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kc3-lang/angle/src/tests/compiler_tests/QualificationOrder_test.cpp

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  • Author : Olli Etuaho
    Date : 2016-12-19 19:53:29
    Hash : 72fc5547
    Message : Add a ShaderCompileTreeTest base class to use in compiler tests The test class provides facilities for parsing test shader source into an AST and determining compile status. Compilation flags change for some of the tests, but this should only have a minor effect on code coverage - mostly affecting non-core parts such as intermediate output. BUG=angleproject:1673 TEST=angle_unittests Change-Id: I7d0900ef490e021272a27c4b0c938bfee02abf39 Reviewed-on: https://chromium-review.googlesource.com/422367 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/compiler_tests/QualificationOrder_test.cpp
  • //
    // 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 "tests/test_utils/ShaderCompileTreeTest.h"
    
    using namespace sh;
    
    class QualificationOrderFragmentShaderTest : public ShaderCompileTreeTest
    {
      public:
        QualificationOrderFragmentShaderTest() {}
    
      protected:
        void initResources(ShBuiltInResources *resources) override
        {
            resources->MaxDrawBuffers = (getShaderSpec() == SH_GLES2_SPEC) ? 1 : 8;
        }
    
        ::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
    
        ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; }
    };
    
    class QualificationOrderVertexShaderTest : public QualificationOrderFragmentShaderTest
    {
      public:
        QualificationOrderVertexShaderTest() {}
    
      protected:
        ::GLenum getShaderType() const override { return GL_VERTEX_SHADER; }
    };
    
    // Repeating centroid qualifier is invalid.
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Repeating uniform storage qualifiers is invalid.
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Repeating varying storage qualifiers is invalid.
    TEST_F(QualificationOrderFragmentShaderTest, RepeatingVaryings)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "varying varying vec4 myColor;\n"
            "void main() {\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Layout qualifier should be before the storage qualifiers.
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Centroid out is the correct order. Out centroid is incorrect.
    TEST_F(QualificationOrderVertexShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Centroid in is the correct order. In centroid is incorrect.
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Type cannot be before the storage qualifier.
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // A variable cannot have two conflicting storage qualifiers.
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // A variable cannot have two different layout qualifiers.
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // A variable cannot have repeating invariant qualifiers.
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // A variable cannot have repeating storage qualifiers.
    TEST_F(QualificationOrderVertexShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Wrong order for invariant varying. It should be 'invariant varying', not 'varying invariant'.
    TEST_F(QualificationOrderVertexShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // A variable cannot have repeating storage qualifiers.
    TEST_F(QualificationOrderVertexShaderTest, AttributeVaryingMix)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "attribute varying vec4 positionIN;\n"
            "void main() {\n"
            "gl_Position = positionIN;\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // A variable cannot have repeating storage qualifiers.
    TEST_F(QualificationOrderVertexShaderTest, VaryingAttributeMix)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "varying attribute vec4 positionIN;\n"
            "void main() {\n"
            "gl_Position = positionIN;\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // A variable cannot have repeating interpolation qualifiers.
    TEST_F(QualificationOrderVertexShaderTest, 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))
        {
            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(QualificationOrderVertexShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // The correct order is invariant, interpolation, storage.
    TEST_F(QualificationOrderVertexShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // The invariant qualifer has to be before the storage qualifiers.
    TEST_F(QualificationOrderVertexShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // The precision qualifier is after the storage qualifiers.
    TEST_F(QualificationOrderVertexShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // A variable cannot have multiple declarations of the 'in' storage qualifier.
    TEST_F(QualificationOrderVertexShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // A variable cannot have multiple declarations of the 'attribute' storage qualifier.
    TEST_F(QualificationOrderVertexShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Vertex input cannot be qualified with invariant.
    TEST_F(QualificationOrderVertexShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Cannot have a function parameter with the invariant qualifier.
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
        }
    }
    
    // Cannot have a function parameter with the attribute qualifier.
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
        }
    }
    
    // Cannot have a function parameter with the varying qualifier.
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
        }
    }
    
    // Cannot have a function parameter with the layout qualifier
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
        }
    }
    
    // Cannot have a function parameter with the centroid qualifier
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
        }
    }
    
    // Cannot have a function parameter with the flat qualifier
    TEST_F(QualificationOrderFragmentShaderTest, 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))
        {
            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(QualificationOrderFragmentShaderTest, 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))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }