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kc3-lang/angle/src/tests/gl_tests/GLSLTest.cpp

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  • Author : Corentin Wallez
    Date : 2016-07-11 17:42:58
    Hash : b00dcee4
    Message : TranslatorGLSL/ESSL: Output #pragma before #extension The Intel Mesa driver considers the #pragma directive to be a non-preprocessor token which makes shaders fail compilation. The relevant blurb from the spec is: "the extension directives must occur before any non-preprocessor tokens" BUG=627417 Change-Id: Ic22cff49a9f9c1fe5d140302581ca7b36688732c Reviewed-on: https://chromium-review.googlesource.com/359621 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/GLSLTest.cpp
  • //
    // Copyright 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.
    //
    
    #include "test_utils/ANGLETest.h"
    
    #include "libANGLE/Context.h"
    #include "libANGLE/Program.h"
    
    using namespace angle;
    
    class GLSLTest : public ANGLETest
    {
      protected:
        GLSLTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            mSimpleVSSource = SHADER_SOURCE
            (
                attribute vec4 inputAttribute;
                void main()
                {
                    gl_Position = inputAttribute;
                }
            );
        }
    
        std::string GenerateVaryingType(GLint vectorSize)
        {
            char varyingType[10];
    
            if (vectorSize == 1)
            {
                sprintf(varyingType, "float");
            }
            else
            {
                sprintf(varyingType, "vec%d", vectorSize);
            }
    
            return std::string(varyingType);
        }
    
        std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id)
        {
            char buff[100];
    
            if (arraySize == 1)
            {
                sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id);
            }
            else
            {
                sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize);
            }
    
            return std::string(buff);
        }
    
        std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id)
        {
            std::string returnString;
            char buff[100];
    
            if (arraySize == 1)
            {
                sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str());
                returnString += buff;
            }
            else
            {
                for (int i = 0; i < arraySize; i++)
                {
                    sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str());
                    returnString += buff;
                }
            }
    
            return returnString;
        }
    
        std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id)
        {
            if (arraySize == 1)
            {
                char buff[100];
                sprintf(buff, "v%d + ", id);
                return std::string(buff);
            }
            else
            {
                std::string returnString;
                for (int i = 0; i < arraySize; i++)
                {
                    char buff[100];
                    sprintf(buff, "v%d[%d] + ", id, i);
                    returnString += buff;
                }
                return returnString;
            }
        }
    
        void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
                                      GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize,
                                      std::string* fragmentShader, std::string* vertexShader)
        {
            // Generate a string declaring the varyings, to share between the fragment shader and the vertex shader.
            std::string varyingDeclaration;
    
            unsigned int varyingCount = 0;
    
            for (GLint i = 0; i < floatCount; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < floatArrayCount; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < vec2Count; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < vec2ArrayCount; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < vec3Count; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < vec3ArrayCount; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < vec4Count; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(4, 1, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < vec4ArrayCount; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(4, 2, varyingCount);
                varyingCount += 1;
            }
    
            // Generate the vertex shader
            vertexShader->clear();
            vertexShader->append(varyingDeclaration);
            vertexShader->append("\nvoid main()\n{\n");
    
            unsigned int currentVSVarying = 0;
    
            for (GLint i = 0; i < floatCount; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < floatArrayCount; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < vec2Count; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < vec2ArrayCount; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < vec3Count; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < vec3ArrayCount; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < vec4Count; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(4, 1, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < vec4ArrayCount; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(4, 2, currentVSVarying));
                currentVSVarying += 1;
            }
    
            if (usePointSize)
            {
                vertexShader->append("gl_PointSize = 1.0;\n");
            }
    
            vertexShader->append("}\n");
    
            // Generate the fragment shader
            fragmentShader->clear();
            fragmentShader->append("precision highp float;\n");
            fragmentShader->append(varyingDeclaration);
            fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n");
    
            unsigned int currentFSVarying = 0;
    
            // Make use of the float varyings
            fragmentShader->append("\tretColor += vec4(");
    
            for (GLint i = 0; i < floatCount; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
                currentFSVarying += 1;
            }
    
            for (GLint i = 0; i < floatArrayCount; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
                currentFSVarying += 1;
            }
    
            fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n");
    
