blob: 2179195d3ee39832310899afe7b38f8e7b8dfb68 [file] [log] [blame]
Jamie Madill55def582015-05-04 11:24:57 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
Corentin Wallezd3970de2015-05-14 11:07:48 -04007#include "test_utils/ANGLETest.h"
Jamie Madill96509e42014-05-29 14:33:27 -04008
Jamie Madill55def582015-05-04 11:24:57 -04009#include "libANGLE/Context.h"
10#include "libANGLE/Program.h"
Jamie Madill1048e432016-07-23 18:51:28 -040011#include "test_utils/gl_raii.h"
Jamie Madill55def582015-05-04 11:24:57 -040012
Jamie Madillfa05f602015-05-07 13:47:11 -040013using namespace angle;
Austin Kinross18b931d2014-09-29 12:58:31 -070014
Jamie Madill6c9503e2016-08-16 14:06:32 -040015namespace
16{
17
Jamie Madill2bf8b372014-06-16 17:18:51 -040018class GLSLTest : public ANGLETest
Jamie Madill96509e42014-05-29 14:33:27 -040019{
Jamie Madillfa05f602015-05-07 13:47:11 -040020 protected:
21 GLSLTest()
Jamie Madill96509e42014-05-29 14:33:27 -040022 {
23 setWindowWidth(128);
24 setWindowHeight(128);
25 setConfigRedBits(8);
26 setConfigGreenBits(8);
27 setConfigBlueBits(8);
28 setConfigAlphaBits(8);
29 }
Jamie Madillbfa91f42014-06-05 15:45:18 -040030
31 virtual void SetUp()
32 {
33 ANGLETest::SetUp();
34
Jamie Madill2bf8b372014-06-16 17:18:51 -040035 mSimpleVSSource = SHADER_SOURCE
Jamie Madillbfa91f42014-06-05 15:45:18 -040036 (
37 attribute vec4 inputAttribute;
38 void main()
39 {
40 gl_Position = inputAttribute;
41 }
42 );
43 }
44
Austin Kinrossaf875522014-08-25 21:06:07 -070045 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 Kinross8b695ee2015-03-12 13:12:20 -0700120 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 Kinrossaf875522014-08-25 21:06:07 -0700123 {
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 Kinross8b695ee2015-03-12 13:12:20 -0700165 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 Kinrossaf875522014-08-25 21:06:07 -0700177 // 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 Kinross8b695ee2015-03-12 13:12:20 -0700220 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 Kinrossaf875522014-08-25 21:06:07 -0700237 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 Kinross8b695ee2015-03-12 13:12:20 -0700297
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 Kinrossaf875522014-08-25 21:06:07 -0700351 }
352
Austin Kinross7a3e8e22015-10-08 15:50:06 -0700353 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 Madill2bf8b372014-06-16 17:18:51 -0400438 std::string mSimpleVSSource;
Jamie Madill96509e42014-05-29 14:33:27 -0400439};
440
Jamie Madillfa05f602015-05-07 13:47:11 -0400441class GLSLTest_ES3 : public GLSLTest
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000442{
Olli Etuahoe1d199b2016-07-19 17:14:27 +0300443 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 Garanderieb3dced22015-01-12 14:54:55 +0000455};
456
Jamie Madillfa05f602015-05-07 13:47:11 -0400457TEST_P(GLSLTest, NamelessScopedStructs)
Jamie Madill96509e42014-05-29 14:33:27 -0400458{
Jamie Madillbfa91f42014-06-05 15:45:18 -0400459 const std::string fragmentShaderSource = SHADER_SOURCE
Jamie Madill96509e42014-05-29 14:33:27 -0400460 (
Jamie Madillbfa91f42014-06-05 15:45:18 -0400461 precision mediump float;
462
Jamie Madill96509e42014-05-29 14:33:27 -0400463 void main()
464 {
Jamie Madillbfa91f42014-06-05 15:45:18 -0400465 struct
466 {
467 float q;
468 } b;
469
470 gl_FragColor = vec4(1, 0, 0, 1);
471 gl_FragColor.a += b.q;
Jamie Madill96509e42014-05-29 14:33:27 -0400472 }
473 );
474
Jamie Madill5599c8f2014-08-26 13:16:39 -0400475 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madillbfa91f42014-06-05 15:45:18 -0400476 EXPECT_NE(0u, program);
477}
Austin Kinross18b931d2014-09-29 12:58:31 -0700478
Jamie Madillfa05f602015-05-07 13:47:11 -0400479TEST_P(GLSLTest, ScopedStructsOrderBug)
Jamie Madillbfa91f42014-06-05 15:45:18 -0400480{
Geoff Lange0cc2a42016-01-20 10:58:17 -0500481 // TODO(geofflang): Find out why this doesn't compile on Apple OpenGL drivers
482 // (http://anglebug.com/1292)
Geoff Lang5103f4c2016-01-26 11:40:18 -0500483 // TODO(geofflang): Find out why this doesn't compile on AMD OpenGL drivers
Geoff Lange0cc2a42016-01-20 10:58:17 -0500484 // (http://anglebug.com/1291)
Corentin Wallezc7f59d02016-06-20 10:12:08 -0400485 if (IsDesktopOpenGL() && (IsOSX() || !IsNVIDIA()))
Geoff Lange0cc2a42016-01-20 10:58:17 -0500486 {
Jamie Madill518b9fa2016-03-02 11:26:02 -0500487 std::cout << "Test disabled on this OpenGL configuration." << std::endl;
Geoff Lange0cc2a42016-01-20 10:58:17 -0500488 return;
489 }
Geoff Lange0cc2a42016-01-20 10:58:17 -0500490
Jamie Madillbfa91f42014-06-05 15:45:18 -0400491 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 Madill5599c8f2014-08-26 13:16:39 -0400517 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madillbfa91f42014-06-05 15:45:18 -0400518 EXPECT_NE(0u, program);
519}
520
Jamie Madillfa05f602015-05-07 13:47:11 -0400521TEST_P(GLSLTest, ScopedStructsBug)
Jamie Madillbfa91f42014-06-05 15:45:18 -0400522{
Jamie Madill96509e42014-05-29 14:33:27 -0400523 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 Madill5599c8f2014-08-26 13:16:39 -0400549 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madill2bf8b372014-06-16 17:18:51 -0400550 EXPECT_NE(0u, program);
551}
552
Jamie Madillfa05f602015-05-07 13:47:11 -0400553TEST_P(GLSLTest, DxPositionBug)
Jamie Madill2bf8b372014-06-16 17:18:51 -0400554{
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 Madill5599c8f2014-08-26 13:16:39 -0400578 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill96509e42014-05-29 14:33:27 -0400579 EXPECT_NE(0u, program);
580}
Jamie Madill4836d222014-07-24 06:55:51 -0400581
Jamie Madillfa05f602015-05-07 13:47:11 -0400582TEST_P(GLSLTest, ElseIfRewriting)
Jamie Madill4836d222014-07-24 06:55:51 -0400583{
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 Madill5599c8f2014-08-26 13:16:39 -0400607 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill4836d222014-07-24 06:55:51 -0400608 ASSERT_NE(0u, program);
609
610 drawQuad(program, "a_position", 0.5f);
Jamie Madill4836d222014-07-24 06:55:51 -0400611
612 EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
613 EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255);
614}
615
Jamie Madillfa05f602015-05-07 13:47:11 -0400616TEST_P(GLSLTest, TwoElseIfRewriting)
Jamie Madill4836d222014-07-24 06:55:51 -0400617{
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 Madill778d5272014-08-04 13:13:25 -0400623 " if (a_position.x == 0.0) {\n"
Jamie Madill4836d222014-07-24 06:55:51 -0400624 " 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 Madill5599c8f2014-08-26 13:16:39 -0400639 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill4836d222014-07-24 06:55:51 -0400640 EXPECT_NE(0u, program);
641}
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400642
Jamie Madillfa05f602015-05-07 13:47:11 -0400643TEST_P(GLSLTest, FrontFacingAndVarying)
Jamie Madille6256f82014-09-17 10:31:15 -0400644{
Geoff Langdd323e92015-06-09 15:16:31 -0400645 EGLPlatformParameters platform = GetParam().eglParameters;
Austin Kinross8b695ee2015-03-12 13:12:20 -0700646
Jamie Madille6256f82014-09-17 10:31:15 -0400647 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 Kinross02df7962015-07-01 10:03:42 -0700679
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 Madille6256f82014-09-17 10:31:15 -0400691 EXPECT_NE(0u, program);
692}
693
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400694// Verify that linking shaders declaring different shading language versions fails.
