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

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  • Author : Shahbaz Youssefi
    Date : 2023-05-25 14:54:49
    Hash : 02e7f967
    Message : Translator: Remove the "variables" option Variable collection is invariably enabled by the front-end as well as other major users of ANGLE such as Firefox. All translator backends except GLSL force-enable variable collection either way. This change removes this compile option and enables variable collection unconditionally. The flag itself remains in ShCompileOptions until references to it are removed from Chromium. Bug: chromium:1447314 Change-Id: I4d3b30c1bfbd345c5ad269abc62c0a6a59de2f56 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4568524 Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/compiler_tests/EmulateGLDrawID_test.cpp
  • //
    // Copyright 2018 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.
    //
    // ANGLE_draw_id.cpp:
    //   Test for ANGLE_draw_id extension
    //
    
    #include "GLSLANG/ShaderLang.h"
    #include "angle_gl.h"
    #include "compiler/translator/tree_ops/EmulateMultiDrawShaderBuiltins.h"
    #include "gtest/gtest.h"
    #include "tests/test_utils/compiler_test.h"
    
    using namespace sh;
    
    class EmulateGLDrawIDTest : public MatchOutputCodeTest
    {
      public:
        EmulateGLDrawIDTest() : MatchOutputCodeTest(GL_VERTEX_SHADER, SH_GLSL_COMPATIBILITY_OUTPUT)
        {
            ShCompileOptions defaultCompileOptions = {};
            setDefaultCompileOptions(defaultCompileOptions);
    
            getResources()->ANGLE_multi_draw = 1;
        }
    
      protected:
        void CheckCompileFailure(const std::string &shaderString, const char *expectedError = nullptr)
        {
            ShCompileOptions compileOptions = {};
    
            std::string translatedCode;
            std::string infoLog;
            bool success = compileTestShader(GL_VERTEX_SHADER, SH_GLES2_SPEC,
                                             SH_GLSL_COMPATIBILITY_OUTPUT, shaderString, getResources(),
                                             compileOptions, &translatedCode, &infoLog);
            EXPECT_FALSE(success);
            if (expectedError)
            {
                EXPECT_TRUE(infoLog.find(expectedError) != std::string::npos);
            }
        }
    };
    
    // Check that compilation fails if the compile option to emulate gl_DrawID
    // is not set
    TEST_F(EmulateGLDrawIDTest, RequiresEmulation)
    {
        CheckCompileFailure(
            "#extension GL_ANGLE_multi_draw : require\n"
            "void main() {\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n",
            "extension is not supported");
    }
    
    // Check that compiling with emulation with gl_DrawID works with different shader versions
    TEST_F(EmulateGLDrawIDTest, CheckCompile)
    {
        const std::string shaderString =
            "#extension GL_ANGLE_multi_draw : require\n"
            "void main() {\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n";
    
        ShCompileOptions compileOptions = {};
        compileOptions.objectCode       = true;
        compileOptions.emulateGLDrawID  = true;
    
        compile(shaderString, compileOptions);
        compile("#version 100\n" + shaderString, compileOptions);
        compile("#version 300 es\n" + shaderString, compileOptions);
    }
    
    // Check that gl_DrawID is properly emulated
    TEST_F(EmulateGLDrawIDTest, EmulatesUniform)
    {
        addOutputType(SH_GLSL_COMPATIBILITY_OUTPUT);
        addOutputType(SH_ESSL_OUTPUT);
    #ifdef ANGLE_ENABLE_VULKAN
        addOutputType(SH_SPIRV_VULKAN_OUTPUT);
    #endif
    #ifdef ANGLE_ENABLE_HLSL
        addOutputType(SH_HLSL_3_0_OUTPUT);
        addOutputType(SH_HLSL_3_0_OUTPUT);
    #endif
    
        const std::string &shaderString =
            "#extension GL_ANGLE_multi_draw : require\n"
            "void main() {\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n";
    
        ShCompileOptions compileOptions = {};
        compileOptions.objectCode       = true;
        compileOptions.emulateGLDrawID  = true;
        compile(shaderString, compileOptions);
    
        EXPECT_TRUE(notFoundInCode("gl_DrawID"));
        EXPECT_TRUE(foundInCode("angle_DrawID"));
        EXPECT_TRUE(notFoundInCode("GL_ANGLE_multi_draw"));
    
        EXPECT_TRUE(foundInCode(SH_GLSL_COMPATIBILITY_OUTPUT, "uniform int angle_DrawID"));
        EXPECT_TRUE(foundInCode(SH_ESSL_OUTPUT, "uniform highp int angle_DrawID"));
    
    #ifdef ANGLE_ENABLE_HLSL
        EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_DrawID : register"));
        EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_DrawID : register"));
    #endif
    }
    
    // Check that a user-defined "gl_DrawID" is not permitted
    TEST_F(EmulateGLDrawIDTest, DisallowsUserDefinedGLDrawID)
    {
        // Check that it is not permitted without the extension
        CheckCompileFailure(
            "uniform int gl_DrawID;\n"
            "void main() {\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n",
            "reserved built-in name");
    
        CheckCompileFailure(
            "void main() {\n"
            "   int gl_DrawID = 0;\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n",
            "reserved built-in name");
    
        // Check that it is not permitted with the extension
        CheckCompileFailure(
            "#extension GL_ANGLE_multi_draw : require\n"
            "uniform int gl_DrawID;\n"
            "void main() {\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n",
            "reserved built-in name");
    
        CheckCompileFailure(
            "#extension GL_ANGLE_multi_draw : require\n"
            "void main() {\n"
            "   int gl_DrawID = 0;\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n",
            "reserved built-in name");
    }
    
    // gl_DrawID is translated to angle_DrawID internally. Check that a user-defined
    // angle_DrawID is permitted
    TEST_F(EmulateGLDrawIDTest, AllowsUserDefinedANGLEDrawID)
    {
        addOutputType(SH_GLSL_COMPATIBILITY_OUTPUT);
        addOutputType(SH_ESSL_OUTPUT);
    #ifdef ANGLE_ENABLE_VULKAN
        addOutputType(SH_SPIRV_VULKAN_OUTPUT);
    #endif
    #ifdef ANGLE_ENABLE_HLSL
        addOutputType(SH_HLSL_3_0_OUTPUT);
        addOutputType(SH_HLSL_3_0_OUTPUT);
    #endif
    
        const std::string &shaderString =
            "#extension GL_ANGLE_multi_draw : require\n"
            "uniform int angle_DrawID;\n"
            "void main() {\n"
            "   gl_Position = vec4(float(angle_DrawID + gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n";
    
        ShCompileOptions compileOptions = {};
        compileOptions.objectCode       = true;
        compileOptions.emulateGLDrawID  = true;
        compile(shaderString, compileOptions);
    
        // " angle_DrawID" (note the space) should appear exactly twice:
        //    once in the declaration and once in the body.
        // The user-defined angle_DrawID should be decorated
        EXPECT_TRUE(foundInCode(" angle_DrawID", 2));
    }