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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/gl_tests/GLSLTest.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/gl_tests/GLSLTest.cpp')
-rwxr-xr-x | gfx/angle/src/tests/gl_tests/GLSLTest.cpp | 2443 |
1 files changed, 2443 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/gl_tests/GLSLTest.cpp b/gfx/angle/src/tests/gl_tests/GLSLTest.cpp new file mode 100755 index 000000000..00000612d --- /dev/null +++ b/gfx/angle/src/tests/gl_tests/GLSLTest.cpp @@ -0,0 +1,2443 @@ +// +// Copyright 2015 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. +// + +#include "test_utils/ANGLETest.h" + +#include "libANGLE/Context.h" +#include "libANGLE/Program.h" +#include "test_utils/gl_raii.h" + +using namespace angle; + +namespace +{ + +class GLSLTest : public ANGLETest +{ + protected: + GLSLTest() + { + setWindowWidth(128); + setWindowHeight(128); + setConfigRedBits(8); + setConfigGreenBits(8); + setConfigBlueBits(8); + setConfigAlphaBits(8); + } + + virtual void SetUp() + { + ANGLETest::SetUp(); + + mSimpleVSSource = SHADER_SOURCE + ( + attribute vec4 inputAttribute; + void main() + { + gl_Position = inputAttribute; + } + ); + } + + std::string GenerateVaryingType(GLint vectorSize) + { + char varyingType[10]; + + if (vectorSize == 1) + { + sprintf(varyingType, "float"); + } + else + { + sprintf(varyingType, "vec%d", vectorSize); + } + + return std::string(varyingType); + } + + std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id) + { + char buff[100]; + + if (arraySize == 1) + { + sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id); + } + else + { + sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize); + } + + return std::string(buff); + } + + std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id) + { + std::string returnString; + char buff[100]; + + if (arraySize == 1) + { + sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str()); + returnString += buff; + } + else + { + for (int i = 0; i < arraySize; i++) + { + sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str()); + returnString += buff; + } + } + + return returnString; + } + + std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id) + { + if (arraySize == 1) + { + char buff[100]; + sprintf(buff, "v%d + ", id); + return std::string(buff); + } + else + { + std::string returnString; + for (int i = 0; i < arraySize; i++) + { + char buff[100]; + sprintf(buff, "v%d[%d] + ", id, i); + returnString += buff; + } + return returnString; + } + } + + void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, + GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, + std::string* fragmentShader, std::string* vertexShader) + { + // Generate a string declaring the varyings, to share between the fragment shader and the vertex shader. + std::string varyingDeclaration; + + unsigned int varyingCount = 0; + + for (GLint i = 0; i < floatCount; i++) + { + varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount); + varyingCount += 1; + } + + for (GLint i = 0; i < floatArrayCount; i++) + { + varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount); + varyingCount += 1; + } + + for (GLint i = 0; i < vec2Count; i++) + { + varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount); + varyingCount += 1; + } + + for (GLint i = 0; i < vec2ArrayCount; i++) + { + varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount); + varyingCount += 1; + } + + for (GLint i = 0; i < vec3Count; i++) + { + varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount); + varyingCount += 1; + } + + for (GLint i = 0; i < vec3ArrayCount; i++) + { + varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount); + varyingCount += 1; + } + + for (GLint i = 0; i < vec4Count; i++) + { + varyingDeclaration += GenerateVectorVaryingDeclaration(4, 1, varyingCount); + varyingCount += 1; + } + + for (GLint i = 0; i < vec4ArrayCount; i++) + { + varyingDeclaration += GenerateVectorVaryingDeclaration(4, 2, varyingCount); + varyingCount += 1; + } + + // Generate the vertex shader + vertexShader->clear(); + vertexShader->append(varyingDeclaration); + vertexShader->append("\nvoid main()\n{\n"); + + unsigned int currentVSVarying = 0; + + for (GLint i = 0; i < floatCount; i++) + { + vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying)); + currentVSVarying += 1; + } + + for (GLint i = 0; i < floatArrayCount; i++) + { + vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying)); + currentVSVarying += 1; + } + + for (GLint i = 0; i < vec2Count; i++) + { + vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying)); + currentVSVarying += 1; + } + + for (GLint i = 0; i < vec2ArrayCount; i++) + { + vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying)); + currentVSVarying += 1; + } + + for (GLint i = 0; i < vec3Count; i++) + { + vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying)); + currentVSVarying += 1; + } + + for (GLint i = 0; i < vec3ArrayCount; i++) + { + vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying)); + currentVSVarying += 1; + } + + for (GLint i = 0; i < vec4Count; i++) + { + vertexShader->append(GenerateVectorVaryingSettingCode(4, 1, currentVSVarying)); + currentVSVarying += 1; + } + + for (GLint i = 0; i < vec4ArrayCount; i++) + { + vertexShader->append(GenerateVectorVaryingSettingCode(4, 2, currentVSVarying)); + currentVSVarying += 1; + } + + if (usePointSize) + { + vertexShader->append("gl_PointSize = 1.0;\n"); + } + + vertexShader->append("}\n"); + + // Generate the fragment shader + fragmentShader->clear(); + fragmentShader->append("precision highp float;\n"); + fragmentShader->append(varyingDeclaration); + fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n"); + + unsigned int currentFSVarying = 0; + + // Make use of the float varyings + fragmentShader->append("\tretColor += vec4("); + + for (GLint i = 0; i < floatCount; i++) + { + fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); + currentFSVarying += 1; + } + + for (GLint i = 0; i < floatArrayCount; i++) + { + fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); + currentFSVarying += 1; + } + + fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n"); + + // Make use of the vec2 varyings + fragmentShader->append("\tretColor += vec4("); + + for (GLint i = 0; i < vec2Count; i++) + { + fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); + currentFSVarying += 1; + } + + for (GLint i = 0; i < vec2ArrayCount; i++) + { + fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); + currentFSVarying += 1; + } + + fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n"); + + // Make use of the vec3 varyings + fragmentShader->append("\tretColor += vec4("); + + for (GLint i = 0; i < vec3Count; i++) + { + fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); + currentFSVarying += 1; + } + + for (GLint i = 0; i < vec3ArrayCount; i++) + { + fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); + currentFSVarying += 1; + } + + fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n"); + + // Make use of the vec4 varyings + fragmentShader->append("\tretColor += "); + + for (GLint i = 0; i < vec4Count; i++) + { + fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); + currentFSVarying += 1; + } + + for (GLint i = 0; i < vec4ArrayCount; i++) + { + fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); + currentFSVarying += 1; + } + + fragmentShader->append("vec4(0.0, 0.0, 0.0, 0.0);\n"); + + // Set gl_FragColor, and use special variables if requested + fragmentShader->append("\tgl_FragColor = retColor"); + + if (useFragCoord) + { + fragmentShader->append(" + gl_FragCoord"); + } + + if (usePointCoord) + { + fragmentShader->append(" + vec4(gl_PointCoord, 0.0, 0.0)"); + } + + fragmentShader->append(";\n}"); + } + + void VaryingTestBase(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, + GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, bool