Edit

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

Branch :

  • Show log

    Commit

  • Author : James Darpinian
    Date : 2020-01-27 15:21:58
    Hash : e4859ae5
    Message : Fix re-enabling ARB_texture_rectangle My earlier change https://crrev.com/c/1991969 had a bug. If ARB_texture_rectangle is disabled once, it can't be re-enabled because the extension behavior entry is deleted. ResetExtensionBehavior needs to restore it. Bug: angleproject:3770 Change-Id: Icf96acece8ea8d17287c8d09fb4849b61c9c2a36 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2023398 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: James Darpinian <jdarpinian@chromium.org>

  • src/tests/compiler_tests/ARB_texture_rectangle_test.cpp
  • //
    // Copyright 2014 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.
    //
    // ARB_texture_rectangle_test.cpp:
    //   Test for the ARB_texture_rectangle extension
    //
    
    #include "GLSLANG/ShaderLang.h"
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "tests/test_utils/ShaderCompileTreeTest.h"
    
    using namespace sh;
    
    class ARBTextureRectangleTestNoExt : public ShaderCompileTreeTest
    {
      protected:
        ::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
        ShShaderSpec getShaderSpec() const override { return SH_GLES3_SPEC; }
    };
    
    class ARBTextureRectangleTest : public ARBTextureRectangleTestNoExt
    {
      protected:
        void initResources(ShBuiltInResources *resources) override
        {
            resources->ARB_texture_rectangle = 1;
        }
    };
    
    // Check that if the extension is not supported, trying to use the features without having an
    // extension directive fails.
    TEST_F(ARBTextureRectangleTestNoExt, NewTypeAndBuiltinsWithoutExtensionDirective)
    {
        const std::string &shaderString =
            R"(
            precision mediump float;
            uniform sampler2DRect tex;
            void main()
            {
                vec4 color = texture2DRect(tex, vec2(1.0));
                color = texture2DRectProj(tex, vec3(1.0));
                color = texture2DRectProj(tex, vec4(1.0));
            })";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Check that if the extension is not supported, trying to use the features fails.
    TEST_F(ARBTextureRectangleTestNoExt, NewTypeAndBuiltinsWithExtensionDirective)
    {
        const std::string &shaderString =
            R"(
            #extension GL_ARB_texture_rectangle : enable
            precision mediump float;
            uniform sampler2DRect tex;
            void main()
            {
                vec4 color = texture2DRect(tex, vec2(1.0));
                color = texture2DRectProj(tex, vec3(1.0));
                color = texture2DRectProj(tex, vec4(1.0));
            })";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Check that new types and builtins are usable even with the #extension directive
    // Issue #15 of ARB_texture_rectangle explains that the extension was specified before the
    // #extension mechanism was in place so it doesn't require explicit enabling.
    TEST_F(ARBTextureRectangleTest, NewTypeAndBuiltinsWithoutExtensionDirective)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform sampler2DRect tex;\n"
            "void main() {\n"
            "    vec4 color = texture2DRect(tex, vec2(1.0));"
            "    color = texture2DRectProj(tex, vec3(1.0));"
            "    color = texture2DRectProj(tex, vec4(1.0));"
            "}\n";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Test valid usage of the new types and builtins
    TEST_F(ARBTextureRectangleTest, NewTypeAndBuiltingsWithExtensionDirective)
    {
        const std::string &shaderString =
            "#extension GL_ARB_texture_rectangle : require\n"
            "precision mediump float;\n"
            "uniform sampler2DRect tex;\n"
            "void main() {\n"
            "    vec4 color = texture2DRect(tex, vec2(1.0));"
            "    color = texture2DRectProj(tex, vec3(1.0));"
            "    color = texture2DRectProj(tex, vec4(1.0));"
            "}\n";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Check that it is not possible to pass a sampler2DRect where sampler2D is expected, and vice versa
    TEST_F(ARBTextureRectangleTest, Rect2DVs2DMismatch)
    {
        const std::string &shaderString1 =
            "#extension GL_ARB_texture_rectangle : require\n"
            "precision mediump float;\n"
            "uniform sampler2DRect tex;\n"
            "void main() {\n"
            "    vec4 color = texture2D(tex, vec2(1.0));"
            "}\n";
        if (compile(shaderString1))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    
        const std::string &shaderString2 =
            "#extension GL_ARB_texture_rectangle : require\n"
            "precision mediump float;\n"
            "uniform sampler2D tex;\n"
            "void main() {\n"
            "    vec4 color = texture2DRect(tex, vec2(1.0));"
            "}\n";
        if (compile(shaderString2))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Disabling ARB_texture_rectangle in GLSL should work, even if it is enabled by default.
    // See ARB_texture_rectangle spec: "a shader can still include all variations of #extension
    // GL_ARB_texture_rectangle in its source code"
    TEST_F(ARBTextureRectangleTest, DisableARBTextureRectangle)
    {
        const std::string &shaderString =
            R"(
            #extension GL_ARB_texture_rectangle : disable
    
            precision mediump float;
    
            uniform sampler2DRect s;
            void main()
            {})";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // The compiler option to disable ARB_texture_rectangle should prevent shaders from
    // enabling it.
    TEST_F(ARBTextureRectangleTest, CompilerOption)
    {
        const std::string &shaderString =
            R"(
            #extension GL_ARB_texture_rectangle : enable
            precision mediump float;
            uniform sampler2DRect s;
            void main() {})";
        mExtraCompileOptions |= SH_DISABLE_ARB_TEXTURE_RECTANGLE;
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // The compiler option to disable ARB_texture_rectangle should be toggleable.
    TEST_F(ARBTextureRectangleTest, ToggleCompilerOption)
    {
        const std::string &shaderString =
            R"(
            precision mediump float;
            uniform sampler2DRect s;
            void main() {})";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
        mExtraCompileOptions |= SH_DISABLE_ARB_TEXTURE_RECTANGLE;
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
        mExtraCompileOptions &= ~SH_DISABLE_ARB_TEXTURE_RECTANGLE;
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }