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Jamie Madill55def582015-05-04 11:24:57 -04001//
2// Copyright 2015 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
Corentin Wallezd3970de2015-05-14 11:07:48 -04007#include "test_utils/ANGLETest.h"
Jamie Madill96509e42014-05-29 14:33:27 -04008
Jamie Madill55def582015-05-04 11:24:57 -04009#include "libANGLE/Context.h"
10#include "libANGLE/Program.h"
11
Jamie Madillfa05f602015-05-07 13:47:11 -040012using namespace angle;
Austin Kinross18b931d2014-09-29 12:58:31 -070013
Jamie Madill2bf8b372014-06-16 17:18:51 -040014class GLSLTest : public ANGLETest
Jamie Madill96509e42014-05-29 14:33:27 -040015{
Jamie Madillfa05f602015-05-07 13:47:11 -040016 protected:
17 GLSLTest()
Jamie Madill96509e42014-05-29 14:33:27 -040018 {
19 setWindowWidth(128);
20 setWindowHeight(128);
21 setConfigRedBits(8);
22 setConfigGreenBits(8);
23 setConfigBlueBits(8);
24 setConfigAlphaBits(8);
25 }
Jamie Madillbfa91f42014-06-05 15:45:18 -040026
27 virtual void SetUp()
28 {
29 ANGLETest::SetUp();
30
Jamie Madill2bf8b372014-06-16 17:18:51 -040031 mSimpleVSSource = SHADER_SOURCE
Jamie Madillbfa91f42014-06-05 15:45:18 -040032 (
33 attribute vec4 inputAttribute;
34 void main()
35 {
36 gl_Position = inputAttribute;
37 }
38 );
39 }
40
Austin Kinrossaf875522014-08-25 21:06:07 -070041 std::string GenerateVaryingType(GLint vectorSize)
42 {
43 char varyingType[10];
44
45 if (vectorSize == 1)
46 {
47 sprintf(varyingType, "float");
48 }
49 else
50 {
51 sprintf(varyingType, "vec%d", vectorSize);
52 }
53
54 return std::string(varyingType);
55 }
56
57 std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id)
58 {
59 char buff[100];
60
61 if (arraySize == 1)
62 {
63 sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id);
64 }
65 else
66 {
67 sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize);
68 }
69
70 return std::string(buff);
71 }
72
73 std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id)
74 {
75 std::string returnString;
76 char buff[100];
77
78 if (arraySize == 1)
79 {
80 sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str());
81 returnString += buff;
82 }
83 else
84 {
85 for (int i = 0; i < arraySize; i++)
86 {
87 sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str());
88 returnString += buff;
89 }
90 }
91
92 return returnString;
93 }
94
95 std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id)
96 {
97 if (arraySize == 1)
98 {
99 char buff[100];
100 sprintf(buff, "v%d + ", id);
101 return std::string(buff);
102 }
103 else
104 {
105 std::string returnString;
106 for (int i = 0; i < arraySize; i++)
107 {
108 char buff[100];
109 sprintf(buff, "v%d[%d] + ", id, i);
110 returnString += buff;
111 }
112 return returnString;
113 }
114 }
115
Austin Kinross8b695ee2015-03-12 13:12:20 -0700116 void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
117 GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize,
118 std::string* fragmentShader, std::string* vertexShader)
Austin Kinrossaf875522014-08-25 21:06:07 -0700119 {
120 // Generate a string declaring the varyings, to share between the fragment shader and the vertex shader.