695TEST_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.
728TEST_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.
745TEST_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 Wallezc7f59d02016-06-20 10:12:08 -0400749 if (IsDesktopOpenGL())
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400750 {
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 Madillfa05f602015-05-07 13:47:11 -0400773TEST_P(GLSLTest, InvariantVaryingIn)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400774{
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400775 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 Lange0cc2a42016-01-20 10:58:17 -0500779
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400780 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 Madill1c28e1f2014-08-04 11:37:54 -0400784
Jamie Madill5599c8f2014-08-26 13:16:39 -0400785 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400786 EXPECT_EQ(0u, program);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400787}
788
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400789// Verify that declaring varying as invariant only in fragment shader fails in ESSL 3.00.
790TEST_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 Madillfa05f602015-05-07 13:47:11 -0400810TEST_P(GLSLTest, InvariantVaryingBoth)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400811{
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400812 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 Madill1c28e1f2014-08-04 11:37:54 -0400816
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400817 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 Madill1c28e1f2014-08-04 11:37:54 -0400821
Jamie Madill5599c8f2014-08-26 13:16:39 -0400822 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400823 EXPECT_NE(0u, program);
824}
825
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400826// Verify that declaring varying as invariant in both shaders fails in ESSL 3.00.
827TEST_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 Madillfa05f602015-05-07 13:47:11 -0400847TEST_P(GLSLTest, InvariantGLPosition)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400848{
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400849 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 Madill1c28e1f2014-08-04 11:37:54 -0400853
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400854 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 Madill1c28e1f2014-08-04 11:37:54 -0400859
Jamie Madill5599c8f2014-08-26 13:16:39 -0400860 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400861 EXPECT_NE(0u, program);
862}
863
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400864// Verify that declaring gl_Position as invariant succeeds in ESSL 3.00.
865TEST_P(GLSLTest_ES3, InvariantGLPosition)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400866{
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400867 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.
886TEST_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 Wallezc7f59d02016-06-20 10:12:08 -0400891 if (IsDesktopOpenGL())
Geoff Lange0cc2a42016-01-20 10:58:17 -0500892 {
893 std::cout << "Test disabled on OpenGL." << std::endl;
894 return;
895 }
896
Yuly Novikova1f6dc92016-06-15 23:27:04 -0400897 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 Madill1c28e1f2014-08-04 11:37:54 -0400902
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 Madill5599c8f2014-08-26 13:16:39 -0400909 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400910 EXPECT_NE(0u, program);
911}
Austin Kinrossaf875522014-08-25 21:06:07 -0700912
Geoff Lang156d7192016-07-21 16:11:00 -0400913// Verify that functions without return statements still compile
914TEST_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
930TEST_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
946TEST_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
962TEST_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
978TEST_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
994TEST_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
1010TEST_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
1027TEST_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
1046TEST_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
Yuly Novikova1f6dc92016-06-15 23:27:04 -04001066// Verify that using invariant(all) in both shaders fails in ESSL 3.00.
1067TEST_P(GLSLTest_ES3, InvariantAllBoth)
1068{
1069 const std::string fragmentShaderSource =
1070 "#version 300 es\n"
1071 "#pragma STDGL invariant(all)\n"
1072 "precision mediump float;\n"
1073 "in float v_varying;\n"
1074 "out vec4 my_FragColor;\n"
1075 "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
1076
1077 const std::string vertexShaderSource =
1078 "#version 300 es\n"
1079 "#pragma STDGL invariant(all)\n"
1080 "in vec4 a_position;\n"
1081 "out float v_varying;\n"
1082 "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
1083
1084 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
1085 EXPECT_EQ(0u, program);
1086}
1087
1088// Verify that using invariant(all) only in fragment shader fails in ESSL 1.00.
1089TEST_P(GLSLTest, InvariantAllIn)
1090{
1091 const std::string fragmentShaderSource =
1092 "#pragma STDGL invariant(all)\n"
1093 "precision mediump float;\n"
1094 "varying float v_varying;\n"
1095 "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
1096
1097 const std::string vertexShaderSource =
1098 "attribute vec4 a_position;\n"
1099 "varying float v_varying;\n"
1100 "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
1101
1102 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
1103 EXPECT_EQ(0u, program);
1104}
1105
1106// Verify that using invariant(all) only in fragment shader fails in ESSL 3.00.
1107TEST_P(GLSLTest_ES3, InvariantAllIn)
1108{
1109 const std::string fragmentShaderSource =
1110 "#version 300 es\n"
1111 "#pragma STDGL invariant(all)\n"
1112 "precision mediump float;\n"
1113 "in float v_varying;\n"
1114 "out vec4 my_FragColor;\n"
1115 "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
1116
1117 const std::string vertexShaderSource =
1118 "#version 300 es\n"
1119 "in vec4 a_position;\n"
1120 "out float v_varying;\n"
1121 "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
1122
1123 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
1124 EXPECT_EQ(0u, program);
1125}
1126
1127// Verify that using invariant(all) only in vertex shader fails in ESSL 1.00.
1128TEST_P(GLSLTest, InvariantAllOut)
1129{
1130 const std::string fragmentShaderSource =
1131 "precision mediump float;\n"
1132 "varying float v_varying;\n"
1133 "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
1134
1135 const std::string vertexShaderSource =
1136 "#pragma STDGL invariant(all)\n"
1137 "attribute vec4 a_position;\n"
1138 "varying float v_varying;\n"
1139 "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
1140
1141 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
1142 EXPECT_EQ(0u, program);
1143}
1144
1145// Verify that using invariant(all) only in vertex shader succeeds in ESSL 3.00.