            // Make use of the vec2 varyings
            fragmentShader->append("\tretColor += vec4(");
    
            for (GLint i = 0; i < vec2Count; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
                currentFSVarying += 1;
            }
    
            for (GLint i = 0; i < vec2ArrayCount; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
                currentFSVarying += 1;
            }
    
            fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n");
    
            // Make use of the vec3 varyings
            fragmentShader->append("\tretColor += vec4(");
    
            for (GLint i = 0; i < vec3Count; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
                currentFSVarying += 1;
            }
    
            for (GLint i = 0; i < vec3ArrayCount; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
                currentFSVarying += 1;
            }
    
            fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n");
    
            // Make use of the vec4 varyings
            fragmentShader->append("\tretColor += ");
    
            for (GLint i = 0; i < vec4Count; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
                currentFSVarying += 1;
            }
    
            for (GLint i = 0; i < vec4ArrayCount; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
                currentFSVarying += 1;
            }
    
            fragmentShader->append("vec4(0.0, 0.0, 0.0, 0.0);\n");
    
            // Set gl_FragColor, and use special variables if requested
            fragmentShader->append("\tgl_FragColor = retColor");
            
            if (useFragCoord)
            {
                fragmentShader->append(" + gl_FragCoord");
            }
    
            if (usePointCoord)
            {
                fragmentShader->append(" + vec4(gl_PointCoord, 0.0, 0.0)");
            }
    
            fragmentShader->append(";\n}");
        }
    
        void VaryingTestBase(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
                             GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, bool expectSuccess)
        {
            std::string fragmentShaderSource;
            std::string vertexShaderSource;
    
            GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, vec3ArrayCount,
                                     vec4Count, vec4ArrayCount, useFragCoord, usePointCoord, usePointSize,
                                     &fragmentShaderSource, &vertexShaderSource);
    
            GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
    
            if (expectSuccess)
            {
                EXPECT_NE(0u, program);
            }
            else
            {
                EXPECT_EQ(0u, program);
            }
        }
    
        void CompileGLSLWithUniformsAndSamplers(GLint vertexUniformCount,
                                                GLint fragmentUniformCount,
                                                GLint vertexSamplersCount,
                                                GLint fragmentSamplersCount,
                                                bool expectSuccess)
        {
            std::stringstream vertexShader;
            std::stringstream fragmentShader;
    
            // Generate the vertex shader
            vertexShader << "precision mediump float;\n";
    
            for (int i = 0; i < vertexUniformCount; i++)
            {
                vertexShader << "uniform vec4 v" << i << ";\n";
            }
    
            for (int i = 0; i < vertexSamplersCount; i++)
            {
                vertexShader << "uniform sampler2D s" << i << ";\n";
            }
    
            vertexShader << "void main()\n{\n";
    
            for (int i = 0; i < vertexUniformCount; i++)
            {
                vertexShader << "    gl_Position +=  v" << i << ";\n";
            }
    
            for (int i = 0; i < vertexSamplersCount; i++)
            {
                vertexShader << "    gl_Position +=  texture2D(s" << i << ", vec2(0.0, 0.0));\n";
            }
    
            if (vertexUniformCount == 0 && vertexSamplersCount == 0)
            {
                vertexShader << "   gl_Position = vec4(0.0);\n";
            }
    
            vertexShader << "}\n";
    
            // Generate the fragment shader
            fragmentShader << "precision mediump float;\n";
    
            for (int i = 0; i < fragmentUniformCount; i++)
            {
                fragmentShader << "uniform vec4 v" << i << ";\n";
            }
    
            for (int i = 0; i < fragmentSamplersCount; i++)
            {
                fragmentShader << "uniform sampler2D s" << i << ";\n";
            }
    
            fragmentShader << "void main()\n{\n";
    
            for (int i = 0; i < fragmentUniformCount; i++)
            {
                fragmentShader << "    gl_FragColor +=  v" << i << ";\n";
            }
    
            for (int i = 0; i < fragmentSamplersCount; i++)
            {
                fragmentShader << "    gl_FragColor +=  texture2D(s" << i << ", vec2(0.0, 0.0));\n";
            }
    
            if (fragmentUniformCount == 0 && fragmentSamplersCount == 0)
            {
                fragmentShader << "    gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n";
            }
    
            fragmentShader << "}\n";
    
