| // |
| // Copyright 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. |
| // |
| |
| #include "test_utils/ANGLETest.h" |
| |
| #include "libANGLE/Context.h" |
| #include "libANGLE/Program.h" |
| |
| using namespace angle; |
| |
| class GLSLTest : public ANGLETest |
| { |
| protected: |
| GLSLTest() |
| { |
| setWindowWidth(128); |
| setWindowHeight(128); |
| setConfigRedBits(8); |
| setConfigGreenBits(8); |
| setConfigBlueBits(8); |
| setConfigAlphaBits(8); |
| } |
| |
| virtual void SetUp() |
| { |
| ANGLETest::SetUp(); |
| |
| mSimpleVSSource = SHADER_SOURCE |
| ( |
| attribute vec4 inputAttribute; |
| void main() |
| { |
| gl_Position = inputAttribute; |
| } |
| ); |
| } |
| |
| std::string GenerateVaryingType(GLint vectorSize) |
| { |
| char varyingType[10]; |
| |
| if (vectorSize == 1) |
| { |
| sprintf(varyingType, "float"); |
| } |
| else |
| { |
| sprintf(varyingType, "vec%d", vectorSize); |
| } |
| |
| return std::string(varyingType); |
| } |
| |
| std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id) |
| { |
| char buff[100]; |
| |
| if (arraySize == 1) |
| { |
| sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id); |
| } |
| else |
| { |
| sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize); |
| } |
| |
| return std::string(buff); |
| } |
| |
| std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id) |
| { |
| std::string returnString; |
| char buff[100]; |
| |
| if (arraySize == 1) |
| { |
| sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str()); |
| returnString += buff; |
| } |
| else |
| { |
| for (int i = 0; i < arraySize; i++) |
| { |
| sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str()); |
| returnString += buff; |
| } |
| } |
| |
| return returnString; |
| } |
| |
| std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id) |
| { |
| if (arraySize == 1) |
| { |
| char buff[100]; |
| sprintf(buff, "v%d + ", id); |
| return std::string(buff); |
| } |
| else |
| { |
| std::string returnString; |
| for (int i = 0; i < arraySize; i++) |
| { |
| char buff[100]; |
| sprintf(buff, "v%d[%d] + ", id, i); |
| returnString += buff; |
| } |
| return returnString; |
| } |
| } |
| |
| void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, |
| GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, |
| std::string* fragmentShader, std::string* vertexShader) |
| { |
| // Generate a string declaring the varyings, to share between the fragment shader and the vertex shader. |
| std::string varyingDeclaration; |
| |
| unsigned int varyingCount = 0; |
| |
| for (GLint i = 0; i < floatCount; i++) |
| { |
| varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount); |
| varyingCount += 1; |
| } |
| |
| for (GLint i = 0; i < floatArrayCount; i++) |
| { |
| varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount); |
| varyingCount += 1; |
| } |
| |
| for (GLint i = 0; i < vec2Count; i++) |
| { |
| varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount); |
| varyingCount += 1; |
| } |
| |
| for (GLint i = 0; i < vec2ArrayCount; i++) |
| { |
| varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount); |
| varyingCount += 1; |
| } |
| |
| for (GLint i = 0; i < vec3Count; i++) |
| { |
| varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount); |
| varyingCount += 1; |
| } |
| |
| for (GLint i = 0; i < vec3ArrayCount; i++) |
| { |
| varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount); |
| varyingCount += 1; |
| } |
| |
| for (GLint i = 0; i < vec4Count; i++) |
| { |
| varyingDeclaration += GenerateVectorVaryingDeclaration(4, 1, varyingCount); |
| varyingCount += 1; |
| } |
| |
| for (GLint i = 0; i < vec4ArrayCount; i++) |
| { |
| varyingDeclaration += GenerateVectorVaryingDeclaration(4, 2, varyingCount); |
| varyingCount += 1; |
| } |
| |
| // Generate the vertex shader |
| vertexShader->clear(); |
| vertexShader->append(varyingDeclaration); |
| vertexShader->append("\nvoid main()\n{\n"); |
| |
| unsigned int currentVSVarying = 0; |
| |
| for (GLint i = 0; i < floatCount; i++) |
| { |
| vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying)); |
| currentVSVarying += 1; |
| } |
| |