1146TEST_P(GLSLTest_ES3, InvariantAllOut)
1147{
1148 // TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader
1149 // for varyings which are invariant in vertex shader,
1150 // because of invariant(all) being used in vertex shader (http://anglebug.com/1293)
Corentin Wallezc7f59d02016-06-20 10:12:08 -04001151 if (IsDesktopOpenGL())
Yuly Novikova1f6dc92016-06-15 23:27:04 -04001152 {
1153 std::cout << "Test disabled on OpenGL." << std::endl;
1154 return;
1155 }
1156
1157 const std::string fragmentShaderSource =
1158 "#version 300 es\n"
1159 "precision mediump float;\n"
1160 "in float v_varying;\n"
1161 "out vec4 my_FragColor;\n"
1162 "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
1163
1164 const std::string vertexShaderSource =
1165 "#version 300 es\n"
1166 "#pragma STDGL invariant(all)\n"
1167 "in vec4 a_position;\n"
1168 "out float v_varying;\n"
1169 "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
1170
1171 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
1172 EXPECT_NE(0u, program);
1173}
1174
Jamie Madillfa05f602015-05-07 13:47:11 -04001175TEST_P(GLSLTest, MaxVaryingVec4)
Austin Kinross8b695ee2015-03-12 13:12:20 -07001176{
Geoff Lang69accbd2016-01-25 16:22:32 -05001177#if defined(__APPLE__)
1178 // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
1179 // (http://anglebug.com/1291)
Jamie Madill518b9fa2016-03-02 11:26:02 -05001180 if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
Geoff Lang69accbd2016-01-25 16:22:32 -05001181 {
1182 std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
1183 return;
1184 }
1185#endif
1186
Austin Kinross8b695ee2015-03-12 13:12:20 -07001187 GLint maxVaryings = 0;
1188 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1189
1190 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true);
1191}
1192
Jamie Madillfa05f602015-05-07 13:47:11 -04001193TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusTwoSpecialVariables)
Austin Kinross8b695ee2015-03-12 13:12:20 -07001194{
1195 GLint maxVaryings = 0;
1196 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1197
1198 // Generate shader code that uses gl_FragCoord and gl_PointCoord, two special fragment shader variables.
1199 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true);
1200}
1201
Jamie Madillfa05f602015-05-07 13:47:11 -04001202TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusThreeSpecialVariables)
Austin Kinross8b695ee2015-03-12 13:12:20 -07001203{
Geoff Lange0cc2a42016-01-20 10:58:17 -05001204 // TODO(geofflang): Figure out why this fails on OpenGL AMD (http://anglebug.com/1291)
Jamie Madill518b9fa2016-03-02 11:26:02 -05001205 if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
Geoff Lange0cc2a42016-01-20 10:58:17 -05001206 {
1207 std::cout << "Test disabled on OpenGL." << std::endl;
1208 return;
1209 }
1210
Austin Kinross8b695ee2015-03-12 13:12:20 -07001211 GLint maxVaryings = 0;
1212 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1213
1214 // Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize.
1215 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, true, true);
1216}
1217
Geoff Lange0cc2a42016-01-20 10:58:17 -05001218// Disabled because drivers are allowed to successfully compile shaders that have more than the
1219// maximum number of varyings. (http://anglebug.com/1296)
1220TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusFragCoord)
Austin Kinross8b695ee2015-03-12 13:12:20 -07001221{
1222 GLint maxVaryings = 0;
1223 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1224
1225 // Generate shader code that uses gl_FragCoord, a special fragment shader variables.
1226 // This test should fail, since we are really using (maxVaryings + 1) varyings.
1227 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false);
1228}
1229
Geoff Lange0cc2a42016-01-20 10:58:17 -05001230// Disabled because drivers are allowed to successfully compile shaders that have more than the
1231// maximum number of varyings. (http://anglebug.com/1296)
1232TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusPointCoord)
Austin Kinross8b695ee2015-03-12 13:12:20 -07001233{
1234 GLint maxVaryings = 0;
1235 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1236
1237 // Generate shader code that uses gl_FragCoord, a special fragment shader variables.
1238 // This test should fail, since we are really using (maxVaryings + 1) varyings.
1239 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false);
1240}
1241
Jamie Madillfa05f602015-05-07 13:47:11 -04001242TEST_P(GLSLTest, MaxVaryingVec3)
Austin Kinrossaf875522014-08-25 21:06:07 -07001243{
1244 GLint maxVaryings = 0;
1245 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1246
Austin Kinross8b695ee2015-03-12 13:12:20 -07001247 VaryingTestBase(0, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -07001248}
1249
Jamie Madillfa05f602015-05-07 13:47:11 -04001250TEST_P(GLSLTest, MaxVaryingVec3Array)
Austin Kinrossaf875522014-08-25 21:06:07 -07001251{
1252 GLint maxVaryings = 0;
1253 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1254
Austin Kinross8b695ee2015-03-12 13:12:20 -07001255 VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -07001256}
1257
Jamie Madillbee59e02014-10-02 10:44:18 -04001258// Disabled because of a failure in D3D9
Jamie Madill9fc36822015-11-18 13:08:07 -05001259TEST_P(GLSLTest, MaxVaryingVec3AndOneFloat)
Austin Kinrossaf875522014-08-25 21:06:07 -07001260{
Jamie Madill518b9fa2016-03-02 11:26:02 -05001261 if (IsD3D9())
Jamie Madill9fc36822015-11-18 13:08:07 -05001262 {
1263 std::cout << "Test disabled on D3D9." << std::endl;
1264 return;
1265 }
1266
Austin Kinrossaf875522014-08-25 21:06:07 -07001267 GLint maxVaryings = 0;
1268 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1269
Austin Kinross8b695ee2015-03-12 13:12:20 -07001270 VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -07001271}
1272
Jamie Madillbee59e02014-10-02 10:44:18 -04001273// Disabled because of a failure in D3D9
Jamie Madill9fc36822015-11-18 13:08:07 -05001274TEST_P(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray)
Austin Kinrossaf875522014-08-25 21:06:07 -07001275{
Jamie Madill518b9fa2016-03-02 11:26:02 -05001276 if (IsD3D9())
Jamie Madill9fc36822015-11-18 13:08:07 -05001277 {
1278 std::cout << "Test disabled on D3D9." << std::endl;
1279 return;
1280 }
1281
Austin Kinrossaf875522014-08-25 21:06:07 -07001282 GLint maxVaryings = 0;
1283 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1284
Austin Kinross8b695ee2015-03-12 13:12:20 -07001285 VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -07001286}
1287
Jamie Madillbee59e02014-10-02 10:44:18 -04001288// Disabled because of a failure in D3D9
Jamie Madill9fc36822015-11-18 13:08:07 -05001289TEST_P(GLSLTest, TwiceMaxVaryingVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -07001290{
Jamie Madill518b9fa2016-03-02 11:26:02 -05001291 if (IsD3D9())
Jamie Madill9fc36822015-11-18 13:08:07 -05001292 {
1293 std::cout << "Test disabled on D3D9." << std::endl;
1294 return;
1295 }
1296
Geoff Lange0cc2a42016-01-20 10:58:17 -05001297 if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
1298 {
1299 // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver
1300 std::cout << "Test disabled on OpenGL ES." << std::endl;
1301 return;
1302 }
1303
Geoff Lang69accbd2016-01-25 16:22:32 -05001304#if defined(__APPLE__)
1305 // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
1306 // (http://anglebug.com/1291)
Jamie Madill518b9fa2016-03-02 11:26:02 -05001307 if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
Geoff Lang69accbd2016-01-25 16:22:32 -05001308 {
