify that using invariant(all) in both shaders succeeds in ESSL 1.00. |
| 886 | TEST_P(GLSLTest, InvariantAllBoth) |
| 887 | { |
| 888 | // TODO: ESSL 1.00 -> GLSL 1.20 translation should add "invariant" in fragment shader |
| 889 | // for varyings which are invariant in vertex shader individually, |
| 890 | // and remove invariant(all) from fragment shader (http://anglebug.com/1293) |
Corentin Wallez | c7f59d0 | 2016-06-20 10:12:08 -0400 | [diff] [blame] | 891 | if (IsDesktopOpenGL()) |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 892 | { |
| 893 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 894 | return; |
| 895 | } |
| 896 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 897 | const std::string fragmentShaderSource = |
| 898 | "#pragma STDGL invariant(all)\n" |
| 899 | "precision mediump float;\n" |
| 900 | "varying float v_varying;\n" |
| 901 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 902 | |
| 903 | const std::string vertexShaderSource = |
| 904 | "#pragma STDGL invariant(all)\n" |
| 905 | "attribute vec4 a_position;\n" |
| 906 | "varying float v_varying;\n" |
| 907 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 908 | |
Jamie Madill | 5599c8f | 2014-08-26 13:16:39 -0400 | [diff] [blame] | 909 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
Jamie Madill | 1c28e1f | 2014-08-04 11:37:54 -0400 | [diff] [blame] | 910 | EXPECT_NE(0u, program); |
| 911 | } |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 912 | |
Geoff Lang | 156d719 | 2016-07-21 16:11:00 -0400 | [diff] [blame] | 913 | // Verify that functions without return statements still compile |
| 914 | TEST_P(GLSLTest, MissingReturnFloat) |
| 915 | { |
| 916 | const std::string vertexShaderSource = |
| 917 | "varying float v_varying;\n" |
| 918 | "float f() { if (v_varying > 0.0) return 1.0; }\n" |
| 919 | "void main() { gl_Position = vec4(f(), 0, 0, 1); }\n"; |
| 920 | |
| 921 | const std::string fragmentShaderSource = |
| 922 | "precision mediump float;\n" |
| 923 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 924 | |
| 925 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 926 | EXPECT_NE(0u, program); |
| 927 | } |
| 928 | |
| 929 | // Verify that functions without return statements still compile |
| 930 | TEST_P(GLSLTest, MissingReturnVec2) |
| 931 | { |
| 932 | const std::string vertexShaderSource = |
| 933 | "varying float v_varying;\n" |
| 934 | "vec2 f() { if (v_varying > 0.0) return vec2(1.0, 1.0); }\n" |
| 935 | "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; |
| 936 | |
| 937 | const std::string fragmentShaderSource = |
| 938 | "precision mediump float;\n" |
| 939 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 940 | |
| 941 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 942 | EXPECT_NE(0u, program); |
| 943 | } |
| 944 | |
| 945 | // Verify that functions without return statements still compile |
| 946 | TEST_P(GLSLTest, MissingReturnVec3) |
| 947 | { |
| 948 | const std::string vertexShaderSource = |
| 949 | "varying float v_varying;\n" |
| 950 | "vec3 f() { if (v_varying > 0.0) return vec3(1.0, 1.0, 1.0); }\n" |
| 951 | "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; |
| 952 | |
| 953 | const std::string fragmentShaderSource = |
| 954 | "precision mediump float;\n" |
| 955 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 956 | |
| 957 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 958 | EXPECT_NE(0u, program); |
| 959 | } |
| 960 | |
| 961 | // Verify that functions without return statements still compile |
| 962 | TEST_P(GLSLTest, MissingReturnVec4) |
| 963 | { |
| 964 | const std::string vertexShaderSource = |
| 965 | "varying float v_varying;\n" |
| 966 | "vec4 f() { if (v_varying > 0.0) return vec4(1.0, 1.0, 1.0, 1.0); }\n" |
| 967 | "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; |
| 968 | |
| 969 | const std::string fragmentShaderSource = |
| 970 | "precision mediump float;\n" |
| 971 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 972 | |
| 973 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 974 | EXPECT_NE(0u, program); |
| 975 | } |
| 976 | |
| 977 | // Verify that functions without return statements still compile |
| 978 | TEST_P(GLSLTest, MissingReturnIVec4) |
| 979 | { |
| 980 | const std::string vertexShaderSource = |
| 981 | "varying float v_varying;\n" |
| 982 | "ivec4 f() { if (v_varying > 0.0) return ivec4(1, 1, 1, 1); }\n" |
| 983 | "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; |
| 984 | |
| 985 | const std::string fragmentShaderSource = |
| 986 | "precision mediump float;\n" |
| 987 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 988 | |
| 989 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 990 | EXPECT_NE(0u, program); |
| 991 | } |
| 992 | |
| 993 | // Verify that functions without return statements still compile |
| 994 | TEST_P(GLSLTest, MissingReturnMat4) |
| 995 | { |
| 996 | const std::string vertexShaderSource = |
| 997 | "varying float v_varying;\n" |
| 998 | "mat4 f() { if (v_varying > 0.0) return mat4(1.0); }\n" |
| 999 | "void main() { gl_Position = vec4(f()[0][0], 0, 0, 1); }\n"; |
| 1000 | |
| 1001 | const std::string fragmentShaderSource = |
| 1002 | "precision mediump float;\n" |
| 1003 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1004 | |
| 1005 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1006 | EXPECT_NE(0u, program); |
| 1007 | } |
| 1008 | |
| 1009 | // Verify that functions without return statements still compile |
| 1010 | TEST_P(GLSLTest, MissingReturnStruct) |
| 1011 | { |
| 1012 | const std::string vertexShaderSource = |
| 1013 | "varying float v_varying;\n" |
| 1014 | "struct s { float a; int b; vec2 c; };\n" |
| 1015 | "s f() { if (v_varying > 0.0) return s(1.0, 1, vec2(1.0, 1.0)); }\n" |
| 1016 | "void main() { gl_Position = vec4(f().a, 0, 0, 1); }\n"; |
| 1017 | |
| 1018 | const std::string fragmentShaderSource = |
| 1019 | "precision mediump float;\n" |
| 1020 | "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1021 | |
| 1022 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1023 | EXPECT_NE(0u, program); |
| 1024 | } |
| 1025 | |
| 1026 | // Verify that functions without return statements still compile |
| 1027 | TEST_P(GLSLTest_ES3, MissingReturnArray) |
| 1028 | { |
| 1029 | const std::string vertexShaderSource = |
| 1030 | "#version 300 es\n" |
| 1031 | "in float v_varying;\n" |
| 1032 | "vec2[2] f() { if (v_varying > 0.0) { return vec2[2](vec2(1.0, 1.0), vec2(1.0, 1.0)); } }\n" |
| 1033 | "void main() { gl_Position = vec4(f()[0].x, 0, 0, 1); }\n"; |
| 1034 | |
| 1035 | const std::string fragmentShaderSource = |
| 1036 | "#version 300 es\n" |
| 1037 | "precision mediump float;\n" |
| 1038 | "out vec4 my_FragColor;\n" |
| 1039 | "void main() { my_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1040 | |
| 1041 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1042 | EXPECT_NE(0u, program); |
| 1043 | } |
| 1044 | |
| 1045 | // Verify that functions without return statements still compile |
| 1046 | TEST_P(GLSLTest_ES3, MissingReturnArrayOfStructs) |
| 1047 | { |
| 1048 | const std::string vertexShaderSource = |
| 1049 | "#version 300 es\n" |
| 1050 | "in float v_varying;\n" |
| 1051 | "struct s { float a; int b; vec2 c; };\n" |
| 1052 | "s[2] f() { if (v_varying > 0.0) { return s[2](s(1.0, 1, vec2(1.0, 1.0)), s(1.0, 1, " |
| 1053 | "vec2(1.0, 1.0))); } }\n" |
| 1054 | "void main() { gl_Position = vec4(f()[0].a, 0, 0, 1); }\n"; |
| 1055 | |
| 1056 | const std::string fragmentShaderSource = |
| 1057 | "#version 300 es\n" |
| 1058 | "precision mediump float;\n" |
| 1059 | "out vec4 my_FragColor;\n" |
| 1060 | "void main() { my_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1061 | |
| 1062 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1063 | EXPECT_NE(0u, program); |
| 1064 | } |
| 1065 | |
