blob: 40d685f8b6a70670b806d365fe762d3444d82cc9 [file] [log] [blame]
Jamie Madill55def582015-05-04 11:24:57 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
Corentin Wallezd3970de2015-05-14 11:07:48 -04007#include "test_utils/ANGLETest.h"
Jamie Madill96509e42014-05-29 14:33:27 -04008
Jamie Madill55def582015-05-04 11:24:57 -04009#include "libANGLE/Context.h"
10#include "libANGLE/Program.h"
11
Jamie Madillfa05f602015-05-07 13:47:11 -040012using namespace angle;
Austin Kinross18b931d2014-09-29 12:58:31 -070013
Jamie Madill2bf8b372014-06-16 17:18:51 -040014class GLSLTest : public ANGLETest
Jamie Madill96509e42014-05-29 14:33:27 -040015{
Jamie Madillfa05f602015-05-07 13:47:11 -040016 protected:
17 GLSLTest()
Jamie Madill96509e42014-05-29 14:33:27 -040018 {
19 setWindowWidth(128);
20 setWindowHeight(128);
21 setConfigRedBits(8);
22 setConfigGreenBits(8);
23 setConfigBlueBits(8);
24 setConfigAlphaBits(8);
25 }
Jamie Madillbfa91f42014-06-05 15:45:18 -040026
27 virtual void SetUp()
28 {
29 ANGLETest::SetUp();
30
Jamie Madill2bf8b372014-06-16 17:18:51 -040031 mSimpleVSSource = SHADER_SOURCE
Jamie Madillbfa91f42014-06-05 15:45:18 -040032 (
33 attribute vec4 inputAttribute;
34 void main()
35 {
36 gl_Position = inputAttribute;
37 }
38 );
39 }
40
Austin Kinrossaf875522014-08-25 21:06:07 -070041 std::string GenerateVaryingType(GLint vectorSize)
42 {
43 char varyingType[10];
44
45 if (vectorSize == 1)
46 {
47 sprintf(varyingType, "float");
48 }
49 else
50 {
51 sprintf(varyingType, "vec%d", vectorSize);
52 }
53
54 return std::string(varyingType);
55 }
56
57 std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id)
58 {
59 char buff[100];
60
61 if (arraySize == 1)
62 {
63 sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id);
64 }
65 else
66 {
67 sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize);
68 }
69
70 return std::string(buff);
71 }
72
73 std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id)
74 {
75 std::string returnString;
76 char buff[100];
77
78 if (arraySize == 1)
79 {
80 sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str());
81 returnString += buff;
82 }
83 else
84 {
85 for (int i = 0; i < arraySize; i++)
86 {
87 sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str());
88 returnString += buff;
89 }
90 }
91
92 return returnString;
93 }
94
95 std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id)
96 {
97 if (arraySize == 1)
98 {
99 char buff[100];
100 sprintf(buff, "v%d + ", id);
101 return std::string(buff);
102 }
103 else
104 {
105 std::string returnString;
106 for (int i = 0; i < arraySize; i++)
107 {
108 char buff[100];
109 sprintf(buff, "v%d[%d] + ", id, i);
110 returnString += buff;
111 }
112 return returnString;
113 }
114 }
115
Austin Kinross8b695ee2015-03-12 13:12:20 -0700116 void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
117 GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize,
118 std::string* fragmentShader, std::string* vertexShader)
Austin Kinrossaf875522014-08-25 21:06:07 -0700119 {
120 // Generate a string declaring the varyings, to share between the fragment shader and the vertex shader.
121 std::string varyingDeclaration;
122
123 unsigned int varyingCount = 0;
124
125 for (GLint i = 0; i < floatCount; i++)
126 {
127 varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount);
128 varyingCount += 1;
129 }
130
131 for (GLint i = 0; i < floatArrayCount; i++)
132 {
133 varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount);
134 varyingCount += 1;
135 }
136
137 for (GLint i = 0; i < vec2Count; i++)
138 {
139 varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount);
140 varyingCount += 1;
141 }
142
143 for (GLint i = 0; i < vec2ArrayCount; i++)
144 {
145 varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount);
146 varyingCount += 1;
147 }
148
149 for (GLint i = 0; i < vec3Count; i++)
150 {
151 varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount);
152 varyingCount += 1;
153 }
154
155 for (GLint i = 0; i < vec3ArrayCount; i++)
156 {
157 varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount);
158 varyingCount += 1;
159 }
160
Austin Kinross8b695ee2015-03-12 13:12:20 -0700161 for (GLint i = 0; i < vec4Count; i++)
162 {
163 varyingDeclaration += GenerateVectorVaryingDeclaration(4, 1, varyingCount);
164 varyingCount += 1;
165 }
166
167 for (GLint i = 0; i < vec4ArrayCount; i++)
168 {
169 varyingDeclaration += GenerateVectorVaryingDeclaration(4, 2, varyingCount);
170 varyingCount += 1;
171 }
172
Austin Kinrossaf875522014-08-25 21:06:07 -0700173 // Generate the vertex shader
174 vertexShader->clear();
175 vertexShader->append(varyingDeclaration);
176 vertexShader->append("\nvoid main()\n{\n");
177
178 unsigned int currentVSVarying = 0;
179
180 for (GLint i = 0; i < floatCount; i++)
181 {
182 vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying));
183 currentVSVarying += 1;
184 }
185
186 for (GLint i = 0; i < floatArrayCount; i++)
187 {
188 vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying));
189 currentVSVarying += 1;
190 }
191
192 for (GLint i = 0; i < vec2Count; i++)
193 {
194 vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying));
195 currentVSVarying += 1;
196 }
197
198 for (GLint i = 0; i < vec2ArrayCount; i++)
199 {
200 vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying));
201 currentVSVarying += 1;
202 }
203
204 for (GLint i = 0; i < vec3Count; i++)
205 {
206 vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying));
207 currentVSVarying += 1;
208 }
209
210 for (GLint i = 0; i < vec3ArrayCount; i++)
211 {
212 vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying));
213 currentVSVarying += 1;
214 }
215
Austin Kinross8b695ee2015-03-12 13:12:20 -0700216 for (GLint i = 0; i < vec4Count; i++)
217 {
218 vertexShader->append(GenerateVectorVaryingSettingCode(4, 1, currentVSVarying));
219 currentVSVarying += 1;
220 }
221
222 for (GLint i = 0; i < vec4ArrayCount; i++)
223 {
224 vertexShader->append(GenerateVectorVaryingSettingCode(4, 2, currentVSVarying));
225 currentVSVarying += 1;
226 }
227
228 if (usePointSize)
229 {
230 vertexShader->append("gl_PointSize = 1.0;\n");
231 }
232
Austin Kinrossaf875522014-08-25 21:06:07 -0700233 vertexShader->append("}\n");
234
235 // Generate the fragment shader
236 fragmentShader->clear();
237 fragmentShader->append("precision highp float;\n");
238 fragmentShader->append(varyingDeclaration);
239 fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n");
240
241 unsigned int currentFSVarying = 0;
242
243 // Make use of the float varyings
244 fragmentShader->append("\tretColor += vec4(");
245
246 for (GLint i = 0; i < floatCount; i++)
247 {
248 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
249 currentFSVarying += 1;
250 }
251
252 for (GLint i = 0; i < floatArrayCount; i++)
253 {
254 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
255 currentFSVarying += 1;
256 }
257
258 fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n");
259
260 // Make use of the vec2 varyings
261 fragmentShader->append("\tretColor += vec4(");
262
263 for (GLint i = 0; i < vec2Count; i++)
264 {
265 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
266 currentFSVarying += 1;
267 }
268
269 for (GLint i = 0; i < vec2ArrayCount; i++)
270 {
271 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
272 currentFSVarying += 1;
273 }
274
275 fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n");
276
277 // Make use of the vec3 varyings
278 fragmentShader->append("\tretColor += vec4(");
279
280 for (GLint i = 0; i < vec3Count; i++)
281 {
282 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
283 currentFSVarying += 1;
284 }
285
286 for (GLint i = 0; i < vec3ArrayCount; i++)
287 {
288 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
289 currentFSVarying += 1;
290 }
291
292 fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n");
Austin Kinross8b695ee2015-03-12 13:12:20 -0700293
294 // Make use of the vec4 varyings
295 fragmentShader->append("\tretColor += ");
296
297 for (GLint i = 0; i < vec4Count; i++)
298 {
299 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
300 currentFSVarying += 1;
301 }
302
303 for (GLint i = 0; i < vec4ArrayCount; i++)
304 {
305 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
306 currentFSVarying += 1;
307 }
308
309 fragmentShader->append("vec4(0.0, 0.0, 0.0, 0.0);\n");
310
311 // Set gl_FragColor, and use special variables if requested
312 fragmentShader->append("\tgl_FragColor = retColor");
313
314 if (useFragCoord)
315 {
316 fragmentShader->append(" + gl_FragCoord");
317 }
318
319 if (usePointCoord)
320 {
321 fragmentShader->append(" + vec4(gl_PointCoord, 0.0, 0.0)");
322 }
323
324 fragmentShader->append(";\n}");
325 }
326
327 void VaryingTestBase(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
328 GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, bool expectSuccess)
329 {
330 std::string fragmentShaderSource;
331 std::string vertexShaderSource;
332
333 GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, vec3ArrayCount,
334 vec4Count, vec4ArrayCount, useFragCoord, usePointCoord, usePointSize,
335 &fragmentShaderSource, &vertexShaderSource);
336
337 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
338
339 if (expectSuccess)
340 {
341 EXPECT_NE(0u, program);
342 }
343 else
344 {
345 EXPECT_EQ(0u, program);
346 }
Austin Kinrossaf875522014-08-25 21:06:07 -0700347 }
348
Austin Kinross7a3e8e22015-10-08 15:50:06 -0700349 void CompileGLSLWithUniformsAndSamplers(GLint vertexUniformCount,
350 GLint fragmentUniformCount,
351 GLint vertexSamplersCount,
352 GLint fragmentSamplersCount,
353 bool expectSuccess)
354 {
355 std::stringstream vertexShader;
356 std::stringstream fragmentShader;
357
358 // Generate the vertex shader
359 vertexShader << "precision mediump float;\n";
360
361 for (int i = 0; i < vertexUniformCount; i++)
362 {
363 vertexShader << "uniform vec4 v" << i << ";\n";
364 }
365
366 for (int i = 0; i < vertexSamplersCount; i++)
367 {
368 vertexShader << "uniform sampler2D s" << i << ";\n";
369 }
370
371 vertexShader << "void main()\n{\n";
372
373 for (int i = 0; i < vertexUniformCount; i++)
374 {
375 vertexShader << " gl_Position += v" << i << ";\n";
376 }
377
378 for (int i = 0; i < vertexSamplersCount; i++)
379 {
380 vertexShader << " gl_Position += texture2D(s" << i << ", vec2(0.0, 0.0));\n";
381 }
382
383 if (vertexUniformCount == 0 && vertexSamplersCount == 0)
384 {
385 vertexShader << " gl_Position = vec4(0.0);\n";
386 }
387
388 vertexShader << "}\n";
389
390 // Generate the fragment shader
391 fragmentShader << "precision mediump float;\n";
392
393 for (int i = 0; i < fragmentUniformCount; i++)
394 {
395 fragmentShader << "uniform vec4 v" << i << ";\n";
396 }
397
398 for (int i = 0; i < fragmentSamplersCount; i++)
399 {
400 fragmentShader << "uniform sampler2D s" << i << ";\n";
401 }
402
403 fragmentShader << "void main()\n{\n";
404
405 for (int i = 0; i < fragmentUniformCount; i++)
406 {
407 fragmentShader << " gl_FragColor += v" << i << ";\n";
408 }
409
410 for (int i = 0; i < fragmentSamplersCount; i++)
411 {
412 fragmentShader << " gl_FragColor += texture2D(s" << i << ", vec2(0.0, 0.0));\n";
413 }
414
415 if (fragmentUniformCount == 0 && fragmentSamplersCount == 0)
416 {
417 fragmentShader << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n";
418 }
419
420 fragmentShader << "}\n";
421
422 GLuint program = CompileProgram(vertexShader.str(), fragmentShader.str());
423
424 if (expectSuccess)
425 {
426 EXPECT_NE(0u, program);
427 }
428 else
429 {
430 EXPECT_EQ(0u, program);
431 }
432 }
433
Jamie Madill2bf8b372014-06-16 17:18:51 -0400434 std::string mSimpleVSSource;
Jamie Madill96509e42014-05-29 14:33:27 -0400435};
436
Jamie Madillfa05f602015-05-07 13:47:11 -0400437class GLSLTest_ES3 : public GLSLTest
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000438{
439};
440
Jamie Madillfa05f602015-05-07 13:47:11 -0400441TEST_P(GLSLTest, NamelessScopedStructs)
Jamie Madill96509e42014-05-29 14:33:27 -0400442{
Jamie Madillbfa91f42014-06-05 15:45:18 -0400443 const std::string fragmentShaderSource = SHADER_SOURCE
Jamie Madill96509e42014-05-29 14:33:27 -0400444 (
Jamie Madillbfa91f42014-06-05 15:45:18 -0400445 precision mediump float;
446
Jamie Madill96509e42014-05-29 14:33:27 -0400447 void main()
448 {
Jamie Madillbfa91f42014-06-05 15:45:18 -0400449 struct
450 {
451 float q;
452 } b;
453
454 gl_FragColor = vec4(1, 0, 0, 1);
455 gl_FragColor.a += b.q;
Jamie Madill96509e42014-05-29 14:33:27 -0400456 }
457 );
458
Jamie Madill5599c8f2014-08-26 13:16:39 -0400459 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madillbfa91f42014-06-05 15:45:18 -0400460 EXPECT_NE(0u, program);
461}
Austin Kinross18b931d2014-09-29 12:58:31 -0700462
Jamie Madillfa05f602015-05-07 13:47:11 -0400463TEST_P(GLSLTest, ScopedStructsOrderBug)
Jamie Madillbfa91f42014-06-05 15:45:18 -0400464{
Geoff Lange0cc2a42016-01-20 10:58:17 -0500465#if defined(__APPLE__)
466 // TODO(geofflang): Find out why this doesn't compile on Apple OpenGL drivers
467 // (http://anglebug.com/1292)
468 if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
469 {
470 std::cout << "Test disabled on Apple OpenGL." << std::endl;
471 return;
472 }
473#elif defined(_WIN32)
474 // TODO(geofflang): Find out why this doesn't compile on Windows AMD OpenGL drivers
475 // (http://anglebug.com/1291)
476 if (isAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
477 {
478 std::cout << "Test disabled on Windows AMD OpenGL." << std::endl;
479 return;
480 }
481#endif
482
Jamie Madillbfa91f42014-06-05 15:45:18 -0400483 const std::string fragmentShaderSource = SHADER_SOURCE
484 (
485 precision mediump float;
486
487 struct T
488 {
489 float f;
490 };
491
492 void main()
493 {
494 T a;
495
496 struct T
497 {
498 float q;
499 };
500
501 T b;
502
503 gl_FragColor = vec4(1, 0, 0, 1);
504 gl_FragColor.a += a.f;
505 gl_FragColor.a += b.q;
506 }
507 );
508
Jamie Madill5599c8f2014-08-26 13:16:39 -0400509 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madillbfa91f42014-06-05 15:45:18 -0400510 EXPECT_NE(0u, program);
511}
512
Jamie Madillfa05f602015-05-07 13:47:11 -0400513TEST_P(GLSLTest, ScopedStructsBug)
Jamie Madillbfa91f42014-06-05 15:45:18 -0400514{
Jamie Madill96509e42014-05-29 14:33:27 -0400515 const std::string fragmentShaderSource = SHADER_SOURCE
516 (
517 precision mediump float;
518
519 struct T_0
520 {
521 float f;
522 };
523
524 void main()
525 {
526 gl_FragColor = vec4(1, 0, 0, 1);
527
528 struct T
529 {
530 vec2 v;
531 };
532
533 T_0 a;
534 T b;
535
536 gl_FragColor.a += a.f;
537 gl_FragColor.a += b.v.x;
538 }
539 );
540
Jamie Madill5599c8f2014-08-26 13:16:39 -0400541 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madill2bf8b372014-06-16 17:18:51 -0400542 EXPECT_NE(0u, program);
543}
544
Jamie Madillfa05f602015-05-07 13:47:11 -0400545TEST_P(GLSLTest, DxPositionBug)
Jamie Madill2bf8b372014-06-16 17:18:51 -0400546{
547 const std::string &vertexShaderSource = SHADER_SOURCE
548 (
549 attribute vec4 inputAttribute;
550 varying float dx_Position;
551 void main()
552 {
553 gl_Position = vec4(inputAttribute);
554 dx_Position = 0.0;
555 }
556 );
557
558 const std::string &fragmentShaderSource = SHADER_SOURCE
559 (
560 precision mediump float;
561
562 varying float dx_Position;
563
564 void main()
565 {
566 gl_FragColor = vec4(dx_Position, 0, 0, 1);
567 }
568 );
569
Jamie Madill5599c8f2014-08-26 13:16:39 -0400570 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill96509e42014-05-29 14:33:27 -0400571 EXPECT_NE(0u, program);
572}
Jamie Madill4836d222014-07-24 06:55:51 -0400573
Jamie Madillfa05f602015-05-07 13:47:11 -0400574TEST_P(GLSLTest, ElseIfRewriting)
Jamie Madill4836d222014-07-24 06:55:51 -0400575{
576 const std::string &vertexShaderSource =
577 "attribute vec4 a_position;\n"
578 "varying float v;\n"
579 "void main() {\n"
580 " gl_Position = a_position;\n"
581 " v = 1.0;\n"
582 " if (a_position.x <= 0.5) {\n"
583 " v = 0.0;\n"
584 " } else if (a_position.x >= 0.5) {\n"
585 " v = 2.0;\n"
586 " }\n"
587 "}\n";
588
589 const std::string &fragmentShaderSource =
590 "precision highp float;\n"
591 "varying float v;\n"
592 "void main() {\n"
593 " vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n"
594 " if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n"
595 " if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n"
596 " gl_FragColor = color;\n"
597 "}\n";
598
Jamie Madill5599c8f2014-08-26 13:16:39 -0400599 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill4836d222014-07-24 06:55:51 -0400600 ASSERT_NE(0u, program);
601
602 drawQuad(program, "a_position", 0.5f);
Jamie Madill4836d222014-07-24 06:55:51 -0400603
604 EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
605 EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255);
606}
607
Jamie Madillfa05f602015-05-07 13:47:11 -0400608TEST_P(GLSLTest, TwoElseIfRewriting)
Jamie Madill4836d222014-07-24 06:55:51 -0400609{
610 const std::string &vertexShaderSource =
611 "attribute vec4 a_position;\n"
612 "varying float v;\n"
613 "void main() {\n"
614 " gl_Position = a_position;\n"
Jamie Madill778d5272014-08-04 13:13:25 -0400615 " if (a_position.x == 0.0) {\n"
Jamie Madill4836d222014-07-24 06:55:51 -0400616 " v = 1.0;\n"
617 " } else if (a_position.x > 0.5) {\n"
618 " v = 0.0;\n"
619 " } else if (a_position.x > 0.75) {\n"
620 " v = 0.5;\n"
621 " }\n"
622 "}\n";
623
624 const std::string &fragmentShaderSource =
625 "precision highp float;\n"
626 "varying float v;\n"
627 "void main() {\n"
628 " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n"
629 "}\n";
630
Jamie Madill5599c8f2014-08-26 13:16:39 -0400631 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill4836d222014-07-24 06:55:51 -0400632 EXPECT_NE(0u, program);
633}
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400634
Jamie Madillfa05f602015-05-07 13:47:11 -0400635TEST_P(GLSLTest, InvariantVaryingOut)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400636{