121 std::string varyingDeclaration;
122
123 unsigned int varyingCount = 0;
124
125 for (GLint i = 0; i < floatCount; i++)
126 {
127 varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount);
128 varyingCount += 1;
129 }
130
131 for (GLint i = 0; i < floatArrayCount; i++)
132 {
133 varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount);
134 varyingCount += 1;
135 }
136
137 for (GLint i = 0; i < vec2Count; i++)
138 {
139 varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount);
140 varyingCount += 1;
141 }
142
143 for (GLint i = 0; i < vec2ArrayCount; i++)
144 {
145 varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount);
146 varyingCount += 1;
147 }
148
149 for (GLint i = 0; i < vec3Count; i++)
150 {
151 varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount);
152 varyingCount += 1;
153 }
154
155 for (GLint i = 0; i < vec3ArrayCount; i++)
156 {
157 varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount);
158 varyingCount += 1;
159 }
160
Austin Kinross8b695ee2015-03-12 13:12:20 -0700161 for (GLint i = 0; i < vec4Count; i++)
162 {
163 varyingDeclaration += GenerateVectorVaryingDeclaration(4, 1, varyingCount);
164 varyingCount += 1;
165 }
166
167 for (GLint i = 0; i < vec4ArrayCount; i++)
168 {
169 varyingDeclaration += GenerateVectorVaryingDeclaration(4, 2, varyingCount);
170 varyingCount += 1;
171 }
172
Austin Kinrossaf875522014-08-25 21:06:07 -0700173 // Generate the vertex shader
174 vertexShader->clear();
175 vertexShader->append(varyingDeclaration);
176 vertexShader->append("\nvoid main()\n{\n");
177
178 unsigned int currentVSVarying = 0;
179
180 for (GLint i = 0; i < floatCount; i++)
181 {
182 vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying));
183 currentVSVarying += 1;
184 }
185
186 for (GLint i = 0; i < floatArrayCount; i++)
187 {
188 vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying));
189 currentVSVarying += 1;
190 }
191
192 for (GLint i = 0; i < vec2Count; i++)
193 {
194 vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying));
195 currentVSVarying += 1;
196 }
197
198 for (GLint i = 0; i < vec2ArrayCount; i++)
199 {
200 vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying));
201 currentVSVarying += 1;
202 }
203
204 for (GLint i = 0; i < vec3Count; i++)
205 {
206 vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying));
207 currentVSVarying += 1;
208 }
209
210 for (GLint i = 0; i < vec3ArrayCount; i++)
211 {
212 vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying));
213 currentVSVarying += 1;
214 }
215
Austin Kinross8b695ee2015-03-12 13:12:20 -0700216 for (GLint i = 0; i < vec4Count; i++)
217 {
218 vertexShader->append(GenerateVectorVaryingSettingCode(4, 1, currentVSVarying));
219 currentVSVarying += 1;
220 }
221
222 for (GLint i = 0; i < vec4ArrayCount; i++)
223 {
224 vertexShader->append(GenerateVectorVaryingSettingCode(4, 2, currentVSVarying));
225 currentVSVarying += 1;
226 }
227
228 if (usePointSize)
229 {
230 vertexShader->append("gl_PointSize = 1.0;\n");
231 }
232
Austin Kinrossaf875522014-08-25 21:06:07 -0700233 vertexShader->append("}\n");
234
235 // Generate the fragment shader
236 fragmentShader->clear();
237 fragmentShader->append("precision highp float;\n");
238 fragmentShader->append(varyingDeclaration);
239 fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n");
240
241 unsigned int currentFSVarying = 0;
242
243 // Make use of the float varyings
244 fragmentShader->append("\tretColor += vec4(");
245
246 for (GLint i = 0; i < floatCount; i++)
247 {
248 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
249 currentFSVarying += 1;
250 }
251
252 for (GLint i = 0; i < floatArrayCount; i++)
253 {
254 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
255 currentFSVarying += 1;
256 }
257
258 fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n");
259
260 // Make use of the vec2 varyings
261 fragmentShader->append("\tretColor += vec4(");
262
263 for (GLint i = 0; i < vec2Count; i++)
264 {
265 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
266 currentFSVarying += 1;
267 }
268
269 for (GLint i = 0; i < vec2ArrayCount; i++)
270 {
271 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
272 currentFSVarying += 1;
273 }
274
275 fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n");
276