| for (GLint i = 0; i < floatArrayCount; i++) |
| { |
| vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying)); |
| currentVSVarying += 1; |
| } |
| |
| for (GLint i = 0; i < vec2Count; i++) |
| { |
| vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying)); |
| currentVSVarying += 1; |
| } |
| |
| for (GLint i = 0; i < vec2ArrayCount; i++) |
| { |
| vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying)); |
| currentVSVarying += 1; |
| } |
| |
| for (GLint i = 0; i < vec3Count; i++) |
| { |
| vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying)); |
| currentVSVarying += 1; |
| } |
| |
| for (GLint i = 0; i < vec3ArrayCount; i++) |
| { |
| vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying)); |
| currentVSVarying += 1; |
| } |
| |
| for (GLint i = 0; i < vec4Count; i++) |
| { |
| vertexShader->append(GenerateVectorVaryingSettingCode(4, 1, currentVSVarying)); |
| currentVSVarying += 1; |
| } |
| |
| for (GLint i = 0; i < vec4ArrayCount; i++) |
| { |
| vertexShader->append(GenerateVectorVaryingSettingCode(4, 2, currentVSVarying)); |
| currentVSVarying += 1; |
| } |
| |
| if (usePointSize) |
| { |
| vertexShader->append("gl_PointSize = 1.0;\n"); |
| } |
| |
| vertexShader->append("}\n"); |
| |
| // Generate the fragment shader |
| fragmentShader->clear(); |
| fragmentShader->append("precision highp float;\n"); |
| fragmentShader->append(varyingDeclaration); |
| fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n"); |
| |
| unsigned int currentFSVarying = 0; |
| |
| // Make use of the float varyings |
| fragmentShader->append("\tretColor += vec4("); |
| |
| for (GLint i = 0; i < floatCount; i++) |
| { |
| fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| currentFSVarying += 1; |
| } |
| |
| for (GLint i = 0; i < floatArrayCount; i++) |
| { |
| fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| currentFSVarying += 1; |
| } |
| |
| fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n"); |
| |
| // Make use of the vec2 varyings |
| fragmentShader->append("\tretColor += vec4("); |
| |
| for (GLint i = 0; i < vec2Count; i++) |
| { |
| fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| currentFSVarying += 1; |
| } |
| |
| for (GLint i = 0; i < vec2ArrayCount; i++) |
| { |
| fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| currentFSVarying += 1; |
| } |
| |
| fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n"); |
| |
| // Make use of the vec3 varyings |
| fragmentShader->append("\tretColor += vec4("); |
| |
| for (GLint i = 0; i < vec3Count; i++) |
| { |
| fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| currentFSVarying += 1; |
| } |
| |
| for (GLint i = 0; i < vec3ArrayCount; i++) |
| { |
| fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| currentFSVarying += 1; |
| } |
| |
| fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n"); |
| |
| // Make use of the vec4 varyings |
| fragmentShader->append("\tretColor += "); |
| |
| for (GLint i = 0; i < vec4Count; i++) |
| { |
| fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); |
| currentFSVarying += 1; |
| } |
| |
| for (GLint i = 0; i < vec4ArrayCount; i++) |
| { |
| fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); |
| currentFSVarying += 1; |
| } |
| |
| fragmentShader->append("vec4(0.0, 0.0, 0.0, 0.0);\n"); |
| |
| // Set gl_FragColor, and use special variables if requested |
| fragmentShader->append("\tgl_FragColor = retColor"); |
| |
| if (useFragCoord) |
| { |
| fragmentShader->append(" + gl_FragCoord"); |
| } |
| |
| if (usePointCoord) |
| { |
| fragmentShader->append(" + vec4(gl_PointCoord, 0.0, 0.0)"); |
| } |
| |
| fragmentShader->append(";\n}"); |
| } |
| |
| void VaryingTestBase(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, |
| GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, bool expectSuccess) |
| { |
| std::string fragmentShaderSource; |
| std::string vertexShaderSource; |
| |
| GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, vec3ArrayCount, |
| vec4Count, vec4ArrayCount, useFragCoord, usePointCoord, usePointSize, |
| &fragmentShaderSource, &vertexShaderSource); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| |