Geoff Lange0cc2a42016-01-20 10:58:17 -0500637 // TODO(geofflang): Some OpenGL drivers have compile errors when varyings do not have matching
638 // invariant attributes (http://anglebug.com/1293)
639 if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
640 {
641 std::cout << "Test disabled on OpenGL." << std::endl;
642 return;
643 }
644
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400645 const std::string fragmentShaderSource = SHADER_SOURCE
646 (
647 precision mediump float;
648 varying float v_varying;
649 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
650 );
651
652 const std::string vertexShaderSource = SHADER_SOURCE
653 (
654 attribute vec4 a_position;
655 invariant varying float v_varying;
656 void main() { v_varying = a_position.x; gl_Position = a_position; }
657 );
658
Jamie Madill5599c8f2014-08-26 13:16:39 -0400659 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400660 EXPECT_NE(0u, program);
661}
662
Jamie Madillfa05f602015-05-07 13:47:11 -0400663TEST_P(GLSLTest, FrontFacingAndVarying)
Jamie Madille6256f82014-09-17 10:31:15 -0400664{
Geoff Langdd323e92015-06-09 15:16:31 -0400665 EGLPlatformParameters platform = GetParam().eglParameters;
Austin Kinross8b695ee2015-03-12 13:12:20 -0700666
Jamie Madille6256f82014-09-17 10:31:15 -0400667 const std::string vertexShaderSource = SHADER_SOURCE
668 (
669 attribute vec4 a_position;
670 varying float v_varying;
671 void main()
672 {
673 v_varying = a_position.x;
674 gl_Position = a_position;
675 }
676 );
677
678 const std::string fragmentShaderSource = SHADER_SOURCE
679 (
680 precision mediump float;
681 varying float v_varying;
682 void main()
683 {
684 vec4 c;
685
686 if (gl_FrontFacing)
687 {
688 c = vec4(v_varying, 0, 0, 1.0);
689 }
690 else
691 {
692 c = vec4(0, v_varying, 0, 1.0);
693 }
694 gl_FragColor = c;
695 }
696 );
697
698 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Austin Kinross02df7962015-07-01 10:03:42 -0700699
700 // Compilation should fail on D3D11 feature level 9_3, since gl_FrontFacing isn't supported.
701 if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
702 {
703 if (platform.majorVersion == 9 && platform.minorVersion == 3)
704 {
705 EXPECT_EQ(0u, program);
706 return;
707 }
708 }
709
710 // Otherwise, compilation should succeed
Jamie Madille6256f82014-09-17 10:31:15 -0400711 EXPECT_NE(0u, program);
712}
713
Jamie Madillfa05f602015-05-07 13:47:11 -0400714TEST_P(GLSLTest, InvariantVaryingIn)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400715{
Geoff Lange0cc2a42016-01-20 10:58:17 -0500716 // TODO(geofflang): Some OpenGL drivers have compile errors when varyings do not have matching
717 // invariant attributes (http://anglebug.com/1293)
718 if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
719 {
720 std::cout << "Test disabled on OpenGL." << std::endl;
721 return;
722 }
723
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400724 const std::string fragmentShaderSource = SHADER_SOURCE
725 (
726 precision mediump float;
727 invariant varying float v_varying;
728 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
729 );
730
731 const std::string vertexShaderSource = SHADER_SOURCE
732 (
733 attribute vec4 a_position;
734 varying float v_varying;
735 void main() { v_varying = a_position.x; gl_Position = a_position; }
736 );
737
Jamie Madill5599c8f2014-08-26 13:16:39 -0400738 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400739 EXPECT_NE(0u, program);
740}
741
Jamie Madillfa05f602015-05-07 13:47:11 -0400742TEST_P(GLSLTest, InvariantVaryingBoth)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400743{
744 const std::string fragmentShaderSource = SHADER_SOURCE
745 (
746 precision mediump float;
747 invariant varying float v_varying;
748 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
749 );
750
751 const std::string vertexShaderSource = SHADER_SOURCE
752 (
753 attribute vec4 a_position;
754 invariant varying float v_varying;
755 void main() { v_varying = a_position.x; gl_Position = a_position; }
756 );
757
Jamie Madill5599c8f2014-08-26 13:16:39 -0400758 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400759 EXPECT_NE(0u, program);
760}
761
Jamie Madillfa05f602015-05-07 13:47:11 -0400762TEST_P(GLSLTest, InvariantGLPosition)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400763{
764 const std::string fragmentShaderSource = SHADER_SOURCE
765 (
766 precision mediump float;
767 varying float v_varying;
768 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
769 );
770
771 const std::string vertexShaderSource = SHADER_SOURCE
772 (
773 attribute vec4 a_position;
774 invariant gl_Position;
775 varying float v_varying;
776 void main() { v_varying = a_position.x; gl_Position = a_position; }
777 );
778
Jamie Madill5599c8f2014-08-26 13:16:39 -0400779 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400780 EXPECT_NE(0u, program);
781}
782
Jamie Madillfa05f602015-05-07 13:47:11 -0400783TEST_P(GLSLTest, InvariantAll)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400784{
Geoff Lange0cc2a42016-01-20 10:58:17 -0500785 // TODO(geofflang): Some OpenGL drivers have compile errors when varyings do not have matching
786 // invariant attributes (http://anglebug.com/1293)
787 if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
788 {
789 std::cout << "Test disabled on OpenGL." << std::endl;
790 return;
791 }
792
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400793 const std::string fragmentShaderSource = SHADER_SOURCE
794 (
795 precision mediump float;
796 varying float v_varying;
797 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
798 );
799
800 const std::string vertexShaderSource =
801 "#pragma STDGL invariant(all)\n"
802 "attribute vec4 a_position;\n"
803 "varying float v_varying;\n"
804 "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
805
Jamie Madill5599c8f2014-08-26 13:16:39 -0400806 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400807 EXPECT_NE(0u, program);