277 // Make use of the vec3 varyings
278 fragmentShader->append("\tretColor += vec4(");
279
280 for (GLint i = 0; i < vec3Count; i++)
281 {
282 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
283 currentFSVarying += 1;
284 }
285
286 for (GLint i = 0; i < vec3ArrayCount; i++)
287 {
288 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
289 currentFSVarying += 1;
290 }
291
292 fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n");
Austin Kinross8b695ee2015-03-12 13:12:20 -0700293
294 // Make use of the vec4 varyings
295 fragmentShader->append("\tretColor += ");
296
297 for (GLint i = 0; i < vec4Count; i++)
298 {
299 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
300 currentFSVarying += 1;
301 }
302
303 for (GLint i = 0; i < vec4ArrayCount; i++)
304 {
305 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
306 currentFSVarying += 1;
307 }
308
309 fragmentShader->append("vec4(0.0, 0.0, 0.0, 0.0);\n");
310
311 // Set gl_FragColor, and use special variables if requested
312 fragmentShader->append("\tgl_FragColor = retColor");
313
314 if (useFragCoord)
315 {
316 fragmentShader->append(" + gl_FragCoord");
317 }
318
319 if (usePointCoord)
320 {
321 fragmentShader->append(" + vec4(gl_PointCoord, 0.0, 0.0)");
322 }
323
324 fragmentShader->append(";\n}");
325 }
326
327 void VaryingTestBase(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
328 GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, bool expectSuccess)
329 {
330 std::string fragmentShaderSource;
331 std::string vertexShaderSource;
332
333 GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, vec3ArrayCount,
334 vec4Count, vec4ArrayCount, useFragCoord, usePointCoord, usePointSize,
335 &fragmentShaderSource, &vertexShaderSource);
336
337 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
338
339 if (expectSuccess)
340 {
341 EXPECT_NE(0u, program);
342 }
343 else
344 {
345 EXPECT_EQ(0u, program);
346 }
Austin Kinrossaf875522014-08-25 21:06:07 -0700347 }
348
Jamie Madill2bf8b372014-06-16 17:18:51 -0400349 std::string mSimpleVSSource;
Jamie Madill96509e42014-05-29 14:33:27 -0400350};
351
Jamie Madillfa05f602015-05-07 13:47:11 -0400352class GLSLTest_ES3 : public GLSLTest
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000353{
354};
355
Jamie Madillfa05f602015-05-07 13:47:11 -0400356TEST_P(GLSLTest, NamelessScopedStructs)
Jamie Madill96509e42014-05-29 14:33:27 -0400357{
Jamie Madillbfa91f42014-06-05 15:45:18 -0400358 const std::string fragmentShaderSource = SHADER_SOURCE
Jamie Madill96509e42014-05-29 14:33:27 -0400359 (
Jamie Madillbfa91f42014-06-05 15:45:18 -0400360 precision mediump float;
361
Jamie Madill96509e42014-05-29 14:33:27 -0400362 void main()
363 {
Jamie Madillbfa91f42014-06-05 15:45:18 -0400364 struct
365 {
366 float q;
367 } b;
368
369 gl_FragColor = vec4(1, 0, 0, 1);
370 gl_FragColor.a += b.q;
Jamie Madill96509e42014-05-29 14:33:27 -0400371 }
372 );
373
Jamie Madill5599c8f2014-08-26 13:16:39 -0400374 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madillbfa91f42014-06-05 15:45:18 -0400375 EXPECT_NE(0u, program);
376}
Austin Kinross18b931d2014-09-29 12:58:31 -0700377
Jamie Madillfa05f602015-05-07 13:47:11 -0400378TEST_P(GLSLTest, ScopedStructsOrderBug)
Jamie Madillbfa91f42014-06-05 15:45:18 -0400379{
380 const std::string fragmentShaderSource = SHADER_SOURCE
381 (
382 precision mediump float;
383
384 struct T
385 {
386 float f;
387 };
388
389 void main()
390 {
391 T a;
392
393 struct T
394 {
395 float q;
396 };
397
398 T b;
399
400 gl_FragColor = vec4(1, 0, 0, 1);
401 gl_FragColor.a += a.f;
402 gl_FragColor.a += b.q;
403 }
404 );
405
Jamie Madill5599c8f2014-08-26 13:16:39 -0400406 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madillbfa91f42014-06-05 15:45:18 -0400407 EXPECT_NE(0u, program);
408}
409
Jamie Madillfa05f602015-05-07 13:47:11 -0400410TEST_P(GLSLTest, ScopedStructsBug)
Jamie Madillbfa91f42014-06-05 15:45:18 -0400411{
Jamie Madill96509e42014-05-29 14:33:27 -0400412 const std::string fragmentShaderSource = SHADER_SOURCE
413 (
414 precision mediump float;
415
416 struct T_0
417 {
418 float f;
419 };
420
421 void main()
422 {
423 gl_FragColor = vec4(1, 0, 0, 1);
424
425 struct T
426 {
427 vec2 v;
428 };
429
430 T_0 a;
431 T b;
432
433 gl_FragColor.a += a.f;
434 gl_FragColor.a += b.v.x;
435 }
