Edit

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

Branch :

  • Show log

    Commit

  • Author : Olli Etuaho
    Date : 2015-07-10 14:14:18
    Hash : cc36b983
    Message : Implement ESSL 3.00 shader input/output variable type rules ESSL 3.00 allows a wider variety of types of input/output variables than ESSL 1.00, but there are still specific restrictions on structs, matrices and arrays. Some of the checks need to be implemented twice: once for array syntax where the brackets are after the type, and another time for array syntax where the brackets are after the variable name. This requires fixes to constant folding unit tests which were previously incorrectly using matrix outputs in fragment shaders. New unit tests are added for several of the rules introduced, but some cases are also covered by dEQP. TEST=angle_unittests, dEQP-GLES.functional.shaders.linkage.varying.rules.* BUG=angleproject:1061 Change-Id: I655b054cfe56d376db775b96a2bb41b3ac5740b0 Reviewed-on: https://chromium-review.googlesource.com/285482 Tested-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org>

  • src/tests/compiler_tests/MalformedShader_test.cpp
  • //
    // Copyright (c) 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.
    //
    // MalformedShader_test.cpp:
    //   Tests that malformed shaders fail compilation.
    //
    
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "GLSLANG/ShaderLang.h"
    #include "compiler/translator/TranslatorESSL.h"
    
    class MalformedShaderTest : public testing::Test
    {
      public:
        MalformedShaderTest() {}
    
      protected:
        virtual void SetUp()
        {
            ShBuiltInResources resources;
            ShInitBuiltInResources(&resources);
    
            mTranslator = new TranslatorESSL(GL_FRAGMENT_SHADER, SH_GLES3_SPEC);
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    
        virtual void TearDown()
        {
            delete mTranslator;
        }
    
        // Return true when compilation succeeds
        bool compile(const std::string& shaderString)
        {
            const char *shaderStrings[] = { shaderString.c_str() };
            bool compilationSuccess = mTranslator->compile(shaderStrings, 1, SH_INTERMEDIATE_TREE);
            TInfoSink &infoSink = mTranslator->getInfoSink();
            mInfoLog = infoSink.info.c_str();
            return compilationSuccess;
        }
    
        bool hasWarning() const
        {
            return mInfoLog.find("WARNING: ") != std::string::npos;
        }
    
      protected:
        std::string mInfoLog;
        TranslatorESSL *mTranslator;
    };
    
    class MalformedVertexShaderTest : public MalformedShaderTest
    {
      public:
        MalformedVertexShaderTest() {}
    
      protected:
        void SetUp() override
        {
            ShBuiltInResources resources;
            ShInitBuiltInResources(&resources);
    
            mTranslator = new TranslatorESSL(GL_VERTEX_SHADER, SH_GLES3_SPEC);
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    };
    
    // This is a test for a bug that used to exist in ANGLE:
    // Calling a function with all parameters missing should not succeed.
    TEST_F(MalformedShaderTest, FunctionParameterMismatch)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "float fun(float a) {\n"
            "   return a * 2.0;\n"
            "}\n"
            "void main() {\n"
            "   float ff = fun();\n"
            "   gl_FragColor = vec4(ff);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Functions can't be redeclared as variables in the same scope (ESSL 1.00 section 4.2.7)
    TEST_F(MalformedShaderTest, RedeclaringFunctionAsVariable)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "float fun(float a) {\n"
            "   return a * 2.0;\n"
            "}\n"
            "float fun;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(0.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Functions can't be redeclared as structs in the same scope (ESSL 1.00 section 4.2.7)
    TEST_F(MalformedShaderTest, RedeclaringFunctionAsStruct)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "float fun(float a) {\n"
            "   return a * 2.0;\n"
            "}\n"
            "struct fun { float a; };\n"
            "void main() {\n"
            "   gl_FragColor = vec4(0.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Functions can't be redeclared with different qualifiers (ESSL 1.00 section 6.1.0)
    TEST_F(MalformedShaderTest, RedeclaringFunctionWithDifferentQualifiers)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "float fun(out float a);\n"
            "float fun(float a) {\n"
            "   return a * 2.0;\n"
            "}\n"
            "void main() {\n"
            "   gl_FragColor = vec4(0.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Assignment and equality are undefined for structures containing arrays (ESSL 1.00 section 5.7)
    TEST_F(MalformedShaderTest, CompareStructsContainingArrays)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "struct s { float a[3]; };\n"
            "void main() {\n"
            "   s a;\n"
            "   s b;\n"
            "   bool c = (a == b);\n"
            "   gl_FragColor = vec4(c ? 1.0 : 0.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Assignment and equality are undefined for structures containing arrays (ESSL 1.00 section 5.7)
    TEST_F(MalformedShaderTest, AssignStructsContainingArrays)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "struct s { float a[3]; };\n"
            "void main() {\n"
            "   s a;\n"
            "   s b;\n"
            "   b.a[0] = 0.0;\n"
            "   a = b;\n"
            "   gl_FragColor = vec4(a.a[0]);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Assignment and equality are undefined for structures containing samplers (ESSL 1.00 sections 5.7 and 5.9)
    TEST_F(MalformedShaderTest, CompareStructsContainingSamplers)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "struct s { sampler2D foo; };\n"
            "uniform s a;\n"
            "uniform s b;\n"
            "void main() {\n"
            "   bool c = (a == b);\n"
            "   gl_FragColor = vec4(c ? 1.0 : 0.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Samplers are not allowed as l-values (ESSL 3.00 section 4.1.7), our interpretation is that this
    // extends to structs containing samplers. ESSL 1.00 spec is clearer about this.
    TEST_F(MalformedShaderTest, AssignStructsContainingSamplers)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "struct s { sampler2D foo; };\n"
            "uniform s a;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   s b;\n"
            "   b = a;\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // This is a regression test for a particular bug that was in ANGLE.
    // It also verifies that ESSL3 functionality doesn't leak to ESSL1.
    TEST_F(MalformedShaderTest, ArrayWithNoSizeInInitializerList)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "void main() {\n"
            "   float a[2], b[];\n"
            "   gl_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Const variables need an initializer.
    TEST_F(MalformedShaderTest, ConstVarNotInitialized)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   const float a;\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Const variables need an initializer. In ESSL1 const structs containing
    // arrays are not allowed at all since it's impossible to initialize them.
    // Even though this test is for ESSL3 the only thing that's critical for
    // ESSL1 is the non-initialization check that's used for both language versions.
    // Whether ESSL1 compilation generates the most helpful error messages is a
    // secondary concern.
    TEST_F(MalformedShaderTest, ConstStructNotInitialized)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "struct S {\n"
            "   float a[3];\n"
            "};\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   const S b;\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Const variables need an initializer. In ESSL1 const arrays are not allowed
    // at all since it's impossible to initialize them.
    // Even though this test is for ESSL3 the only thing that's critical for
    // ESSL1 is the non-initialization check that's used for both language versions.
    // Whether ESSL1 compilation generates the most helpful error messages is a
    // secondary concern.
    TEST_F(MalformedShaderTest, ConstArrayNotInitialized)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   const float a[3];\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Block layout qualifiers can't be used on non-block uniforms (ESSL 3.00 section 4.3.8.3)
    TEST_F(MalformedShaderTest, BlockLayoutQualifierOnRegularUniform)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "layout(packed) uniform mat2 x;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Block layout qualifiers can't be used on non-block uniforms (ESSL 3.00 section 4.3.8.3)
    TEST_F(MalformedShaderTest, BlockLayoutQualifierOnUniformWithEmptyDecl)
    {
        // Yes, the comma in the declaration below is not a typo.
        // Empty declarations are allowed in GLSL.
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "layout(packed) uniform mat2, x;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Arrays of arrays are not allowed (ESSL 3.00 section 4.1.9)
    TEST_F(MalformedShaderTest, ArraysOfArrays1)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   float[5] a[3];\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Arrays of arrays are not allowed (ESSL 3.00 section 4.1.9)
    TEST_F(MalformedShaderTest, ArraysOfArrays2)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   float[2] a, b[3];\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Implicitly sized arrays need to be initialized (ESSL 3.00 section 4.1.9)
    TEST_F(MalformedShaderTest, UninitializedImplicitArraySize)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   float[] a;\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // An operator can only form a constant expression if all the operands are constant expressions
    // - even operands of ternary operator that are never evaluated. (ESSL 3.00 section 4.3.3)
    TEST_F(MalformedShaderTest, TernaryOperatorNotConstantExpression)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "uniform bool u;\n"
            "void main() {\n"
            "   const bool a = true ? true : u;\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Ternary operator can't operate on arrays (ESSL 3.00 section 5.7)
    TEST_F(MalformedShaderTest, TernaryOperatorOnArrays)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   float[1] a = float[1](0.0);\n"
            "   float[1] b = float[1](1.0);\n"
            "   float[1] c = true ? a : b;\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Ternary operator can't operate on structs (ESSL 3.00 section 5.7)
    TEST_F(MalformedShaderTest, TernaryOperatorOnStructs)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "struct S { float foo; };\n"
            "void main() {\n"
            "   S a = S(0.0);\n"
            "   S b = S(1.0);\n"
            "   S c = true ? a : b;\n"
            "   my_FragColor = vec4(1.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Array length() returns a constant signed integral expression (ESSL 3.00 section 4.1.9)
    // Assigning it to unsigned should result in an error.
    TEST_F(MalformedShaderTest, AssignArrayLengthToUnsigned)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   int[1] arr;\n"
            "   uint l = arr.length();\n"
            "   my_FragColor = vec4(float(l));\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3)
    // Initializing with a varying should be an error.
    TEST_F(MalformedShaderTest, AssignVaryingToGlobal)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "varying float a;\n"
            "float b = a * 2.0;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(b);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Global variable initializers need to be constant expressions (ESSL 3.00 section 4.3)
    // Initializing with an uniform should be an error.
    TEST_F(MalformedShaderTest, AssignUniformToGlobalESSL3)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform float a;\n"
            "float b = a * 2.0;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   my_FragColor = vec4(b);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3)
    // Initializing with an uniform should generate a warning
    // (we don't generate an error on ESSL 1.00 because of legacy compatibility)
    TEST_F(MalformedShaderTest, AssignUniformToGlobalESSL1)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform float a;\n"
            "float b = a * 2.0;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(b);\n"
            "}\n";
        if (compile(shaderString))
        {
            if (!hasWarning())
            {
                FAIL() << "Shader compilation succeeded without warnings, expecting warning " << mInfoLog;
            }
        }
        else
        {
            FAIL() << "Shader compilation failed, expecting success with warning " << mInfoLog;
        }
    }
    
    // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3)
    // Initializing with an user-defined function call should be an error.
    TEST_F(MalformedShaderTest, AssignFunctionCallToGlobal)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "float foo() { return 1.0; }\n"
            "float b = foo();\n"
            "void main() {\n"
            "   gl_FragColor = vec4(b);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3)
    // Initializing with an assignment to another global should be an error.
    TEST_F(MalformedShaderTest, AssignAssignmentToGlobal)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "float c = 1.0;\n"
            "float b = (c = 0.0);\n"
            "void main() {\n"
            "   gl_FragColor = vec4(b);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3)
    // Initializing with incrementing another global should be an error.
    TEST_F(MalformedShaderTest, AssignIncrementToGlobal)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "float c = 1.0;\n"
            "float b = (c++);\n"
            "void main() {\n"
            "   gl_FragColor = vec4(b);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3)
    // Initializing with a texture lookup function call should be an error.
    TEST_F(MalformedShaderTest, AssignTexture2DToGlobal)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform mediump sampler2D s;\n"
            "float b = texture2D(s, vec2(0.5, 0.5)).x;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(b);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Global variable initializers need to be constant expressions (ESSL 3.00 section 4.3)
    // Initializing with a non-constant global should be an error.
    TEST_F(MalformedShaderTest, AssignNonConstGlobalToGlobal)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "float a = 1.0;\n"
            "float b = a * 2.0;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   my_FragColor = vec4(b);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Global variable initializers need to be constant expressions (ESSL 3.00 section 4.3)
    // Initializing with a constant global should be fine.
    TEST_F(MalformedShaderTest, AssignConstGlobalToGlobal)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "const float a = 1.0;\n"
            "float b = a * 2.0;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   my_FragColor = vec4(b);\n"
            "}\n";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success " << mInfoLog;
        }
    }
    