808}
Austin Kinrossaf875522014-08-25 21:06:07 -0700809
Jamie Madillfa05f602015-05-07 13:47:11 -0400810TEST_P(GLSLTest, MaxVaryingVec4)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700811{
812 GLint maxVaryings = 0;
813 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
814
815 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true);
816}
817
Jamie Madillfa05f602015-05-07 13:47:11 -0400818TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusTwoSpecialVariables)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700819{
820 GLint maxVaryings = 0;
821 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
822
823 // Generate shader code that uses gl_FragCoord and gl_PointCoord, two special fragment shader variables.
824 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true);
825}
826
Jamie Madillfa05f602015-05-07 13:47:11 -0400827TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusThreeSpecialVariables)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700828{
Geoff Lange0cc2a42016-01-20 10:58:17 -0500829 // TODO(geofflang): Figure out why this fails on OpenGL AMD (http://anglebug.com/1291)
830 if (isAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
831 {
832 std::cout << "Test disabled on OpenGL." << std::endl;
833 return;
834 }
835
Austin Kinross8b695ee2015-03-12 13:12:20 -0700836 GLint maxVaryings = 0;
837 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
838
839 // Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize.
840 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, true, true);
841}
842
Geoff Lange0cc2a42016-01-20 10:58:17 -0500843// Disabled because drivers are allowed to successfully compile shaders that have more than the
844// maximum number of varyings. (http://anglebug.com/1296)
845TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusFragCoord)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700846{
847 GLint maxVaryings = 0;
848 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
849
850 // Generate shader code that uses gl_FragCoord, a special fragment shader variables.
851 // This test should fail, since we are really using (maxVaryings + 1) varyings.
852 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false);
853}
854
Geoff Lange0cc2a42016-01-20 10:58:17 -0500855// Disabled because drivers are allowed to successfully compile shaders that have more than the
856// maximum number of varyings. (http://anglebug.com/1296)
857TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusPointCoord)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700858{
859 GLint maxVaryings = 0;
860 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
861
862 // Generate shader code that uses gl_FragCoord, a special fragment shader variables.
863 // This test should fail, since we are really using (maxVaryings + 1) varyings.
864 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false);
865}
866
Jamie Madillfa05f602015-05-07 13:47:11 -0400867TEST_P(GLSLTest, MaxVaryingVec3)
Austin Kinrossaf875522014-08-25 21:06:07 -0700868{
869 GLint maxVaryings = 0;
870 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
871
Austin Kinross8b695ee2015-03-12 13:12:20 -0700872 VaryingTestBase(0, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700873}
874
Jamie Madillfa05f602015-05-07 13:47:11 -0400875TEST_P(GLSLTest, MaxVaryingVec3Array)
Austin Kinrossaf875522014-08-25 21:06:07 -0700876{
877 GLint maxVaryings = 0;
878 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
879
Austin Kinross8b695ee2015-03-12 13:12:20 -0700880 VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700881}
882
Jamie Madillbee59e02014-10-02 10:44:18 -0400883// Disabled because of a failure in D3D9
Jamie Madill9fc36822015-11-18 13:08:07 -0500884TEST_P(GLSLTest, MaxVaryingVec3AndOneFloat)
Austin Kinrossaf875522014-08-25 21:06:07 -0700885{
Jamie Madill9fc36822015-11-18 13:08:07 -0500886 if (isD3D9())
887 {
888 std::cout << "Test disabled on D3D9." << std::endl;
889 return;
890 }
891
Austin Kinrossaf875522014-08-25 21:06:07 -0700892 GLint maxVaryings = 0;
893 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
894
Austin Kinross8b695ee2015-03-12 13:12:20 -0700895 VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700896}
897
Jamie Madillbee59e02014-10-02 10:44:18 -0400898// Disabled because of a failure in D3D9
Jamie Madill9fc36822015-11-18 13:08:07 -0500899TEST_P(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray)
Austin Kinrossaf875522014-08-25 21:06:07 -0700900{
Jamie Madill9fc36822015-11-18 13:08:07 -0500901 if (isD3D9())
902 {
903 std::cout << "Test disabled on D3D9." << std::endl;
904 return;
905 }
906
Austin Kinrossaf875522014-08-25 21:06:07 -0700907 GLint maxVaryings = 0;
908 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
909
Austin Kinross8b695ee2015-03-12 13:12:20 -0700910 VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700911}
912
Jamie Madillbee59e02014-10-02 10:44:18 -0400913// Disabled because of a failure in D3D9
Jamie Madill9fc36822015-11-18 13:08:07 -0500914TEST_P(GLSLTest, TwiceMaxVaryingVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -0700915{
Jamie Madill9fc36822015-11-18 13:08:07 -0500916 if (isD3D9())
917 {
918 std::cout << "Test disabled on D3D9." << std::endl;
919 return;
920 }
921
Geoff Lange0cc2a42016-01-20 10:58:17 -0500922 if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
923 {
924 // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver
925 std::cout << "Test disabled on OpenGL ES." << std::endl;
926 return;
927 }
928
Austin Kinrossaf875522014-08-25 21:06:07 -0700929 GLint maxVaryings = 0;
930 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
931
Austin Kinross8b695ee2015-03-12 13:12:20 -0700932 VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700933}
934
Jamie Madillbee59e02014-10-02 10:44:18 -0400935// Disabled because of a failure in D3D9
Jamie Madill9fc36822015-11-18 13:08:07 -0500936TEST_P(GLSLTest, MaxVaryingVec2Arrays)