436 );
437
Jamie Madill5599c8f2014-08-26 13:16:39 -0400438 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
Jamie Madill2bf8b372014-06-16 17:18:51 -0400439 EXPECT_NE(0u, program);
440}
441
Jamie Madillfa05f602015-05-07 13:47:11 -0400442TEST_P(GLSLTest, DxPositionBug)
Jamie Madill2bf8b372014-06-16 17:18:51 -0400443{
444 const std::string &vertexShaderSource = SHADER_SOURCE
445 (
446 attribute vec4 inputAttribute;
447 varying float dx_Position;
448 void main()
449 {
450 gl_Position = vec4(inputAttribute);
451 dx_Position = 0.0;
452 }
453 );
454
455 const std::string &fragmentShaderSource = SHADER_SOURCE
456 (
457 precision mediump float;
458
459 varying float dx_Position;
460
461 void main()
462 {
463 gl_FragColor = vec4(dx_Position, 0, 0, 1);
464 }
465 );
466
Jamie Madill5599c8f2014-08-26 13:16:39 -0400467 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill96509e42014-05-29 14:33:27 -0400468 EXPECT_NE(0u, program);
469}
Jamie Madill4836d222014-07-24 06:55:51 -0400470
Jamie Madillfa05f602015-05-07 13:47:11 -0400471TEST_P(GLSLTest, ElseIfRewriting)
Jamie Madill4836d222014-07-24 06:55:51 -0400472{
473 const std::string &vertexShaderSource =
474 "attribute vec4 a_position;\n"
475 "varying float v;\n"
476 "void main() {\n"
477 " gl_Position = a_position;\n"
478 " v = 1.0;\n"
479 " if (a_position.x <= 0.5) {\n"
480 " v = 0.0;\n"
481 " } else if (a_position.x >= 0.5) {\n"
482 " v = 2.0;\n"
483 " }\n"
484 "}\n";
485
486 const std::string &fragmentShaderSource =
487 "precision highp float;\n"
488 "varying float v;\n"
489 "void main() {\n"
490 " vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n"
491 " if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n"
492 " if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n"
493 " gl_FragColor = color;\n"
494 "}\n";
495
Jamie Madill5599c8f2014-08-26 13:16:39 -0400496 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill4836d222014-07-24 06:55:51 -0400497 ASSERT_NE(0u, program);
498
499 drawQuad(program, "a_position", 0.5f);
Jamie Madill4836d222014-07-24 06:55:51 -0400500
501 EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
502 EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255);
503}
504
Jamie Madillfa05f602015-05-07 13:47:11 -0400505TEST_P(GLSLTest, TwoElseIfRewriting)
Jamie Madill4836d222014-07-24 06:55:51 -0400506{
507 const std::string &vertexShaderSource =
508 "attribute vec4 a_position;\n"
509 "varying float v;\n"
510 "void main() {\n"
511 " gl_Position = a_position;\n"
Jamie Madill778d5272014-08-04 13:13:25 -0400512 " if (a_position.x == 0.0) {\n"
Jamie Madill4836d222014-07-24 06:55:51 -0400513 " v = 1.0;\n"
514 " } else if (a_position.x > 0.5) {\n"
515 " v = 0.0;\n"
516 " } else if (a_position.x > 0.75) {\n"
517 " v = 0.5;\n"
518 " }\n"
519 "}\n";
520
521 const std::string &fragmentShaderSource =
522 "precision highp float;\n"
523 "varying float v;\n"
524 "void main() {\n"
525 " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n"
526 "}\n";
527
Jamie Madill5599c8f2014-08-26 13:16:39 -0400528 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill4836d222014-07-24 06:55:51 -0400529 EXPECT_NE(0u, program);
530}
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400531
Jamie Madillfa05f602015-05-07 13:47:11 -0400532TEST_P(GLSLTest, InvariantVaryingOut)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400533{
534 const std::string fragmentShaderSource = SHADER_SOURCE
535 (
536 precision mediump float;
537 varying float v_varying;
538 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
539 );
540
541 const std::string vertexShaderSource = SHADER_SOURCE
542 (
543 attribute vec4 a_position;
544 invariant varying float v_varying;
545 void main() { v_varying = a_position.x; gl_Position = a_position; }
546 );
547
Jamie Madill5599c8f2014-08-26 13:16:39 -0400548 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400549 EXPECT_NE(0u, program);
550}
551
Jamie Madillfa05f602015-05-07 13:47:11 -0400552TEST_P(GLSLTest, FrontFacingAndVarying)
Jamie Madille6256f82014-09-17 10:31:15 -0400553{
Geoff Langdd323e92015-06-09 15:16:31 -0400554 EGLPlatformParameters platform = GetParam().eglParameters;
Austin Kinross8b695ee2015-03-12 13:12:20 -0700555
556 // Disable this test on D3D11 feature level 9_3, since gl_FrontFacing isn't supported.
557 if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
558 {
559 if (platform.majorVersion == 9 && platform.minorVersion == 3)
560 {
561 return;
562 }
563 }
564
Jamie Madille6256f82014-09-17 10:31:15 -0400565 const std::string vertexShaderSource = SHADER_SOURCE
566 (
567 attribute vec4 a_position;
568 varying float v_varying;
569 void main()
570 {
571 v_varying = a_position.x;
572 gl_Position = a_position;
573 }
574 );
575
576 const std::string fragmentShaderSource = SHADER_SOURCE
577 (
578 precision mediump float;
579 varying float v_varying;
580 void main()
581 {
582 vec4 c;
583
584 if (gl_FrontFacing)
585 {
586 c = vec4(v_varying, 0, 0, 1.0);
587 }
588 else
589 {
590 c = vec4(0, v_varying, 0, 1.0);
591 }
592 gl_FragColor = c;
593 }
594 );
595
596 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
597 EXPECT_NE(0u, program);
598}
599
Jamie Madillfa05f602015-05-07 13:47:11 -0400600TEST_P(GLSLTest, InvariantVaryingIn)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400601{
602 const std::string fragmentShaderSource = SHADER_SOURCE
603 (
604 precision mediump float;
605 invariant varying float v_varying;
606 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
607 );
608
609 const std::string vertexShaderSource = SHADER_SOURCE
610 (
611 attribute vec4 a_position;
612 varying float v_varying;
613 void main() { v_varying = a_position.x; gl_Position = a_position; }
614 );
615
Jamie Madill5599c8f2014-08-26 13:16:39 -0400616 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400617 EXPECT_NE(0u, program);
618}
619
Jamie Madillfa05f602015-05-07 13:47:11 -0400620TEST_P(GLSLTest, InvariantVaryingBoth)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400621{
622 const std::string fragmentShaderSource = SHADER_SOURCE
623 (
624 precision mediump float;
625 invariant varying float v_varying;
626 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
627 );
628
629 const std::string vertexShaderSource = SHADER_SOURCE
630 (
631 attribute vec4 a_position;
632 invariant varying float v_varying;
633 void main() { v_varying = a_position.x; gl_Position = a_position; }
634 );
635
Jamie Madill5599c8f2014-08-26 13:16:39 -0400636 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400637 EXPECT_NE(0u, program);
638}
639
Jamie Madillfa05f602015-05-07 13:47:11 -0400640TEST_P(GLSLTest, InvariantGLPosition)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400641{
642 const std::string fragmentShaderSource = SHADER_SOURCE
643 (
644 precision mediump float;
645 varying float v_varying;
646 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
647 );
648
649 const std::string vertexShaderSource = SHADER_SOURCE
650 (
651 attribute vec4 a_position;
652 invariant gl_Position;
653 varying float v_varying;
654 void main() { v_varying = a_position.x; gl_Position = a_position; }
655 );
656
Jamie Madill5599c8f2014-08-26 13:16:39 -0400657 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400658 EXPECT_NE(0u, program);
659}
660
Jamie Madillfa05f602015-05-07 13:47:11 -0400661TEST_P(GLSLTest, InvariantAll)
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400662{
663 const std::string fragmentShaderSource = SHADER_SOURCE
664 (
665 precision mediump float;
666 varying float v_varying;
667 void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
668 );
669
670 const std::string vertexShaderSource =
671 "#pragma STDGL invariant(all)\n"
672 "attribute vec4 a_position;\n"
673 "varying float v_varying;\n"
674 "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
675
Jamie Madill5599c8f2014-08-26 13:16:39 -0400676 GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
Jamie Madill1c28e1f2014-08-04 11:37:54 -0400677 EXPECT_NE(0u, program);
678}
Austin Kinrossaf875522014-08-25 21:06:07 -0700679
Jamie Madillfa05f602015-05-07 13:47:11 -0400680TEST_P(GLSLTest, MaxVaryingVec4)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700681{
682 GLint maxVaryings = 0;
683 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
684
685 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true);
686}
687
Jamie Madillfa05f602015-05-07 13:47:11 -0400688TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusTwoSpecialVariables)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700689{
690 GLint maxVaryings = 0;
691 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
692
693 // Generate shader code that uses gl_FragCoord and gl_PointCoord, two special fragment shader variables.
694 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true);
695}
696
Jamie Madillfa05f602015-05-07 13:47:11 -0400697TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusThreeSpecialVariables)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700698{
699 GLint maxVaryings = 0;
700 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
701
702 // Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize.
703 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, true, true);
704}
705
Jamie Madillfa05f602015-05-07 13:47:11 -0400706TEST_P(GLSLTest, MaxVaryingVec4PlusFragCoord)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700707{
708 GLint maxVaryings = 0;
709 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
710
711 // Generate shader code that uses gl_FragCoord, a special fragment shader variables.
712 // This test should fail, since we are really using (maxVaryings + 1) varyings.
713 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false);
714}
715
Jamie Madillfa05f602015-05-07 13:47:11 -0400716TEST_P(GLSLTest, MaxVaryingVec4PlusPointCoord)
Austin Kinross8b695ee2015-03-12 13:12:20 -0700717{
718 GLint maxVaryings = 0;
719 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
720
721 // Generate shader code that uses gl_FragCoord, a special fragment shader variables.