| if (expectSuccess) |
| { |
| EXPECT_NE(0u, program); |
| } |
| else |
| { |
| EXPECT_EQ(0u, program); |
| } |
| } |
| |
| std::string mSimpleVSSource; |
| }; |
| |
| class GLSLTest_ES3 : public GLSLTest |
| { |
| }; |
| |
| TEST_P(GLSLTest, NamelessScopedStructs) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| |
| void main() |
| { |
| struct |
| { |
| float q; |
| } b; |
| |
| gl_FragColor = vec4(1, 0, 0, 1); |
| gl_FragColor.a += b.q; |
| } |
| ); |
| |
| GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, ScopedStructsOrderBug) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| |
| struct T |
| { |
| float f; |
| }; |
| |
| void main() |
| { |
| T a; |
| |
| struct T |
| { |
| float q; |
| }; |
| |
| T b; |
| |
| gl_FragColor = vec4(1, 0, 0, 1); |
| gl_FragColor.a += a.f; |
| gl_FragColor.a += b.q; |
| } |
| ); |
| |
| GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, ScopedStructsBug) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| |
| struct T_0 |
| { |
| float f; |
| }; |
| |
| void main() |
| { |
| gl_FragColor = vec4(1, 0, 0, 1); |
| |
| struct T |
| { |
| vec2 v; |
| }; |
| |
| T_0 a; |
| T b; |
| |
| gl_FragColor.a += a.f; |
| gl_FragColor.a += b.v.x; |
| } |
| ); |
| |
| GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, DxPositionBug) |
| { |
| const std::string &vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 inputAttribute; |
| varying float dx_Position; |
| void main() |
| { |
| gl_Position = vec4(inputAttribute); |
| dx_Position = 0.0; |
| } |
| ); |
| |
| const std::string &fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| |
| varying float dx_Position; |
| |
| void main() |
| { |
| gl_FragColor = vec4(dx_Position, 0, 0, 1); |
| } |
| ); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, ElseIfRewriting) |
| { |
| const std::string &vertexShaderSource = |
| "attribute vec4 a_position;\n" |
| "varying float v;\n" |
| "void main() {\n" |
| " gl_Position = a_position;\n" |
| " v = 1.0;\n" |
| " if (a_position.x <= 0.5) {\n" |
| " v = 0.0;\n" |
| " } else if (a_position.x >= 0.5) {\n" |
| " v = 2.0;\n" |
| " }\n" |
| "}\n"; |
| |
| const std::string &fragmentShaderSource = |
| "precision highp float;\n" |
| "varying float v;\n" |
| "void main() {\n" |
| " vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| " if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| " if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n" |
| " gl_FragColor = color;\n" |
| "}\n"; |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| ASSERT_NE(0u, program); |
| |
| drawQuad(program, "a_position", 0.5f); |
| |
| EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); |
| EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255); |
| } |
| |
| TEST_P(GLSLTest, TwoElseIfRewriting) |
| { |
| const std::string &vertexShaderSource = |
| "attribute vec4 a_position;\n" |
| "varying float v;\n" |
| "void main() {\n" |
| " gl_Position = a_position;\n" |
| " if (a_position.x == 0.0) {\n" |
| " v = 1.0;\n" |
| " } else if (a_position.x > 0.5) {\n" |
| " v = 0.0;\n" |
| " } else if (a_position.x > 0.75) {\n" |
| " v = 0.5;\n" |
| " }\n" |
| "}\n"; |
| |
| const std::string &fragmentShaderSource = |
| "precision highp float;\n" |
| "varying float v;\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, InvariantVaryingOut) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| varying float v_varying; |
| void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| ); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 a_position; |
| invariant varying float v_varying; |
| void main() { v_varying = a_position.x; gl_Position = a_position; } |
| ); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, FrontFacingAndVarying) |
| { |
| EGLPlatformParameters platform = GetParam().eglParameters; |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 a_position; |
| varying float v_varying; |
| void main() |
| { |
| v_varying = a_position.x; |
| gl_Position = a_position; |
| } |
| ); |
| |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| varying float v_varying; |
| void main() |
| { |
| vec4 c; |
| |