Austin Kinrossaf875522014-08-25 21:06:07 -0700937{
Jamie Madill9fc36822015-11-18 13:08:07 -0500938 if (isD3DSM3())
939 {
940 std::cout << "Test disabled on SM3." << std::endl;
941 return;
942 }
943
Geoff Lange0cc2a42016-01-20 10:58:17 -0500944 if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
945 {
946 // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver
947 std::cout << "Test disabled on OpenGL ES." << std::endl;
948 return;
949 }
950
Austin Kinrossaf875522014-08-25 21:06:07 -0700951 GLint maxVaryings = 0;
952 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
953
Austin Kinross8b695ee2015-03-12 13:12:20 -0700954 VaryingTestBase(0, 0, 0, maxVaryings, 0, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700955}
956
Geoff Lange0cc2a42016-01-20 10:58:17 -0500957// Disabled because drivers are allowed to successfully compile shaders that have more than the
958// maximum number of varyings. (http://anglebug.com/1296)
959TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3)
Austin Kinrossaf875522014-08-25 21:06:07 -0700960{
961 GLint maxVaryings = 0;
962 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
963
Austin Kinross8b695ee2015-03-12 13:12:20 -0700964 VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700965}
966
Geoff Lange0cc2a42016-01-20 10:58:17 -0500967// Disabled because drivers are allowed to successfully compile shaders that have more than the
968// maximum number of varyings. (http://anglebug.com/1296)
969TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3Array)
Austin Kinrossaf875522014-08-25 21:06:07 -0700970{
971 GLint maxVaryings = 0;
972 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
973
Austin Kinross8b695ee2015-03-12 13:12:20 -0700974 VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700975}
976
Geoff Lange0cc2a42016-01-20 10:58:17 -0500977// Disabled because drivers are allowed to successfully compile shaders that have more than the
978// maximum number of varyings. (http://anglebug.com/1296)
979TEST_P(GLSLTest, DISABLED_MaxVaryingVec3AndOneVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -0700980{
981 GLint maxVaryings = 0;
982 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
983
Austin Kinross8b695ee2015-03-12 13:12:20 -0700984 VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700985}
986
Geoff Lange0cc2a42016-01-20 10:58:17 -0500987// Disabled because drivers are allowed to successfully compile shaders that have more than the
988// maximum number of varyings. (http://anglebug.com/1296)
989TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -0700990{
991 GLint maxVaryings = 0;
992 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
993
Austin Kinross8b695ee2015-03-12 13:12:20 -0700994 VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700995}
996
Geoff Lange0cc2a42016-01-20 10:58:17 -0500997// Disabled because drivers are allowed to successfully compile shaders that have more than the
998// maximum number of varyings. (http://anglebug.com/1296)
999TEST_P(GLSLTest, DISABLED_MaxVaryingVec3ArrayAndMaxPlusOneFloatArray)
Austin Kinrossaf875522014-08-25 21:06:07 -07001000{
1001 GLint maxVaryings = 0;
1002 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
1003
Austin Kinross8b695ee2015-03-12 13:12:20 -07001004 VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -07001005}
Geoff Langf60fab62014-11-24 11:21:20 -05001006
1007// Verify shader source with a fixed length that is less than the null-terminated length will compile.
Jamie Madillfa05f602015-05-07 13:47:11 -04001008TEST_P(GLSLTest, FixedShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -05001009{
1010 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
1011
1012 const std::string appendGarbage = "abcasdfasdfasdfasdfasdf";
1013 const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage;
1014 const char *sourceArray[1] = { source.c_str() };
Corentin Wallez973402f2015-05-11 13:42:22 -04001015 GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) };
Cooper Partin4d61f7e2015-08-12 10:56:50 -07001016 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -05001017 glCompileShader(shader);
1018
1019 GLint compileResult;
1020 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
1021 EXPECT_NE(compileResult, 0);
1022}
1023
1024// Verify that a negative shader source length is treated as a null-terminated length.
Jamie Madillfa05f602015-05-07 13:47:11 -04001025TEST_P(GLSLTest, NegativeShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -05001026{
1027 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
1028
1029 const char *sourceArray[1] = { "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" };
1030 GLint lengths[1] = { -10 };
Cooper Partin4d61f7e2015-08-12 10:56:50 -07001031 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -05001032 glCompileShader(shader);
1033
1034 GLint compileResult;
1035 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
1036 EXPECT_NE(compileResult, 0);
1037}
1038
1039// Verify that a length array with mixed positive and negative values compiles.
Jamie Madillfa05f602015-05-07 13:47:11 -04001040TEST_P(GLSLTest, MixedShaderLengths)
Geoff Langf60fab62014-11-24 11:21:20 -05001041{
1042 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
1043
1044 const char *sourceArray[] =
1045 {
1046 "void main()",
1047 "{",
1048 " gl_FragColor = vec4(0, 0, 0, 0);",
1049 "}",
1050 };
1051 GLint lengths[] =
1052 {
1053 -10,
1054 1,
Corentin Wallez973402f2015-05-11 13:42:22 -04001055 static_cast<GLint>(strlen(sourceArray[2])),
Geoff Langf60fab62014-11-24 11:21:20 -05001056 -1,
1057 };
1058 ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
1059
Cooper Partin4d61f7e2015-08-12 10:56:50 -07001060 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -05001061 glCompileShader(shader);
1062
1063 GLint compileResult;
1064 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
1065 EXPECT_NE(compileResult, 0);
1066}
1067
1068// Verify that zero-length shader source does not affect shader compilation.