            GLuint program = CompileProgram(vertexShader.str(), fragmentShader.str());
    
            if (expectSuccess)
            {
                EXPECT_NE(0u, program);
            }
            else
            {
                EXPECT_EQ(0u, program);
            }
        }
    
        std::string mSimpleVSSource;
    };
    
    class GLSLTest_ES3 : public GLSLTest
    {
    };
    
    TEST_P(GLSLTest, NamelessScopedStructs)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
    
            void main()
            {
                struct
                {
                    float q;
                } b;
    
                gl_FragColor = vec4(1, 0, 0, 1);
                gl_FragColor.a += b.q;
            }
        );
    
        GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TEST_P(GLSLTest, ScopedStructsOrderBug)
    {
        // TODO(geofflang): Find out why this doesn't compile on Apple OpenGL drivers
        // (http://anglebug.com/1292)
        // TODO(geofflang): Find out why this doesn't compile on AMD OpenGL drivers
        // (http://anglebug.com/1291)
        if (IsDesktopOpenGL() && (IsOSX() || !IsNVIDIA()))
        {
            std::cout << "Test disabled on this OpenGL configuration." << std::endl;
            return;
        }
    
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
    
            struct T
            {
                float f;
            };
    
            void main()
            {
                T a;
    
                struct T
                {
                    float q;
                };
    
                T b;
    
                gl_FragColor = vec4(1, 0, 0, 1);
                gl_FragColor.a += a.f;
                gl_FragColor.a += b.q;
            }
        );
    
        GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TEST_P(GLSLTest, ScopedStructsBug)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
    
            struct T_0
            {
                float f;
            };
    
            void main()
            {
                gl_FragColor = vec4(1, 0, 0, 1);
    
                struct T
                {
                    vec2 v;
                };
    
                T_0 a;
                T b;
    
                gl_FragColor.a += a.f;
                gl_FragColor.a += b.v.x;
            }
        );
    
        GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TEST_P(GLSLTest, DxPositionBug)
    {
        const std::string &vertexShaderSource = SHADER_SOURCE
        (
            attribute vec4 inputAttribute;
            varying float dx_Position;
            void main()
            {
                gl_Position = vec4(inputAttribute);
                dx_Position = 0.0;
            }
        );
    
        const std::string &fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
    
            varying float dx_Position;
    
            void main()
            {
                gl_FragColor = vec4(dx_Position, 0, 0, 1);
            }
        );
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TEST_P(GLSLTest, ElseIfRewriting)
    {
        const std::string &vertexShaderSource =
            "attribute vec4 a_position;\n"
            "varying float v;\n"
            "void main() {\n"
            "  gl_Position = a_position;\n"
            "  v = 1.0;\n"
            "  if (a_position.x <= 0.5) {\n"
            "    v = 0.0;\n"
            "  } else if (a_position.x >= 0.5) {\n"
            "    v = 2.0;\n"
            "  }\n"
            "}\n";
    
        const std::string &fragmentShaderSource =
            "precision highp float;\n"
            "varying float v;\n"
            "void main() {\n"
            "  vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n"
            "  if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n"
            "  if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n"
            "  gl_FragColor = color;\n"
            "}\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        ASSERT_NE(0u, program);
    
        drawQuad(program, "a_position", 0.5f);
    
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
        EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255);
    }
    
