// // Copyright (c) 2014 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. // // CollectVariables_test.cpp: // Some tests for shader inspection // #include #include "angle_gl.h" #include "gtest/gtest.h" #include "GLSLANG/ShaderLang.h" #include "compiler/translator/TranslatorGLSL.h" using namespace sh; #define EXPECT_GLENUM_EQ(expected, actual) \ EXPECT_EQ(static_cast<::GLenum>(expected), static_cast<::GLenum>(actual)) class CollectVariablesTest : public testing::Test { public: CollectVariablesTest(::GLenum shaderType) : mShaderType(shaderType) {} protected: void SetUp() override { ShBuiltInResources resources; InitBuiltInResources(&resources); resources.MaxDrawBuffers = 8; initTranslator(resources); } void initTranslator(const ShBuiltInResources &resources) { mTranslator.reset( new TranslatorGLSL(mShaderType, SH_GLES3_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT)); ASSERT_TRUE(mTranslator->Init(resources)); } // For use in the gl_DepthRange tests. void validateDepthRangeShader(const std::string &shaderString) { const char *shaderStrings[] = { shaderString.c_str() }; ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES)); const std::vector &uniforms = mTranslator->getUniforms(); ASSERT_EQ(1u, uniforms.size()); const Uniform &uniform = uniforms[0]; EXPECT_EQ("gl_DepthRange", uniform.name); ASSERT_TRUE(uniform.isStruct()); ASSERT_EQ(3u, uniform.fields.size()); bool foundNear = false; bool foundFar = false; bool foundDiff = false; for (const auto &field : uniform.fields) { if (field.name == "near") { EXPECT_FALSE(foundNear); foundNear = true; } else if (field.name == "far") { EXPECT_FALSE(foundFar); foundFar = true; } else { ASSERT_EQ("diff", field.name); EXPECT_FALSE(foundDiff); foundDiff = true; } EXPECT_EQ(0u, field.arraySize); EXPECT_FALSE(field.isStruct()); EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); EXPECT_TRUE(field.staticUse); EXPECT_GLENUM_EQ(GL_FLOAT, field.type); } EXPECT_TRUE(foundNear && foundFar && foundDiff); } // For use in tests for output varibles. void validateOutputVariableForShader(const std::string &shaderString, unsigned int varIndex, const char *varName, const OutputVariable **outResult) { const char *shaderStrings[] = {shaderString.c_str()}; ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES)) << mTranslator->getInfoSink().info.str(); const auto &outputVariables = mTranslator->getOutputVariables(); ASSERT_LT(varIndex, outputVariables.size()); const OutputVariable &outputVariable = outputVariables[varIndex]; EXPECT_EQ(-1, outputVariable.location); EXPECT_TRUE(outputVariable.staticUse); EXPECT_EQ(varName, outputVariable.name); *outResult = &outputVariable; } void compile(const std::string &shaderString) { const char *shaderStrings[] = {shaderString.c_str()}; ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES)); } ::GLenum mShaderType; std::unique_ptr mTranslator; }; class CollectVertexVariablesTest : public CollectVariablesTest { public: CollectVertexVariablesTest() : CollectVariablesTest(GL_VERTEX_SHADER) {} }; class CollectFragmentVariablesTest : public CollectVariablesTest { public: CollectFragmentVariablesTest() : CollectVariablesTest(GL_FRAGMENT_SHADER) {} }; TEST_F(CollectFragmentVariablesTest, SimpleOutputVar) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 out_fragColor;\n" "void main() {\n" " out_fragColor = vec4(1.0);\n" "}\n"; compile(shaderString); const auto &outputVariables = mTranslator->getOutputVariables(); ASSERT_EQ(1u, outputVariables.size()); const OutputVariable &outputVariable = outputVariables[0]; EXPECT_EQ(0u, outputVariable.arraySize); EXPECT_EQ(-1, outputVariable.location); EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision); EXPECT_TRUE(outputVariable.staticUse); EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable.type); EXPECT_EQ("out_fragColor", outputVariable.name); } TEST_F(CollectFragmentVariablesTest, LocationOutputVar) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "layout(location=5) out vec4 out_fragColor;\n" "void main() {\n" " out_fragColor = vec4(1.0);\n" "}\n"; compile(shaderString); const auto &outputVariables = mTranslator->getOutputVariables(); ASSERT_EQ(1u, outputVariables.size()); const OutputVariable &outputVariable = outputVariables[0]; EXPECT_EQ(0u, outputVariable.arraySize); EXPECT_EQ(5, outputVariable.location); EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision); EXPECT_TRUE(outputVariable.staticUse); EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable.type); EXPECT_EQ("out_fragColor", outputVariable.name); } TEST_F(CollectVertexVariablesTest, LocationAttribute) { const std::string &shaderString = "#version 300 es\n" "layout(location=5) in vec4 in_Position;\n" "void main() {\n" " gl_Position = in_Position;\n" "}\n"; compile(shaderString); const std::vector &attributes = mTranslator->getAttributes(); ASSERT_EQ(1u, attributes.size()); const Attribute &attribute = attributes[0]; EXPECT_EQ(0u, attribute.arraySize); EXPECT_EQ(5, attribute.location); EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, attribute.precision); EXPECT_TRUE(attribute.staticUse); EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, attribute.type); EXPECT_EQ("in_Position", attribute.name); } TEST_F(CollectVertexVariablesTest, SimpleInterfaceBlock) { const std::string &shaderString = "#version 300 es\n" "uniform b {\n" " float f;\n" "};" "void main() {\n" " gl_Position = vec4(f, 0.0, 0.0, 1.0);\n" "}\n"; compile(shaderString); const std::vector &interfaceBlocks = mTranslator->getInterfaceBlocks(); ASSERT_EQ(1u, interfaceBlocks.size()); const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; EXPECT_EQ(0u, interfaceBlock.arraySize); EXPECT_FALSE(interfaceBlock.isRowMajorLayout); EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); EXPECT_EQ("b", interfaceBlock.name); EXPECT_TRUE(interfaceBlock.staticUse); ASSERT_EQ(1u, interfaceBlock.fields.size()); const InterfaceBlockField &field = interfaceBlock.fields[0]; EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); EXPECT_TRUE(field.staticUse); EXPECT_GLENUM_EQ(GL_FLOAT, field.type); EXPECT_EQ("f", field.name); EXPECT_FALSE(field.isRowMajorLayout); EXPECT_TRUE(field.fields.empty()); } TEST_F(CollectVertexVariablesTest, SimpleInstancedInterfaceBlock) { const std::string &shaderString = "#version 300 es\n" "uniform b {\n" " float f;\n" "} blockInstance;" "void main() {\n" " gl_Position = vec4(blockInstance.f, 0.0, 0.0, 1.0);\n" "}\n"; compile(shaderString); const std::vector &interfaceBlocks = mTranslator->getInterfaceBlocks(); ASSERT_EQ(1u, interfaceBlocks.size()); const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; EXPECT_EQ(0u, interfaceBlock.arraySize); EXPECT_FALSE(interfaceBlock.isRowMajorLayout); EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); EXPECT_EQ("b", interfaceBlock.name); EXPECT_EQ("blockInstance", interfaceBlock.instanceName); EXPECT_TRUE(interfaceBlock.staticUse); ASSERT_EQ(1u, interfaceBlock.fields.size()); const InterfaceBlockField &field = interfaceBlock.fields[0]; EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); EXPECT_TRUE(field.staticUse); EXPECT_GLENUM_EQ(GL_FLOAT, field.type); EXPECT_EQ("f", field.name); EXPECT_FALSE(field.isRowMajorLayout); EXPECT_TRUE(field.fields.empty()); } TEST_F(CollectVertexVariablesTest, StructInterfaceBlock) { const std::string &shaderString = "#version 300 es\n" "struct st { float f; };" "uniform b {\n" " st s;\n" "};" "void main() {\n" " gl_Position = vec4(s.f, 0.0, 0.0, 1.0);\n" "}\n"; compile(shaderString); const std::vector &interfaceBlocks = mTranslator->getInterfaceBlocks(); ASSERT_EQ(1u, interfaceBlocks.size()); const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; EXPECT_EQ(0u, interfaceBlock.arraySize); EXPECT_FALSE(interfaceBlock.isRowMajorLayout); EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); EXPECT_EQ("b", interfaceBlock.name); EXPECT_TRUE(interfaceBlock.staticUse); ASSERT_EQ(1u, interfaceBlock.fields.size()); const InterfaceBlockField &field = interfaceBlock.fields[0]; EXPECT_TRUE(field.isStruct()); EXPECT_TRUE(field.staticUse); EXPECT_EQ("s", field.name); EXPECT_FALSE(field.isRowMajorLayout); const ShaderVariable &member = field.fields[0]; // NOTE: we don't currently mark struct members as statically used or not EXPECT_FALSE(member.isStruct()); EXPECT_EQ("f", member.name); EXPECT_GLENUM_EQ(GL_FLOAT, member.type); EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision); } TEST_F(CollectVertexVariablesTest, StructInstancedInterfaceBlock) { const std::string &shaderString = "#version 300 es\n" "struct st { float f; };" "uniform b {\n" " st s;\n" "} instanceName;" "void