Jamie Madillfa05f602015-05-07 13:47:11 -04001069TEST_P(GLSLTest, ZeroShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -05001070{
1071 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
1072
1073 const char *sourceArray[] =
1074 {
1075 "adfasdf",
1076 "34534",
1077 "void main() { gl_FragColor = vec4(0, 0, 0, 0); }",
1078 "",
1079 "asdfasdfsdsdf",
1080 };
1081 GLint lengths[] =
1082 {
1083 0,
1084 0,
1085 -1,
1086 0,
1087 0,
1088 };
1089 ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
1090
Cooper Partin4d61f7e2015-08-12 10:56:50 -07001091 glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
Geoff Langf60fab62014-11-24 11:21:20 -05001092 glCompileShader(shader);
1093
1094 GLint compileResult;
1095 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
1096 EXPECT_NE(compileResult, 0);
1097}
Jamie Madill21c1e452014-12-29 11:33:41 -05001098
1099// Tests that bad index expressions don't crash ANGLE's translator.
1100// https://code.google.com/p/angleproject/issues/detail?id=857
Jamie Madillfa05f602015-05-07 13:47:11 -04001101TEST_P(GLSLTest, BadIndexBug)
Jamie Madill21c1e452014-12-29 11:33:41 -05001102{
1103 const std::string &fragmentShaderSourceVec =
1104 "precision mediump float;\n"
1105 "uniform vec4 uniformVec;\n"
1106 "void main()\n"
1107 "{\n"
1108 " gl_FragColor = vec4(uniformVec[int()]);\n"
1109 "}";
1110
1111 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceVec);
1112 EXPECT_EQ(0u, shader);
1113
1114 if (shader != 0)
1115 {
1116 glDeleteShader(shader);
1117 }
1118
1119 const std::string &fragmentShaderSourceMat =
1120 "precision mediump float;\n"
1121 "uniform mat4 uniformMat;\n"
1122 "void main()\n"
1123 "{\n"
1124 " gl_FragColor = vec4(uniformMat[int()]);\n"
1125 "}";
1126
1127 shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceMat);
1128 EXPECT_EQ(0u, shader);
1129
1130 if (shader != 0)
1131 {
1132 glDeleteShader(shader);
1133 }
1134
1135 const std::string &fragmentShaderSourceArray =
1136 "precision mediump float;\n"
1137 "uniform vec4 uniformArray;\n"
1138 "void main()\n"
1139 "{\n"
1140 " gl_FragColor = vec4(uniformArray[int()]);\n"
1141 "}";
1142
1143 shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceArray);
1144 EXPECT_EQ(0u, shader);
1145
1146 if (shader != 0)
1147 {
1148 glDeleteShader(shader);
1149 }
Jamie Madill37997142015-01-28 10:06:34 -05001150}
1151
Jamie Madill2e295e22015-04-29 10:41:33 -04001152// Test that structs defined in uniforms are translated correctly.
Jamie Madillfa05f602015-05-07 13:47:11 -04001153TEST_P(GLSLTest, StructSpecifiersUniforms)
Jamie Madill2e295e22015-04-29 10:41:33 -04001154{
1155 const std::string fragmentShaderSource = SHADER_SOURCE
1156 (
1157 precision mediump float;
1158
1159 uniform struct S { float field;} s;
1160
1161 void main()
1162 {
1163 gl_FragColor = vec4(1, 0, 0, 1);
1164 gl_FragColor.a += s.field;
1165 }
1166 );
1167
1168 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
1169 EXPECT_NE(0u, program);
1170}
Jamie Madill55def582015-05-04 11:24:57 -04001171
1172// Test that gl_DepthRange is not stored as a uniform location. Since uniforms
1173// beginning with "gl_" are filtered out by our validation logic, we must
1174// bypass the validation to test the behaviour of the implementation.
1175// (note this test is still Impl-independent)
Jamie Madillfa05f602015-05-07 13:47:11 -04001176TEST_P(GLSLTest, DepthRangeUniforms)
Jamie Madill55def582015-05-04 11:24:57 -04001177{
1178 const std::string fragmentShaderSource = SHADER_SOURCE
1179 (
1180 precision mediump float;
1181
1182 void main()
1183 {
1184 gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1);
1185 }
1186 );
1187
1188 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
1189 EXPECT_NE(0u, program);
1190
1191 // dive into the ANGLE internals, so we can bypass validation.
1192 gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext());
1193 gl::Program *glProgram = context->getProgram(program);
1194 GLint nearIndex = glProgram->getUniformLocation("gl_DepthRange.near");
1195 EXPECT_EQ(-1, nearIndex);
1196
1197 // Test drawing does not throw an exception.
1198 drawQuad(program, "inputAttribute", 0.5f);
1199
1200 EXPECT_GL_NO_ERROR();
1201
1202 glDeleteProgram(program);
1203}
Jamie Madill4052dfc2015-05-06 15:18:49 -04001204
1205// Covers the WebGL test 'glsl/bugs/pow-of-small-constant-in-user-defined-function'
1206// See https://code.google.com/p/angleproject/issues/detail?id=851
1207// TODO(jmadill): ANGLE constant folding can fix this
Jamie Madillfa05f602015-05-07 13:47:11 -04001208TEST_P(GLSLTest, DISABLED_PowOfSmallConstant)
Jamie Madill4052dfc2015-05-06 15:18:49 -04001209{
1210 const std::string &fragmentShaderSource = SHADER_SOURCE
1211 (
1212 precision highp float;
1213
1214 float fun(float arg)
1215 {
1216 // These values are still easily within the highp range.
1217 // The minimum range in terms of 10's exponent is around -19 to 19, and IEEE-754 single precision range is higher than that.
1218 return pow(arg, 2.0);
1219 }
1220
1221 void main()
1222 {
1223 // Note that the bug did not reproduce if an uniform was passed to the function instead of a constant,
1224 // or if the expression was moved outside the user-defined function.