722 // This test should fail, since we are really using (maxVaryings + 1) varyings.
723 VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false);
724}
725
Jamie Madillfa05f602015-05-07 13:47:11 -0400726TEST_P(GLSLTest, MaxVaryingVec3)
Austin Kinrossaf875522014-08-25 21:06:07 -0700727{
728 GLint maxVaryings = 0;
729 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
730
Austin Kinross8b695ee2015-03-12 13:12:20 -0700731 VaryingTestBase(0, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700732}
733
Jamie Madillfa05f602015-05-07 13:47:11 -0400734TEST_P(GLSLTest, MaxVaryingVec3Array)
Austin Kinrossaf875522014-08-25 21:06:07 -0700735{
736 GLint maxVaryings = 0;
737 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
738
Austin Kinross8b695ee2015-03-12 13:12:20 -0700739 VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700740}
741
Jamie Madillbee59e02014-10-02 10:44:18 -0400742// Disabled because of a failure in D3D9
Jamie Madillfa05f602015-05-07 13:47:11 -0400743TEST_P(GLSLTest, DISABLED_MaxVaryingVec3AndOneFloat)
Austin Kinrossaf875522014-08-25 21:06:07 -0700744{
745 GLint maxVaryings = 0;
746 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
747
Austin Kinross8b695ee2015-03-12 13:12:20 -0700748 VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700749}
750
Jamie Madillbee59e02014-10-02 10:44:18 -0400751// Disabled because of a failure in D3D9
Jamie Madillfa05f602015-05-07 13:47:11 -0400752TEST_P(GLSLTest, DISABLED_MaxVaryingVec3ArrayAndOneFloatArray)
Austin Kinrossaf875522014-08-25 21:06:07 -0700753{
754 GLint maxVaryings = 0;
755 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
756
Austin Kinross8b695ee2015-03-12 13:12:20 -0700757 VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700758}
759
Jamie Madillbee59e02014-10-02 10:44:18 -0400760// Disabled because of a failure in D3D9
Jamie Madillfa05f602015-05-07 13:47:11 -0400761TEST_P(GLSLTest, DISABLED_TwiceMaxVaryingVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -0700762{
763 GLint maxVaryings = 0;
764 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
765
Austin Kinross8b695ee2015-03-12 13:12:20 -0700766 VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700767}
768
Jamie Madillbee59e02014-10-02 10:44:18 -0400769// Disabled because of a failure in D3D9
Jamie Madillfa05f602015-05-07 13:47:11 -0400770TEST_P(GLSLTest, DISABLED_MaxVaryingVec2Arrays)
Austin Kinrossaf875522014-08-25 21:06:07 -0700771{
772 GLint maxVaryings = 0;
773 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
774
Austin Kinross8b695ee2015-03-12 13:12:20 -0700775 VaryingTestBase(0, 0, 0, maxVaryings, 0, 0, 0, 0, false, false, false, true);
Austin Kinrossaf875522014-08-25 21:06:07 -0700776}
777
Jamie Madillfa05f602015-05-07 13:47:11 -0400778TEST_P(GLSLTest, MaxPlusOneVaryingVec3)
Austin Kinrossaf875522014-08-25 21:06:07 -0700779{
780 GLint maxVaryings = 0;
781 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
782
Austin Kinross8b695ee2015-03-12 13:12:20 -0700783 VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700784}
785
Jamie Madillfa05f602015-05-07 13:47:11 -0400786TEST_P(GLSLTest, MaxPlusOneVaryingVec3Array)
Austin Kinrossaf875522014-08-25 21:06:07 -0700787{
788 GLint maxVaryings = 0;
789 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
790
Austin Kinross8b695ee2015-03-12 13:12:20 -0700791 VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700792}
793
Jamie Madillfa05f602015-05-07 13:47:11 -0400794TEST_P(GLSLTest, MaxVaryingVec3AndOneVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -0700795{
796 GLint maxVaryings = 0;
797 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
798
Austin Kinross8b695ee2015-03-12 13:12:20 -0700799 VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700800}
801
Jamie Madillfa05f602015-05-07 13:47:11 -0400802TEST_P(GLSLTest, MaxPlusOneVaryingVec2)
Austin Kinrossaf875522014-08-25 21:06:07 -0700803{
804 GLint maxVaryings = 0;
805 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
806
Austin Kinross8b695ee2015-03-12 13:12:20 -0700807 VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700808}
809
Jamie Madillfa05f602015-05-07 13:47:11 -0400810TEST_P(GLSLTest, MaxVaryingVec3ArrayAndMaxPlusOneFloatArray)
Austin Kinrossaf875522014-08-25 21:06:07 -0700811{
812 GLint maxVaryings = 0;
813 glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
814
Austin Kinross8b695ee2015-03-12 13:12:20 -0700815 VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false, false);
Austin Kinrossaf875522014-08-25 21:06:07 -0700816}
Geoff Langf60fab62014-11-24 11:21:20 -0500817
818// Verify shader source with a fixed length that is less than the null-terminated length will compile.
