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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp')
-rw-r--r--gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp184
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diff --git a/gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp b/gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp
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+++ b/gfx/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp
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+//
+// 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);
+ }
+}