1309 std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
1310 return;
1311 }
1312#endif
1313
Austin Kinrossaf875522014-08-25 21:06:07 -07001314 GLint maxVaryings = 0;
1315 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1316
Austin Kinross8b695ee2015-03-12 13:12:20 -07001317 VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -07001318}
1319
Jamie Madillbee59e02014-10-02 10:44:18 -04001320// Disabled because of a failure in D3D9
Jamie Madill9fc36822015-11-18 13:08:07 -05001321TEST_P(GLSLTest, MaxVaryingVec2Arrays)
Austin Kinrossaf875522014-08-25 21:06:07 -07001322{
Jamie Madill518b9fa2016-03-02 11:26:02 -05001323 if (IsD3DSM3())
Jamie Madill9fc36822015-11-18 13:08:07 -05001324 {
1325 std::cout << "Test disabled on SM3." << std::endl;
1326 return;
1327 }
1328
Geoff Lange0cc2a42016-01-20 10:58:17 -05001329 if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
1330 {
1331 // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver
1332 std::cout << "Test disabled on OpenGL ES." << std::endl;
1333 return;
1334 }
1335
Geoff Lang69accbd2016-01-25 16:22:32 -05001336#if defined(__APPLE__)
1337 // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
1338 // (http://anglebug.com/1291)
Jamie Madill518b9fa2016-03-02 11:26:02 -05001339 if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
Geoff Lang69accbd2016-01-25 16:22:32 -05001340 {
1341 std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
1342 return;
1343 }
1344#endif
1345
Austin Kinrossaf875522014-08-25 21:06:07 -07001346 GLint maxVaryings = 0;
1347 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1348
Austin Kinross8b695ee2015-03-12 13:12:20 -07001349 VaryingTestBase(0, 0, 0, maxVaryings, 0, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -07001350}
1351
Geoff Lange0cc2a42016-01-20 10:58:17 -05001352// Disabled because drivers are allowed to successfully compile shaders that have more than the
1353// maximum number of varyings. (http://anglebug.com/1296)
1354TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3)
Austin Kinrossaf875522014-08-25 21:06:07 -07001355{
1356 GLint maxVaryings = 0;
1357 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1358
Austin Kinross8b695ee2015-03-12 13:12:20 -07001359 VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -07001360}
1361
Geoff Lange0cc2a42016-01-20 10:58:17 -05001362// Disabled because drivers are allowed to successfully compile shaders that have more than the
1363// maximum number of varyings. (http://anglebug.com/1296)
1364TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3Array)
Austin Kinrossaf875522014-08-25 21:06:07 -07001365{
1366 GLint maxVaryings = 0;
1367 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1368
Austin Kinross8b695ee2015-03-12 13:12:20 -07001369 VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -07001370}
1371
Geoff Lange0cc2a42016-01-20 10:58:17 -05001372// Disabled because drivers are allowed to successfully compile shaders that have more than the
1373// maximum number of varyings. (http://anglebug.com/1296)
1374TEST_P(GLSLTest, DISABLED_MaxVaryingVec3AndOneVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -07001375{
1376 GLint maxVaryings = 0;
1377 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1378
Austin Kinross8b695ee2015-03-12 13:12:20 -07001379 VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -07001380}
1381
Geoff Lange0cc2a42016-01-20 10:58:17 -05001382// Disabled because drivers are allowed to successfully compile shaders that have more than the
1383// maximum number of varyings. (http://anglebug.com/1296)
1384TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -07001385{
1386 GLint maxVaryings = 0;
1387 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1388
Austin Kinross8b695ee2015-03-12 13:12:20 -07001389 VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -07001390}
1391
Geoff Lange0cc2a42016-01-20 10:58:17 -05001392// Disabled because drivers are allowed to successfully compile shaders that have more than the
1393// maximum number of varyings. (http://anglebug.com/1296)
1394TEST_P(GLSLTest, DISABLED_MaxVaryingVec3ArrayAndMaxPlusOneFloatArray)
Austin Kinrossaf875522014-08-25 21:06:07 -07001395{
1396 GLint maxVaryings = 0;
1397 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1398
Austin Kinross8b695ee2015-03-12 13:12:20 -07001399 VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -07001400}
Geoff Langf60fab62014-11-24 11:21:20 -05001401
1402// Verify shader source with a fixed length that is less than the null-terminated length will compile.
Jamie Madillfa05f602015-05-07 13:47:11 -04001403TEST_P(GLSLTest, FixedShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -05001404{
1405 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
1406
1407 const std::string appendGarbage = "abcasdfasdfasdfasdfasdf";
1408 const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage;
1409 const char *sourceArray[1] = { source.c_str() };
Corentin Wallez973402f2015-05-11 13:42:22 -04001410 GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) };
Cooper Partin4d61f7e2015-08-12 10:56:50 -07001411 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -05001412 glCompileShader(shader);
1413
1414 GLint compileResult;
1415 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
1416 EXPECT_NE(compileResult, 0);
1417}
1418
1419// Verify that a negative shader source length is treated as a null-terminated length.
Jamie Madillfa05f602015-05-07 13:47:11 -04001420TEST_P(GLSLTest, NegativeShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -05001421{
1422 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
1423
1424 const char *sourceArray[1] = { "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" };
1425 GLint lengths[1] = { -10 };
Cooper Partin4d61f7e2015-08-12 10:56:50 -07001426 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -05001427 glCompileShader(shader);
1428
1429 GLint compileResult;
1430 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
1431 EXPECT_NE(compileResult, 0);
1432}
1433
Corentin Wallez9a9c0482016-04-12 10:36:25 -04001434// Check that having an invalid char after the "." doesn't cause an assert.
1435TEST_P(GLSLTest, InvalidFieldFirstChar)
1436{
1437 GLuint shader = glCreateShader(GL_VERTEX_SHADER);
1438 const char *source = "void main() {vec4 x; x.}";
1439 glShaderSource(shader, 1, &source, 0);
1440 glCompileShader(shader);
1441
1442 GLint compileResult;
1443 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
1444 EXPECT_EQ(0, compileResult);
1445}
1446
Geoff Langf60fab62014-11-24 11:21:20 -05001447// Verify that a length array with mixed positive and negative values compiles.
Jamie Madillfa05f602015-05-07 13:47:11 -04001448TEST_P(GLSLTest, MixedShaderLengths)
Geoff Langf60fab62014-11-24 11:21:20 -05001449{
1450 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
1451
1452 const char *sourceArray[] =
1453 {
1454 "void main()",
1455 "{",
1456 " gl_FragColor = vec4(0, 0, 0, 0);",
1457 "}",
1458 };
1459 GLint lengths[] =
1460 {
1461 -10,
1462 1,
Corentin Wallez973402f2015-05-11 13:42:22 -04001463 static_cast<GLint>(strlen(sourceArray[2])),
Geoff Langf60fab62014-11-24 11:21:20 -05001464 -1,
1465 };
1466 ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
1467
Cooper Partin4d61f7e2015-08-12 10:56:50 -07001468 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -05001469 glCompileShader(shader);
1470
1471 GLint compileResult;
1472 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
1473 EXPECT_NE(compileResult, 0);
1474}
1475
1476// Verify that zero-length shader source does not affect shader compilation.
Jamie Madillfa05f602015-05-07 13:47:11 -04001477TEST_P(GLSLTest, ZeroShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -05001478{
1479 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
1480
1481 const char *sourceArray[] =
1482 {
1483 "adfasdf",
1484 "34534",
1485 "void main() { gl_FragColor = vec4(0, 0, 0, 0); }",
1486 "",
1487 "asdfasdfsdsdf",
1488 };
1489 GLint lengths[] =
1490 {
1491 0,
1492 0,
1493 -1,
1494 0,
1495 0,
1496 };
1497 ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
1498
Cooper Partin4d61f7e2015-08-12 10:56:50 -07001499 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -05001500 glCompileShader(shader);
1501
1502 GLint compileResult;
1503 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
1504 EXPECT_NE(compileResult, 0);
1505}
Jamie Madill21c1e452014-12-29 11:33:41 -05001506
1507// Tests that bad index expressions don't crash ANGLE's translator.
1508// https://code.google.com/p/angleproject/issues/detail?id=857
Jamie Madillfa05f602015-05-07 13:47:11 -04001509TEST_P(GLSLTest, BadIndexBug)
Jamie Madill21c1e452014-12-29 11:33:41 -05001510{
1511 const std::string &fragmentShaderSourceVec =
1512 "precision mediump float;\n"
1513 "uniform vec4 uniformVec;\n"
1514 "void main()\n"
1515 "{\n"
1516 " gl_FragColor = vec4(uniformVec[int()]);\n"
1517 "}";
1518
1519 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceVec);
1520 EXPECT_EQ(0u, shader);
1521
1522 if (shader != 0)
1523 {
1524 glDeleteShader(shader);
1525 }
1526
1527 const std::string &fragmentShaderSourceMat =
1528 "precision mediump float;\n"
1529 "uniform mat4 uniformMat;\n"
1530 "void main()\n"
1531 "{\n"
1532 " gl_FragColor = vec4(uniformMat[int()]);\n"
1533 "}";
1534
1535 shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceMat);
1536 EXPECT_EQ(0u, shader);
1537
1538 if (shader != 0)
1539 {
1540 glDeleteShader(shader);
1541 }
1542
1543 const std::string &fragmentShaderSourceArray =
1544 "precision mediump float;\n"
1545 "uniform vec4 uniformArray;\n"
1546 "void main()\n"
1547 "{\n"
1548 " gl_FragColor = vec4(uniformArray[int()]);\n"
1549 "}";
1550
1551 shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceArray);
1552 EXPECT_EQ(0u, shader);
1553
1554 if (shader != 0)
1555 {
1556 glDeleteShader(shader);
1557 }
Jamie Madill37997142015-01-28 10:06:34 -05001558}
1559
Jamie Madill2e295e22015-04-29 10:41:33 -04001560// Test that structs defined in uniforms are translated correctly.
Jamie Madillfa05f602015-05-07 13:47:11 -04001561TEST_P(GLSLTest, StructSpecifiersUniforms)
Jamie Madill2e295e22015-04-29 10:41:33 -04001562{
1563 const std::string fragmentShaderSource = SHADER_SOURCE
1564 (
1565 precision mediump float;
1566
1567 uniform struct S { float field;} s;
1568
1569 void main()
1570 {
1571 gl_FragColor = vec4(1, 0, 0, 1);
1572 gl_FragColor.a += s.field;
1573 }
1574 );
1575
1576 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
1577 EXPECT_NE(0u, program);
1578}
Jamie Madill55def582015-05-04 11:24:57 -04001579
1580// Test that gl_DepthRange is not stored as a uniform location. Since uniforms
1581// beginning with "gl_" are filtered out by our validation logic, we must
1582// bypass the validation to test the behaviour of the implementation.
1583// (note this test is still Impl-independent)
Jamie Madillfa05f602015-05-07 13:47:11 -04001584TEST_P(GLSLTest, DepthRangeUniforms)
Jamie Madill55def582015-05-04 11:24:57 -04001585{
1586 const std::string fragmentShaderSource = SHADER_SOURCE
1587 (
1588 precision mediump float;
1589
1590 void main()
1591 {
1592 gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1);
1593 }
1594 );
1595
1596 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
1597 EXPECT_NE(0u, program);
1598
1599 // dive into the ANGLE internals, so we can bypass validation.
1600 gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext());
1601 gl::Program *glProgram = context->getProgram(program);
1602 GLint nearIndex = glProgram->getUniformLocation("gl_DepthRange.near");
1603 EXPECT_EQ(-1, nearIndex);
1604
1605 // Test drawing does not throw an exception.
1606 drawQuad(program, "inputAttribute", 0.5f);
1607
1608 EXPECT_GL_NO_ERROR();
1609
1610 glDeleteProgram(program);
1611}
Jamie Madill4052dfc2015-05-06 15:18:49 -04001612
Jamie Madill6c9503e2016-08-16 14:06:32 -04001613std::string GenerateSmallPowShader(double base, double exponent)
1614{
1615 std::stringstream stream;
1616
1617 stream.precision(8);
1618
1619 double result = pow(base, exponent);
1620
1621 stream << "precision highp float;\n"
1622 << "float fun(float arg)\n"
1623 << "{\n"
1624 << " return pow(arg, " << std::fixed << exponent << ");\n"
1625 << "}\n"
1626 << "\n"
1627 << "void main()\n"
1628 << "{\n"
1629 << " const float a = " << std::scientific << base << ";\n"
1630 << " float b = fun(a);\n"
1631 << " if (abs(" << result << " - b) < " << std::abs(result * 0.001) << ")\n"
1632 << " {\n"
1633 << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
1634 << " }\n"
1635 << " else\n"
1636 << " {\n"
1637 << " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
1638 << " }\n"
1639 << "}\n";
1640
1641 return stream.str();
1642}
1643
Jamie Madill4052dfc2015-05-06 15:18:49 -04001644// Covers the WebGL test 'glsl/bugs/pow-of-small-constant-in-user-defined-function'
Jamie Madill1048e432016-07-23 18:51:28 -04001645// See http://anglebug.com/851
1646TEST_P(GLSLTest, PowOfSmallConstant)
Jamie Madill4052dfc2015-05-06 15:18:49 -04001647{
Jamie Madill6c9503e2016-08-16 14:06:32 -04001648 std::vector<double> bads;
1649 for (int eps = -1; eps <= 1; ++eps)
1650 {
1651 for (int i = -4; i <= 5; ++i)
Jamie Madill4052dfc2015-05-06 15:18:49 -04001652 {
Jamie Madill6c9503e2016-08-16 14:06:32 -04001653 if (i >= -1 && i <= 1)
1654 continue;
1655 const double epsilon = 1.0e-8;
1656 double bad = static_cast<double>(i) + static_cast<double>(eps) * epsilon;
1657 bads.push_back(bad);
Jamie Madill4052dfc2015-05-06 15:18:49 -04001658 }
Jamie Madill6c9503e2016-08-16 14:06:32 -04001659 }
Jamie Madill4052dfc2015-05-06 15:18:49 -04001660
Jamie Madill6c9503e2016-08-16 14:06:32 -04001661 for (double bad : bads)
1662 {
1663 const std::string &fragmentShaderSource = GenerateSmallPowShader(1.0e-6, bad);
Jamie Madill4052dfc2015-05-06 15:18:49 -04001664
Jamie Madill6c9503e2016-08-16 14:06:32 -04001665 ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShaderSource);
Jamie Madill4052dfc2015-05-06 15:18:49 -04001666
Jamie Madill6c9503e2016-08-16 14:06:32 -04001667 drawQuad(program.get(), "inputAttribute", 0.5f);
1668
1669 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
1670 EXPECT_GL_NO_ERROR();
1671 }
Jamie Madill4052dfc2015-05-06 15:18:49 -04001672}
Jamie Madillfa05f602015-05-07 13:47:11 -04001673
Cooper Partina5ef8d82015-08-19 14:52:21 -07001674// Test that fragment shaders which contain non-constant loop indexers and compiled for FL9_3 and
1675// below
1676// fail with a specific error message.