main() {\n" " gl_Position = vec4(instanceName.s.f, 0.0, 0.0, 1.0);\n" "}\n"; compile(shaderString); const std::vector &interfaceBlocks = mTranslator->getInterfaceBlocks(); ASSERT_EQ(1u, interfaceBlocks.size()); const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; EXPECT_EQ(0u, interfaceBlock.arraySize); EXPECT_FALSE(interfaceBlock.isRowMajorLayout); EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); EXPECT_EQ("b", interfaceBlock.name); EXPECT_EQ("instanceName", interfaceBlock.instanceName); EXPECT_TRUE(interfaceBlock.staticUse); ASSERT_EQ(1u, interfaceBlock.fields.size()); const InterfaceBlockField &field = interfaceBlock.fields[0]; EXPECT_TRUE(field.isStruct()); EXPECT_TRUE(field.staticUse); EXPECT_EQ("s", field.name); EXPECT_FALSE(field.isRowMajorLayout); const ShaderVariable &member = field.fields[0]; // NOTE: we don't currently mark struct members as statically used or not EXPECT_FALSE(member.isStruct()); EXPECT_EQ("f", member.name); EXPECT_GLENUM_EQ(GL_FLOAT, member.type); EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision); } TEST_F(CollectVertexVariablesTest, NestedStructRowMajorInterfaceBlock) { const std::string &shaderString = "#version 300 es\n" "struct st { mat2 m; };" "layout(row_major) uniform b {\n" " st s;\n" "};" "void main() {\n" " gl_Position = vec4(s.m);\n" "}\n"; compile(shaderString); const std::vector &interfaceBlocks = mTranslator->getInterfaceBlocks(); ASSERT_EQ(1u, interfaceBlocks.size()); const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; EXPECT_EQ(0u, interfaceBlock.arraySize); EXPECT_TRUE(interfaceBlock.isRowMajorLayout); EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); EXPECT_EQ("b", interfaceBlock.name); EXPECT_TRUE(interfaceBlock.staticUse); ASSERT_EQ(1u, interfaceBlock.fields.size()); const InterfaceBlockField &field = interfaceBlock.fields[0]; EXPECT_TRUE(field.isStruct()); EXPECT_TRUE(field.staticUse); EXPECT_EQ("s", field.name); EXPECT_TRUE(field.isRowMajorLayout); const ShaderVariable &member = field.fields[0]; // NOTE: we don't currently mark struct members as statically used or not EXPECT_FALSE(member.isStruct()); EXPECT_EQ("m", member.name); EXPECT_GLENUM_EQ(GL_FLOAT_MAT2, member.type); EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision); } TEST_F(CollectVertexVariablesTest, VaryingInterpolation) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "centroid out float vary;\n" "void main() {\n" " gl_Position = vec4(1.0);\n" " vary = 1.0;\n" "}\n"; compile(shaderString); const std::vector &varyings = mTranslator->getVaryings(); ASSERT_EQ(2u, varyings.size()); const Varying *varying = &varyings[0]; if (varying->name == "gl_Position") { varying = &varyings[1]; } EXPECT_EQ(0u, varying->arraySize); EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, varying->precision); EXPECT_TRUE(varying->staticUse); EXPECT_GLENUM_EQ(GL_FLOAT, varying->type); EXPECT_EQ("vary", varying->name); EXPECT_EQ(INTERPOLATION_CENTROID, varying->interpolation); } // Test for builtin uniform "gl_DepthRange" (Vertex shader) TEST_F(CollectVertexVariablesTest, DepthRange) { const std::string &shaderString = "attribute vec4 position;\n" "void main() {\n" " gl_Position = position + vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1.0);\n" "}\n"; validateDepthRangeShader(shaderString); } // Test for builtin uniform "gl_DepthRange" (Fragment shader) TEST_F(CollectFragmentVariablesTest, DepthRange) { const std::string &shaderString = "precision mediump float;\n" "void main() {\n" " gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1.0);\n" "}\n"; validateDepthRangeShader(shaderString); } // Test that gl_FragColor built-in usage in ESSL1 fragment shader is reflected in the output // variables list. TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragColor) { const std::string &fragColorShader = "precision mediump float;\n" "void main() {\n" " gl_FragColor = vec4(1.0);\n" "}\n"; const OutputVariable *outputVariable = nullptr; validateOutputVariableForShader(fragColorShader, 0u, "gl_FragColor", &outputVariable); ASSERT_NE(outputVariable, nullptr); EXPECT_EQ(0u, outputVariable->arraySize); EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); } // Test that gl_FragData built-in usage in ESSL1 fragment shader is reflected in the output // variables list. TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragData) { const std::string &fragDataShader = "#extension GL_EXT_draw_buffers : require\n" "precision mediump float;\n" "void main() {\n" " gl_FragData[0] = vec4(1.0);\n" " gl_FragData[1] = vec4(0.5);\n" "}\n"; ShBuiltInResources resources = mTranslator->getResources(); resources.EXT_draw_buffers = 1; const unsigned int kMaxDrawBuffers = 3u; resources.MaxDrawBuffers = kMaxDrawBuffers; initTranslator(resources); const OutputVariable *outputVariable = nullptr; validateOutputVariableForShader(fragDataShader, 0u, "gl_FragData", &outputVariable); ASSERT_NE(outputVariable, nullptr); EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize); EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); } // Test that gl_FragDataEXT built-in usage in ESSL1 fragment shader is reflected in the output // variables list. Also test that the precision is mediump. TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragDepthMediump) { const std::string &fragDepthShader = "#extension GL_EXT_frag_depth : require\n" "precision mediump float;\n" "void main() {\n" " gl_FragDepthEXT = 0.7;" "}\n"; ShBuiltInResources resources = mTranslator->getResources(); resources.EXT_frag_depth = 1; initTranslator(resources); const OutputVariable *outputVariable = nullptr; validateOutputVariableForShader(fragDepthShader, 0u, "gl_FragDepthEXT", &outputVariable); ASSERT_NE(outputVariable, nullptr); EXPECT_EQ(0u, outputVariable->arraySize); EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type); EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); } // Test that gl_FragDataEXT built-in usage in ESSL1 fragment shader is reflected in the output // variables list. Also test that the precision is highp if user requests it. TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragDepthHighp) { const std::string &fragDepthHighShader = "#extension GL_EXT_frag_depth : require\n" "void main() {\n" " gl_FragDepthEXT = 0.7;" "}\n"; ShBuiltInResources resources = mTranslator->getResources(); resources.EXT_frag_depth = 1; resources.FragmentPrecisionHigh = 1; initTranslator(resources); const OutputVariable *outputVariable = nullptr; validateOutputVariableForShader(fragDepthHighShader, 0u, "gl_FragDepthEXT", &outputVariable); ASSERT_NE(outputVariable, nullptr); EXPECT_EQ(0u, outputVariable->arraySize); EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type); EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, outputVariable->precision); } // Test that gl_FragData built-in usage in ESSL3 fragment shader is reflected in the output // variables list. Also test that the precision is highp. TEST_F(CollectFragmentVariablesTest, OutputVarESSL3FragDepthHighp) { const std::string &fragDepthHighShader = "#version 300 es\n" "precision mediump float;\n" "void main() {\n" " gl_FragDepth = 0.7;" "}\n"; ShBuiltInResources resources = mTranslator->getResources(); resources.EXT_frag_depth = 1; initTranslator(resources); const OutputVariable *outputVariable = nullptr; validateOutputVariableForShader(fragDepthHighShader, 0u, "gl_FragDepth", &outputVariable); ASSERT_NE(outputVariable, nullptr); EXPECT_EQ(0u, outputVariable->arraySize); EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type); EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, outputVariable->precision); } // Test that gl_SecondaryFragColorEXT built-in usage in ESSL1 fragment shader is reflected in the // output variables list. TEST_F(CollectFragmentVariablesTest, OutputVarESSL1EXTBlendFuncExtendedSecondaryFragColor) { const char *secondaryFragColorShader = "#extension GL_EXT_blend_func_extended : require\n" "precision mediump float;\n" "void main() {\n" " gl_FragColor = vec4(1.0);\n" " gl_SecondaryFragColorEXT = vec4(1.0);\n" "}\n"; const unsigned int kMaxDrawBuffers = 3u; ShBuiltInResources resources = mTranslator->getResources(); resources.EXT_blend_func_extended = 1; resources.EXT_draw_buffers = 1; resources.MaxDrawBuffers = kMaxDrawBuffers; resources.MaxDualSourceDrawBuffers = resources.MaxDrawBuffers; initTranslator(resources); const OutputVariable *outputVariable = nullptr; validateOutputVariableForShader(secondaryFragColorShader, 0u, "gl_FragColor", &outputVariable); ASSERT_NE(outputVariable, nullptr); EXPECT_EQ(0u, outputVariable->arraySize); EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); outputVariable = nullptr; validateOutputVariableForShader(secondaryFragColorShader, 1u, "gl_SecondaryFragColorEXT", &outputVariable); ASSERT_NE(outputVariable, nullptr); EXPECT_EQ(0u, outputVariable->arraySize); EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); } // Test that gl_SecondaryFragDataEXT built-in usage in ESSL1 fragment shader is reflected in the // output variables list. TEST_F(CollectFragmentVariablesTest, OutputVarESSL1EXTBlendFuncExtendedSecondaryFragData) { const char *secondaryFragDataShader = "#extension GL_EXT_blend_func_extended : require\n" "#extension GL_EXT_draw_buffers : require\n" "precision mediump float;\n" "void main() {\n" " gl_FragData[0] = vec4(1.0);\n" " gl_FragData[1] = vec4(0.5);\n" " gl_SecondaryFragDataEXT[0] = vec4(1.0);\n" " gl_SecondaryFragDataEXT[1] = vec4(0.8);\n" "}\n"; const unsigned int kMaxDrawBuffers = 3u; ShBuiltInResources resources = mTranslator->getResources(); resources.EXT_blend_func_extended = 1; resources.EXT_draw_buffers = 1; resources.MaxDrawBuffers = kMaxDrawBuffers; resources.MaxDualSourceDrawBuffers = resources.MaxDrawBuffers; initTranslator(resources); const OutputVariable *outputVariable = nullptr; validateOutputVariableForShader(secondaryFragDataShader, 0u, "gl_FragData", &outputVariable); ASSERT_NE(outputVariable, nullptr); EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize); EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); outputVariable = nullptr; validateOutputVariableForShader(secondaryFragDataShader, 1u, "gl_SecondaryFragDataEXT", &outputVariable); ASSERT_NE(outputVariable, nullptr); EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize); EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type); EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); } static khronos_uint64_t SimpleTestHash(const char *str, size_t len) { return static_cast(len); } class CollectHashedVertexVariablesTest : public CollectVertexVariablesTest { protected: void SetUp() override { // Initialize the translate with a hash function ShBuiltInResources resources; sh::InitBuiltInResources(&resources); resources.HashFunction = SimpleTestHash; initTranslator(resources); } }; TEST_F(CollectHashedVertexVariablesTest, InstancedInterfaceBlock) { const std::string &shaderString = "#version 300 es\n" "uniform blockName {\n" " float field;\n" "} blockInstance;" "void main() {\n" " gl_Position = vec4(blockInstance.field, 0.0, 0.0, 1.0);\n" "}\n"; compile(shaderString); const std::vector &interfaceBlocks = mTranslator->getInterfaceBlocks(); ASSERT_EQ(1u, interfaceBlocks.size()); const InterfaceBlock &interfaceBlock = interfaceBlocks[0]; EXPECT_EQ(0u, interfaceBlock.arraySize); EXPECT_FALSE(interfaceBlock.isRowMajorLayout); EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout); EXPECT_EQ("blockName", interfaceBlock.name); EXPECT_EQ("blockInstance", interfaceBlock.instanceName); EXPECT_EQ("webgl_9", interfaceBlock.mappedName); EXPECT_TRUE(interfaceBlock.staticUse); ASSERT_EQ(1u, interfaceBlock.fields.size()); const InterfaceBlockField &field = interfaceBlock.fields[0]; EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); EXPECT_TRUE(field.staticUse); EXPECT_GLENUM_EQ(GL_FLOAT, field.type); EXPECT_EQ("field", field.name); EXPECT_EQ("webgl_5", field.mappedName); EXPECT_FALSE(field.isRowMajorLayout); EXPECT_TRUE(field.fields.empty()); } TEST_F(CollectHashedVertexVariablesTest, StructUniform) { const std::string &shaderString = "#version 300 es\n" "struct sType {\n" " float field;\n" "};" "uniform sType u;" "void main() {\n" " gl_Position = vec4(u.field, 0.0, 0.0, 1.0);\n" "}\n"; compile(shaderString); const auto &uniforms = mTranslator->getUniforms(); ASSERT_EQ(1u, uniforms.size()); const Uniform &uniform = uniforms[0]; EXPECT_EQ(0u, uniform.arraySize); EXPECT_EQ("u", uniform.name); EXPECT_EQ("webgl_1", uniform.mappedName); EXPECT_TRUE(uniform.staticUse); ASSERT_EQ(1u, uniform.fields.size()); const ShaderVariable &field = uniform.fields[0]; EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); // EXPECT_TRUE(field.staticUse); // we don't yet support struct static use EXPECT_GLENUM_EQ(GL_FLOAT, field.type); EXPECT_EQ("field", field.name); EXPECT_EQ("webgl_5", field.mappedName); EXPECT_TRUE(field.fields.empty()); }