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authorwolfbeast <mcwerewolf@gmail.com>2018-07-18 08:24:24 +0200
committerwolfbeast <mcwerewolf@gmail.com>2018-07-18 08:24:24 +0200
commitfc61780b35af913801d72086456f493f63197da6 (patch)
treef85891288a7bd988da9f0f15ae64e5c63f00d493 /gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp
parent69f7f9e5f1475891ce11cc4f431692f965b0cd30 (diff)
parent50d3e596bbe89c95615f96eb71f6bc5be737a1db (diff)
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Merge commit '50d3e596bbe89c95615f96eb71f6bc5be737a1db' into Basilisk-releasev2018.07.18
# Conflicts: # browser/app/profile/firefox.js # browser/components/preferences/jar.mn
Diffstat (limited to 'gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp')
-rw-r--r--gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp184
1 files changed, 0 insertions, 184 deletions
diff --git a/gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp b/gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp
deleted file mode 100644
index dd3aa9a65..000000000
--- a/gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp
+++ /dev/null
@@ -1,184 +0,0 @@
-//
-// Copyright (c) 2016 The ANGLE Project Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-//
-// QualificationOrderESSL31_test.cpp:
-// OpenGL ES 3.1 removes the strict order of qualifiers imposed by the grammar.
-// This file contains tests for invalid order and usage of qualifiers in GLSL ES 3.10.
-
-#include "gtest/gtest.h"
-
-#include "angle_gl.h"
-#include "compiler/translator/TranslatorESSL.h"
-#include "GLSLANG/ShaderLang.h"
-#include "tests/test_utils/compiler_test.h"
-
-using namespace sh;
-
-class QualificationVertexShaderTestESSL31 : public testing::Test
-{
- public:
- QualificationVertexShaderTestESSL31() {}
- protected:
- virtual void SetUp()
- {
- ShBuiltInResources resources;
- InitBuiltInResources(&resources);
-
- mTranslator = new TranslatorESSL(GL_VERTEX_SHADER, SH_GLES3_1_SPEC);
- ASSERT_TRUE(mTranslator->Init(resources));
- }
-
- virtual void TearDown() { delete mTranslator; }
-
- // Return true when compilation succeeds
- bool compile(const std::string &shaderString)
- {
- const char *shaderStrings[] = {shaderString.c_str()};
- mASTRoot = mTranslator->compileTreeForTesting(shaderStrings, 1,
- SH_INTERMEDIATE_TREE | SH_VARIABLES);
- TInfoSink &infoSink = mTranslator->getInfoSink();
- mInfoLog = infoSink.info.c_str();
- return mASTRoot != nullptr;
- }
-
- const TIntermSymbol *findSymbolInAST(const TString &symbolName, TBasicType basicType)
- {
- return FindSymbolNode(mASTRoot, symbolName, basicType);
- }
-
- protected:
- TranslatorESSL *mTranslator;
- TIntermNode *mASTRoot;
- std::string mInfoLog;
-};
-
-// GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct.
-TEST_F(QualificationVertexShaderTestESSL31, CentroidOut)
-{
- const std::string &shaderString =
- "#version 310 es\n"
- "precision lowp float;\n"
- "out centroid float something;\n"
- "void main(){\n"
- " something = 1.0;\n"
- "}\n";
- if (!compile(shaderString))
- {
- FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
- }
- else
- {
- const TIntermSymbol *node = findSymbolInAST("something", EbtFloat);
- ASSERT_NE(nullptr, node);
-
- const TType &type = node->getType();
- EXPECT_EQ(EvqCentroidOut, type.getQualifier());
- }
-}
-
-// GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct.
-TEST_F(QualificationVertexShaderTestESSL31, AllQualifiersMixed)
-{
- const std::string &shaderString =
- "#version 310 es\n"
- "precision lowp float;\n"
- "highp out invariant centroid flat vec4 something;\n"
- "void main(){\n"
- "}\n";
- if (!compile(shaderString))
- {
- FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
- }
- else
- {
- const TIntermSymbol *node = findSymbolInAST("something", EbtFloat);
- ASSERT_NE(nullptr, node);
-
- const TType &type = node->getType();
- EXPECT_TRUE(type.isInvariant());
- EXPECT_EQ(EvqFlatOut, type.getQualifier());
- EXPECT_EQ(EbpHigh, type.getPrecision());
- }
-}
-
-// GLSL ES 3.10 allows multiple layout qualifiers to be specified.
-TEST_F(QualificationVertexShaderTestESSL31, MultipleLayouts)
-{
- const std::string &shaderString =
- "#version 310 es\n"
- "precision lowp float;\n"
- "in layout(location=1) layout(location=2) vec4 something;\n"
- "void main(){\n"
- "}\n";
- if (!compile(shaderString))
- {
- FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
- }
- else
- {
- const TIntermSymbol *node = findSymbolInAST("something", EbtFloat);
- ASSERT_NE(nullptr, node);
-
- const TType &type = node->getType();
- EXPECT_EQ(EvqVertexIn, type.getQualifier());
- EXPECT_EQ(2, type.getLayoutQualifier().location);
- }
-}
-
-// The test checks layout qualifier overriding when multiple layouts are specified.
-TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock)
-{
- const std::string &shaderString =
- "#version 310 es\n"
- "precision lowp float;\n"
- "out float someValue;\n"
- "layout(shared) layout(std140) layout(column_major) uniform MyInterface\n"
- "{ vec4 something; } MyInterfaceName;\n"
- "void main(){\n"
- " someValue = MyInterfaceName.something.r;\n"
- "}\n";
- if (!compile(shaderString))
- {
- FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
- }
- else
- {
- const TIntermSymbol *node = findSymbolInAST("MyInterfaceName", EbtInterfaceBlock);
- ASSERT_NE(nullptr, node);
-
- const TType &type = node->getType();
- TLayoutQualifier layoutQualifier = type.getLayoutQualifier();
- EXPECT_EQ(EbsStd140, layoutQualifier.blockStorage);
- EXPECT_EQ(EmpColumnMajor, layoutQualifier.matrixPacking);
- }
-}
-
-// The test checks layout qualifier overriding when multiple layouts are specified.
-TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock2)
-{
- const std::string &shaderString =
- "#version 310 es\n"
- "precision lowp float;\n"
- "out float someValue;\n"
- "layout(row_major) layout(std140) layout(shared) uniform MyInterface\n"
- "{ vec4 something; } MyInterfaceName;\n"
- "void main(){\n"
- " someValue = MyInterfaceName.something.r;\n"
- "}\n";
- if (!compile(shaderString))
- {
- FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
- }
- else
- {
- const TIntermSymbol *node = findSymbolInAST("MyInterfaceName", EbtInterfaceBlock);
- ASSERT_NE(nullptr, node);
-
- const TType &type = node->getType();
- TLayoutQualifier layoutQualifier = type.getLayoutQualifier();
- EXPECT_EQ(EbsShared, layoutQualifier.blockStorage);
- EXPECT_EQ(EmpRowMajor, layoutQualifier.matrixPacking);
- }
-}