// // 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); } }