Corentin Wallez | 509e456 | 2016-08-25 14:55:44 -0400 | [diff] [blame^] | 1066 | // Verify that functions without return statements still compile |
| 1067 | TEST_P(GLSLTest_ES3, MissingReturnStructOfArrays) |
| 1068 | { |
| 1069 | // TODO(cwallez) remove the suppression once NVIDIA removes the restriction for |
| 1070 | // GLSL >= 300. It was defined only in GLSL 2.0, section 6.1. |
| 1071 | if (IsNVIDIA() && IsOpenGLES()) |
| 1072 | { |
| 1073 | std::cout << "Test skipped on NVIDIA OpenGL ES because it disallows returning " |
| 1074 | "structure of arrays" |
| 1075 | << std::endl; |
| 1076 | return; |
| 1077 | } |
| 1078 | |
| 1079 | const std::string vertexShaderSource = |
| 1080 | "#version 300 es\n" |
| 1081 | "in float v_varying;\n" |
| 1082 | "struct s { float a[2]; int b[2]; vec2 c[2]; };\n" |
| 1083 | "s f() { if (v_varying > 0.0) { return s(float[2](1.0, 1.0), int[2](1, 1)," |
| 1084 | "vec2[2](vec2(1.0, 1.0), vec2(1.0, 1.0))); } }\n" |
| 1085 | "void main() { gl_Position = vec4(f().a[0], 0, 0, 1); }\n"; |
| 1086 | |
| 1087 | const std::string fragmentShaderSource = |
| 1088 | "#version 300 es\n" |
| 1089 | "precision mediump float;\n" |
| 1090 | "out vec4 my_FragColor;\n" |
| 1091 | "void main() { my_FragColor = vec4(0, 0, 0, 1); }\n"; |
| 1092 | |
| 1093 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1094 | EXPECT_NE(0u, program); |
| 1095 | } |
| 1096 | |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 1097 | // Verify that using invariant(all) in both shaders fails in ESSL 3.00. |
| 1098 | TEST_P(GLSLTest_ES3, InvariantAllBoth) |
| 1099 | { |
| 1100 | const std::string fragmentShaderSource = |
| 1101 | "#version 300 es\n" |
| 1102 | "#pragma STDGL invariant(all)\n" |
| 1103 | "precision mediump float;\n" |
| 1104 | "in float v_varying;\n" |
| 1105 | "out vec4 my_FragColor;\n" |
| 1106 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 1107 | |
| 1108 | const std::string vertexShaderSource = |
| 1109 | "#version 300 es\n" |
| 1110 | "#pragma STDGL invariant(all)\n" |
| 1111 | "in vec4 a_position;\n" |
| 1112 | "out float v_varying;\n" |
| 1113 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 1114 | |
| 1115 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1116 | EXPECT_EQ(0u, program); |
| 1117 | } |
| 1118 | |
| 1119 | // Verify that using invariant(all) only in fragment shader fails in ESSL 1.00. |
| 1120 | TEST_P(GLSLTest, InvariantAllIn) |
| 1121 | { |
| 1122 | const std::string fragmentShaderSource = |
| 1123 | "#pragma STDGL invariant(all)\n" |
| 1124 | "precision mediump float;\n" |
| 1125 | "varying float v_varying;\n" |
| 1126 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 1127 | |
| 1128 | const std::string vertexShaderSource = |
| 1129 | "attribute vec4 a_position;\n" |
| 1130 | "varying float v_varying;\n" |
| 1131 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 1132 | |
| 1133 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1134 | EXPECT_EQ(0u, program); |
| 1135 | } |
| 1136 | |
| 1137 | // Verify that using invariant(all) only in fragment shader fails in ESSL 3.00. |
| 1138 | TEST_P(GLSLTest_ES3, InvariantAllIn) |
| 1139 | { |
| 1140 | const std::string fragmentShaderSource = |
| 1141 | "#version 300 es\n" |
| 1142 | "#pragma STDGL invariant(all)\n" |
| 1143 | "precision mediump float;\n" |
| 1144 | "in float v_varying;\n" |
| 1145 | "out vec4 my_FragColor;\n" |
| 1146 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 1147 | |
| 1148 | const std::string vertexShaderSource = |
| 1149 | "#version 300 es\n" |
| 1150 | "in vec4 a_position;\n" |
| 1151 | "out float v_varying;\n" |
| 1152 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 1153 | |
| 1154 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1155 | EXPECT_EQ(0u, program); |
| 1156 | } |
| 1157 | |
| 1158 | // Verify that using invariant(all) only in vertex shader fails in ESSL 1.00. |
| 1159 | TEST_P(GLSLTest, InvariantAllOut) |
| 1160 | { |
| 1161 | const std::string fragmentShaderSource = |
| 1162 | "precision mediump float;\n" |
| 1163 | "varying float v_varying;\n" |
| 1164 | "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 1165 | |
| 1166 | const std::string vertexShaderSource = |
| 1167 | "#pragma STDGL invariant(all)\n" |
| 1168 | "attribute vec4 a_position;\n" |
| 1169 | "varying float v_varying;\n" |
| 1170 | "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| 1171 | |
| 1172 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1173 | EXPECT_EQ(0u, program); |
| 1174 | } |
| 1175 | |
| 1176 | // Verify that using invariant(all) only in vertex shader succeeds in ESSL 3.00. |
| 1177 | TEST_P(GLSLTest_ES3, InvariantAllOut) |
| 1178 | { |
| 1179 | // TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader |
| 1180 | // for varyings which are invariant in vertex shader, |
| 1181 | // 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] | 1182 | if (IsDesktopOpenGL()) |
Yuly Novikov | a1f6dc9 | 2016-06-15 23:27:04 -0400 | [diff] [blame] | 1183 | { |
| 1184 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 1185 | return; |
| 1186 | } |
| 1187 | |
| 1188 | const std::string fragmentShaderSource = |
| 1189 | "#version 300 es\n" |
| 1190 | "precision mediump float;\n" |
| 1191 | "in float v_varying;\n" |
| 1192 | "out vec4 my_FragColor;\n" |
| 1193 | "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; |
| 1194 | |
| 1195 | const std::string vertexShaderSource = |
| 1196 | "#version 300 es\n" |
| 1197 | "#pragma STDGL invariant(all)\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_NE(0u, program); |
| 1204 | } |
| 1205 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1206 | TEST_P(GLSLTest, MaxVaryingVec4) |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1207 | { |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1208 | #if defined(__APPLE__) |
| 1209 | // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers |
| 1210 | // (http://anglebug.com/1291) |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1211 | if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1212 | { |
| 1213 | std::cout << "Test disabled on Apple AMD OpenGL." << std::endl; |
| 1214 | return; |
| 1215 | } |
| 1216 | #endif |
| 1217 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1218 | GLint maxVaryings = 0; |
| 1219 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1220 | |
| 1221 | VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true); |
| 1222 | } |
| 1223 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1224 | TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusTwoSpecialVariables) |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1225 | { |
| 1226 | GLint maxVaryings = 0; |
| 1227 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1228 | |
| 1229 | // Generate shader code that uses gl_FragCoord and gl_PointCoord, two special fragment shader variables. |
| 1230 | VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true); |
| 1231 | } |
| 1232 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1233 | TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusThreeSpecialVariables) |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1234 | { |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1235 | // 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] | 1236 | if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1237 | { |
| 1238 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 1239 | return; |
| 1240 | } |
| 1241 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1242 | GLint maxVaryings = 0; |
| 1243 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1244 | |
| 1245 | // Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize. |
| 1246 | VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, true, true); |
| 1247 | } |
| 1248 | |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1249 | // Disabled because drivers are allowed to successfully compile shaders that have more than the |