| if (gl_FrontFacing) |
| { |
| c = vec4(v_varying, 0, 0, 1.0); |
| } |
| else |
| { |
| c = vec4(0, v_varying, 0, 1.0); |
| } |
| gl_FragColor = c; |
| } |
| ); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| |
| // Compilation should fail on D3D11 feature level 9_3, since gl_FrontFacing isn't supported. |
| if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE) |
| { |
| if (platform.majorVersion == 9 && platform.minorVersion == 3) |
| { |
| EXPECT_EQ(0u, program); |
| return; |
| } |
| } |
| |
| // Otherwise, compilation should succeed |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, InvariantVaryingIn) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| invariant varying float v_varying; |
| void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| ); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 a_position; |
| varying float v_varying; |
| void main() { v_varying = a_position.x; gl_Position = a_position; } |
| ); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, InvariantVaryingBoth) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| invariant varying float v_varying; |
| void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| ); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 a_position; |
| invariant varying float v_varying; |
| void main() { v_varying = a_position.x; gl_Position = a_position; } |
| ); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, InvariantGLPosition) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| varying float v_varying; |
| void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| ); |
| |
| const std::string vertexShaderSource = SHADER_SOURCE |
| ( |
| attribute vec4 a_position; |
| invariant gl_Position; |
| varying float v_varying; |
| void main() { v_varying = a_position.x; gl_Position = a_position; } |
| ); |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, InvariantAll) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| varying float v_varying; |
| void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); } |
| ); |
| |
| const std::string vertexShaderSource = |
| "#pragma STDGL invariant(all)\n" |
| "attribute vec4 a_position;\n" |
| "varying float v_varying;\n" |
| "void main() { v_varying = a_position.x; gl_Position = a_position; }\n"; |
| |
| GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| TEST_P(GLSLTest, MaxVaryingVec4) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true); |
| } |
| |
| TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusTwoSpecialVariables) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| // Generate shader code that uses gl_FragCoord and gl_PointCoord, two special fragment shader variables. |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true); |
| } |
| |
| TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusThreeSpecialVariables) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| // Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize. |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, true, true); |
| } |
| |
| TEST_P(GLSLTest, MaxVaryingVec4PlusFragCoord) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| // Generate shader code that uses gl_FragCoord, a special fragment shader variables. |
| // This test should fail, since we are really using (maxVaryings + 1) varyings. |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false); |
| } |
| |
| TEST_P(GLSLTest, MaxVaryingVec4PlusPointCoord) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| // Generate shader code that uses gl_FragCoord, a special fragment shader variables. |
| // This test should fail, since we are really using (maxVaryings + 1) varyings. |
| VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false); |
| } |
| |
| TEST_P(GLSLTest, MaxVaryingVec3) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true); |
| } |
| |
| TEST_P(GLSLTest, MaxVaryingVec3Array) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true); |
| } |
| |
| // Disabled because of a failure in D3D9 |
| TEST_P(GLSLTest, DISABLED_MaxVaryingVec3AndOneFloat) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true); |
| } |
| |