1677// Additionally test that the same fragment shader compiles successfully with feature levels greater
1678// than FL9_3.
1679TEST_P(GLSLTest, LoopIndexingValidation)
1680{
1681 const std::string fragmentShaderSource = SHADER_SOURCE
1682 (
1683 precision mediump float;
1684
1685 uniform float loopMax;
1686
1687 void main()
1688 {
1689 gl_FragColor = vec4(1, 0, 0, 1);
1690 for (float l = 0.0; l < loopMax; l++)
1691 {
1692 if (loopMax > 3.0)
1693 {
1694 gl_FragColor.a += 0.1;
1695 }
1696 }
1697 }
1698 );
1699
1700 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
1701
1702 const char *sourceArray[1] = {fragmentShaderSource.c_str()};
1703 glShaderSource(shader, 1, sourceArray, nullptr);
1704 glCompileShader(shader);
1705
1706 GLint compileResult;
1707 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
1708
1709 // If the test is configured to run limited to Feature Level 9_3, then it is
1710 // assumed that shader compilation will fail with an expected error message containing
1711 // "Loop index cannot be compared with non-constant expression"
Olli Etuaho814a54d2015-08-27 16:23:09 +03001712 if ((GetParam() == ES2_D3D11_FL9_3() || GetParam() == ES2_D3D9()))
Cooper Partina5ef8d82015-08-19 14:52:21 -07001713 {
1714 if (compileResult != 0)
1715 {
1716 FAIL() << "Shader compilation succeeded, expected failure";
1717 }
1718 else
1719 {
1720 GLint infoLogLength;
1721 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
1722
1723 std::string infoLog;
1724 infoLog.resize(infoLogLength);
1725 glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), NULL, &infoLog[0]);
1726
1727 if (infoLog.find("Loop index cannot be compared with non-constant expression") ==
1728 std::string::npos)
1729 {
1730 FAIL() << "Shader compilation failed with unexpected error message";
1731 }
1732 }
1733 }
1734 else
1735 {
1736 EXPECT_NE(0, compileResult);
1737 }
1738
1739 if (shader != 0)
1740 {
1741 glDeleteShader(shader);
1742 }
1743}
1744
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001745// Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS
1746// can actually be used.
1747TEST_P(GLSLTest, VerifyMaxVertexUniformVectors)
1748{
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001749 int maxUniforms = 10000;
1750 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
1751 EXPECT_GL_NO_ERROR();
1752 std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl;
1753
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001754 CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, 0, 0, true);
1755}
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001756
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001757// Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS
1758// can actually be used along with the maximum number of texture samplers.
1759TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsWithSamplers)
1760{
Geoff Lange0cc2a42016-01-20 10:58:17 -05001761 if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
1762 GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
1763 {
1764 std::cout << "Test disabled on OpenGL." << std::endl;
1765 return;
1766 }
1767
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001768 int maxUniforms = 10000;
1769 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
1770 EXPECT_GL_NO_ERROR();
1771 std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl;
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001772
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001773 int maxTextureImageUnits = 0;
1774 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001775
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001776 CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, maxTextureImageUnits, 0, true);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001777}
1778
1779// Tests that the maximum uniforms count + 1 from querying GL_MAX_VERTEX_UNIFORM_VECTORS
1780// fails shader compilation.
1781TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsExceeded)
1782{
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001783 int maxUniforms = 10000;
1784 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
1785 EXPECT_GL_NO_ERROR();
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001786 std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 << std::endl;
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001787
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001788 CompileGLSLWithUniformsAndSamplers(maxUniforms + 1, 0, 0, 0, false);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001789}
1790
1791// Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
1792// can actually be used.
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001793TEST_P(GLSLTest, VerifyMaxFragmentUniformVectors)
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001794{
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001795 int maxUniforms = 10000;
1796 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
1797 EXPECT_GL_NO_ERROR();
1798 std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS = " << maxUniforms << std::endl;
1799
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001800 CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, 0, true);
1801}
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001802
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001803// Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
1804// can actually be used along with the maximum number of texture samplers.
1805TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsWithSamplers)
1806{
Geoff Lange0cc2a42016-01-20 10:58:17 -05001807 if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
1808 GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
1809 {
1810 std::cout << "Test disabled on OpenGL." << std::endl;
1811 return;
1812 }
1813
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001814 int maxUniforms = 10000;
1815 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
1816 EXPECT_GL_NO_ERROR();
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001817
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001818 int maxTextureImageUnits = 0;
1819 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001820
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001821 CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, maxTextureImageUnits, true);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001822}
1823
1824// Tests that the maximum uniforms count + 1 from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
1825// fails shader compilation.
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001826TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsExceeded)
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001827{
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001828 int maxUniforms = 10000;
1829 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
1830 EXPECT_GL_NO_ERROR();
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001831 std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS + 1 = " << maxUniforms + 1
1832 << std::endl;
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001833
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001834 CompileGLSLWithUniformsAndSamplers(0, maxUniforms + 1, 0, 0, false);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001835}
1836
Olli Etuahobe59c2f2016-03-07 11:32:34 +02001837// Test that two constructors which have vec4 and mat2 parameters get disambiguated (issue in
1838// HLSL).
1839TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x2)
1840{
1841 const std::string fragmentShaderSource =
1842 "#version 300 es\n"
1843 "precision highp float;\n"
1844 "out vec4 my_FragColor;\n"
1845 "void main()\n"
1846 "{\n"
1847 " my_FragColor = vec4(0.0);\n"
1848 "}";
1849
1850 const std::string vertexShaderSource =
1851 "#version 300 es\n"
1852 "precision highp float;\n"
1853 "in vec4 a_vec;\n"
1854 "in mat2 a_mat;\n"
1855 "void main()\n"
1856 "{\n"
1857 " gl_Position = vec4(a_vec) + vec4(a_mat);\n"
1858 "}";
1859
1860 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
1861 EXPECT_NE(0u, program);
1862}
1863
1864// Test that two constructors which have mat2x3 and mat3x2 parameters get disambiguated.