| 1250 | // maximum number of varyings. (http://anglebug.com/1296) |
| 1251 | TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusFragCoord) |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1252 | { |
| 1253 | GLint maxVaryings = 0; |
| 1254 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1255 | |
| 1256 | // Generate shader code that uses gl_FragCoord, a special fragment shader variables. |
| 1257 | // This test should fail, since we are really using (maxVaryings + 1) varyings. |
| 1258 | VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false); |
| 1259 | } |
| 1260 | |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1261 | // Disabled because drivers are allowed to successfully compile shaders that have more than the |
| 1262 | // maximum number of varyings. (http://anglebug.com/1296) |
| 1263 | TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusPointCoord) |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1264 | { |
| 1265 | GLint maxVaryings = 0; |
| 1266 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1267 | |
| 1268 | // Generate shader code that uses gl_FragCoord, a special fragment shader variables. |
| 1269 | // This test should fail, since we are really using (maxVaryings + 1) varyings. |
| 1270 | VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false); |
| 1271 | } |
| 1272 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1273 | TEST_P(GLSLTest, MaxVaryingVec3) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1274 | { |
| 1275 | GLint maxVaryings = 0; |
| 1276 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1277 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1278 | 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] | 1279 | } |
| 1280 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1281 | TEST_P(GLSLTest, MaxVaryingVec3Array) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1282 | { |
| 1283 | GLint maxVaryings = 0; |
| 1284 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1285 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1286 | 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] | 1287 | } |
| 1288 | |
Jamie Madill | bee59e0 | 2014-10-02 10:44:18 -0400 | [diff] [blame] | 1289 | // Disabled because of a failure in D3D9 |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1290 | TEST_P(GLSLTest, MaxVaryingVec3AndOneFloat) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1291 | { |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1292 | if (IsD3D9()) |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1293 | { |
| 1294 | std::cout << "Test disabled on D3D9." << std::endl; |
| 1295 | return; |
| 1296 | } |
| 1297 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1298 | GLint maxVaryings = 0; |
| 1299 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1300 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1301 | 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] | 1302 | } |
| 1303 | |
Jamie Madill | bee59e0 | 2014-10-02 10:44:18 -0400 | [diff] [blame] | 1304 | // Disabled because of a failure in D3D9 |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1305 | TEST_P(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1306 | { |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1307 | if (IsD3D9()) |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1308 | { |
| 1309 | std::cout << "Test disabled on D3D9." << std::endl; |
| 1310 | return; |
| 1311 | } |
| 1312 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1313 | GLint maxVaryings = 0; |
| 1314 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1315 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1316 | 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] | 1317 | } |
| 1318 | |
Jamie Madill | bee59e0 | 2014-10-02 10:44:18 -0400 | [diff] [blame] | 1319 | // Disabled because of a failure in D3D9 |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1320 | TEST_P(GLSLTest, TwiceMaxVaryingVec2) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1321 | { |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1322 | if (IsD3D9()) |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1323 | { |
| 1324 | std::cout << "Test disabled on D3D9." << std::endl; |
| 1325 | return; |
| 1326 | } |
| 1327 | |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1328 | if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) |
| 1329 | { |
| 1330 | // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver |
| 1331 | std::cout << "Test disabled on OpenGL ES." << std::endl; |
| 1332 | return; |
| 1333 | } |
| 1334 | |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1335 | #if defined(__APPLE__) |
| 1336 | // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers |
| 1337 | // (http://anglebug.com/1291) |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1338 | if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1339 | { |
| 1340 | std::cout << "Test disabled on Apple AMD OpenGL." << std::endl; |
| 1341 | return; |
| 1342 | } |
| 1343 | #endif |
| 1344 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1345 | GLint maxVaryings = 0; |
| 1346 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1347 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1348 | 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] | 1349 | } |
| 1350 | |
Jamie Madill | bee59e0 | 2014-10-02 10:44:18 -0400 | [diff] [blame] | 1351 | // Disabled because of a failure in D3D9 |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1352 | TEST_P(GLSLTest, MaxVaryingVec2Arrays) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1353 | { |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1354 | if (IsD3DSM3()) |
Jamie Madill | 9fc3682 | 2015-11-18 13:08:07 -0500 | [diff] [blame] | 1355 | { |
| 1356 | std::cout << "Test disabled on SM3." << std::endl; |
| 1357 | return; |
| 1358 | } |
| 1359 | |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1360 | if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) |
| 1361 | { |
| 1362 | // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver |
| 1363 | std::cout << "Test disabled on OpenGL ES." << std::endl; |
| 1364 | return; |
| 1365 | } |
| 1366 | |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1367 | #if defined(__APPLE__) |
| 1368 | // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers |
| 1369 | // (http://anglebug.com/1291) |
Jamie Madill | 518b9fa | 2016-03-02 11:26:02 -0500 | [diff] [blame] | 1370 | if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) |
Geoff Lang | 69accbd | 2016-01-25 16:22:32 -0500 | [diff] [blame] | 1371 | { |
| 1372 | std::cout << "Test disabled on Apple AMD OpenGL." << std::endl; |
| 1373 | return; |
| 1374 | } |
| 1375 | #endif |
| 1376 | |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1377 | GLint maxVaryings = 0; |
| 1378 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1379 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1380 | VaryingTestBase(0, 0, 0, maxVaryings, 0, 0, 0, 0, false, false, false, true); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1381 | } |
| 1382 | |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1383 | // Disabled because drivers are allowed to successfully compile shaders that have more than the |
| 1384 | // maximum number of varyings. (http://anglebug.com/1296) |
| 1385 | TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1386 | { |
| 1387 | GLint maxVaryings = 0; |
| 1388 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1389 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1390 | VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1391 | } |
| 1392 | |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1393 | // Disabled because drivers are allowed to successfully compile shaders that have more than the |