    TEST_P(GLSLTest, TwoElseIfRewriting)
    {
        const std::string &vertexShaderSource =
            "attribute vec4 a_position;\n"
            "varying float v;\n"
            "void main() {\n"
            "  gl_Position = a_position;\n"
            "  if (a_position.x == 0.0) {\n"
            "    v = 1.0;\n"
            "  } else if (a_position.x > 0.5) {\n"
            "    v = 0.0;\n"
            "  } else if (a_position.x > 0.75) {\n"
            "    v = 0.5;\n"
            "  }\n"
            "}\n";
    
        const std::string &fragmentShaderSource =
            "precision highp float;\n"
            "varying float v;\n"
            "void main() {\n"
            "  gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TEST_P(GLSLTest, FrontFacingAndVarying)
    {
        EGLPlatformParameters platform = GetParam().eglParameters;
    
        const std::string vertexShaderSource = SHADER_SOURCE
        (
            attribute vec4 a_position;
            varying float v_varying;
            void main()
            {
                v_varying = a_position.x;
                gl_Position = a_position;
            }
        );
    
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
            varying float v_varying;
            void main()
            {
                vec4 c;
    
                if (gl_FrontFacing)
                {
                    c = vec4(v_varying, 0, 0, 1.0);
                }
                else
                {
                    c = vec4(0, v_varying, 0, 1.0);
                }
                gl_FragColor = c;
            }
        );
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
    
        // Compilation should fail on D3D11 feature level 9_3, since gl_FrontFacing isn't supported.
        if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
        {
            if (platform.majorVersion == 9 && platform.minorVersion == 3)
            {
                EXPECT_EQ(0u, program);
                return;
            }
        }
    
        // Otherwise, compilation should succeed
        EXPECT_NE(0u, program);
    }
    
    // Verify that linking shaders declaring different shading language versions fails.
    TEST_P(GLSLTest_ES3, VersionMismatch)
    {
        const std::string fragmentShaderSource100 =
            "precision mediump float;\n"
            "varying float v_varying;\n"
            "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource100 =
            "attribute vec4 a_position;\n"
            "varying float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        const std::string fragmentShaderSource300 =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in float v_varying;\n"
            "out vec4 my_FragColor;\n"
            "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource300 =
            "#version 300 es\n"
            "in vec4 a_position;\n"
            "out float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource300, fragmentShaderSource100);
        EXPECT_EQ(0u, program);
    
        program = CompileProgram(vertexShaderSource100, fragmentShaderSource300);
        EXPECT_EQ(0u, program);
    }
    
    // Verify that declaring varying as invariant only in vertex shader fails in ESSL 1.00.
    TEST_P(GLSLTest, InvariantVaryingOut)
    {
        const std::string fragmentShaderSource =
            "precision mediump float;\n"
            "varying float v_varying;\n"
            "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "attribute vec4 a_position;\n"
            "invariant varying float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    // Verify that declaring varying as invariant only in vertex shader succeeds in ESSL 3.00.
    TEST_P(GLSLTest_ES3, InvariantVaryingOut)
    {
        // TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader
        // for varyings which are invariant in vertex shader (http://anglebug.com/1293)
        if (IsDesktopOpenGL())
        {
            std::cout << "Test disabled on OpenGL." << std::endl;
            return;
        }
    
