// // Copyright (c) 2015 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. // // Pack_Unpack_test.cpp: // Tests for the emulating pack_unpack functions for GLSL. // #include "angle_gl.h" #include "gtest/gtest.h" #include "GLSLANG/ShaderLang.h" #include "tests/test_utils/compiler_test.h" using namespace sh; namespace { class PackUnpackTest : public MatchOutputCodeTest { public: PackUnpackTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_GLSL_400_CORE_OUTPUT) {} }; // Check if PackSnorm2x16 Emulation for GLSL < 4.2 compile correctly. TEST_F(PackUnpackTest, PackSnorm2x16Emulation) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "layout(location = 0) out mediump vec4 fragColor;" "void main() {\n" " vec2 v;\n" " uint u = packSnorm2x16(v);\n" " fragColor = vec4(0.0);\n" "}\n"; compile(shaderString); ASSERT_TRUE(foundInCode("uint webgl_packSnorm2x16_emu(vec2 v)")); } // Check if UnpackSnorm2x16 Emulation for GLSL < 4.2 compile correctly. TEST_F(PackUnpackTest, UnpackSnorm2x16Emulation) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "layout(location = 0) out mediump vec4 fragColor;" "void main() {\n" " uint u;\n" " vec2 v=unpackSnorm2x16(u);\n" " fragColor = vec4(0.0);\n" "}\n"; compile(shaderString); ASSERT_TRUE(foundInCode("vec2 webgl_unpackSnorm2x16_emu(uint u)")); } // Check if PackUnorm2x16 Emulation for GLSL < 4.1 compiles correctly. TEST_F(PackUnpackTest, PackUnorm2x16Emulation) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "layout(location = 0) out mediump vec4 fragColor;" "void main() {\n" " vec2 v;\n" " uint u = packUnorm2x16(v);\n" " fragColor = vec4(0.0);\n" "}\n"; compile(shaderString); ASSERT_TRUE(foundInCode("uint webgl_packUnorm2x16_emu(vec2 v)")); } // Check if UnpackSnorm2x16 Emulation for GLSL < 4.1 compiles correctly. TEST_F(PackUnpackTest, UnpackUnorm2x16Emulation) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "layout(location = 0) out mediump vec4 fragColor;" "void main() {\n" " uint u;\n" " vec2 v=unpackUnorm2x16(u);\n" " fragColor = vec4(0.0);\n" "}\n"; compile(shaderString); ASSERT_TRUE(foundInCode("vec2 webgl_unpackUnorm2x16_emu(uint u)")); } // Check if PackHalf2x16 Emulation for GLSL < 4.2 compiles correctly. TEST_F(PackUnpackTest, PackHalf2x16Emulation) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "layout(location = 0) out mediump vec4 fragColor;" "void main() {\n" " vec2 v;\n" " uint u=packHalf2x16(v);\n" " fragColor = vec4(0.0);\n" "}\n"; compile(shaderString); ASSERT_TRUE(foundInCode("uint webgl_packHalf2x16_emu(vec2 v)")); } // Check if UnpackHalf2x16 Emulation for GLSL < 4.2 compiles correctly. TEST_F(PackUnpackTest, UnpackHalf2x16Emulation) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "layout(location = 0) out mediump vec4 fragColor;" "void main() {\n" " uint u;\n" " vec2 v=unpackHalf2x16(u);\n" " fragColor = vec4(0.0);\n" "}\n"; compile(shaderString); ASSERT_TRUE(foundInCode("vec2 webgl_unpackHalf2x16_emu(uint u)")); } } // namespace