| 1394 | // maximum number of varyings. (http://anglebug.com/1296) |
| 1395 | TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3Array) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1396 | { |
| 1397 | GLint maxVaryings = 0; |
| 1398 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1399 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1400 | VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1401 | } |
| 1402 | |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1403 | // Disabled because drivers are allowed to successfully compile shaders that have more than the |
| 1404 | // maximum number of varyings. (http://anglebug.com/1296) |
| 1405 | TEST_P(GLSLTest, DISABLED_MaxVaryingVec3AndOneVec2) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1406 | { |
| 1407 | GLint maxVaryings = 0; |
| 1408 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1409 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1410 | VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1411 | } |
| 1412 | |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1413 | // Disabled because drivers are allowed to successfully compile shaders that have more than the |
| 1414 | // maximum number of varyings. (http://anglebug.com/1296) |
| 1415 | TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec2) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1416 | { |
| 1417 | GLint maxVaryings = 0; |
| 1418 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1419 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1420 | VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1421 | } |
| 1422 | |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1423 | // Disabled because drivers are allowed to successfully compile shaders that have more than the |
| 1424 | // maximum number of varyings. (http://anglebug.com/1296) |
| 1425 | TEST_P(GLSLTest, DISABLED_MaxVaryingVec3ArrayAndMaxPlusOneFloatArray) |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1426 | { |
| 1427 | GLint maxVaryings = 0; |
| 1428 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| 1429 | |
Austin Kinross | 8b695ee | 2015-03-12 13:12:20 -0700 | [diff] [blame] | 1430 | VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false, false); |
Austin Kinross | af87552 | 2014-08-25 21:06:07 -0700 | [diff] [blame] | 1431 | } |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1432 | |
| 1433 | // 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] | 1434 | TEST_P(GLSLTest, FixedShaderLength) |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1435 | { |
| 1436 | GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| 1437 | |
| 1438 | const std::string appendGarbage = "abcasdfasdfasdfasdfasdf"; |
| 1439 | const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage; |
| 1440 | const char *sourceArray[1] = { source.c_str() }; |
Corentin Wallez | 973402f | 2015-05-11 13:42:22 -0400 | [diff] [blame] | 1441 | GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) }; |
Cooper Partin | 4d61f7e | 2015-08-12 10:56:50 -0700 | [diff] [blame] | 1442 | glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1443 | glCompileShader(shader); |
| 1444 | |
| 1445 | GLint compileResult; |
| 1446 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1447 | EXPECT_NE(compileResult, 0); |
| 1448 | } |
| 1449 | |
| 1450 | // 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] | 1451 | TEST_P(GLSLTest, NegativeShaderLength) |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1452 | { |
| 1453 | GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| 1454 | |
| 1455 | const char *sourceArray[1] = { "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" }; |
| 1456 | GLint lengths[1] = { -10 }; |
Cooper Partin | 4d61f7e | 2015-08-12 10:56:50 -0700 | [diff] [blame] | 1457 | glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1458 | glCompileShader(shader); |
| 1459 | |
| 1460 | GLint compileResult; |
| 1461 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1462 | EXPECT_NE(compileResult, 0); |
| 1463 | } |
| 1464 | |
Corentin Wallez | 9a9c048 | 2016-04-12 10:36:25 -0400 | [diff] [blame] | 1465 | // Check that having an invalid char after the "." doesn't cause an assert. |
| 1466 | TEST_P(GLSLTest, InvalidFieldFirstChar) |
| 1467 | { |
| 1468 | GLuint shader = glCreateShader(GL_VERTEX_SHADER); |
| 1469 | const char *source = "void main() {vec4 x; x.}"; |
| 1470 | glShaderSource(shader, 1, &source, 0); |
| 1471 | glCompileShader(shader); |
| 1472 | |
| 1473 | GLint compileResult; |
| 1474 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1475 | EXPECT_EQ(0, compileResult); |
| 1476 | } |
| 1477 | |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1478 | // Verify that a length array with mixed positive and negative values compiles. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1479 | TEST_P(GLSLTest, MixedShaderLengths) |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1480 | { |
| 1481 | GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| 1482 | |
| 1483 | const char *sourceArray[] = |
| 1484 | { |
| 1485 | "void main()", |
| 1486 | "{", |
| 1487 | " gl_FragColor = vec4(0, 0, 0, 0);", |
| 1488 | "}", |
| 1489 | }; |
| 1490 | GLint lengths[] = |
| 1491 | { |
| 1492 | -10, |
| 1493 | 1, |
Corentin Wallez | 973402f | 2015-05-11 13:42:22 -0400 | [diff] [blame] | 1494 | static_cast<GLint>(strlen(sourceArray[2])), |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1495 | -1, |
| 1496 | }; |
| 1497 | ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths)); |
| 1498 | |
Cooper Partin | 4d61f7e | 2015-08-12 10:56:50 -0700 | [diff] [blame] | 1499 | glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1500 | glCompileShader(shader); |
| 1501 | |
| 1502 | GLint compileResult; |
| 1503 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1504 | EXPECT_NE(compileResult, 0); |
| 1505 | } |
| 1506 | |
| 1507 | // Verify that zero-length shader source does not affect shader compilation. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1508 | TEST_P(GLSLTest, ZeroShaderLength) |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1509 | { |
| 1510 | GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| 1511 | |
| 1512 | const char *sourceArray[] = |
| 1513 | { |
| 1514 | "adfasdf", |
| 1515 | "34534", |
| 1516 | "void main() { gl_FragColor = vec4(0, 0, 0, 0); }", |
| 1517 | "", |
| 1518 | "asdfasdfsdsdf", |
| 1519 | }; |
| 1520 | GLint lengths[] = |
| 1521 | { |
| 1522 | 0, |
| 1523 | 0, |
| 1524 | -1, |
| 1525 | 0, |
| 1526 | 0, |
| 1527 | }; |
| 1528 | ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths)); |
| 1529 | |
Cooper Partin | 4d61f7e | 2015-08-12 10:56:50 -0700 | [diff] [blame] | 1530 | glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); |
Geoff Lang | f60fab6 | 2014-11-24 11:21:20 -0500 | [diff] [blame] | 1531 | glCompileShader(shader); |
| 1532 | |
| 1533 | GLint compileResult; |
| 1534 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1535 | EXPECT_NE(compileResult, 0); |
| 1536 | } |
Jamie Madill | 21c1e45 | 2014-12-29 11:33:41 -0500 | [diff] [blame] | 1537 | |
| 1538 | // Tests that bad index expressions don't crash ANGLE's translator. |
| 1539 | // https://code.google.com/p/angleproject/issues/detail?id=857 |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1540 | TEST_P(GLSLTest, BadIndexBug) |
Jamie Madill | 21c1e45 | 2014-12-29 11:33:41 -0500 | [diff] [blame] | 1541 | { |
| 1542 | const std::string &fragmentShaderSourceVec = |
| 1543 | "precision mediump float;\n" |
| 1544 | "uniform vec4 uniformVec;\n" |
| 1545 | "void main()\n" |
| 1546 | "{\n" |
| 1547 | " gl_FragColor = vec4(uniformVec[int()]);\n" |
| 1548 | "}"; |
| 1549 | |
| 1550 | GLuint shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceVec); |
| 1551 | EXPECT_EQ(0u, shader); |
| 1552 | |
| 1553 | if (shader != 0) |
| 1554 | { |
| 1555 | glDeleteShader(shader); |
| 1556 | } |