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in float v_varying;\n"
            "out vec4 my_FragColor;\n"
            "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "in vec4 a_position;\n"
            "invariant out float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Verify that declaring varying as invariant only in fragment shader fails in ESSL 1.00.
    TEST_P(GLSLTest, InvariantVaryingIn)
    {
        const std::string fragmentShaderSource =
            "precision mediump float;\n"
            "invariant varying float v_varying;\n"
            "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "attribute vec4 a_position;\n"
            "varying float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    // Verify that declaring varying as invariant only in fragment shader fails in ESSL 3.00.
    TEST_P(GLSLTest_ES3, InvariantVaryingIn)
    {
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "invariant in float v_varying;\n"
            "out vec4 my_FragColor;\n"
            "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "in vec4 a_position;\n"
            "out float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    // Verify that declaring varying as invariant in both shaders succeeds in ESSL 1.00.
    TEST_P(GLSLTest, InvariantVaryingBoth)
    {
        const std::string fragmentShaderSource =
            "precision mediump float;\n"
            "invariant varying float v_varying;\n"
            "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "attribute vec4 a_position;\n"
            "invariant varying float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Verify that declaring varying as invariant in both shaders fails in ESSL 3.00.
    TEST_P(GLSLTest_ES3, InvariantVaryingBoth)
    {
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "invariant in float v_varying;\n"
            "out vec4 my_FragColor;\n"
            "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "in vec4 a_position;\n"
            "invariant out float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    // Verify that declaring gl_Position as invariant succeeds in ESSL 1.00.
    TEST_P(GLSLTest, InvariantGLPosition)
    {
        const std::string fragmentShaderSource =
            "precision mediump float;\n"
            "varying float v_varying;\n"
            "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "attribute vec4 a_position;\n"
            "invariant gl_Position;\n"
            "varying float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Verify that declaring gl_Position as invariant succeeds in ESSL 3.00.
    TEST_P(GLSLTest_ES3, InvariantGLPosition)
    {
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in float v_varying;\n"
            "out vec4 my_FragColor;\n"
            "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "in vec4 a_position;\n"
            "invariant gl_Position;\n"
            "out float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Verify that using invariant(all) in both shaders succeeds in ESSL 1.00.
    TEST_P(GLSLTest, InvariantAllBoth)
    {
        // TODO: ESSL 1.00 -> GLSL 1.20 translation should add "invariant" in fragment shader
        // for varyings which are invariant in vertex shader individually,
        // and remove invariant(all) from fragment shader (http://anglebug.com/1293)
        if (IsDesktopOpenGL())
        {
            std::cout << "Test disabled on OpenGL." << std::endl;
            return;
        }
    
        const std::string fragmentShaderSource =
            "#pragma STDGL invariant(all)\n"
            "precision mediump float;\n"
            "varying float v_varying;\n"
            "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "#pragma STDGL invariant(all)\n"
            "attribute vec4 a_position;\n"
            "varying float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Verify that using invariant(all) in both shaders fails in ESSL 3.00.
    TEST_P(GLSLTest_ES3, InvariantAllBoth)
    {
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "#pragma STDGL invariant(all)\n"
            "precision mediump float;\n"
            "in float v_varying;\n"
            "out vec4 my_FragColor;\n"
            "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "#pragma STDGL invariant(all)\n"
            "in vec4 a_position;\n"
            "out float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    // Verify that using invariant(all) only in fragment shader fails in ESSL 1.00.
    TEST_P(GLSLTest, InvariantAllIn)
    {
        const std::string fragmentShaderSource =
            "#pragma STDGL invariant(all)\n"
            "precision mediump float;\n"
            "varying float v_varying;\n"
            "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "attribute vec4 a_position;\n"
            "varying float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    // Verify that using invariant(all) only in fragment shader fails in ESSL 3.00.
    TEST_P(GLSLTest_ES3, InvariantAllIn)
    {
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "#pragma STDGL invariant(all)\n"
            "precision mediump float;\n"
            "in float v_varying;\n"
            "out vec4 my_FragColor;\n"
            "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "in vec4 a_position;\n"
            "out float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    // Verify that using invariant(all) only in vertex shader fails in ESSL 1.00.
    TEST_P(GLSLTest, InvariantAllOut)
    {
        const std::string fragmentShaderSource =
            "precision mediump float;\n"
            "varying float v_varying;\n"
            "void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "#pragma STDGL invariant(all)\n"
            "attribute vec4 a_position;\n"
            "varying float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    // Verify that using invariant(all) only in vertex shader succeeds in ESSL 3.00.
    TEST_P(GLSLTest_ES3, InvariantAllOut)
    {
        // TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader
        // for varyings which are invariant in vertex shader,
        // because of invariant(all) being used in vertex shader (http://anglebug.com/1293)
        if (IsDesktopOpenGL())
        {
            std::cout << "Test disabled on OpenGL." << std::endl;
            return;
        }
    
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in float v_varying;\n"
            "out vec4 my_FragColor;\n"
            "void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
    
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "#pragma STDGL invariant(all)\n"
            "in vec4 a_position;\n"
            "out float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TEST_P(GLSLTest, MaxVaryingVec4)
    {
    #if defined(__APPLE__)
        // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
        // (http://anglebug.com/1291)
        if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
        {
            std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
            return;
        }
    #endif
    
