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-rw-r--r--gfx/angle/src/tests/compiler_tests/QualificationOrder_test.cpp571
1 files changed, 0 insertions, 571 deletions
diff --git a/gfx/angle/src/tests/compiler_tests/QualificationOrder_test.cpp b/gfx/angle/src/tests/compiler_tests/QualificationOrder_test.cpp
deleted file mode 100644
index 33ecbf77d..000000000
--- a/gfx/angle/src/tests/compiler_tests/QualificationOrder_test.cpp
+++ /dev/null
@@ -1,571 +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.
-//
-// QualificationOrder_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.
-
-#include "angle_gl.h"
-#include "gtest/gtest.h"
-#include "GLSLANG/ShaderLang.h"
-#include "compiler/translator/TranslatorESSL.h"
-
-using namespace sh;
-
-class QualificationOrderShaderTest : public testing::Test
-{
- public:
- QualificationOrderShaderTest() {}
-
- protected:
- virtual void SetUp() {}
-
- virtual void TearDown() {}
-
- // Return true when compilation succeeds
- bool compile(const std::string &shaderString, ::GLenum shaderType, ShShaderSpec spec)
- {
- ShBuiltInResources resources;
- InitBuiltInResources(&resources);
- resources.MaxDrawBuffers = (spec == SH_GLES2_SPEC) ? 1 : 8;
-
- TranslatorESSL *translator = new TranslatorESSL(shaderType, spec);
- EXPECT_TRUE(translator->Init(resources));
-
- const char *shaderStrings[] = {shaderString.c_str()};
- bool compilationSuccess = translator->compile(shaderStrings, 1, SH_INTERMEDIATE_TREE);
- TInfoSink &infoSink = translator->getInfoSink();
- mInfoLog = infoSink.info.c_str();
-
- delete translator;
-
- return compilationSuccess;
- }
-
- protected:
- std::string mInfoLog;
-};
-
-// Repeating centroid qualifier is invalid.
-TEST_F(QualificationOrderShaderTest, RepeatingCentroid)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "flat centroid centroid in float myValue;\n"
- "void main() {\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_1_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// Repeating uniform storage qualifiers is invalid.
-TEST_F(QualificationOrderShaderTest, RepeatingUniforms)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "uniform uniform float myValue;\n"
- "void main() {\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_1_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// Repeating varying storage qualifiers is invalid.
-TEST_F(QualificationOrderShaderTest, RepeatingVaryings)
-{
- const std::string &shaderString =
- "precision mediump float;\n"
- "varying varying vec4 myColor;\n"
- "void main() {\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_1_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// Layout qualifier should be before the storage qualifiers.
-TEST_F(QualificationOrderShaderTest, WrongOrderQualifiers)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "out layout(location=1) vec4 myColor;\n"
- "void main() {\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_1_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// Centroid out is the correct order. Out centroid is incorrect.
-TEST_F(QualificationOrderShaderTest, WrongOrderCentroidOut)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "in vec4 uv;\n"
- "out centroid vec4 position;\n"
- "void main() {\n"
- "position = uv;\n"
- "gl_Position = uv;\n"
- "}\n";
-
- if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// Centroid in is the correct order. In centroid is incorrect.
-TEST_F(QualificationOrderShaderTest, WrongOrderCentroidIn)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "in centroid vec4 colorIN;\n"
- "out vec4 colorOUT;\n"
- "void main() {\n"
- "colorOUT = colorIN;\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// Type cannot be before the storage qualifier.
-TEST_F(QualificationOrderShaderTest, WrongOrderTypeStorage)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "centroid in vec4 colorIN;\n"
- "vec4 out colorOUT;\n"
- "void main() {\n"
- "colorOUT = colorIN;\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// A variable cannot have two conflicting storage qualifiers.
-TEST_F(QualificationOrderShaderTest, RepeatingDifferentStorageQualifiers)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "centroid in vec4 colorIN;\n"
- "uniform out vec4 colorOUT;\n"
- "void main() {\n"
- "colorOUT = colorIN;\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// A variable cannot have two different layout qualifiers.
-TEST_F(QualificationOrderShaderTest, RepeatingLayoutQualifiers)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "in vec4 colorIN;\n"
- "layout(location=0) layout(location=0) out vec4 colorOUT;\n"
- "void main() {\n"
- "colorOUT = colorIN;\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// A variable cannot have repeating invariant qualifiers.
-TEST_F(QualificationOrderShaderTest, RepeatingInvariantQualifiers)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "in vec4 colorIN;\n"
- "invariant invariant out vec4 colorOUT;\n"
- "void main() {\n"
- "colorOUT = colorIN;\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// A variable cannot have repeating storage qualifiers.
-TEST_F(QualificationOrderShaderTest, RepeatingAttributes)
-{
- const std::string &shaderString =
- "precision mediump float;\n"
- "attribute attribute vec4 positionIN;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "}\n";
-
- if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// Wrong order for invariant varying. It should be 'invariant varying', not 'varying invariant'.
-TEST_F(QualificationOrderShaderTest, VaryingInvariantWrongOrder)
-{
- const std::string &shaderString =
- "precision mediump float;\n"
- "attribute vec4 positionIN;\n"
- "varying invariant vec4 dataOUT;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
- "}\n";
-
- if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// A variable cannot have repeating storage qualifiers.