| 1557 | |
| 1558 | const std::string &fragmentShaderSourceMat = |
| 1559 | "precision mediump float;\n" |
| 1560 | "uniform mat4 uniformMat;\n" |
| 1561 | "void main()\n" |
| 1562 | "{\n" |
| 1563 | " gl_FragColor = vec4(uniformMat[int()]);\n" |
| 1564 | "}"; |
| 1565 | |
| 1566 | shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceMat); |
| 1567 | EXPECT_EQ(0u, shader); |
| 1568 | |
| 1569 | if (shader != 0) |
| 1570 | { |
| 1571 | glDeleteShader(shader); |
| 1572 | } |
| 1573 | |
| 1574 | const std::string &fragmentShaderSourceArray = |
| 1575 | "precision mediump float;\n" |
| 1576 | "uniform vec4 uniformArray;\n" |
| 1577 | "void main()\n" |
| 1578 | "{\n" |
| 1579 | " gl_FragColor = vec4(uniformArray[int()]);\n" |
| 1580 | "}"; |
| 1581 | |
| 1582 | shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceArray); |
| 1583 | EXPECT_EQ(0u, shader); |
| 1584 | |
| 1585 | if (shader != 0) |
| 1586 | { |
| 1587 | glDeleteShader(shader); |
| 1588 | } |
Jamie Madill | 3799714 | 2015-01-28 10:06:34 -0500 | [diff] [blame] | 1589 | } |
| 1590 | |
Jamie Madill | 2e295e2 | 2015-04-29 10:41:33 -0400 | [diff] [blame] | 1591 | // Test that structs defined in uniforms are translated correctly. |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1592 | TEST_P(GLSLTest, StructSpecifiersUniforms) |
Jamie Madill | 2e295e2 | 2015-04-29 10:41:33 -0400 | [diff] [blame] | 1593 | { |
| 1594 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 1595 | ( |
| 1596 | precision mediump float; |
| 1597 | |
| 1598 | uniform struct S { float field;} s; |
| 1599 | |
| 1600 | void main() |
| 1601 | { |
| 1602 | gl_FragColor = vec4(1, 0, 0, 1); |
| 1603 | gl_FragColor.a += s.field; |
| 1604 | } |
| 1605 | ); |
| 1606 | |
| 1607 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| 1608 | EXPECT_NE(0u, program); |
| 1609 | } |
Jamie Madill | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 1610 | |
| 1611 | // Test that gl_DepthRange is not stored as a uniform location. Since uniforms |
| 1612 | // beginning with "gl_" are filtered out by our validation logic, we must |
| 1613 | // bypass the validation to test the behaviour of the implementation. |
| 1614 | // (note this test is still Impl-independent) |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1615 | TEST_P(GLSLTest, DepthRangeUniforms) |
Jamie Madill | 55def58 | 2015-05-04 11:24:57 -0400 | [diff] [blame] | 1616 | { |
| 1617 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 1618 | ( |
| 1619 | precision mediump float; |
| 1620 | |
| 1621 | void main() |
| 1622 | { |
| 1623 | gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1); |
| 1624 | } |
| 1625 | ); |
| 1626 | |
| 1627 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| 1628 | EXPECT_NE(0u, program); |
| 1629 | |
| 1630 | // dive into the ANGLE internals, so we can bypass validation. |
| 1631 | gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext()); |
| 1632 | gl::Program *glProgram = context->getProgram(program); |
| 1633 | GLint nearIndex = glProgram->getUniformLocation("gl_DepthRange.near"); |
| 1634 | EXPECT_EQ(-1, nearIndex); |
| 1635 | |
| 1636 | // Test drawing does not throw an exception. |
| 1637 | drawQuad(program, "inputAttribute", 0.5f); |
| 1638 | |
| 1639 | EXPECT_GL_NO_ERROR(); |
| 1640 | |
| 1641 | glDeleteProgram(program); |
| 1642 | } |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1643 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1644 | std::string GenerateSmallPowShader(double base, double exponent) |
| 1645 | { |
| 1646 | std::stringstream stream; |
| 1647 | |
| 1648 | stream.precision(8); |
| 1649 | |
| 1650 | double result = pow(base, exponent); |
| 1651 | |
| 1652 | stream << "precision highp float;\n" |
| 1653 | << "float fun(float arg)\n" |
| 1654 | << "{\n" |
| 1655 | << " return pow(arg, " << std::fixed << exponent << ");\n" |
| 1656 | << "}\n" |
| 1657 | << "\n" |
| 1658 | << "void main()\n" |
| 1659 | << "{\n" |
| 1660 | << " const float a = " << std::scientific << base << ";\n" |
| 1661 | << " float b = fun(a);\n" |
| 1662 | << " if (abs(" << result << " - b) < " << std::abs(result * 0.001) << ")\n" |
| 1663 | << " {\n" |
| 1664 | << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| 1665 | << " }\n" |
| 1666 | << " else\n" |
| 1667 | << " {\n" |
| 1668 | << " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 1669 | << " }\n" |
| 1670 | << "}\n"; |
| 1671 | |
| 1672 | return stream.str(); |
| 1673 | } |
| 1674 | |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1675 | // 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] | 1676 | // See http://anglebug.com/851 |
| 1677 | TEST_P(GLSLTest, PowOfSmallConstant) |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1678 | { |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1679 | std::vector<double> bads; |
| 1680 | for (int eps = -1; eps <= 1; ++eps) |
| 1681 | { |
| 1682 | for (int i = -4; i <= 5; ++i) |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1683 | { |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1684 | if (i >= -1 && i <= 1) |
| 1685 | continue; |
| 1686 | const double epsilon = 1.0e-8; |
| 1687 | double bad = static_cast<double>(i) + static_cast<double>(eps) * epsilon; |
| 1688 | bads.push_back(bad); |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1689 | } |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1690 | } |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1691 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1692 | for (double bad : bads) |
| 1693 | { |
| 1694 | const std::string &fragmentShaderSource = GenerateSmallPowShader(1.0e-6, bad); |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1695 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1696 | ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShaderSource); |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1697 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 1698 | drawQuad(program.get(), "inputAttribute", 0.5f); |
| 1699 | |
| 1700 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 1701 | EXPECT_GL_NO_ERROR(); |
| 1702 | } |
Jamie Madill | 4052dfc | 2015-05-06 15:18:49 -0400 | [diff] [blame] | 1703 | } |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 1704 | |
Cooper Partin | a5ef8d8 | 2015-08-19 14:52:21 -0700 | [diff] [blame] | 1705 | // Test that fragment shaders which contain non-constant loop indexers and compiled for FL9_3 and |
| 1706 | // below |
| 1707 | // fail with a specific error message. |
| 1708 | // Additionally test that the same fragment shader compiles successfully with feature levels greater |
| 1709 | // than FL9_3. |
| 1710 | TEST_P(GLSLTest, LoopIndexingValidation) |
| 1711 | { |
| 1712 | const std::string fragmentShaderSource = SHADER_SOURCE |
| 1713 | ( |
| 1714 | precision mediump float; |
| 1715 | |
| 1716 | uniform float loopMax; |
| 1717 | |
| 1718 | void main() |
| 1719 | { |
| 1720 | gl_FragColor = vec4(1, 0, 0, 1); |
| 1721 | for (float l = 0.0; l < loopMax; l++) |
| 1722 | { |
| 1723 | if (loopMax > 3.0) |
| 1724 | { |
| 1725 | gl_FragColor.a += 0.1; |
| 1726 | } |
| 1727 | } |
| 1728 | } |
| 1729 | ); |
| 1730 | |
| 1731 | GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| 1732 | |
| 1733 | const char *sourceArray[1] = {fragmentShaderSource.c_str()}; |
| 1734 | glShaderSource(shader, 1, sourceArray, nullptr); |
| 1735 | glCompileShader(shader); |
| 1736 | |
| 1737 | GLint compileResult; |
| 1738 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| 1739 | |
| 1740 | // If the test is configured to run limited to Feature Level 9_3, then it is |
| 1741 | // assumed that shader compilation will fail with an expected error message containing |
| 1742 | // "Loop index cannot be compared with non-constant expression" |
Olli Etuaho | 814a54d | 2015-08-27 16:23:09 +0300 | [diff] [blame] | 1743 | if ((GetParam() == ES2_D3D11_FL9_3() || GetParam() == ES2_D3D9())) |