Jamie Madillfa05f602015-05-07 13:47:11 -0400819TEST_P(GLSLTest, FixedShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -0500820{
821 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
822
823 const std::string appendGarbage = "abcasdfasdfasdfasdfasdf";
824 const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage;
825 const char *sourceArray[1] = { source.c_str() };
Corentin Wallez973402f2015-05-11 13:42:22 -0400826 GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) };
Geoff Langf60fab62014-11-24 11:21:20 -0500827 glShaderSource(shader, ArraySize(sourceArray), sourceArray, lengths);
828 glCompileShader(shader);
829
830 GLint compileResult;
831 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
832 EXPECT_NE(compileResult, 0);
833}
834
835// Verify that a negative shader source length is treated as a null-terminated length.
Jamie Madillfa05f602015-05-07 13:47:11 -0400836TEST_P(GLSLTest, NegativeShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -0500837{
838 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
839
840 const char *sourceArray[1] = { "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" };
841 GLint lengths[1] = { -10 };
842 glShaderSource(shader, ArraySize(sourceArray), sourceArray, lengths);
843 glCompileShader(shader);
844
845 GLint compileResult;
846 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
847 EXPECT_NE(compileResult, 0);
848}
849
850// Verify that a length array with mixed positive and negative values compiles.
Jamie Madillfa05f602015-05-07 13:47:11 -0400851TEST_P(GLSLTest, MixedShaderLengths)
Geoff Langf60fab62014-11-24 11:21:20 -0500852{
853 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
854
855 const char *sourceArray[] =
856 {
857 "void main()",
858 "{",
859 " gl_FragColor = vec4(0, 0, 0, 0);",
860 "}",
861 };
862 GLint lengths[] =
863 {
864 -10,
865 1,
Corentin Wallez973402f2015-05-11 13:42:22 -0400866 static_cast<GLint>(strlen(sourceArray[2])),
Geoff Langf60fab62014-11-24 11:21:20 -0500867 -1,
868 };
869 ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
870
871 glShaderSource(shader, ArraySize(sourceArray), sourceArray, lengths);
872 glCompileShader(shader);
873
874 GLint compileResult;
875 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
876 EXPECT_NE(compileResult, 0);
877}
878
879// Verify that zero-length shader source does not affect shader compilation.
Jamie Madillfa05f602015-05-07 13:47:11 -0400880TEST_P(GLSLTest, ZeroShaderLength)
Geoff Langf60fab62014-11-24 11:21:20 -0500881{
882 GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
883
884 const char *sourceArray[] =
885 {
886 "adfasdf",
887 "34534",
888 "void main() { gl_FragColor = vec4(0, 0, 0, 0); }",
889 "",
890 "asdfasdfsdsdf",
891 };
892 GLint lengths[] =
893 {
894 0,
895 0,
896 -1,
897 0,
898 0,
899 };
900 ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
901
902 glShaderSource(shader, ArraySize(sourceArray), sourceArray, lengths);
903 glCompileShader(shader);
904
905 GLint compileResult;
906 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
907 EXPECT_NE(compileResult, 0);
908}
Jamie Madill21c1e452014-12-29 11:33:41 -0500909
910// Tests that bad index expressions don't crash ANGLE's translator.
911// https://code.google.com/p/angleproject/issues/detail?id=857
Jamie Madillfa05f602015-05-07 13:47:11 -0400912TEST_P(GLSLTest, BadIndexBug)
Jamie Madill21c1e452014-12-29 11:33:41 -0500913{
914 const std::string &fragmentShaderSourceVec =
915 "precision mediump float;\n"
916 "uniform vec4 uniformVec;\n"
917 "void main()\n"
918 "{\n"
919 " gl_FragColor = vec4(uniformVec[int()]);\n"
920 "}";
921
922 GLuint shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceVec);
923 EXPECT_EQ(0u, shader);
924
925 if (shader != 0)
926 {
927 glDeleteShader(shader);
928 }
929
930 const std::string &fragmentShaderSourceMat =
931 "precision mediump float;\n"
932 "uniform mat4 uniformMat;\n"
933 "void main()\n"
934 "{\n"
935 " gl_FragColor = vec4(uniformMat[int()]);\n"
936 "}";
937
938 shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceMat);
939 EXPECT_EQ(0u, shader);
940
941 if (shader != 0)
942 {
943 glDeleteShader(shader);
944 }
945
946 const std::string &fragmentShaderSourceArray =
947 "precision mediump float;\n"
948 "uniform vec4 uniformArray;\n"
949 "void main()\n"
950 "{\n"
951 " gl_FragColor = vec4(uniformArray[int()]);\n"
952 "}";
953
954 shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceArray);
955 EXPECT_EQ(0u, shader);
956
957 if (shader != 0)
958 {
959 glDeleteShader(shader);
960 }
Jamie Madill37997142015-01-28 10:06:34 -0500961}
962
Jamie Madill2e295e22015-04-29 10:41:33 -0400963// Test that structs defined in uniforms are translated correctly.
Jamie Madillfa05f602015-05-07 13:47:11 -0400964TEST_P(GLSLTest, StructSpecifiersUniforms)
Jamie Madill2e295e22015-04-29 10:41:33 -0400965{
966 const std::string fragmentShaderSource = SHADER_SOURCE
967 (
968 precision mediump float;
969
970 uniform struct S { float field;} s;
971
972 void main()
973 {
974 gl_FragColor = vec4(1, 0, 0, 1);
975 gl_FragColor.a += s.field;
976 }
977 );
978
979 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
980 EXPECT_NE(0u, program);
981}
Jamie Madill55def582015-05-04 11:24:57 -0400982
983// Test that gl_DepthRange is not stored as a uniform location. Since uniforms
984// beginning with "gl_" are filtered out by our validation logic, we must
985// bypass the validation to test the behaviour of the implementation.
986// (note this test is still Impl-independent)
Jamie Madillfa05f602015-05-07 13:47:11 -0400987TEST_P(GLSLTest, DepthRangeUniforms)
Jamie Madill55def582015-05-04 11:24:57 -0400988{
989 const std::string fragmentShaderSource = SHADER_SOURCE
990 (
991 precision mediump float;
992
993 void main()
994 {
995 gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1);
996 }
997 );
998
999 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
1000 EXPECT_NE(0u, program);
1001
1002 // dive into the ANGLE internals, so we can bypass validation.
1003 gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext());
1004 gl::Program *glProgram = context->getProgram(program);
1005 GLint nearIndex = glProgram->getUniformLocation("gl_DepthRange.near");
1006 EXPECT_EQ(-1, nearIndex);
1007
1008 // Test drawing does not throw an exception.
1009 drawQuad(program, "inputAttribute", 0.5f);
1010
1011 EXPECT_GL_NO_ERROR();
1012
1013 glDeleteProgram(program);
1014}
Jamie Madill4052dfc2015-05-06 15:18:49 -04001015
1016// Covers the WebGL test 'glsl/bugs/pow-of-small-constant-in-user-defined-function'
1017// See https://code.google.com/p/angleproject/issues/detail?id=851
1018// TODO(jmadill): ANGLE constant folding can fix this
Jamie Madillfa05f602015-05-07 13:47:11 -04001019TEST_P(GLSLTest, DISABLED_PowOfSmallConstant)
Jamie Madill4052dfc2015-05-06 15:18:49 -04001020{
1021 const std::string &fragmentShaderSource = SHADER_SOURCE
1022 (
1023 precision highp float;
1024
1025 float fun(float arg)
1026 {
1027 // These values are still easily within the highp range.
1028 // The minimum range in terms of 10's exponent is around -19 to 19, and IEEE-754 single precision range is higher than that.
1029 return pow(arg, 2.0);
1030 }
1031
1032 void main()
1033 {
1034 // Note that the bug did not reproduce if an uniform was passed to the function instead of a constant,
1035 // or if the expression was moved outside the user-defined function.
1036 const float a = 1.0e-6;
1037 float b = 1.0e12 * fun(a);
1038 if (abs(b - 1.0) < 0.01)
1039 {
1040 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); // green
1041 }
1042 else
1043 {
1044 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // red
1045 }
1046 }
1047 );
1048
1049 GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
1050 EXPECT_NE(0u, program);
1051
1052 drawQuad(program, "inputAttribute", 0.5f);
1053 EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
1054 EXPECT_GL_NO_ERROR();
1055}
Jamie Madillfa05f602015-05-07 13:47:11 -04001056
1057// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
1058ANGLE_INSTANTIATE_TEST(GLSLTest, ES2_D3D9(), ES2_D3D11());
1059
1060// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
1061ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11());