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Diffstat (limited to 'gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp')
-rw-r--r-- | gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp | 184 |
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); - } -} |