Cooper Partin | a5ef8d8 | 2015-08-19 14:52:21 -0700 | [diff] [blame] | 1744 | { |
| 1745 | if (compileResult != 0) |
| 1746 | { |
| 1747 | FAIL() << "Shader compilation succeeded, expected failure"; |
| 1748 | } |
| 1749 | else |
| 1750 | { |
| 1751 | GLint infoLogLength; |
| 1752 | glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength); |
| 1753 | |
| 1754 | std::string infoLog; |
| 1755 | infoLog.resize(infoLogLength); |
| 1756 | glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), NULL, &infoLog[0]); |
| 1757 | |
| 1758 | if (infoLog.find("Loop index cannot be compared with non-constant expression") == |
| 1759 | std::string::npos) |
| 1760 | { |
| 1761 | FAIL() << "Shader compilation failed with unexpected error message"; |
| 1762 | } |
| 1763 | } |
| 1764 | } |
| 1765 | else |
| 1766 | { |
| 1767 | EXPECT_NE(0, compileResult); |
| 1768 | } |
| 1769 | |
| 1770 | if (shader != 0) |
| 1771 | { |
| 1772 | glDeleteShader(shader); |
| 1773 | } |
| 1774 | } |
| 1775 | |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1776 | // Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS |
| 1777 | // can actually be used. |
| 1778 | TEST_P(GLSLTest, VerifyMaxVertexUniformVectors) |
| 1779 | { |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1780 | int maxUniforms = 10000; |
| 1781 | glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); |
| 1782 | EXPECT_GL_NO_ERROR(); |
| 1783 | std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl; |
| 1784 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1785 | CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, 0, 0, true); |
| 1786 | } |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1787 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1788 | // Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS |
| 1789 | // can actually be used along with the maximum number of texture samplers. |
| 1790 | TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsWithSamplers) |
| 1791 | { |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1792 | if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE || |
| 1793 | GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) |
| 1794 | { |
| 1795 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 1796 | return; |
| 1797 | } |
| 1798 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1799 | int maxUniforms = 10000; |
| 1800 | glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); |
| 1801 | EXPECT_GL_NO_ERROR(); |
| 1802 | std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl; |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1803 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1804 | int maxTextureImageUnits = 0; |
| 1805 | glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1806 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1807 | CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, maxTextureImageUnits, 0, true); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1808 | } |
| 1809 | |
| 1810 | // Tests that the maximum uniforms count + 1 from querying GL_MAX_VERTEX_UNIFORM_VECTORS |
| 1811 | // fails shader compilation. |
| 1812 | TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsExceeded) |
| 1813 | { |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1814 | int maxUniforms = 10000; |
| 1815 | glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); |
| 1816 | EXPECT_GL_NO_ERROR(); |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1817 | 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] | 1818 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1819 | CompileGLSLWithUniformsAndSamplers(maxUniforms + 1, 0, 0, 0, false); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1820 | } |
| 1821 | |
| 1822 | // Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS |
| 1823 | // can actually be used. |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1824 | TEST_P(GLSLTest, VerifyMaxFragmentUniformVectors) |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1825 | { |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1826 | int maxUniforms = 10000; |
| 1827 | glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); |
| 1828 | EXPECT_GL_NO_ERROR(); |
| 1829 | std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS = " << maxUniforms << std::endl; |
| 1830 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1831 | CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, 0, true); |
| 1832 | } |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1833 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1834 | // Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS |
| 1835 | // can actually be used along with the maximum number of texture samplers. |
| 1836 | TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsWithSamplers) |
| 1837 | { |
Geoff Lang | e0cc2a4 | 2016-01-20 10:58:17 -0500 | [diff] [blame] | 1838 | if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE || |
| 1839 | GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) |
| 1840 | { |
| 1841 | std::cout << "Test disabled on OpenGL." << std::endl; |
| 1842 | return; |
| 1843 | } |
| 1844 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1845 | int maxUniforms = 10000; |
| 1846 | glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); |
| 1847 | EXPECT_GL_NO_ERROR(); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1848 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1849 | int maxTextureImageUnits = 0; |
| 1850 | glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1851 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1852 | CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, maxTextureImageUnits, true); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1853 | } |
| 1854 | |
| 1855 | // Tests that the maximum uniforms count + 1 from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS |
| 1856 | // fails shader compilation. |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1857 | TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsExceeded) |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1858 | { |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1859 | int maxUniforms = 10000; |
| 1860 | glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); |
| 1861 | EXPECT_GL_NO_ERROR(); |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1862 | std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 |
| 1863 | << std::endl; |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1864 | |
Austin Kinross | 7a3e8e2 | 2015-10-08 15:50:06 -0700 | [diff] [blame] | 1865 | CompileGLSLWithUniformsAndSamplers(0, maxUniforms + 1, 0, 0, false); |
Cooper Partin | 69f9b2c | 2015-08-20 13:25:41 -0700 | [diff] [blame] | 1866 | } |
| 1867 | |
Olli Etuaho | be59c2f | 2016-03-07 11:32:34 +0200 | [diff] [blame] | 1868 | // Test that two constructors which have vec4 and mat2 parameters get disambiguated (issue in |
| 1869 | // HLSL). |
| 1870 | TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x2) |
| 1871 | { |
| 1872 | const std::string fragmentShaderSource = |
| 1873 | "#version 300 es\n" |
| 1874 | "precision highp float;\n" |
| 1875 | "out vec4 my_FragColor;\n" |
| 1876 | "void main()\n" |
| 1877 | "{\n" |
| 1878 | " my_FragColor = vec4(0.0);\n" |
| 1879 | "}"; |
| 1880 | |
| 1881 | const std::string vertexShaderSource = |
| 1882 | "#version 300 es\n" |
| 1883 | "precision highp float;\n" |
| 1884 | "in vec4 a_vec;\n" |
| 1885 | "in mat2 a_mat;\n" |
| 1886 | "void main()\n" |
| 1887 | "{\n" |
| 1888 | " gl_Position = vec4(a_vec) + vec4(a_mat);\n" |
| 1889 | "}"; |
| 1890 | |
| 1891 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1892 | EXPECT_NE(0u, program); |
| 1893 | } |
| 1894 | |
| 1895 | // Test that two constructors which have mat2x3 and mat3x2 parameters get disambiguated. |
