Hash :
9d737966
Author :
Date :
2019-08-14T12:25:12
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 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 "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "compiler/translator/TranslatorESSL.h"
#include "tests/test_utils/ShaderCompileTreeTest.h"
#include "tests/test_utils/compiler_test.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);
}
}