expectSuccess) + { + std::string fragmentShaderSource; + std::string vertexShaderSource; + + GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, vec3ArrayCount, + vec4Count, vec4ArrayCount, useFragCoord, usePointCoord, usePointSize, + &fragmentShaderSource, &vertexShaderSource); + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + + if (expectSuccess) + { + EXPECT_NE(0u, program); + } + else + { + EXPECT_EQ(0u, program); + } + } + + void CompileGLSLWithUniformsAndSamplers(GLint vertexUniformCount, + GLint fragmentUniformCount, + GLint vertexSamplersCount, + GLint fragmentSamplersCount, + bool expectSuccess) + { + std::stringstream vertexShader; + std::stringstream fragmentShader; + + // Generate the vertex shader + vertexShader << "precision mediump float;\n"; + + for (int i = 0; i < vertexUniformCount; i++) + { + vertexShader << "uniform vec4 v" << i << ";\n"; + } + + for (int i = 0; i < vertexSamplersCount; i++) + { + vertexShader << "uniform sampler2D s" << i << ";\n"; + } + + vertexShader << "void main()\n{\n"; + + for (int i = 0; i < vertexUniformCount; i++) + { + vertexShader << " gl_Position += v" << i << ";\n"; + } + + for (int i = 0; i < vertexSamplersCount; i++) + { + vertexShader << " gl_Position += texture2D(s" << i << ", vec2(0.0, 0.0));\n"; + } + + if (vertexUniformCount == 0 && vertexSamplersCount == 0) + { + vertexShader << " gl_Position = vec4(0.0);\n"; + } + + vertexShader << "}\n"; + + // Generate the fragment shader + fragmentShader << "precision mediump float;\n"; + + for (int i = 0; i < fragmentUniformCount; i++) + { + fragmentShader << "uniform vec4 v" << i << ";\n"; + } + + for (int i = 0; i < fragmentSamplersCount; i++) + { + fragmentShader << "uniform sampler2D s" << i << ";\n"; + } + + fragmentShader << "void main()\n{\n"; + + for (int i = 0; i < fragmentUniformCount; i++) + { + fragmentShader << " gl_FragColor += v" << i << ";\n"; + } + + for (int i = 0; i < fragmentSamplersCount; i++) + { + fragmentShader << " gl_FragColor += texture2D(s" << i << ", vec2(0.0, 0.0));\n"; + } + + if (fragmentUniformCount == 0 && fragmentSamplersCount == 0) + { + fragmentShader << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"; + } + + fragmentShader << "}\n"; + + GLuint program = CompileProgram(vertexShader.str(), fragmentShader.str()); + + if (expectSuccess) + { + EXPECT_NE(0u, program); + } + else + { + EXPECT_EQ(0u, program); + } + } + + std::string mSimpleVSSource; +}; + +class GLSLTest_ES3 : public GLSLTest +{ + void SetUp() override + { + ANGLETest::SetUp(); + + mSimpleVSSource = + "#version 300 es\n" + "in vec4 inputAttribute;" + "void main()" + "{" + " gl_Position = inputAttribute;" + "}"; + } +}; + +TEST_P(GLSLTest, NamelessScopedStructs) +{ + const std::string fragmentShaderSource = SHADER_SOURCE + ( + precision mediump float; + + void main() + { + struct + { + float q; + } b; + + gl_FragColor = vec4(1, 0, 0, 1); + gl_FragColor.a += b.q; + } + ); + + GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +TEST_P(GLSLTest, ScopedStructsOrderBug) +{ + // TODO(geofflang): Find out why this doesn't compile on Apple OpenGL drivers + // (http://anglebug.com/1292) + // TODO(geofflang): Find out why this doesn't compile on AMD OpenGL drivers + // (http://anglebug.com/1291) + if (IsDesktopOpenGL() && (IsOSX() || !IsNVIDIA())) + { + std::cout << "Test disabled on this OpenGL configuration." << std::endl; + return; + } + + const std::string fragmentShaderSource = SHADER_SOURCE + ( + precision mediump float; + + struct T + { + float f; + }; + + void main() + { + T a; + + struct T + { + float q; + }; + + T b; + + gl_FragColor = vec4(1, 0, 0, 1); + gl_FragColor.a += a.f; + gl_FragColor.a += b.q; + } + ); + + GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +TEST_P(GLSLTest, ScopedStructsBug) +{ + const std::string fragmentShaderSource = SHADER_SOURCE + ( + precision mediump float; + + struct T_0 + { + float f; + }; + + void main() + { + gl_FragColor = vec4(1, 0, 0, 1); + + struct T + { + vec2 v; + }; + + T_0 a; + T b; + + gl_FragColor.a += a.f; + gl_FragColor.a += b.v.x; + } + ); + + GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +TEST_P(GLSLTest, DxPositionBug) +{ + const std::string &vertexShaderSource = SHADER_SOURCE + ( + attribute vec4 inputAttribute; + varying float dx_Position; + void main() + { + gl_Position = vec4(inputAttribute); + dx_Position = 0.0; + } + ); + + const std::string &fragmentShaderSource = SHADER_SOURCE + ( + precision mediump float; + + varying float dx_Position; + + void main() + { + gl_FragColor = vec4(dx_Position, 0, 0, 1); + } + ); + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +TEST_P(GLSLTest, ElseIfRewriting) +{ + const std::string &vertexShaderSource = + "attribute vec4 a_position;\n" + "varying float v;\n" + "void main() {\n" + " gl_Position = a_position;\n" + " v = 1.0;\n" + " if (a_position.x <= 0.5) {\n" + " v = 0.0;\n" + " } else if (a_position.x >= 0.5) {\n" + " v = 2.0;\n" + " }\n" + "}\n"; + + const std::string &fragmentShaderSource = + "precision highp float;\n" + "varying float v;\n" + "void main() {\n" + " vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n" + " if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n" + " if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n" + " gl_FragColor = color;\n" + "}\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + ASSERT_NE(0u, program); + + drawQuad(program, "a_position", 0.5f); + + EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); + EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255); +} + +TEST_P(GLSLTest, TwoElseIfRewriting) +{ + const std::string &vertexShaderSource = + "attribute vec4 a_position;\n" + "varying float v;\n" + "void main() {\n" + " gl_Position = a_position;\n" + " if (a_position.x == 0.0) {\n" + " v = 1.0;\n" + " } else if (a_position.x > 0.5) {\n" + " v = 0.0;\n" + " } else if (a_position.x > 0.75) {\n" + " v = 0.5;\n" + " }\n" + "}\n"; + + const std::string &fragmentShaderSource = + "precision highp float;\n" + "varying float v;\n" + "void main() {\n" + " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n" + "}\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +TEST_P(GLSLTest, FrontFacingAndVarying) +{ + EGLPlatformParameters platform = GetParam().eglParameters; + + const std::string vertexShaderSource = SHADER_SOURCE + ( + attribute vec4 a_position; + varying float v_varying; + void main() + { + v_varying = a_position.x; + gl_Position = a_position; + } + ); + + const std::string fragmentShaderSource = SHADER_SOURCE + ( + precision mediump float; + varying float v_varying; + void main() + { + vec4 c; + + if (gl_FrontFacing) + { + c = vec4(v_varying, 0, 0, 1.0); + } + else + { + c = vec4(0, v_varying, 0, 1.0); + } + gl_FragColor = c; + } + ); + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + + // Compilation should fail on D3D11 feature level 9_3, since gl_FrontFacing isn't supported. + if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) + { + if (platform.majorVersion == 9 && platform.minorVersion == 3) + { + EXPECT_EQ(0u, program); + return; + } + } + + // Otherwise, compilation should succeed + EXPECT_NE(0u, program); +} + +// Verify that linking shaders declaring different shading language versions fails. +TEST_P(GLSLTest_ES3, VersionMismatch) +{ + const std::string fragmentShaderSource100 = + "precision mediump float;\n" + "varying float v_varying;\n" + "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource100 = + "attribute vec4 a_position;\n" + "varying float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + const std::string fragmentShaderSource300 = + "#version 300 es\n" + "precision mediump float;\n" + "in float v_varying;\n" + "out vec4 my_FragColor;\n" + "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource300 = + "#version 300 es\n" + "in vec4 a_position;\n" + "out