| 1896 | // This was suspected to be an issue in HLSL, but HLSL seems to be able to natively choose between |
| 1897 | // the function signatures in this case. |
| 1898 | TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x3) |
| 1899 | { |
| 1900 | const std::string fragmentShaderSource = |
| 1901 | "#version 300 es\n" |
| 1902 | "precision highp float;\n" |
| 1903 | "out vec4 my_FragColor;\n" |
| 1904 | "void main()\n" |
| 1905 | "{\n" |
| 1906 | " my_FragColor = vec4(0.0);\n" |
| 1907 | "}"; |
| 1908 | |
| 1909 | const std::string vertexShaderSource = |
| 1910 | "#version 300 es\n" |
| 1911 | "precision highp float;\n" |
| 1912 | "in mat3x2 a_matA;\n" |
| 1913 | "in mat2x3 a_matB;\n" |
| 1914 | "void main()\n" |
| 1915 | "{\n" |
| 1916 | " gl_Position = vec4(a_matA) + vec4(a_matB);\n" |
| 1917 | "}"; |
| 1918 | |
| 1919 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1920 | EXPECT_NE(0u, program); |
| 1921 | } |
| 1922 | |
| 1923 | // Test that two functions which have vec4 and mat2 parameters get disambiguated (issue in HLSL). |
| 1924 | TEST_P(GLSLTest_ES3, AmbiguousFunctionCall2x2) |
| 1925 | { |
| 1926 | const std::string fragmentShaderSource = |
| 1927 | "#version 300 es\n" |
| 1928 | "precision highp float;\n" |
| 1929 | "out vec4 my_FragColor;\n" |
| 1930 | "void main()\n" |
| 1931 | "{\n" |
| 1932 | " my_FragColor = vec4(0.0);\n" |
| 1933 | "}"; |
| 1934 | |
| 1935 | const std::string vertexShaderSource = |
| 1936 | "#version 300 es\n" |
| 1937 | "precision highp float;\n" |
| 1938 | "in vec4 a_vec;\n" |
| 1939 | "in mat2 a_mat;\n" |
| 1940 | "vec4 foo(vec4 a)\n" |
| 1941 | "{\n" |
| 1942 | " return a;\n" |
| 1943 | "}\n" |
| 1944 | "vec4 foo(mat2 a)\n" |
| 1945 | "{\n" |
| 1946 | " return vec4(a[0][0]);\n" |
| 1947 | "}\n" |
| 1948 | "void main()\n" |
| 1949 | "{\n" |
| 1950 | " gl_Position = foo(a_vec) + foo(a_mat);\n" |
| 1951 | "}"; |
| 1952 | |
| 1953 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 1954 | EXPECT_NE(0u, program); |
| 1955 | } |
| 1956 | |
| 1957 | // Test that an user-defined function with a large number of float4 parameters doesn't fail due to |
| 1958 | // the function name being too long. |
| 1959 | TEST_P(GLSLTest_ES3, LargeNumberOfFloat4Parameters) |
| 1960 | { |
| 1961 | const std::string fragmentShaderSource = |
| 1962 | "#version 300 es\n" |
| 1963 | "precision highp float;\n" |
| 1964 | "out vec4 my_FragColor;\n" |
| 1965 | "void main()\n" |
| 1966 | "{\n" |
| 1967 | " my_FragColor = vec4(0.0);\n" |
| 1968 | "}"; |
| 1969 | |
| 1970 | std::stringstream vertexShaderStream; |
| 1971 | const unsigned int paramCount = 1024u; |
| 1972 | |
| 1973 | vertexShaderStream << "#version 300 es\n" |
| 1974 | "precision highp float;\n" |
| 1975 | "in vec4 a_vec;\n" |
| 1976 | "vec4 lotsOfVec4Parameters("; |
| 1977 | for (unsigned int i = 0; i < paramCount; ++i) |
| 1978 | { |
| 1979 | vertexShaderStream << "vec4 a" << i << ", "; |
| 1980 | } |
| 1981 | vertexShaderStream << "vec4 aLast)\n" |
| 1982 | "{\n" |
| 1983 | " return "; |
| 1984 | for (unsigned int i = 0; i < paramCount; ++i) |
| 1985 | { |
| 1986 | vertexShaderStream << "a" << i << " + "; |
| 1987 | } |
| 1988 | vertexShaderStream << "aLast;\n" |
| 1989 | "}\n" |
| 1990 | "void main()\n" |
| 1991 | "{\n" |
| 1992 | " gl_Position = lotsOfVec4Parameters("; |
| 1993 | for (unsigned int i = 0; i < paramCount; ++i) |
| 1994 | { |
| 1995 | vertexShaderStream << "a_vec, "; |
| 1996 | } |
| 1997 | vertexShaderStream << "a_vec);\n" |
| 1998 | "}"; |
| 1999 | |
| 2000 | GLuint program = CompileProgram(vertexShaderStream.str(), fragmentShaderSource); |
| 2001 | EXPECT_NE(0u, program); |
| 2002 | } |
| 2003 | |
Olli Etuaho | d4f4c11 | 2016-04-15 15:11:24 +0300 | [diff] [blame] | 2004 | // This test was written specifically to stress DeferGlobalInitializers AST transformation. |
| 2005 | // Test a shader where a global constant array is initialized with an expression containing array |
| 2006 | // indexing. This initializer is tricky to constant fold, so if it's not constant folded it needs to |
| 2007 | // be handled in a way that doesn't generate statements in the global scope in HLSL output. |
| 2008 | // Also includes multiple array initializers in one declaration, where only the second one has |
| 2009 | // array indexing. This makes sure that the qualifier for the declaration is set correctly if |
| 2010 | // transformations are applied to the declaration also in the case of ESSL output. |
| 2011 | TEST_P(GLSLTest_ES3, InitGlobalArrayWithArrayIndexing) |
| 2012 | { |
Yuly Novikov | 41db224 | 2016-06-25 00:14:28 -0400 | [diff] [blame] | 2013 | // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1428 is fixed |
| 2014 | if (IsAndroid() && IsAdreno() && IsOpenGLES()) |
| 2015 | { |
| 2016 | std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl; |
| 2017 | return; |
| 2018 | } |
| 2019 | |
Olli Etuaho | d4f4c11 | 2016-04-15 15:11:24 +0300 | [diff] [blame] | 2020 | const std::string vertexShaderSource = |
| 2021 | "#version 300 es\n" |
| 2022 | "precision highp float;\n" |
| 2023 | "in vec4 a_vec;\n" |
| 2024 | "void main()\n" |
| 2025 | "{\n" |
| 2026 | " gl_Position = vec4(a_vec);\n" |
| 2027 | "}"; |
| 2028 | |
| 2029 | const std::string fragmentShaderSource = |
| 2030 | "#version 300 es\n" |
| 2031 | "precision highp float;\n" |
| 2032 | "out vec4 my_FragColor;\n" |
| 2033 | "const highp float f[2] = float[2](0.1, 0.2);\n" |
| 2034 | "const highp float[2] g = float[2](0.3, 0.4), h = float[2](0.5, f[1]);\n" |
| 2035 | "void main()\n" |
| 2036 | "{\n" |
| 2037 | " my_FragColor = vec4(h[1]);\n" |
| 2038 | "}"; |
| 2039 | |
| 2040 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 2041 | EXPECT_NE(0u, program); |
| 2042 | } |
| 2043 | |
Corentin Wallez | 419bfc9 | 2016-06-28 10:54:45 -0700 | [diff] [blame] | 2044 | // Test that index-constant sampler array indexing is supported. |
| 2045 | TEST_P(GLSLTest, IndexConstantSamplerArrayIndexing) |
| 2046 | { |
| 2047 | if (IsD3D11_FL93()) { |
| 2048 | std::cout << "Test skipped on D3D11 FL 9.3." << std::endl; |
| 2049 | return; |
| 2050 | } |
| 2051 | |
| 2052 | const std::string vertexShaderSource = |
| 2053 | "attribute vec4 vPosition;\n" |
| 2054 | "void main()\n" |
| 2055 | "{\n" |
| 2056 | " gl_Position = vPosition;\n" |
| 2057 | "}"; |
| 2058 | |
| 2059 | const std::string fragmentShaderSource = |
| 2060 | "precision mediump float;\n" |
| 2061 | "uniform sampler2D uni[2];\n" |
| 2062 | "\n" |
| 2063 | "float zero(int x)\n" |
| 2064 | "{\n" |
| 2065 | " return float(x) - float(x);\n" |
| 2066 | "}\n" |
| 2067 | "\n" |
| 2068 | "void main()\n" |
| 2069 | "{\n" |
| 2070 | " vec4 c = vec4(0,0,0,0);\n" |
| 2071 | " for (int ii = 1; ii < 3; ++ii) {\n" |
| 2072 | " if (c.x > 255.0) {\n" |
| 2073 | " c.x = 255.0 + zero(ii);\n" |
| 2074 | " break;\n" |
| 2075 | " }\n" |
| 2076 | // Index the sampler array with a predictable loop index (index-constant) as opposed to |
| 2077 | // a true constant. This is valid in OpenGL ES but isn't in many Desktop OpenGL versions, |
| 2078 | // without an extension. |
| 2079 | " c += texture2D(uni[ii - 1], vec2(0.5, 0.5));\n" |
| 2080 | " }\n" |
| 2081 | " gl_FragColor = c;\n" |
| 2082 | "}"; |
| 2083 | |
| 2084 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 2085 | EXPECT_NE(0u, program); |
| 2086 | } |
| 2087 | |
Corentin Wallez | b00dcee | 2016-07-11 17:42:58 -0400 | [diff] [blame] | 2088 | // Test that the #pragma directive is supported and doesn't trigger a compilation failure on the |
| 2089 | // native driver. The only pragma that gets passed to the OpenGL driver is "invariant" but we don't |
| 2090 | // want to test its behavior, so don't use any varyings. |
| 2091 | TEST_P(GLSLTest, PragmaDirective) |
| 2092 | { |
| 2093 | const std::string vertexShaderSource = |
| 2094 | "#pragma STDGL invariant(all)\n" |
| 2095 | "void main()\n" |