1865// This was suspected to be an issue in HLSL, but HLSL seems to be able to natively choose between
1866// the function signatures in this case.
1867TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x3)
1868{
1869 const std::string fragmentShaderSource =
1870 "#version 300 es\n"
1871 "precision highp float;\n"
1872 "out vec4 my_FragColor;\n"
1873 "void main()\n"
1874 "{\n"
1875 " my_FragColor = vec4(0.0);\n"
1876 "}";
1877
1878 const std::string vertexShaderSource =
1879 "#version 300 es\n"
1880 "precision highp float;\n"
1881 "in mat3x2 a_matA;\n"
1882 "in mat2x3 a_matB;\n"
1883 "void main()\n"
1884 "{\n"
1885 " gl_Position = vec4(a_matA) + vec4(a_matB);\n"
1886 "}";
1887
1888 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
1889 EXPECT_NE(0u, program);
1890}
1891
1892// Test that two functions which have vec4 and mat2 parameters get disambiguated (issue in HLSL).
1893TEST_P(GLSLTest_ES3, AmbiguousFunctionCall2x2)
1894{
1895 const std::string fragmentShaderSource =
1896 "#version 300 es\n"
1897 "precision highp float;\n"
1898 "out vec4 my_FragColor;\n"
1899 "void main()\n"
1900 "{\n"
1901 " my_FragColor = vec4(0.0);\n"
1902 "}";
1903
1904 const std::string vertexShaderSource =
1905 "#version 300 es\n"
1906 "precision highp float;\n"
1907 "in vec4 a_vec;\n"
1908 "in mat2 a_mat;\n"
1909 "vec4 foo(vec4 a)\n"
1910 "{\n"
1911 " return a;\n"
1912 "}\n"
1913 "vec4 foo(mat2 a)\n"
1914 "{\n"
1915 " return vec4(a[0][0]);\n"
1916 "}\n"
1917 "void main()\n"
1918 "{\n"
1919 " gl_Position = foo(a_vec) + foo(a_mat);\n"
1920 "}";
1921
1922 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
1923 EXPECT_NE(0u, program);
1924}
1925
1926// Test that an user-defined function with a large number of float4 parameters doesn't fail due to
1927// the function name being too long.
1928TEST_P(GLSLTest_ES3, LargeNumberOfFloat4Parameters)
1929{
1930 const std::string fragmentShaderSource =
1931 "#version 300 es\n"
1932 "precision highp float;\n"
1933 "out vec4 my_FragColor;\n"
1934 "void main()\n"
1935 "{\n"
1936 " my_FragColor = vec4(0.0);\n"
1937 "}";
1938
1939 std::stringstream vertexShaderStream;
1940 const unsigned int paramCount = 1024u;
1941
1942 vertexShaderStream << "#version 300 es\n"
1943 "precision highp float;\n"
1944 "in vec4 a_vec;\n"
1945 "vec4 lotsOfVec4Parameters(";
1946 for (unsigned int i = 0; i < paramCount; ++i)
1947 {
1948 vertexShaderStream << "vec4 a" << i << ", ";
1949 }
1950 vertexShaderStream << "vec4 aLast)\n"
1951 "{\n"
1952 " return ";
1953 for (unsigned int i = 0; i < paramCount; ++i)
1954 {
1955 vertexShaderStream << "a" << i << " + ";
1956 }
1957 vertexShaderStream << "aLast;\n"
1958 "}\n"
1959 "void main()\n"
1960 "{\n"
1961 " gl_Position = lotsOfVec4Parameters(";
1962 for (unsigned int i = 0; i < paramCount; ++i)
1963 {
1964 vertexShaderStream << "a_vec, ";
1965 }
1966 vertexShaderStream << "a_vec);\n"
1967 "}";
1968
1969 GLuint program = CompileProgram(vertexShaderStream.str(), fragmentShaderSource);
1970 EXPECT_NE(0u, program);
1971}
1972
Olli Etuahod4f4c112016-04-15 15:11:24 +03001973// This test was written specifically to stress DeferGlobalInitializers AST transformation.
1974// Test a shader where a global constant array is initialized with an expression containing array
1975// indexing. This initializer is tricky to constant fold, so if it's not constant folded it needs to
1976// be handled in a way that doesn't generate statements in the global scope in HLSL output.
1977// Also includes multiple array initializers in one declaration, where only the second one has
1978// array indexing. This makes sure that the qualifier for the declaration is set correctly if
1979// transformations are applied to the declaration also in the case of ESSL output.
1980TEST_P(GLSLTest_ES3, InitGlobalArrayWithArrayIndexing)
1981{
Yuly Novikov41db2242016-06-25 00:14:28 -04001982 // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1428 is fixed
1983 if (IsAndroid() && IsAdreno() && IsOpenGLES())
1984 {
1985 std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl;
1986 return;
1987 }
1988
Olli Etuahod4f4c112016-04-15 15:11:24 +03001989 const std::string vertexShaderSource =
1990 "#version 300 es\n"
1991 "precision highp float;\n"
1992 "in vec4 a_vec;\n"
1993 "void main()\n"
1994 "{\n"
1995 " gl_Position = vec4(a_vec);\n"
1996 "}";
1997
1998 const std::string fragmentShaderSource =
1999 "#version 300 es\n"
2000 "precision highp float;\n"
2001 "out vec4 my_FragColor;\n"
2002 "const highp float f[2] = float[2](0.1, 0.2);\n"
2003 "const highp float[2] g = float[2](0.3, 0.4), h = float[2](0.5, f[1]);\n"
2004 "void main()\n"
2005 "{\n"
2006 " my_FragColor = vec4(h[1]);\n"
2007 "}";
2008
2009 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
2010 EXPECT_NE(0u, program);
2011}
2012
Corentin Wallez419bfc92016-06-28 10:54:45 -07002013// Test that index-constant sampler array indexing is supported.
2014TEST_P(GLSLTest, IndexConstantSamplerArrayIndexing)
2015{
2016 if (IsD3D11_FL93()) {
2017 std::cout << "Test skipped on D3D11 FL 9.3." << std::endl;
2018 return;
2019 }
2020
2021 const std::string vertexShaderSource =
2022 "attribute vec4 vPosition;\n"
2023 "void main()\n"
2024 "{\n"
2025 " gl_Position = vPosition;\n"
2026 "}";
2027
2028 const std::string fragmentShaderSource =
2029 "precision mediump float;\n"
2030 "uniform sampler2D uni[2];\n"
2031 "\n"
2032 "float zero(int x)\n"
2033 "{\n"
2034 " return float(x) - float(x);\n"
2035 "}\n"
2036 "\n"
2037 "void main()\n"
2038 "{\n"
2039 " vec4 c = vec4(0,0,0,0);\n"
2040 " for (int ii = 1; ii < 3; ++ii) {\n"
2041 " if (c.x > 255.0) {\n"
2042 " c.x = 255.0 + zero(ii);\n"
2043 " break;\n"
2044 " }\n"
2045 // Index the sampler array with a predictable loop index (index-constant) as opposed to
2046 // a true constant. This is valid in OpenGL ES but isn't in many Desktop OpenGL versions,
2047 // without an extension.