float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource300, fragmentShaderSource100); + EXPECT_EQ(0u, program); + + program = CompileProgram(vertexShaderSource100, fragmentShaderSource300); + EXPECT_EQ(0u, program); +} + +// Verify that declaring varying as invariant only in vertex shader fails in ESSL 1.00. +TEST_P(GLSLTest, InvariantVaryingOut) +{ + const std::string fragmentShaderSource = + "precision mediump float;\n" + "varying float v_varying;\n" + "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "attribute vec4 a_position;\n" + "invariant varying float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_EQ(0u, program); +} + +// Verify that declaring varying as invariant only in vertex shader succeeds in ESSL 3.00. +TEST_P(GLSLTest_ES3, InvariantVaryingOut) +{ + // TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader + // for varyings which are invariant in vertex shader (http://anglebug.com/1293) + if (IsDesktopOpenGL()) + { + std::cout << "Test disabled on OpenGL." << std::endl; + return; + } + + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision mediump float;\n" + "in float v_varying;\n" + "out vec4 my_FragColor;\n" + "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "#version 300 es\n" + "in vec4 a_position;\n" + "invariant out float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that declaring varying as invariant only in fragment shader fails in ESSL 1.00. +TEST_P(GLSLTest, InvariantVaryingIn) +{ + const std::string fragmentShaderSource = + "precision mediump float;\n" + "invariant varying float v_varying;\n" + "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "attribute vec4 a_position;\n" + "varying float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_EQ(0u, program); +} + +// Verify that declaring varying as invariant only in fragment shader fails in ESSL 3.00. +TEST_P(GLSLTest_ES3, InvariantVaryingIn) +{ + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision mediump float;\n" + "invariant in float v_varying;\n" + "out vec4 my_FragColor;\n" + "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "#version 300 es\n" + "in vec4 a_position;\n" + "out float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_EQ(0u, program); +} + +// Verify that declaring varying as invariant in both shaders succeeds in ESSL 1.00. +TEST_P(GLSLTest, InvariantVaryingBoth) +{ + const std::string fragmentShaderSource = + "precision mediump float;\n" + "invariant varying float v_varying;\n" + "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "attribute vec4 a_position;\n" + "invariant varying float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that declaring varying as invariant in both shaders fails in ESSL 3.00. +TEST_P(GLSLTest_ES3, InvariantVaryingBoth) +{ + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision mediump float;\n" + "invariant in float v_varying;\n" + "out vec4 my_FragColor;\n" + "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "#version 300 es\n" + "in vec4 a_position;\n" + "invariant out float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_EQ(0u, program); +} + +// Verify that declaring gl_Position as invariant succeeds in ESSL 1.00. +TEST_P(GLSLTest, InvariantGLPosition) +{ + const std::string fragmentShaderSource = + "precision mediump float;\n" + "varying float v_varying;\n" + "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "attribute vec4 a_position;\n" + "invariant gl_Position;\n" + "varying float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that declaring gl_Position as invariant succeeds in ESSL 3.00. +TEST_P(GLSLTest_ES3, InvariantGLPosition) +{ + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision mediump float;\n" + "in float v_varying;\n" + "out vec4 my_FragColor;\n" + "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "#version 300 es\n" + "in vec4 a_position;\n" + "invariant gl_Position;\n" + "out float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that using invariant(all) in both shaders succeeds in ESSL 1.00. +TEST_P(GLSLTest, InvariantAllBoth) +{ + // TODO: ESSL 1.00 -> GLSL 1.20 translation should add "invariant" in fragment shader + // for varyings which are invariant in vertex shader individually, + // and remove invariant(all) from fragment shader (http://anglebug.com/1293) + if (IsDesktopOpenGL()) + { + std::cout << "Test disabled on OpenGL." << std::endl; + return; + } + + const std::string fragmentShaderSource = + "#pragma STDGL invariant(all)\n" + "precision mediump float;\n" + "varying float v_varying;\n" + "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "#pragma STDGL invariant(all)\n" + "attribute vec4 a_position;\n" + "varying float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that functions without return statements still compile +TEST_P(GLSLTest, MissingReturnFloat) +{ + const std::string vertexShaderSource = + "varying float v_varying;\n" + "float f() { if (v_varying > 0.0) return 1.0; }\n" + "void main() { gl_Position = vec4(f(), 0, 0, 1); }\n"; + + const std::string fragmentShaderSource = + "precision mediump float;\n" + "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that functions without return statements still compile +TEST_P(GLSLTest, MissingReturnVec2) +{ + const std::string vertexShaderSource = + "varying float v_varying;\n" + "vec2 f() { if (v_varying > 0.0) return vec2(1.0, 1.0); }\n" + "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; + + const std::string fragmentShaderSource = + "precision mediump float;\n" + "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that functions without return statements still compile +TEST_P(GLSLTest, MissingReturnVec3) +{ + const std::string vertexShaderSource = + "varying float v_varying;\n" + "vec3 f() { if (v_varying > 0.0) return vec3(1.0, 1.0, 1.0); }\n" + "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; + + const std::string fragmentShaderSource = + "precision mediump float;\n" + "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that functions without return statements still compile +TEST_P(GLSLTest, MissingReturnVec4) +{ + const std::string vertexShaderSource = + "varying float v_varying;\n" + "vec4 f() { if (v_varying > 0.0) return vec4(1.0, 1.0, 1.0, 1.0); }\n" + "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; + + const std::string fragmentShaderSource = + "precision mediump float;\n" + "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that functions without return statements still compile +TEST_P(GLSLTest, MissingReturnIVec4) +{ + const std::string vertexShaderSource = + "varying float v_varying;\n" + "ivec4 f() { if (v_varying > 0.0) return ivec4(1, 1, 1, 1); }\n" + "void main() { gl_Position = vec4(f().x, 0, 0, 1); }\n"; + + const std::string fragmentShaderSource = + "precision mediump float;\n" + "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that functions without return statements still compile +TEST_P(GLSLTest, MissingReturnMat4) +{ + const std::string vertexShaderSource = + "varying float v_varying;\n" + "mat4 f() { if (v_varying > 0.0) return mat4(1.0); }\n" + "void main() { gl_Position = vec4(f()[0][0], 0, 0, 1); }\n"; + + const std::string fragmentShaderSource = + "precision mediump float;\n" + "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that functions without return statements still compile +TEST_P(GLSLTest, MissingReturnStruct) +{ + const std::string vertexShaderSource = + "varying float v_varying;\n" + "struct s { float a; int b; vec2 c; };\n" + "s f() { if (v_varying > 0.0) return s(1.0, 1, vec2(1.0, 1.0)); }\n" + "void main() { gl_Position = vec4(f().a, 0, 0, 1); }\n"; + + const std::string fragmentShaderSource = + "precision mediump float;\n" + "void main() { gl_FragColor = vec4(0, 0, 0, 1); }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that functions without return statements still compile +TEST_P(GLSLTest_ES3, MissingReturnArray) +{ + const std::string