    // Statically assigning to both gl_FragData and gl_FragColor is forbidden (ESSL 1.00 section 7.2)
    TEST_F(MalformedShaderTest, WriteBothFragDataAndFragColor)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "void foo() {\n"
            "   gl_FragData[0].a++;\n"
            "}\n"
            "void main() {\n"
            "   gl_FragColor.x += 0.0;\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Version directive must be on the first line (ESSL 3.00 section 3.3)
    TEST_F(MalformedShaderTest, VersionOnSecondLine)
    {
        const std::string &shaderString =
            "\n"
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   my_FragColor = vec4(0.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Layout qualifier can only appear in global scope (ESSL 3.00 section 4.3.8)
    TEST_F(MalformedShaderTest, LayoutQualifierInCondition)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "    int i = 0;\n"
            "    for (int j = 0; layout(location = 0) bool b = false; ++j) {\n"
            "        ++i;\n"
            "    }\n"
            "    my_FragColor = u;\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Layout qualifier can only appear where specified (ESSL 3.00 section 4.3.8)
    TEST_F(MalformedShaderTest, LayoutQualifierInFunctionReturnType)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "out vec4 my_FragColor;\n"
            "layout(location = 0) vec4 foo() {\n"
            "    return u;\n"
            "}\n"
            "void main() {\n"
            "    my_FragColor = foo();\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // If there is more than one output, the location must be specified for all outputs.
    // (ESSL 3.00.04 section 4.3.8.2)
    TEST_F(MalformedShaderTest, TwoOutputsNoLayoutQualifiers)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "out vec4 my_FragColor;\n"
            "out vec4 my_SecondaryFragColor;\n"
            "void main() {\n"
            "    my_FragColor = vec4(1.0);\n"
            "    my_SecondaryFragColor = vec4(0.5);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // (ESSL 3.00.04 section 4.3.8.2)
    TEST_F(MalformedShaderTest, TwoOutputsFirstLayoutQualifier)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "layout(location = 0) out vec4 my_FragColor;\n"
            "out vec4 my_SecondaryFragColor;\n"
            "void main() {\n"
            "    my_FragColor = vec4(1.0);\n"
            "    my_SecondaryFragColor = vec4(0.5);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // (ESSL 3.00.04 section 4.3.8.2)
    TEST_F(MalformedShaderTest, TwoOutputsSecondLayoutQualifier)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "out vec4 my_FragColor;\n"
            "layout(location = 0) out vec4 my_SecondaryFragColor;\n"
            "void main() {\n"
            "    my_FragColor = vec4(1.0);\n"
            "    my_SecondaryFragColor = vec4(0.5);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Uniforms can be arrays (ESSL 3.00 section 4.3.5)
    TEST_F(MalformedShaderTest, UniformArray)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform vec4[2] u;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "    my_FragColor = u[0];\n"
            "}\n";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success " << mInfoLog;
        }
    }
    
    // Fragment shader input variables cannot be arrays of structs (ESSL 3.00 section 4.3.4)
    TEST_F(MalformedShaderTest, FragmentInputArrayOfStructs)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "struct S {\n"
            "    vec4 foo;\n"
            "};\n"
            "in S i[2];\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "    my_FragColor = i[0].foo;\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Vertex shader inputs can't be arrays (ESSL 3.00 section 4.3.4)
    // This test is testing the case where the array brackets are after the variable name, so
    // the arrayness isn't known when the type and qualifiers are initially parsed.
    TEST_F(MalformedVertexShaderTest, VertexShaderInputArray)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in vec4 i[2];\n"
            "void main() {\n"
            "    gl_Position = i[0];\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Vertex shader inputs can't be arrays (ESSL 3.00 section 4.3.4)
    // This test is testing the case where the array brackets are after the type.
    TEST_F(MalformedVertexShaderTest, VertexShaderInputArrayType)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in vec4[2] i;\n"
            "void main() {\n"
            "    gl_Position = i[0];\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Fragment shader inputs can't contain booleans (ESSL 3.00 section 4.3.4)
    TEST_F(MalformedShaderTest, FragmentShaderInputStructWithBool)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "struct S {\n"
            "    bool foo;\n"
            "};\n"
            "in S s;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "    my_FragColor = vec4(0.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }
    
    // Fragment shader inputs without a flat qualifier can't contain integers (ESSL 3.00 section 4.3.4)
    TEST_F(MalformedShaderTest, FragmentShaderInputStructWithInt)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "struct S {\n"
            "    int foo;\n"
            "};\n"
            "in S s;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "    my_FragColor = vec4(0.0);\n"
            "}\n";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
        }
    }