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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/gl_tests/GLSLTest.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/gl_tests/GLSLTest.cpp')
-rwxr-xr-xgfx/angle/src/tests/gl_tests/GLSLTest.cpp188
1 files changed, 0 insertions, 188 deletions
diff --git a/gfx/angle/src/tests/gl_tests/GLSLTest.cpp b/gfx/angle/src/tests/gl_tests/GLSLTest.cpp
index 00000612d..bdcbc5d20 100755
--- a/gfx/angle/src/tests/gl_tests/GLSLTest.cpp
+++ b/gfx/angle/src/tests/gl_tests/GLSLTest.cpp
@@ -1063,37 +1063,6 @@ TEST_P(GLSLTest_ES3, MissingReturnArrayOfStructs)
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)
{
@@ -2241,104 +2210,6 @@ TEST_P(GLSLTest, NestedPowStatements)
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)
@@ -2368,65 +2239,6 @@ TEST_P(GLSLTest, NestedSequenceOperatorWithTernaryInside)
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.