vertexShaderSource = + "#version 300 es\n" + "in float v_varying;\n" + "vec2[2] f() { if (v_varying > 0.0) { return vec2[2](vec2(1.0, 1.0), vec2(1.0, 1.0)); } }\n" + "void main() { gl_Position = vec4(f()[0].x, 0, 0, 1); }\n"; + + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision mediump float;\n" + "out vec4 my_FragColor;\n" + "void main() { my_FragColor = vec4(0, 0, 0, 1); }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that functions without return statements still compile +TEST_P(GLSLTest_ES3, MissingReturnArrayOfStructs) +{ + const std::string vertexShaderSource = + "#version 300 es\n" + "in float v_varying;\n" + "struct s { float a; int b; vec2 c; };\n" + "s[2] f() { if (v_varying > 0.0) { return s[2](s(1.0, 1, vec2(1.0, 1.0)), s(1.0, 1, " + "vec2(1.0, 1.0))); } }\n" + "void main() { gl_Position = vec4(f()[0].a, 0, 0, 1); }\n"; + + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision mediump float;\n" + "out vec4 my_FragColor;\n" + "void main() { my_FragColor = vec4(0, 0, 0, 1); }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that functions without return statements still compile +TEST_P(GLSLTest_ES3, MissingReturnStructOfArrays) +{ + // TODO(cwallez) remove the suppression once NVIDIA removes the restriction for + // GLSL >= 300. It was defined only in GLSL 2.0, section 6.1. + if (IsNVIDIA() && IsOpenGLES()) + { + std::cout << "Test skipped on NVIDIA OpenGL ES because it disallows returning " + "structure of arrays" + << std::endl; + return; + } + + const std::string vertexShaderSource = + "#version 300 es\n" + "in float v_varying;\n" + "struct s { float a[2]; int b[2]; vec2 c[2]; };\n" + "s f() { if (v_varying > 0.0) { return s(float[2](1.0, 1.0), int[2](1, 1)," + "vec2[2](vec2(1.0, 1.0), vec2(1.0, 1.0))); } }\n" + "void main() { gl_Position = vec4(f().a[0], 0, 0, 1); }\n"; + + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision mediump float;\n" + "out vec4 my_FragColor;\n" + "void main() { my_FragColor = vec4(0, 0, 0, 1); }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Verify that using invariant(all) in both shaders fails in ESSL 3.00. +TEST_P(GLSLTest_ES3, InvariantAllBoth) +{ + const std::string fragmentShaderSource = + "#version 300 es\n" + "#pragma STDGL invariant(all)\n" + "precision mediump float;\n" + "in float v_varying;\n" + "out vec4 my_FragColor;\n" + "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "#version 300 es\n" + "#pragma STDGL invariant(all)\n" + "in vec4 a_position;\n" + "out float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_EQ(0u, program); +} + +// Verify that using invariant(all) only in fragment shader fails in ESSL 1.00. +TEST_P(GLSLTest, InvariantAllIn) +{ + const std::string fragmentShaderSource = + "#pragma STDGL invariant(all)\n" + "precision mediump float;\n" + "varying float v_varying;\n" + "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "attribute vec4 a_position;\n" + "varying float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_EQ(0u, program); +} + +// Verify that using invariant(all) only in fragment shader fails in ESSL 3.00. +TEST_P(GLSLTest_ES3, InvariantAllIn) +{ + const std::string fragmentShaderSource = + "#version 300 es\n" + "#pragma STDGL invariant(all)\n" + "precision mediump float;\n" + "in float v_varying;\n" + "out vec4 my_FragColor;\n" + "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "#version 300 es\n" + "in vec4 a_position;\n" + "out float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_EQ(0u, program); +} + +// Verify that using invariant(all) only in vertex shader fails in ESSL 1.00. +TEST_P(GLSLTest, InvariantAllOut) +{ + const std::string fragmentShaderSource = + "precision mediump float;\n" + "varying float v_varying;\n" + "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "#pragma STDGL invariant(all)\n" + "attribute vec4 a_position;\n" + "varying float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_EQ(0u, program); +} + +// Verify that using invariant(all) only in vertex shader succeeds in ESSL 3.00. +TEST_P(GLSLTest_ES3, InvariantAllOut) +{ + // TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader + // for varyings which are invariant in vertex shader, + // because of invariant(all) being used in vertex shader (http://anglebug.com/1293) + if (IsDesktopOpenGL()) + { + std::cout << "Test disabled on OpenGL." << std::endl; + return; + } + + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision mediump float;\n" + "in float v_varying;\n" + "out vec4 my_FragColor;\n" + "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n"; + + const std::string vertexShaderSource = + "#version 300 es\n" + "#pragma STDGL invariant(all)\n" + "in vec4 a_position;\n" + "out float v_varying;\n" + "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +TEST_P(GLSLTest, MaxVaryingVec4) +{ +#if defined(__APPLE__) + // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers + // (http://anglebug.com/1291) + if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) + { + std::cout << "Test disabled on Apple AMD OpenGL." << std::endl; + return; + } +#endif + + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true); +} + +TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusTwoSpecialVariables) +{ + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + // Generate shader code that uses gl_FragCoord and gl_PointCoord, two special fragment shader variables. + VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true); +} + +TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusThreeSpecialVariables) +{ + // TODO(geofflang): Figure out why this fails on OpenGL AMD (http://anglebug.com/1291) + if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) + { + std::cout << "Test disabled on OpenGL." << std::endl; + return; + } + + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + // Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize. + VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, true, true); +} + +// Disabled because drivers are allowed to successfully compile shaders that have more than the +// maximum number of varyings. (http://anglebug.com/1296) +TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusFragCoord) +{ + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + // Generate shader code that uses gl_FragCoord, a special fragment shader variables. + // This test should fail, since we are really using (maxVaryings + 1) varyings. + VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false); +} + +// Disabled because drivers are allowed to successfully compile shaders that have more than the +// maximum number of varyings. (http://anglebug.com/1296) +TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusPointCoord) +{ + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + // Generate shader code that uses gl_FragCoord, a special fragment shader variables. + // This test should fail, since we are really using (maxVaryings + 1) varyings. + VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false); +} + +TEST_P(GLSLTest, MaxVaryingVec3) +{ + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(0, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true); +} + +TEST_P(GLSLTest, MaxVaryingVec3Array) +{ + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true); +} + +// Disabled because of a failure in D3D9 +TEST_P(GLSLTest, MaxVaryingVec3AndOneFloat) +{ + if (IsD3D9()) + { + std::cout << "Test disabled on D3D9." << std::endl; + return; + } + + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true); +} + +// Disabled because of a failure in D3D9 +TEST_P(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray) +{ + if (IsD3D9()) + { + std::cout << "Test disabled on D3D9." << std::endl; + return; + } + + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true); +} + +// Disabled because of a failure in D3D9 +TEST_P(GLSLTest, TwiceMaxVaryingVec2) +{ + if (IsD3D9()) + { + std::cout << "Test disabled on D3D9." << std::endl; + return; + } + + if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) + { + // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver + std::cout << "Test disabled on OpenGL ES." << std::endl; + return; + } + +#if defined(__APPLE__) + // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers + // (http://anglebug.com/1291) + if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) + { + std::cout << "Test disabled on Apple AMD OpenGL." << std::endl; + return; + } +#endif + + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, true); +} + +// Disabled because of a failure in D3D9 +TEST_P(GLSLTest, MaxVaryingVec2Arrays) +{ + if (IsD3DSM3()) + { + std::cout << "Test disabled on SM3." << std::endl; + return; + } + + if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) + { + // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver + std::cout << "Test disabled on OpenGL ES." << std::endl; + return; + } + +#if defined(__APPLE__) + // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers + // (http://anglebug.com/1291) + if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE) + { + std::cout << "Test disabled on Apple AMD OpenGL." << std::endl; + return; + } +#endif + + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(0, 0, 0, maxVaryings, 0, 0, 0, 0, false, false, false, true); +} + +// Disabled because drivers are allowed to successfully compile shaders that have more than the +// maximum number of varyings. (http://anglebug.com/1296) +TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3) +{ + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false); +} + +// Disabled because drivers are allowed to successfully compile shaders that have more than the +// maximum number of varyings. (http://anglebug.com/1296) +TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3Array) +{ + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false); +} + +// Disabled because drivers are allowed to successfully compile shaders that have more than the +// maximum number of varyings. (http://anglebug.com/1296) +TEST_P(GLSLTest, DISABLED_MaxVaryingVec3AndOneVec2) +{ + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false); +} + +// Disabled because drivers are allowed to successfully compile shaders that have more than the +// maximum number of varyings. (http://anglebug.com/1296) +TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec2) +{ + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false); +} + +// Disabled because drivers are allowed to successfully compile shaders that have more than the +// maximum number of varyings. (http://anglebug.com/1296) +TEST_P(GLSLTest, DISABLED_MaxVaryingVec3ArrayAndMaxPlusOneFloatArray) +{ + GLint maxVaryings = 0; + glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); + + VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false, false); +} + +// Verify shader source with a fixed length that is less than the null-terminated length will compile. +TEST_P(GLSLTest, FixedShaderLength) +{ + GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); + + const std::string appendGarbage = "abcasdfasdfasdfasdfasdf"; + const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage; + const char *sourceArray[1] = { source.c_str() }; + GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) }; + glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); + glCompileShader(shader); + + GLint compileResult; + glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); + EXPECT_NE(compileResult, 0); +} + +// Verify that a negative shader source length is treated as a null-terminated length. +TEST_P(GLSLTest, NegativeShaderLength) +{ + GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); + + const char *sourceArray[1] = { "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" }; + GLint lengths[1] = { -10 }; + glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); + glCompileShader(shader); + + GLint compileResult; + glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); + EXPECT_NE(compileResult, 0); +} + +// Check that having an invalid char after the "." doesn't cause an assert. +TEST_P(GLSLTest, InvalidFieldFirstChar) +{ + GLuint shader = glCreateShader(GL_VERTEX_SHADER); + const char *source = "void main() {vec4 x; x.}"; + glShaderSource(shader, 1, &source, 0); + glCompileShader(shader); + + GLint compileResult; + glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); + EXPECT_EQ(0, compileResult); +} + +// Verify that a length array with mixed positive and negative values compiles. +TEST_P(GLSLTest, MixedShaderLengths) +{ + GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); + + const char *sourceArray[] = + { + "void main()", + "{", + " gl_FragColor = vec4(0, 0, 0, 0);", + "}", + }; + GLint lengths[] = + { + -10, + 1, + static_cast<GLint>(strlen(sourceArray[2])), + -1, + }; + ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths)); + + glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); + glCompileShader(shader); + + GLint compileResult; + glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); + EXPECT_NE(compileResult, 0); +} + +// Verify that zero-length shader source does not affect shader compilation. +TEST_P(GLSLTest, ZeroShaderLength) +{ + GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); + + const char *sourceArray[] = + { + "adfasdf", + "34534", + "void main() { gl_FragColor = vec4(0, 0, 0, 0); }", + "", + "asdfasdfsdsdf", + }; + GLint lengths[] = + { + 0, + 0, + -1, + 0, + 0, + }; + ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths)); + + glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths); + glCompileShader(shader); + + GLint compileResult; + glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); + EXPECT_NE(compileResult, 0); +} + +// Tests that bad index expressions don't crash ANGLE's translator. +// https://code.google.com/p/angleproject/issues/detail?id=857 +TEST_P(GLSLTest, BadIndexBug) +{ + const std::string &fragmentShaderSourceVec = + "precision mediump float;\n" + "uniform vec4 uniformVec;\n" + "void main()\n" + "{\n" + " gl_FragColor = vec4(uniformVec[int()]);\n" + "}"; + + GLuint shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceVec); + EXPECT_EQ(0u, shader); + + if (shader != 0) + { + glDeleteShader(shader); + } + + const std::string &fragmentShaderSourceMat = + "precision mediump float;\n" + "uniform mat4 uniformMat;\n" + "void main()\n" + "{\n" + " gl_FragColor = vec4(uniformMat[int()]);\n" + "}"; + + shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceMat); + EXPECT_EQ(0u, shader); + + if (shader != 0) + { + glDeleteShader(shader); + } + + const std::string &fragmentShaderSourceArray = + "precision mediump float;\n" + "uniform vec4 uniformArray;\n" + "void main()\n" + "{\n" + " gl_FragColor = vec4(uniformArray[int()]);\n" + "}"; + + shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceArray); + EXPECT_EQ(0u, shader); + + if (shader != 0) + { + glDeleteShader(shader); + } +} + +// Test that structs defined in uniforms are translated correctly. +TEST_P(GLSLTest, StructSpecifiersUniforms) +{ + const std::string fragmentShaderSource = SHADER_SOURCE + ( + precision mediump float; + + uniform struct S { float field;} s; + + void main() + { + gl_FragColor = vec4(1, 0, 0, 1); + gl_FragColor.a += s.field; + } + ); + + GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Test that gl_DepthRange is not stored as a uniform location. Since uniforms +// beginning with "gl_" are filtered out by our validation logic, we must +// bypass the validation to test the behaviour of the implementation. +// (note this test is still Impl-independent) +TEST_P(GLSLTest, DepthRangeUniforms) +{ + const std::string fragmentShaderSource = SHADER_SOURCE + ( + precision mediump float; + + void main() + { + gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1); + } + ); + + GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); + EXPECT_NE(0u, program); + + // dive into the ANGLE internals, so we can bypass validation. + gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext()); + gl::Program *glProgram = context->getProgram(program); + GLint nearIndex = glProgram->getUniformLocation("gl_DepthRange.near"); + EXPECT_EQ(-1, nearIndex); + + // Test drawing does not throw an exception. + drawQuad(program, "inputAttribute", 0.5f); + + EXPECT_GL_NO_ERROR(); + + glDeleteProgram(program); +} + +std::string GenerateSmallPowShader(double base, double exponent) +{ + std::stringstream stream; + + stream.precision(8); + + double result = pow(base, exponent); + + stream << "precision highp float;\n" + << "float fun(float arg)\n" + << "{\n" + << " return pow(arg, " << std::fixed << exponent << ");\n" + << "}\n" + << "\n" + << "void main()\n" + << "{\n" + << " const float a = " << std::scientific << base << ";\n" + << " float b = fun(a);\n" + << " if (abs(" << result << " - b) < " << std::abs(result * 0.001) << ")\n" + << " {\n" + << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" + << " }\n" + << " else\n" + << " {\n" + << " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" + << " }\n" + << "}\n"; + + return stream.str(); +} + +// Covers the WebGL test 'glsl/bugs/pow-of-small-constant-in-user-defined-function' +// See http://anglebug.com/851 +TEST_P(GLSLTest, PowOfSmallConstant) +{ + std::vector<double> bads; + for (int eps = -1; eps <= 1; ++eps) + { + for (int i = -4; i <= 5; ++i) + { + if (i >= -1 && i <= 1) + continue; + const double epsilon = 1.0e-8; + double bad = static_cast<double>(i) + static_cast<double>(eps) * epsilon; + bads.push_back(bad); + } + } + + for (double bad : bads) + { + const std::string &fragmentShaderSource = GenerateSmallPowShader(1.0e-6, bad); + + ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShaderSource); + + drawQuad(program.get(), "inputAttribute", 0.5f); + + EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); + EXPECT_GL_NO_ERROR(); + } +} + +// Test that fragment shaders which contain non-constant loop indexers and compiled for FL9_3 and +// below +// fail with a specific error message. +// Additionally test that the same fragment shader compiles successfully with feature levels greater +// than FL9_3. +TEST_P(GLSLTest, LoopIndexingValidation) +{ + const std::string fragmentShaderSource = SHADER_SOURCE + ( + precision mediump float; + + uniform float loopMax; + + void main() + { + gl_FragColor = vec4(1, 0, 0, 1); + for (float l = 0.0; l < loopMax; l++) + { + if (loopMax > 3.0) + { + gl_FragColor.a += 0.1; + } + } + } + ); + + GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); + + const char *sourceArray[1] = {fragmentShaderSource.c_str()}; + glShaderSource(shader, 1, sourceArray, nullptr); + glCompileShader(shader); + + GLint compileResult; + glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); + + // If the test is configured to run limited to Feature Level 9_3, then it is + // assumed that shader compilation will fail with an expected error message containing + // "Loop index cannot be compared with non-constant expression" + if ((GetParam() == ES2_D3D11_FL9_3() || GetParam() == ES2_D3D9())) + { + if (compileResult != 0) + { + FAIL() << "Shader compilation succeeded, expected failure"; + } + else + { + GLint infoLogLength; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength); + + std::string infoLog; + infoLog.resize(infoLogLength); + glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), NULL, &infoLog[0]); + + if (infoLog.find("Loop index cannot be compared with non-constant expression") == + std::string::npos) + { + FAIL() << "Shader compilation failed with unexpected error message"; + } + } + } + else + { + EXPECT_NE(0, compileResult); + } + + if (shader != 0) + { + glDeleteShader(shader); + } +} + +// Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS +// can actually be used. +TEST_P(GLSLTest, VerifyMaxVertexUniformVectors) +{ + int maxUniforms = 10000; + glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); + EXPECT_GL_NO_ERROR(); + std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl; + + CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, 0, 0, true); +} + +// Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS +// can actually be used along with the maximum number of texture samplers. +TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsWithSamplers) +{ + if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE || + GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) + { + std::cout << "Test disabled on OpenGL." << std::endl; + return; + } + + int maxUniforms = 10000; + glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); + EXPECT_GL_NO_ERROR(); + std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl; + + int maxTextureImageUnits = 0; + glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits); + + CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, maxTextureImageUnits, 0, true); +} + +// Tests that the maximum uniforms count + 1 from querying GL_MAX_VERTEX_UNIFORM_VECTORS +// fails shader compilation. +TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsExceeded) +{ + int maxUniforms = 10000; + glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms); + EXPECT_GL_NO_ERROR(); + std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 << std::endl; + + CompileGLSLWithUniformsAndSamplers(maxUniforms + 1, 0, 0, 0, false); +} + +// Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS +// can actually be used. +TEST_P(GLSLTest, VerifyMaxFragmentUniformVectors) +{ + int maxUniforms = 10000; + glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); + EXPECT_GL_NO_ERROR(); + std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS = " << maxUniforms << std::endl; + + CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, 0, true); +} + +// Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS +// can actually be used along with the maximum number of texture samplers. +TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsWithSamplers) +{ + if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE || + GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE) + { + std::cout << "Test disabled on OpenGL." << std::endl; + return; + } + + int maxUniforms = 10000; + glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); + EXPECT_GL_NO_ERROR(); + + int maxTextureImageUnits = 0; + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits); + + CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, maxTextureImageUnits, true); +} + +// Tests that the maximum uniforms count + 1 from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS +// fails shader compilation. +TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsExceeded) +{ + int maxUniforms = 10000; + glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms); + EXPECT_GL_NO_ERROR(); + std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 + << std::endl; + + CompileGLSLWithUniformsAndSamplers(0, maxUniforms + 1, 0, 0, false); +} + +// Test that two constructors which have vec4 and mat2 parameters get disambiguated (issue in +// HLSL). +TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x2) +{ + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision highp float;\n" + "out vec4 my_FragColor;\n" + "void main()\n" + "{\n" + " my_FragColor = vec4(0.0);\n" + "}"; + + const std::string vertexShaderSource = + "#version 300 es\n" + "precision highp float;\n" + "in vec4 a_vec;\n" + "in mat2 a_mat;\n" + "void main()\n" + "{\n" + " gl_Position = vec4(a_vec) + vec4(a_mat);\n" + "}"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Test that two constructors which have mat2x3 and mat3x2 parameters get disambiguated. +// This was suspected to be an issue in HLSL, but HLSL seems to be able to natively choose between +// the function signatures in this case. +TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x3) +{ + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision highp float;\n" + "out vec4 my_FragColor;\n" + "void main()\n" + "{\n" + " my_FragColor = vec4(0.0);\n" + "}"; + + const std::string vertexShaderSource = + "#version 300 es\n" + "precision highp float;\n" + "in mat3x2 a_matA;\n" + "in mat2x3 a_matB;\n" + "void main()\n" + "{\n" + " gl_Position = vec4(a_matA) + vec4(a_matB);\n" + "}"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Test that two functions which have vec4 and mat2 parameters get disambiguated (issue in HLSL). +TEST_P(GLSLTest_ES3, AmbiguousFunctionCall2x2) +{ + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision highp float;\n" + "out vec4 my_FragColor;\n" + "void main()\n" + "{\n" + " my_FragColor = vec4(0.0);\n" + "}"; + + const std::string vertexShaderSource = + "#version 300 es\n" + "precision highp float;\n" + "in vec4 a_vec;\n" + "in mat2 a_mat;\n" + "vec4 foo(vec4 a)\n" + "{\n" + " return a;\n" + "}\n" + "vec4 foo(mat2 a)\n" + "{\n" + " return vec4(a[0][0]);\n" + "}\n" + "void main()\n" + "{\n" + " gl_Position = foo(a_vec) + foo(a_mat);\n" + "}"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Test that an user-defined function with a large number of float4 parameters doesn't fail due to +// the function name being too long. +TEST_P(GLSLTest_ES3, LargeNumberOfFloat4Parameters) +{ + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision highp float;\n" + "out vec4 my_FragColor;\n" + "void main()\n" + "{\n" + " my_FragColor = vec4(0.0);\n" + "}"; + + std::stringstream vertexShaderStream; + const unsigned int paramCount = 1024u; + + vertexShaderStream << "#version 300 es\n" + "precision highp float;\n" + "in vec4 a_vec;\n" + "vec4 lotsOfVec4Parameters("; + for (unsigned int i = 0; i < paramCount; ++i) + { + vertexShaderStream << "vec4 a" << i << ", "; + } + vertexShaderStream << "vec4 aLast)\n" + "{\n" + " return "; + for (unsigned int i = 0; i < paramCount; ++i) + { + vertexShaderStream << "a" << i << " + "; + } + vertexShaderStream << "aLast;\n" + "}\n" + "void main()\n" + "{\n" + " gl_Position = lotsOfVec4Parameters("; + for (unsigned int i = 0; i < paramCount; ++i) + { + vertexShaderStream << "a_vec, "; + } + vertexShaderStream << "a_vec);\n" + "}"; + + GLuint program = CompileProgram(vertexShaderStream.str(), fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// This test was written specifically to stress DeferGlobalInitializers AST transformation. +// Test a shader where a global constant array is initialized with an expression containing array +// indexing. This initializer is tricky to constant fold, so if it's not constant folded it needs to +// be handled in a way that doesn't generate statements in the global scope in HLSL output. +// Also includes multiple array initializers in one declaration, where only the second one has +// array indexing. This makes sure that the qualifier for the declaration is set correctly if +// transformations are applied to the declaration also in the case of ESSL output. +TEST_P(GLSLTest_ES3, InitGlobalArrayWithArrayIndexing) +{ + // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1428 is fixed + if (IsAndroid() && IsAdreno() && IsOpenGLES()) + { + std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl; + return; + } + + const std::string vertexShaderSource = + "#version 300 es\n" + "precision highp float;\n" + "in vec4 a_vec;\n" + "void main()\n" + "{\n" + " gl_Position = vec4(a_vec);\n" + "}"; + + const std::string fragmentShaderSource = + "#version 300 es\n" + "precision highp float;\n" + "out vec4 my_FragColor;\n" + "const highp float f[2] = float[2](0.1, 0.2);\n" + "const highp float[2] g = float[2](0.3, 0.4), h = float[2](0.5, f[1]);\n" + "void main()\n" + "{\n" + " my_FragColor = vec4(h[1]);\n" + "}"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Test that index-constant sampler array indexing is supported. +TEST_P(GLSLTest, IndexConstantSamplerArrayIndexing) +{ + if (IsD3D11_FL93()) { + std::cout << "Test skipped on D3D11 FL 9.3." << std::endl; + return; + } + + const std::string vertexShaderSource = + "attribute vec4 vPosition;\n" + "void main()\n" + "{\n" + " gl_Position = vPosition;\n" + "}"; + + const std::string fragmentShaderSource = + "precision mediump float;\n" + "uniform sampler2D uni[2];\n" + "\n" + "float zero(int x)\n" + "{\n" + " return float(x) - float(x);\n" + "}\n" + "\n" + "void main()\n" + "{\n" + " vec4 c = vec4(0,0,0,0);\n" + " for (int ii = 1; ii < 3; ++ii) {\n" + " if (c.x > 255.0) {\n" + " c.x = 255.0 + zero(ii);\n" + " break;\n" + " }\n" + // Index the sampler array with a predictable loop index (index-constant) as opposed to + // a true constant. This is valid in OpenGL ES but isn't in many Desktop OpenGL versions, + // without an extension. + " c += texture2D(uni[ii - 1], vec2(0.5, 0.5));\n" + " }\n" + " gl_FragColor = c;\n" + "}"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Test that the #pragma directive is supported and doesn't trigger a compilation failure on the +// native driver. The only pragma that gets passed to the OpenGL driver is "invariant" but we don't +// want to test its behavior, so don't use any varyings. +TEST_P(GLSLTest, PragmaDirective) +{ + const std::string vertexShaderSource = + "#pragma STDGL invariant(all)\n" + "void main()\n" + "{\n" + " gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n" + "}\n"; + + const std::string fragmentShaderSource = + "precision mediump float;\n" + "void main()\n" + "{\n" + " gl_FragColor = vec4(1.0);\n" + "}\n"; + + GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); + EXPECT_NE(0u, program); +} + +// Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). +// The function call that returns the array needs to be evaluated after ++j for the expression to +// return the correct value (true). +TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderArray) +{ + const std::string &fragmentShaderSource = + "#version 300 es\n" + "precision mediump float;\n" + "out vec4 my_FragColor; \n" + "int[2] func(int param) {\n" + " return int[2](param, param);\n" + "}\n" + "void main() {\n" + " int a[2]; \n" + " for (int i = 0; i < 2; ++i) {\n" + " a[i] = 1;\n" + " }\n" + " int j = 0; \n" + " bool result = ((++j), (a == func(j)));\n" + " my_FragColor = vec4(0.0, (result ? 1.0 : 0.0), 0.0, 1.0);\n" + "}\n"; + + GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); + ASSERT_NE(0u, program); + + drawQuad(program, "inputAttribute", 0.5f); + + EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); +} + +// Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). +// The short-circuiting expression needs to be evaluated after ++j for the expression to return the +// correct value (true). +TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderShortCircuit) +{ + const std::string &fragmentShaderSource = + "#version 300 es\n" + "precision mediump float;\n" + "out vec4 my_FragColor; \n" + "void main() {\n" + " int j = 0; \n" + " bool result = ((++j), (j == 1 ? true : (++j == 3)));\n" + " my_FragColor = vec4(0.0, ((result && j == 1) ? 1.0 : 0.0), 0.0, 1.0);\n" + "}\n"; + + GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); + ASSERT_NE(0u, program); + + drawQuad(program, "inputAttribute", 0.5f); + + EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); +} + +// Sequence operator evaluates operands from left to right (ESSL 3.00 section 5.9). +// Indexing the vector needs to be evaluated after func() for the right result. +TEST_P(GLSLTest_ES3, SequenceOperatorEvaluationOrderDynamicVectorIndexingInLValue) +{ + const std::string &fragmentShaderSource = + "#version 300 es\n" + "precision mediump float;\n" + "out vec4 my_FragColor;\n" + "uniform int u_zero;\n" + "int sideEffectCount = 0;\n" + "float func() {\n" + " ++sideEffectCount;\n" + " return -1.0;\n" + "}\n" + "void main() {\n" + " vec4 v = vec4(0.0, 2.0, 4.0, 6.0); \n" + " float f = (func(), (++v[u_zero + sideEffectCount]));\n" + " bool green = abs(f - 3.0) < 0.01 && abs(v[1] - 3.0) < 0.01 && sideEffectCount == 1;\n" + " my_FragColor = vec4(0.0, (green ? 