| // Disabled because of a failure in D3D9 |
| TEST_P(GLSLTest, DISABLED_MaxVaryingVec3ArrayAndOneFloatArray) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true); |
| } |
| |
| // Disabled because of a failure in D3D9 |
| TEST_P(GLSLTest, DISABLED_TwiceMaxVaryingVec2) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, true); |
| } |
| |
| // Disabled because of a failure in D3D9 |
| TEST_P(GLSLTest, DISABLED_MaxVaryingVec2Arrays) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 0, 0, maxVaryings, 0, 0, 0, 0, false, false, false, true); |
| } |
| |
| TEST_P(GLSLTest, MaxPlusOneVaryingVec3) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false); |
| } |
| |
| TEST_P(GLSLTest, MaxPlusOneVaryingVec3Array) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false); |
| } |
| |
| TEST_P(GLSLTest, MaxVaryingVec3AndOneVec2) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false); |
| } |
| |
| TEST_P(GLSLTest, MaxPlusOneVaryingVec2) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false); |
| } |
| |
| TEST_P(GLSLTest, MaxVaryingVec3ArrayAndMaxPlusOneFloatArray) |
| { |
| GLint maxVaryings = 0; |
| glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings); |
| |
| VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false, false); |
| } |
| |
| // Verify shader source with a fixed length that is less than the null-terminated length will compile. |
| TEST_P(GLSLTest, FixedShaderLength) |
| { |
| GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| |
| const std::string appendGarbage = "abcasdfasdfasdfasdfasdf"; |
| const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage; |
| const char *sourceArray[1] = { source.c_str() }; |
| GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) }; |
| glShaderSource(shader, ArraySize(sourceArray), sourceArray, lengths); |
| glCompileShader(shader); |
| |
| GLint compileResult; |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| EXPECT_NE(compileResult, 0); |
| } |
| |
| // Verify that a negative shader source length is treated as a null-terminated length. |
| TEST_P(GLSLTest, NegativeShaderLength) |
| { |
| GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| |
| const char *sourceArray[1] = { "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" }; |
| GLint lengths[1] = { -10 }; |
| glShaderSource(shader, ArraySize(sourceArray), sourceArray, lengths); |
| glCompileShader(shader); |
| |
| GLint compileResult; |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| EXPECT_NE(compileResult, 0); |
| } |
| |
| // Verify that a length array with mixed positive and negative values compiles. |
| TEST_P(GLSLTest, MixedShaderLengths) |
| { |
| GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| |
| const char *sourceArray[] = |
| { |
| "void main()", |
| "{", |
| " gl_FragColor = vec4(0, 0, 0, 0);", |
| "}", |
| }; |
| GLint lengths[] = |
| { |
| -10, |
| 1, |
| static_cast<GLint>(strlen(sourceArray[2])), |
| -1, |
| }; |
| ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths)); |
| |
| glShaderSource(shader, ArraySize(sourceArray), sourceArray, lengths); |
| glCompileShader(shader); |
| |
| GLint compileResult; |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| EXPECT_NE(compileResult, 0); |
| } |
| |
| // Verify that zero-length shader source does not affect shader compilation. |
| TEST_P(GLSLTest, ZeroShaderLength) |
| { |
| GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| |
| const char *sourceArray[] = |
| { |
| "adfasdf", |
| "34534", |
| "void main() { gl_FragColor = vec4(0, 0, 0, 0); }", |
| "", |
| "asdfasdfsdsdf", |
| }; |
| GLint lengths[] = |
| { |
| 0, |
| 0, |
| -1, |
| 0, |
| 0, |
| }; |
| ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths)); |
| |
| glShaderSource(shader, ArraySize(sourceArray), sourceArray, lengths); |
| glCompileShader(shader); |
| |
| GLint compileResult; |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| EXPECT_NE(compileResult, 0); |
| } |
| |
| // Tests that bad index expressions don't crash ANGLE's translator. |
| // https://code.google.com/p/angleproject/issues/detail?id=857 |
| TEST_P(GLSLTest, BadIndexBug) |
| { |
| const std::string &fragmentShaderSourceVec = |