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true);
    }
    
    TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusTwoSpecialVariables)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        // Generate shader code that uses gl_FragCoord and gl_PointCoord, two special fragment shader variables.
        VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true);
    }
    
    TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusThreeSpecialVariables)
    {
        // TODO(geofflang): Figure out why this fails on OpenGL AMD (http://anglebug.com/1291)
        if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
        {
            std::cout << "Test disabled on OpenGL." << std::endl;
            return;
        }
    
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        // Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize.
        VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, true, true);
    }
    
    // Disabled because drivers are allowed to successfully compile shaders that have more than the
    // maximum number of varyings. (http://anglebug.com/1296)
    TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusFragCoord)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        // Generate shader code that uses gl_FragCoord, a special fragment shader variables.
        // This test should fail, since we are really using (maxVaryings + 1) varyings.
        VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false);
    }
    
    // Disabled because drivers are allowed to successfully compile shaders that have more than the
    // maximum number of varyings. (http://anglebug.com/1296)
    TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusPointCoord)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        // Generate shader code that uses gl_FragCoord, a special fragment shader variables.
        // This test should fail, since we are really using (maxVaryings + 1) varyings.
        VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false);
    }
    
    TEST_P(GLSLTest, MaxVaryingVec3)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(0, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
    }
    
    TEST_P(GLSLTest, MaxVaryingVec3Array)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
    }
    
    // Disabled because of a failure in D3D9
    TEST_P(GLSLTest, MaxVaryingVec3AndOneFloat)
    {
        if (IsD3D9())
        {
            std::cout << "Test disabled on D3D9." << std::endl;
            return;
        }
    
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
    }
    
    // Disabled because of a failure in D3D9
    TEST_P(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray)
    {
        if (IsD3D9())
        {
            std::cout << "Test disabled on D3D9." << std::endl;
            return;
        }
    
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
    }
    
    // Disabled because of a failure in D3D9
    TEST_P(GLSLTest, TwiceMaxVaryingVec2)
    {
        if (IsD3D9())
        {
            std::cout << "Test disabled on D3D9." << std::endl;
            return;
        }
    
        if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
        {
            // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver
            std::cout << "Test disabled on OpenGL ES." << std::endl;
            return;
        }
    
    #if defined(__APPLE__)
        // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
        // (http://anglebug.com/1291)
        if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
        {
            std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
            return;
        }
    #endif
    
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, true);
    }
    
    // Disabled because of a failure in D3D9
    TEST_P(GLSLTest, MaxVaryingVec2Arrays)
    {
        if (IsD3DSM3())
        {
            std::cout << "Test disabled on SM3." << std::endl;
            return;
        }
    
        if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
        {
            // TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver
            std::cout << "Test disabled on OpenGL ES." << std::endl;
            return;
        }
    
    #if defined(__APPLE__)
        // TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
        // (http://anglebug.com/1291)
        if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
        {
            std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
            return;
        }
    #endif
    
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(0, 0, 0, maxVaryings, 0, 0, 0, 0, false, false, false, true);
    }
    
    // Disabled because drivers are allowed to successfully compile shaders that have more than the
    // maximum number of varyings. (http://anglebug.com/1296)
    TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false);
    }
    
    // Disabled because drivers are allowed to successfully compile shaders that have more than the
    // maximum number of varyings. (http://anglebug.com/1296)
    TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3Array)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false);
    }
    
    // Disabled because drivers are allowed to successfully compile shaders that have more than the
    // maximum number of varyings. (http://anglebug.com/1296)
    TEST_P(GLSLTest, DISABLED_MaxVaryingVec3AndOneVec2)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false);
    }
    
    // Disabled because drivers are allowed to successfully compile shaders that have more than the
    // maximum number of varyings. (http://anglebug.com/1296)
    TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec2)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false);
    }
    
    // Disabled because drivers are allowed to successfully compile shaders that have more than the
    // maximum number of varyings. (http://anglebug.com/1296)
    TEST_P(GLSLTest, DISABLED_MaxVaryingVec3ArrayAndMaxPlusOneFloatArray)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false, false);
    }
    