-TEST_F(QualificationOrderShaderTest, AttributeVaryingMix)
-{
- const std::string &shaderString1 =
- "precision mediump float;\n"
- "attribute varying vec4 positionIN;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "}\n";
-
- const std::string &shaderString2 =
- "precision mediump float;\n"
- "varying attribute vec4 positionIN;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "}\n";
-
- if (compile(shaderString1, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-
- if (compile(shaderString2, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// A variable cannot have repeating interpolation qualifiers.
-TEST_F(QualificationOrderShaderTest, RepeatingInterpolationQualifiers)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "in vec4 positionIN;\n"
- "flat flat out vec4 dataOUT;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
- "}\n";
-
- if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// Wrong order for the interpolation and storage qualifier. The correct order is interpolation
-// qualifier and then storage qualifier.
-TEST_F(QualificationOrderShaderTest, WrongOrderInterpolationStorageQualifiers)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "in vec4 positionIN;\n"
- "out flat vec4 dataOUT;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
- "}\n";
-
- if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// The correct order is invariant, interpolation, storage.
-TEST_F(QualificationOrderShaderTest, WrongOrderInvariantInterpolationStorageQualifiers)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "in vec4 positionIN;\n"
- "flat invariant out vec4 dataOUT;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
- "}\n";
-
- if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// The invariant qualifer has to be before the storage qualifiers.
-TEST_F(QualificationOrderShaderTest, WrongOrderInvariantNotFirst)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "in vec4 positionIN;\n"
- "centroid out invariant vec4 dataOUT;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
- "}\n";
-
- if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// The precision qualifier is after the storage qualifiers.
-TEST_F(QualificationOrderShaderTest, WrongOrderPrecision)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "in vec4 positionIN;\n"
- "highp centroid out vec4 dataOUT;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
- "}\n";
-
- if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// A variable cannot have multiple declarations of the 'in' storage qualifier.
-TEST_F(QualificationOrderShaderTest, RepeatingInQualifier)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "in in vec4 positionIN;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "}\n";
-
- if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// A variable cannot have multiple declarations of the 'attribute' storage qualifier.
-TEST_F(QualificationOrderShaderTest, RepeatingAttributeQualifier)
-{
- const std::string &shaderString =
- "precision mediump float;\n"
- "attribute attribute vec4 positionIN;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "}\n";
-
- if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// Vertex input cannot be qualified with invariant.
-TEST_F(QualificationOrderShaderTest, InvariantVertexInput)
-{
- const std::string &shaderString =
- "precision mediump float;\n"
- "invariant attribute vec4 positionIN;\n"
- "void main() {\n"
- "gl_Position = positionIN;\n"
- "}\n";
-
- if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}
-
-// Cannot have a function parameter with the invariant qualifier.
-TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersInvariant)
-{
- const std::string &shaderString =
- "precision lowp float;\n"
- "varying float value;\n"
- "float foo0 (invariant in float x) {\n"
- " return 2.0*x;\n"
- "}\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = vec4(foo0(value));\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
- }
-}
-
-// Cannot have a function parameter with the attribute qualifier.
-TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersAttribute)
-{
- const std::string &shaderString =
- "precision lowp float;\n"
- "varying float value;\n"
- "float foo0 (attribute float x) {\n"
- " return 2.0*x;\n"
- "}\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = vec4(foo0(value));\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
- }
-}
-
-// Cannot have a function parameter with the varying qualifier.
-TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersVarying)
-{
- const std::string &shaderString =
- "precision lowp float;\n"
- "varying float value;\n"
- "float foo0 (varying float x) {\n"
- " return 2.0*x;\n"
- "}\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = vec4(foo0(value));\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
- }
-}
-
-// Cannot have a function parameter with the layout qualifier
-TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersLayout)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision lowp float;\n"
- "in float value;\n"
- "float foo0 (layout(location = 3) in float x) {\n"
- " return 2.0*x;\n"
- "}\n"
- "out vec4 colorOUT;\n"
- "void main()\n"
- "{\n"
- " colorOUT = vec4(foo0(value));\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
- }
-}
-
-// Cannot have a function parameter with the centroid qualifier
-TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersCentroidIn)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision lowp float;\n"
- "in float value;\n"
- "float foo0 (centroid in float x) {\n"
- " return 2.0*x;\n"
- "}\n"
- "out vec4 colorOUT;\n"
- "void main()\n"
- "{\n"
- " colorOUT = vec4(foo0(value));\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
- }
-}
-
-// Cannot have a function parameter with the flat qualifier
-TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersFlatIn)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision lowp float;\n"
- "in float value;\n"
- "float foo0 (flat in float x) {\n"
- " return 2.0*x;\n"
- "}\n"
- "out vec4 colorOUT;\n"
- "void main()\n"
- "{\n"
- " colorOUT = vec4(foo0(value));\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
- }
-}
-
-// Output layout location qualifier can't appear more than once within a declaration.
-// GLSL ES 3.00.6 section 4.3.8.2 Output Layout Qualifiers.
-TEST_F(QualificationOrderShaderTest, TwoOutputLocations)
-{
- const std::string &shaderString =
- "#version 300 es\n"
- "precision mediump float;\n"
- "layout(location=1, location=2) out vec4 myColor;\n"
- "void main() {\n"
- "}\n";
-
- if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
- {
- FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
- }
-}