| "precision mediump float;\n" |
| "uniform vec4 uniformVec;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(uniformVec[int()]);\n" |
| "}"; |
| |
| GLuint shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceVec); |
| EXPECT_EQ(0u, shader); |
| |
| if (shader != 0) |
| { |
| glDeleteShader(shader); |
| } |
| |
| const std::string &fragmentShaderSourceMat = |
| "precision mediump float;\n" |
| "uniform mat4 uniformMat;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(uniformMat[int()]);\n" |
| "}"; |
| |
| shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceMat); |
| EXPECT_EQ(0u, shader); |
| |
| if (shader != 0) |
| { |
| glDeleteShader(shader); |
| } |
| |
| const std::string &fragmentShaderSourceArray = |
| "precision mediump float;\n" |
| "uniform vec4 uniformArray;\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = vec4(uniformArray[int()]);\n" |
| "}"; |
| |
| shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceArray); |
| EXPECT_EQ(0u, shader); |
| |
| if (shader != 0) |
| { |
| glDeleteShader(shader); |
| } |
| } |
| |
| // Test that structs defined in uniforms are translated correctly. |
| TEST_P(GLSLTest, StructSpecifiersUniforms) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| |
| uniform struct S { float field;} s; |
| |
| void main() |
| { |
| gl_FragColor = vec4(1, 0, 0, 1); |
| gl_FragColor.a += s.field; |
| } |
| ); |
| |
| GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| } |
| |
| // Test that gl_DepthRange is not stored as a uniform location. Since uniforms |
| // beginning with "gl_" are filtered out by our validation logic, we must |
| // bypass the validation to test the behaviour of the implementation. |
| // (note this test is still Impl-independent) |
| TEST_P(GLSLTest, DepthRangeUniforms) |
| { |
| const std::string fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision mediump float; |
| |
| void main() |
| { |
| gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1); |
| } |
| ); |
| |
| GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| |
| // dive into the ANGLE internals, so we can bypass validation. |
| gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext()); |
| gl::Program *glProgram = context->getProgram(program); |
| GLint nearIndex = glProgram->getUniformLocation("gl_DepthRange.near"); |
| EXPECT_EQ(-1, nearIndex); |
| |
| // Test drawing does not throw an exception. |
| drawQuad(program, "inputAttribute", 0.5f); |
| |
| EXPECT_GL_NO_ERROR(); |
| |
| glDeleteProgram(program); |
| } |
| |
| // Covers the WebGL test 'glsl/bugs/pow-of-small-constant-in-user-defined-function' |
| // See https://code.google.com/p/angleproject/issues/detail?id=851 |
| // TODO(jmadill): ANGLE constant folding can fix this |
| TEST_P(GLSLTest, DISABLED_PowOfSmallConstant) |
| { |
| const std::string &fragmentShaderSource = SHADER_SOURCE |
| ( |
| precision highp float; |
| |
| float fun(float arg) |
| { |
| // These values are still easily within the highp range. |
| // The minimum range in terms of 10's exponent is around -19 to 19, and IEEE-754 single precision range is higher than that. |
| return pow(arg, 2.0); |
| } |
| |
| void main() |
| { |
| // Note that the bug did not reproduce if an uniform was passed to the function instead of a constant, |
| // or if the expression was moved outside the user-defined function. |
| const float a = 1.0e-6; |
| float b = 1.0e12 * fun(a); |
| if (abs(b - 1.0) < 0.01) |
| { |
| gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); // green |
| } |
| else |
| { |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // red |
| } |
| } |
| ); |
| |
| GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource); |
| EXPECT_NE(0u, program); |
| |
| drawQuad(program, "inputAttribute", 0.5f); |
| EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255); |
| EXPECT_GL_NO_ERROR(); |
| } |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
| ANGLE_INSTANTIATE_TEST(GLSLTest, ES2_D3D9(), ES2_D3D11()); |
| |
| // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against. |
| ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11()); |