1.0 : 0.0), 0.0, 1.0);\n" + "}\n"; + + GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); + ASSERT_NE(0u, program); + + drawQuad(program, "inputAttribute", 0.5f); + + EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); +} + +// Test that using gl_PointCoord with GL_TRIANGLES doesn't produce a link error. +// From WebGL test conformance/rendering/point-specific-shader-variables.html +// See http://anglebug.com/1380 +TEST_P(GLSLTest, RenderTrisWithPointCoord) +{ + const std::string &vert = + "attribute vec2 aPosition;\n" + "void main()\n" + "{\n" + " gl_Position = vec4(aPosition, 0, 1);\n" + " gl_PointSize = 1.0;\n" + "}"; + const std::string &frag = + "void main()\n" + "{\n" + " gl_FragColor = vec4(gl_PointCoord.xy, 0, 1);\n" + " gl_FragColor = vec4(0, 1, 0, 1);\n" + "}"; + + ANGLE_GL_PROGRAM(prog, vert, frag); + drawQuad(prog.get(), "aPosition", 0.5f); + EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); +} + +// Convers a bug with the integer pow statement workaround. +TEST_P(GLSLTest, NestedPowStatements) +{ + const std::string &vert = + "attribute vec2 position;\n" + "void main()\n" + "{\n" + " gl_Position = vec4(position, 0, 1);\n" + "}"; + const std::string &frag = + "precision mediump float;\n" + "float func(float v)\n" + "{\n" + " float f1 = pow(v, 2.0);\n" + " return pow(f1 + v, 2.0);\n" + "}\n" + "void main()\n" + "{\n" + " float v = func(2.0);\n" + " gl_FragColor = abs(v - 36.0) < 0.001 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" + "}"; + + ANGLE_GL_PROGRAM(prog, vert, frag); + drawQuad(prog.get(), "position", 0.5f); + EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); +} + +// Convers a bug with the unary minus operator on signed integer workaround. +TEST_P(GLSLTest_ES3, UnaryMinusOperatorSignedInt) +{ + const std::string &vert = + "#version 300 es\n" + "in highp vec4 position;\n" + "out mediump vec4 v_color;\n" + "uniform int ui_one;\n" + "uniform int ui_two;\n" + "uniform int ui_three;\n" + "void main() {\n" + " int s[3];\n" + " s[0] = ui_one;\n" + " s[1] = -(-(-ui_two + 1) + 1);\n" // s[1] = -ui_two + " s[2] = ui_three;\n" + " int result = 0;\n" + " for (int i = 0; i < ui_three; i++) {\n" + " result += s[i];\n" + " }\n" + " v_color = (result == 2) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" + " gl_Position = position;\n" + "}\n"; + const std::string &frag = + "#version 300 es\n" + "in mediump vec4 v_color;\n" + "layout(location=0) out mediump vec4 o_color;\n" + "void main() {\n" + " o_color = v_color;\n" + "}\n"; + + ANGLE_GL_PROGRAM(prog, vert, frag); + + gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext()); + gl::Program *glProgram = context->getProgram(prog.get()); + GLint oneIndex = glProgram->getUniformLocation("ui_one"); + ASSERT_NE(-1, oneIndex); + GLint twoIndex = glProgram->getUniformLocation("ui_two"); + ASSERT_NE(-1, twoIndex); + GLint threeIndex = glProgram->getUniformLocation("ui_three"); + ASSERT_NE(-1, threeIndex); + glUseProgram(prog.get()); + glUniform1i(oneIndex, 1); + glUniform1i(twoIndex, 2); + glUniform1i(threeIndex, 3); + + drawQuad(prog.get(), "position", 0.5f); + EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); +} + +// Convers a bug with the unary minus operator on unsigned integer workaround. +TEST_P(GLSLTest_ES3, UnaryMinusOperatorUnsignedInt) +{ + const std::string &vert = + "#version 300 es\n" + "in highp vec4 position;\n" + "out mediump vec4 v_color;\n" + "uniform uint ui_one;\n" + "uniform uint ui_two;\n" + "uniform uint ui_three;\n" + "void main() {\n" + " uint s[3];\n" + " s[0] = ui_one;\n" + " s[1] = -(-(-ui_two + 1u) + 1u);\n" // s[1] = -ui_two + " s[2] = ui_three;\n" + " uint result = 0u;\n" + " for (uint i = 0u; i < ui_three; i++) {\n" + " result += s[i];\n" + " }\n" + " v_color = (result == 2u) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n" + " gl_Position = position;\n" + "}\n"; + const std::string &frag = + "#version 300 es\n" + "in mediump vec4 v_color;\n" + "layout(location=0) out mediump vec4 o_color;\n" + "void main() {\n" + " o_color = v_color;\n" + "}\n"; + + ANGLE_GL_PROGRAM(prog, vert, frag); + + gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext()); + gl::Program *glProgram = context->getProgram(prog.get()); + GLint oneIndex = glProgram->getUniformLocation("ui_one"); + ASSERT_NE(-1, oneIndex); + GLint twoIndex = glProgram->getUniformLocation("ui_two"); + ASSERT_NE(-1, twoIndex); + GLint threeIndex = glProgram->getUniformLocation("ui_three"); + ASSERT_NE(-1, threeIndex); + glUseProgram(prog.get()); + glUniform1ui(oneIndex, 1u); + glUniform1ui(twoIndex, 2u); + glUniform1ui(threeIndex, 3u); + + drawQuad(prog.get(), "position", 0.5f); + EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); +} + +// Test a nested sequence operator with a ternary operator inside. The ternary operator is +// intended to be such that it gets converted to an if statement on the HLSL backend. +TEST_P(GLSLTest, NestedSequenceOperatorWithTernaryInside) +{ + const std::string &vert = + "attribute vec2 position;\n" + "void main()\n" + "{\n" + " gl_Position = vec4(position, 0, 1);\n" + "}"; + + // Note that the uniform keep_flop_positive doesn't need to be set - the test expects it to have + // its default value false. + const std::string &frag = + "precision mediump float;\n" + "uniform bool keep_flop_positive;\n" + "float flop;\n" + "void main() {\n" + " flop = -1.0,\n" + " (flop *= -1.0,\n" + " keep_flop_positive ? 0.0 : flop *= -1.0),\n" + " gl_FragColor = vec4(0, -flop, 0, 1);\n" + "}"; + + ANGLE_GL_PROGRAM(prog, vert, frag); + drawQuad(prog.get(), "position", 0.5f); + EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green); +} + +// Test that using a sampler2D and samplerExternalOES in the same shader works (anglebug.com/1534) +TEST_P(GLSLTest, ExternalAnd2DSampler) +{ + if (!extensionEnabled("GL_OES_EGL_image_external")) + { + std::cout << "Test skipped because GL_OES_EGL_image_external is not available." + << std::endl; + return; + } + + const std::string fragmentShader = + "precision mediump float;\n" + "uniform samplerExternalOES tex0;\n" + "uniform sampler2D tex1;\n" + "void main(void)\n" + "{\n" + " vec2 uv = vec2(0.0, 0.0);" + " gl_FragColor = texture2D(tex0, uv) + texture2D(tex1, uv);\n" + "}\n"; + + ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader); +} + +// Test that using an invalid constant right-shift produces an error. +TEST_P(GLSLTest_ES3, FoldedInvalidRightShift) +{ + const std::string &fragmentShader = + "#version 300 es\n" + "precision mediump float;\n" + "out vec4 color;\n" + "void main(void)\n" + "{\n" + " int diff = -100 >> -100;\n" + " color = vec4(float(diff));\n" + "}\n"; + + GLuint program = CompileProgram(mSimpleVSSource, fragmentShader); + EXPECT_EQ(0u, program); + glDeleteProgram(program); +} + +// Test that using an invalid constant left-shift produces an error. +TEST_P(GLSLTest_ES3, FoldedInvalidLeftShift) +{ + const std::string &fragmentShader = + "#version 300 es\n" + "precision mediump float;\n" + "out vec4 color;\n" + "void main(void)\n" + "{\n" + " int diff = -100 << -100;\n" + " color = vec4(float(diff));\n" + "}\n"; + + GLuint program = CompileProgram(mSimpleVSSource, fragmentShader); + EXPECT_EQ(0u, program); + glDeleteProgram(program); +} + +} // anonymous namespace + +// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. +ANGLE_INSTANTIATE_TEST(GLSLTest, + ES2_D3D9(), + ES2_D3D11(), + ES2_D3D11_FL9_3(), + ES2_OPENGL(), + ES3_OPENGL(), + ES2_OPENGLES(), + ES3_OPENGLES()); + +// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. +ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES()); |