Hash :
fbb1c792
Author :
Date :
2018-01-19T16:26:59
Store symbol names as a ImmutableString This will enable compile-time initialization of built-in symbols as well as reducing copying strings. Most of the code that deals with names is changed to use ImmutableString where it makes sense to avoid conversions. The lexer/parser now allocate const char pointers into pool memory instead of allocating TStrings. These are then converted to ImmutableString upon entering TParseContext. BUG=angleproject:2267 TEST=angle_unittests, angle_end2end_tests Change-Id: I244d6271ea1ecf7150d4f89dfa388a7745a1150c Reviewed-on: https://chromium-review.googlesource.com/881561 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161
//
// 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"
#include "tests/test_utils/ShaderCompileTreeTest.h"
using namespace sh;
class QualificationVertexShaderTestESSL31 : public ShaderCompileTreeTest
{
public:
QualificationVertexShaderTestESSL31() {}
protected:
::GLenum getShaderType() const override { return GL_VERTEX_SHADER; }
ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; }
const TIntermSymbol *findSymbolInAST(const ImmutableString &symbolName)
{
return FindSymbolNode(mASTRoot, symbolName);
}
};
// 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(ImmutableString("something"));
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(ImmutableString("something"));
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(ImmutableString("something"));
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(ImmutableString("MyInterfaceName"));
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(ImmutableString("MyInterfaceName"));
ASSERT_NE(nullptr, node);
const TType &type = node->getType();
TLayoutQualifier layoutQualifier = type.getLayoutQualifier();
EXPECT_EQ(EbsShared, layoutQualifier.blockStorage);
EXPECT_EQ(EmpRowMajor, layoutQualifier.matrixPacking);
}
}