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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, 184 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp b/gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp new file mode 100644 index 000000000..dd3aa9a65 --- /dev/null +++ b/gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp @@ -0,0 +1,184 @@ +// +// 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); + } +} |