2048 " c += texture2D(uni[ii - 1], vec2(0.5, 0.5));\n"
2049 " }\n"
2050 " gl_FragColor = c;\n"
2051 "}";
2052
2053 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
2054 EXPECT_NE(0u, program);
2055}
2056
Corentin Wallezb00dcee2016-07-11 17:42:58 -04002057// Test that the #pragma directive is supported and doesn't trigger a compilation failure on the
2058// native driver. The only pragma that gets passed to the OpenGL driver is "invariant" but we don't
2059// want to test its behavior, so don't use any varyings.
2060TEST_P(GLSLTest, PragmaDirective)
2061{
2062 const std::string vertexShaderSource =
2063 "#pragma STDGL invariant(all)\n"
2064 "void main()\n"
2065 "{\n"
2066 " gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n"
2067 "}\n";
2068
2069 const std::string fragmentShaderSource =
2070 "precision mediump float;\n"
2071 "void main()\n"
2072 "{\n"
2073 " gl_FragColor = vec4(1.0);\n"
2074 "}\n";
2075
2076 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
2077 EXPECT_NE(0u, program);
2078}
2079
Olli Etuahoe1d199b2016-07-19 17:14:27 +03002080// Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9).
2081// The function call that returns the array needs to be evaluated after ++j for the expression to
2082// return the correct value (true).
2083TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderArray)
2084{
2085 const std::string &fragmentShaderSource =
2086 "#version 300 es\n"
2087 "precision mediump float;\n"
2088 "out vec4 my_FragColor; \n"
2089 "int[2] func(int param) {\n"
2090 " return int[2](param, param);\n"
2091 "}\n"
2092 "void main() {\n"
2093 " int a[2]; \n"
2094 " for (int i = 0; i < 2; ++i) {\n"
2095 " a[i] = 1;\n"
2096 " }\n"
2097 " int j = 0; \n"
2098 " bool result = ((++j), (a == func(j)));\n"
2099 " my_FragColor = vec4(0.0, (result ? 1.0 : 0.0), 0.0, 1.0);\n"
2100 "}\n";
2101
2102 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
2103 ASSERT_NE(0u, program);
2104
2105 drawQuad(program, "inputAttribute", 0.5f);
2106
2107 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2108}
2109
2110// Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9).
2111// The short-circuiting expression needs to be evaluated after ++j for the expression to return the
2112// correct value (true).
2113TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderShortCircuit)
2114{
2115 const std::string &fragmentShaderSource =
2116 "#version 300 es\n"
2117 "precision mediump float;\n"
2118 "out vec4 my_FragColor; \n"
2119 "void main() {\n"
2120 " int j = 0; \n"
2121 " bool result = ((++j), (j == 1 ? true : (++j == 3)));\n"
2122 " my_FragColor = vec4(0.0, ((result && j == 1) ? 1.0 : 0.0), 0.0, 1.0);\n"
2123 "}\n";
2124
2125 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
2126 ASSERT_NE(0u, program);
2127
2128 drawQuad(program, "inputAttribute", 0.5f);
2129
2130 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2131}
2132
Jamie Madill666f65a2016-08-26 01:34:37 +00002133// Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9).
2134// Indexing the vector needs to be evaluated after func() for the right result.
2135TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderDynamicVectorIndexingInLValue)
2136{
2137 const std::string &fragmentShaderSource =
2138 "#version 300 es\n"
2139 "precision mediump float;\n"
2140 "out vec4 my_FragColor;\n"
2141 "uniform int u_zero;\n"
2142 "int sideEffectCount = 0;\n"
2143 "float func() {\n"
2144 " ++sideEffectCount;\n"
2145 " return -1.0;\n"
2146 "}\n"
2147 "void main() {\n"
2148 " vec4 v = vec4(0.0, 2.0, 4.0, 6.0); \n"
2149 " float f = (func(), (++v[u_zero + sideEffectCount]));\n"
2150 " bool green = abs(f - 3.0) < 0.01 && abs(v[1] - 3.0) < 0.01 && sideEffectCount == 1;\n"
2151 " my_FragColor = vec4(0.0, (green ? 1.0 : 0.0), 0.0, 1.0);\n"
2152 "}\n";
2153
2154 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
2155 ASSERT_NE(0u, program);
2156
2157 drawQuad(program, "inputAttribute", 0.5f);
2158
2159 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2160}
2161
Jamie Madillc9bde922016-07-24 17:58:50 -04002162// Test that using gl_PointCoord with GL_TRIANGLES doesn't produce a link error.
2163// From WebGL test conformance/rendering/point-specific-shader-variables.html
2164// See http://anglebug.com/1380
2165TEST_P(GLSLTest, RenderTrisWithPointCoord)
2166{
2167 const std::string &vert =
2168 "attribute vec2 aPosition;\n"
2169 "void main()\n"
2170 "{\n"
2171 " gl_Position = vec4(aPosition, 0, 1);\n"
2172 " gl_PointSize = 1.0;\n"
2173 "}";
2174 const std::string &frag =
2175 "void main()\n"
2176 "{\n"
2177 " gl_FragColor = vec4(gl_PointCoord.xy, 0, 1);\n"
2178 " gl_FragColor = vec4(0, 1, 0, 1);\n"
2179 "}";
2180
2181 ANGLE_GL_PROGRAM(prog, vert, frag);
2182 drawQuad(prog.get(), "aPosition", 0.5f);
2183 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2184}
2185
Jamie Madill5655b842016-08-02 11:00:07 -04002186// Convers a bug with the integer pow statement workaround.
2187TEST_P(GLSLTest, NestedPowStatements)
2188{
2189 const std::string &vert =
2190 "attribute vec2 position;\n"
2191 "void main()\n"
2192 "{\n"
2193 " gl_Position = vec4(position, 0, 1);\n"
2194 "}";
2195 const std::string &frag =
2196 "precision mediump float;\n"
2197 "float func(float v)\n"
2198 "{\n"
2199 " float f1 = pow(v, 2.0);\n"
2200 " return pow(f1 + v, 2.0);\n"
2201 "}\n"
2202 "void main()\n"
2203 "{\n"
2204 " float v = func(2.0);\n"
2205 " gl_FragColor = abs(v - 36.0) < 0.001 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n"
2206 "}";
2207
2208 ANGLE_GL_PROGRAM(prog, vert, frag);
2209 drawQuad(prog.get(), "position", 0.5f);
2210 EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
2211}
2212
Jamie Madill6c9503e2016-08-16 14:06:32 -04002213} // anonymous namespace
2214
Jamie Madillfa05f602015-05-07 13:47:11 -04002215// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
Geoff Lange0cc2a42016-01-20 10:58:17 -05002216ANGLE_INSTANTIATE_TEST(GLSLTest,
2217 ES2_D3D9(),
2218 ES2_D3D11(),
2219 ES2_D3D11_FL9_3(),
2220 ES2_OPENGL(),
2221 ES3_OPENGL(),
2222 ES2_OPENGLES(),
2223 ES3_OPENGLES());
Jamie Madillfa05f602015-05-07 13:47:11 -04002224
2225// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
Geoff Lange0cc2a42016-01-20 10:58:17 -05002226ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());