1225 const float a = 1.0e-6;
1226 float b = 1.0e12 * fun(a);
1227 if (abs(b - 1.0) < 0.01)
1228 {
1229 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); // green
1230 }
1231 else
1232 {
1233 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // red
1234 }
1235 }
1236 );
1237
1238 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
1239 EXPECT_NE(0u, program);
1240
1241 drawQuad(program, "inputAttribute", 0.5f);
1242 EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
1243 EXPECT_GL_NO_ERROR();
1244}
Jamie Madillfa05f602015-05-07 13:47:11 -04001245
Cooper Partina5ef8d82015-08-19 14:52:21 -07001246// Test that fragment shaders which contain non-constant loop indexers and compiled for FL9_3 and
1247// below
1248// fail with a specific error message.
1249// Additionally test that the same fragment shader compiles successfully with feature levels greater
1250// than FL9_3.
1251TEST_P(GLSLTest, LoopIndexingValidation)
1252{
1253 const std::string fragmentShaderSource = SHADER_SOURCE
1254 (
1255 precision mediump float;
1256
1257 uniform float loopMax;
1258
1259 void main()
1260 {
1261 gl_FragColor = vec4(1, 0, 0, 1);
1262 for (float l = 0.0; l < loopMax; l++)
1263 {
1264 if (loopMax > 3.0)
1265 {
1266 gl_FragColor.a += 0.1;
1267 }
1268 }
1269 }
1270 );
1271
1272 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
1273
1274 const char *sourceArray[1] = {fragmentShaderSource.c_str()};
1275 glShaderSource(shader, 1, sourceArray, nullptr);
1276 glCompileShader(shader);
1277
1278 GLint compileResult;
1279 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
1280
1281 // If the test is configured to run limited to Feature Level 9_3, then it is
1282 // assumed that shader compilation will fail with an expected error message containing
1283 // "Loop index cannot be compared with non-constant expression"
Olli Etuaho814a54d2015-08-27 16:23:09 +03001284 if ((GetParam() == ES2_D3D11_FL9_3() || GetParam() == ES2_D3D9()))
Cooper Partina5ef8d82015-08-19 14:52:21 -07001285 {
1286 if (compileResult != 0)
1287 {
1288 FAIL() << "Shader compilation succeeded, expected failure";
1289 }
1290 else
1291 {
1292 GLint infoLogLength;
1293 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
1294
1295 std::string infoLog;
1296 infoLog.resize(infoLogLength);
1297 glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), NULL, &infoLog[0]);
1298
1299 if (infoLog.find("Loop index cannot be compared with non-constant expression") ==
1300 std::string::npos)
1301 {
1302 FAIL() << "Shader compilation failed with unexpected error message";
1303 }
1304 }
1305 }
1306 else
1307 {
1308 EXPECT_NE(0, compileResult);
1309 }
1310
1311 if (shader != 0)
1312 {
1313 glDeleteShader(shader);
1314 }
1315}
1316
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001317// Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS
1318// can actually be used.
1319TEST_P(GLSLTest, VerifyMaxVertexUniformVectors)
1320{
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001321 int maxUniforms = 10000;
1322 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
1323 EXPECT_GL_NO_ERROR();
1324 std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl;
1325
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001326 CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, 0, 0, true);
1327}
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001328
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001329// Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS
1330// can actually be used along with the maximum number of texture samplers.
1331TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsWithSamplers)
1332{
Geoff Lange0cc2a42016-01-20 10:58:17 -05001333 if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
1334 GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
1335 {
1336 std::cout << "Test disabled on OpenGL." << std::endl;
1337 return;
1338 }
1339
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001340 int maxUniforms = 10000;
1341 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
1342 EXPECT_GL_NO_ERROR();
1343 std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl;
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001344
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001345 int maxTextureImageUnits = 0;
1346 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001347
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001348 CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, maxTextureImageUnits, 0, true);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001349}
1350
1351// Tests that the maximum uniforms count + 1 from querying GL_MAX_VERTEX_UNIFORM_VECTORS
1352// fails shader compilation.
1353TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsExceeded)
1354{
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001355 int maxUniforms = 10000;
1356 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
1357 EXPECT_GL_NO_ERROR();
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001358 std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 << std::endl;
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001359
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001360 CompileGLSLWithUniformsAndSamplers(maxUniforms + 1, 0, 0, 0, false);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001361}
1362
1363// Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
1364// can actually be used.
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001365TEST_P(GLSLTest, VerifyMaxFragmentUniformVectors)
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001366{
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001367 int maxUniforms = 10000;
1368 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
1369 EXPECT_GL_NO_ERROR();
1370 std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS = " << maxUniforms << std::endl;
1371
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001372 CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, 0, true);
1373}
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001374
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001375// Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
1376// can actually be used along with the maximum number of texture samplers.
1377TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsWithSamplers)
1378{
Geoff Lange0cc2a42016-01-20 10:58:17 -05001379 if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
1380 GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
1381 {
1382 std::cout << "Test disabled on OpenGL." << std::endl;
1383 return;
1384 }
1385
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001386 int maxUniforms = 10000;
1387 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
1388 EXPECT_GL_NO_ERROR();
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001389
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001390 int maxTextureImageUnits = 0;
1391 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001392
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001393 CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, maxTextureImageUnits, true);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001394}
1395
1396// Tests that the maximum uniforms count + 1 from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
1397// fails shader compilation.
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001398TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsExceeded)
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001399{
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001400 int maxUniforms = 10000;
1401 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
1402 EXPECT_GL_NO_ERROR();
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001403 std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS + 1 = " << maxUniforms + 1
1404 << std::endl;
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001405
Austin Kinross7a3e8e22015-10-08 15:50:06 -07001406 CompileGLSLWithUniformsAndSamplers(0, maxUniforms + 1, 0, 0, false);
Cooper Partin69f9b2c2015-08-20 13:25:41 -07001407}
1408
Jamie Madillfa05f602015-05-07 13:47:11 -04001409// 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 -05001410ANGLE_INSTANTIATE_TEST(GLSLTest,
1411 ES2_D3D9(),
1412 ES2_D3D11(),
1413 ES2_D3D11_FL9_3(),
1414 ES2_OPENGL(),
1415 ES3_OPENGL(),
1416 ES2_OPENGLES(),
1417 ES3_OPENGLES());
Jamie Madillfa05f602015-05-07 13:47:11 -04001418
1419// 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 -05001420ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());