| 2096 | "{\n" |
| 2097 | " gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| 2098 | "}\n"; |
| 2099 | |
| 2100 | const std::string fragmentShaderSource = |
| 2101 | "precision mediump float;\n" |
| 2102 | "void main()\n" |
| 2103 | "{\n" |
| 2104 | " gl_FragColor = vec4(1.0);\n" |
| 2105 | "}\n"; |
| 2106 | |
| 2107 | GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| 2108 | EXPECT_NE(0u, program); |
| 2109 | } |
| 2110 | |
Olli Etuaho | e1d199b | 2016-07-19 17:14:27 +0300 | [diff] [blame] | 2111 | // Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). |
| 2112 | // The function call that returns the array needs to be evaluated after ++j for the expression to |
| 2113 | // return the correct value (true). |
| 2114 | TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderArray) |
| 2115 | { |
| 2116 | const std::string &fragmentShaderSource = |
| 2117 | "#version 300 es\n" |
| 2118 | "precision mediump float;\n" |
| 2119 | "out vec4 my_FragColor; \n" |
| 2120 | "int[2] func(int param) {\n" |
| 2121 | " return int[2](param, param);\n" |
| 2122 | "}\n" |
| 2123 | "void main() {\n" |
| 2124 | " int a[2]; \n" |
| 2125 | " for (int i = 0; i < 2; ++i) {\n" |
| 2126 | " a[i] = 1;\n" |
| 2127 | " }\n" |
| 2128 | " int j = 0; \n" |
| 2129 | " bool result = ((++j), (a == func(j)));\n" |
| 2130 | " my_FragColor = vec4(0.0, (result ? 1.0 : 0.0), 0.0, 1.0);\n" |
| 2131 | "}\n"; |
| 2132 | |
| 2133 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| 2134 | ASSERT_NE(0u, program); |
| 2135 | |
| 2136 | drawQuad(program, "inputAttribute", 0.5f); |
| 2137 | |
| 2138 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2139 | } |
| 2140 | |
| 2141 | // Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). |
| 2142 | // The short-circuiting expression needs to be evaluated after ++j for the expression to return the |
| 2143 | // correct value (true). |
| 2144 | TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderShortCircuit) |
| 2145 | { |
| 2146 | const std::string &fragmentShaderSource = |
| 2147 | "#version 300 es\n" |
| 2148 | "precision mediump float;\n" |
| 2149 | "out vec4 my_FragColor; \n" |
| 2150 | "void main() {\n" |
| 2151 | " int j = 0; \n" |
| 2152 | " bool result = ((++j), (j == 1 ? true : (++j == 3)));\n" |
| 2153 | " my_FragColor = vec4(0.0, ((result && j == 1) ? 1.0 : 0.0), 0.0, 1.0);\n" |
| 2154 | "}\n"; |
| 2155 | |
| 2156 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| 2157 | ASSERT_NE(0u, program); |
| 2158 | |
| 2159 | drawQuad(program, "inputAttribute", 0.5f); |
| 2160 | |
| 2161 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2162 | } |
| 2163 | |
Jamie Madill | 666f65a | 2016-08-26 01:34:37 +0000 | [diff] [blame] | 2164 | // Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). |
| 2165 | // Indexing the vector needs to be evaluated after func() for the right result. |
| 2166 | TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderDynamicVectorIndexingInLValue) |
| 2167 | { |
| 2168 | const std::string &fragmentShaderSource = |
| 2169 | "#version 300 es\n" |
| 2170 | "precision mediump float;\n" |
| 2171 | "out vec4 my_FragColor;\n" |
| 2172 | "uniform int u_zero;\n" |
| 2173 | "int sideEffectCount = 0;\n" |
| 2174 | "float func() {\n" |
| 2175 | " ++sideEffectCount;\n" |
| 2176 | " return -1.0;\n" |
| 2177 | "}\n" |
| 2178 | "void main() {\n" |
| 2179 | " vec4 v = vec4(0.0, 2.0, 4.0, 6.0); \n" |
| 2180 | " float f = (func(), (++v[u_zero + sideEffectCount]));\n" |
| 2181 | " bool green = abs(f - 3.0) < 0.01 && abs(v[1] - 3.0) < 0.01 && sideEffectCount == 1;\n" |
| 2182 | " my_FragColor = vec4(0.0, (green ? 1.0 : 0.0), 0.0, 1.0);\n" |
| 2183 | "}\n"; |
| 2184 | |
| 2185 | GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| 2186 | ASSERT_NE(0u, program); |
| 2187 | |
| 2188 | drawQuad(program, "inputAttribute", 0.5f); |
| 2189 | |
| 2190 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2191 | } |
| 2192 | |
Jamie Madill | c9bde92 | 2016-07-24 17:58:50 -0400 | [diff] [blame] | 2193 | // Test that using gl_PointCoord with GL_TRIANGLES doesn't produce a link error. |
| 2194 | // From WebGL test conformance/rendering/point-specific-shader-variables.html |
| 2195 | // See http://anglebug.com/1380 |
| 2196 | TEST_P(GLSLTest, RenderTrisWithPointCoord) |
| 2197 | { |
| 2198 | const std::string &vert = |
| 2199 | "attribute vec2 aPosition;\n" |
| 2200 | "void main()\n" |
| 2201 | "{\n" |
| 2202 | " gl_Position = vec4(aPosition, 0, 1);\n" |
| 2203 | " gl_PointSize = 1.0;\n" |
| 2204 | "}"; |
| 2205 | const std::string &frag = |
| 2206 | "void main()\n" |
| 2207 | "{\n" |
| 2208 | " gl_FragColor = vec4(gl_PointCoord.xy, 0, 1);\n" |
| 2209 | " gl_FragColor = vec4(0, 1, 0, 1);\n" |
| 2210 | "}"; |
| 2211 | |
| 2212 | ANGLE_GL_PROGRAM(prog, vert, frag); |
| 2213 | drawQuad(prog.get(), "aPosition", 0.5f); |
| 2214 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2215 | } |
| 2216 | |
Jamie Madill | 5655b84 | 2016-08-02 11:00:07 -0400 | [diff] [blame] | 2217 | // Convers a bug with the integer pow statement workaround. |
| 2218 | TEST_P(GLSLTest, NestedPowStatements) |
| 2219 | { |
| 2220 | const std::string &vert = |
| 2221 | "attribute vec2 position;\n" |
| 2222 | "void main()\n" |
| 2223 | "{\n" |
| 2224 | " gl_Position = vec4(position, 0, 1);\n" |
| 2225 | "}"; |
| 2226 | const std::string &frag = |
| 2227 | "precision mediump float;\n" |
| 2228 | "float func(float v)\n" |
| 2229 | "{\n" |
| 2230 | " float f1 = pow(v, 2.0);\n" |
| 2231 | " return pow(f1 + v, 2.0);\n" |
| 2232 | "}\n" |
| 2233 | "void main()\n" |
| 2234 | "{\n" |
| 2235 | " float v = func(2.0);\n" |
| 2236 | " gl_FragColor = abs(v - 36.0) < 0.001 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" |
| 2237 | "}"; |
| 2238 | |
| 2239 | ANGLE_GL_PROGRAM(prog, vert, frag); |
| 2240 | drawQuad(prog.get(), "position", 0.5f); |
| 2241 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2242 | } |
| 2243 | |
Olli Etuaho | ab48164 | 2016-08-26 12:09:10 +0300 | [diff] [blame] | 2244 | // Test a nested sequence operator with a ternary operator inside. The ternary operator is |
| 2245 | // intended to be such that it gets converted to an if statement on the HLSL backend. |
| 2246 | TEST_P(GLSLTest, NestedSequenceOperatorWithTernaryInside) |
| 2247 | { |
| 2248 | const std::string &vert = |
| 2249 | "attribute vec2 position;\n" |
| 2250 | "void main()\n" |
| 2251 | "{\n" |
| 2252 | " gl_Position = vec4(position, 0, 1);\n" |
| 2253 | "}"; |
| 2254 | |
| 2255 | // Note that the uniform keep_flop_positive doesn't need to be set - the test expects it to have |
| 2256 | // its default value false. |
| 2257 | const std::string &frag = |
| 2258 | "precision mediump float;\n" |
| 2259 | "uniform bool keep_flop_positive;\n" |
| 2260 | "float flop;\n" |
| 2261 | "void main() {\n" |
| 2262 | " flop = -1.0,\n" |
| 2263 | " (flop *= -1.0,\n" |
| 2264 | " keep_flop_positive ? 0.0 : flop *= -1.0),\n" |
| 2265 | " gl_FragColor = vec4(0, -flop, 0, 1);\n" |
| 2266 | "}"; |
| 2267 | |
| 2268 | ANGLE_GL_PROGRAM(prog, vert, frag); |
| 2269 | drawQuad(prog.get(), "position", 0.5f); |
| 2270 | EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); |
| 2271 | } |
| 2272 | |
Jamie Madill | 6c9503e | 2016-08-16 14:06:32 -0400 | [diff] [blame] | 2273 | } // anonymous namespace |
| 2274 | |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 2275 | // 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] | 2276 | ANGLE_INSTANTIATE_TEST(GLSLTest, |
| 2277 | ES2_D3D9(), |
| 2278 | ES2_D3D11(), |
| 2279 | ES2_D3D11_FL9_3(), |
| 2280 | ES2_OPENGL(), |
| 2281 | ES3_OPENGL(), |
| 2282 | ES2_OPENGLES(), |
| 2283 | ES3_OPENGLES()); |
Jamie Madill | fa05f60 | 2015-05-07 13:47:11 -0400 | [diff] [blame] | 2284 | |
| 2285 | // 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] | 2286 | ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); |