    // Verify shader source with a fixed length that is less than the null-terminated length will compile.
    TEST_P(GLSLTest, FixedShaderLength)
    {
        GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
    
        const std::string appendGarbage = "abcasdfasdfasdfasdfasdf";
        const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage;
        const char *sourceArray[1] = { source.c_str() };
        GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) };
        glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
        glCompileShader(shader);
    
        GLint compileResult;
        glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
        EXPECT_NE(compileResult, 0);
    }
    
    // Verify that a negative shader source length is treated as a null-terminated length.
    TEST_P(GLSLTest, NegativeShaderLength)
    {
        GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
    
        const char *sourceArray[1] = { "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" };
        GLint lengths[1] = { -10 };
        glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
        glCompileShader(shader);
    
        GLint compileResult;
        glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
        EXPECT_NE(compileResult, 0);
    }
    
    // Check that having an invalid char after the "." doesn't cause an assert.
    TEST_P(GLSLTest, InvalidFieldFirstChar)
    {
        GLuint shader      = glCreateShader(GL_VERTEX_SHADER);
        const char *source = "void main() {vec4 x; x.}";
        glShaderSource(shader, 1, &source, 0);
        glCompileShader(shader);
    
        GLint compileResult;
        glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
        EXPECT_EQ(0, compileResult);
    }
    
    // Verify that a length array with mixed positive and negative values compiles.
    TEST_P(GLSLTest, MixedShaderLengths)
    {
        GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
    
        const char *sourceArray[] =
        {
            "void main()",
            "{",
            "    gl_FragColor = vec4(0, 0, 0, 0);",
            "}",
        };
        GLint lengths[] =
        {
            -10,
            1,
            static_cast<GLint>(strlen(sourceArray[2])),
            -1,
        };
        ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
    
        glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
        glCompileShader(shader);
    
        GLint compileResult;
        glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
        EXPECT_NE(compileResult, 0);
    }
    
    // Verify that zero-length shader source does not affect shader compilation.
    TEST_P(GLSLTest, ZeroShaderLength)
    {
        GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
    
        const char *sourceArray[] =
        {
            "adfasdf",
            "34534",
            "void main() { gl_FragColor = vec4(0, 0, 0, 0); }",
            "",
            "asdfasdfsdsdf",
        };
        GLint lengths[] =
        {
            0,
            0,
            -1,
            0,
            0,
        };
        ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
    
        glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
        glCompileShader(shader);
    
        GLint compileResult;
        glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
        EXPECT_NE(compileResult, 0);
    }
    
    // Tests that bad index expressions don't crash ANGLE's translator.
    // https://code.google.com/p/angleproject/issues/detail?id=857
    TEST_P(GLSLTest, BadIndexBug)
    {
        const std::string &fragmentShaderSourceVec =
            "precision mediump float;\n"
            "uniform vec4 uniformVec;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(uniformVec[int()]);\n"
            "}";
    
        GLuint shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceVec);
        EXPECT_EQ(0u, shader);
    
        if (shader != 0)
        {
            glDeleteShader(shader);
        }
    
        const std::string &fragmentShaderSourceMat =
            "precision mediump float;\n"
            "uniform mat4 uniformMat;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(uniformMat[int()]);\n"
            "}";
    
        shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceMat);
        EXPECT_EQ(0u, shader);
    
        if (shader != 0)
        {
            glDeleteShader(shader);
        }
    
        const std::string &fragmentShaderSourceArray =
            "precision mediump float;\n"
            "uniform vec4 uniformArray;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(uniformArray[int()]);\n"
            "}";
    
        shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceArray);
        EXPECT_EQ(0u, shader);
    
        if (shader != 0)
        {
            glDeleteShader(shader);
        }
    }
    
    // Test that structs defined in uniforms are translated correctly.
    TEST_P(GLSLTest, StructSpecifiersUniforms)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
    
            uniform struct S { float field;} s;
    
            void main()
            {
                gl_FragColor = vec4(1, 0, 0, 1);
                gl_FragColor.a += s.field;
            }
        );
    
        GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Test that gl_DepthRange is not stored as a uniform location. Since uniforms
    // beginning with "gl_" are filtered out by our validation logic, we must
    // bypass the validation to test the behaviour of the implementation.
    // (note this test is still Impl-independent)
    TEST_P(GLSLTest, DepthRangeUniforms)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
    
            void main()
            {
                gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1);
            }
        );
    
        GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    
        // dive into the ANGLE internals, so we can bypass validation.
        gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext());
        gl::Program *glProgram = context->getProgram(program);
        GLint nearIndex = glProgram->getUniformLocation("gl_DepthRange.near");
        EXPECT_EQ(-1, nearIndex);
    
        // Test drawing does not throw an exception.
        drawQuad(program, "inputAttribute", 0.5f);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Covers the WebGL test 'glsl/bugs/pow-of-small-constant-in-user-defined-function'
    // See https://code.google.com/p/angleproject/issues/detail?id=851
    // TODO(jmadill): ANGLE constant folding can fix this
    TEST_P(GLSLTest, DISABLED_PowOfSmallConstant)
    {
        const std::string &fragmentShaderSource = SHADER_SOURCE
        (
            precision highp float;
    
            float fun(float arg)
            {
                // These values are still easily within the highp range.
                // The minimum range in terms of 10's exponent is around -19 to 19, and IEEE-754 single precision range is higher than that.
                return pow(arg, 2.0);
            }
    
            void main()
            {
                // Note that the bug did not reproduce if an uniform was passed to the function instead of a constant,
                // or if the expression was moved outside the user-defined function.
                const float a = 1.0e-6;
                float b = 1.0e12 * fun(a);
                if (abs(b - 1.0) < 0.01)
                {
                    gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); // green
                }
                else
                {
                    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // red
                }
            }
        );
    
        GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    
        drawQuad(program, "inputAttribute", 0.5f);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that fragment shaders which contain non-constant loop indexers and compiled for FL9_3 and
    // below
    // fail with a specific error message.
    // Additionally test that the same fragment shader compiles successfully with feature levels greater
    // than FL9_3.
    TEST_P(GLSLTest, LoopIndexingValidation)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
    
            uniform float loopMax;
    
            void main()
            {
                gl_FragColor = vec4(1, 0, 0, 1);
                for (float l = 0.0; l < loopMax; l++)
                {
                    if (loopMax > 3.0)
                    {
                        gl_FragColor.a += 0.1;
                    }
                }
            }
        );
    
        GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
    
        const char *sourceArray[1] = {fragmentShaderSource.c_str()};
        glShaderSource(shader, 1, sourceArray, nullptr);
        glCompileShader(shader);
    
        GLint compileResult;
        glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
    
        // If the test is configured to run limited to Feature Level 9_3, then it is
        // assumed that shader compilation will fail with an expected error message containing
        // "Loop index cannot be compared with non-constant expression"
        if ((GetParam() == ES2_D3D11_FL9_3() || GetParam() == ES2_D3D9()))
        {
            if (compileResult != 0)
            {
                FAIL() << "Shader compilation succeeded, expected failure";
            }
            else
            {
                GLint infoLogLength;
                glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
    
                std::string infoLog;
                infoLog.resize(infoLogLength);
                glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), NULL, &infoLog[0]);
    
                if (infoLog.find("Loop index cannot be compared with non-constant expression") ==
                    std::string::npos)
                {
                    FAIL() << "Shader compilation failed with unexpected error message";
                }
            }
        }
        else
        {
            EXPECT_NE(0, compileResult);
        }
    
        if (shader != 0)
        {
            glDeleteShader(shader);
        }
    }
    
    // Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS
    // can actually be used.
    TEST_P(GLSLTest, VerifyMaxVertexUniformVectors)
    {
        int maxUniforms = 10000;
        glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
        EXPECT_GL_NO_ERROR();
        std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl;
    
        CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, 0, 0, true);
    }
    
    // Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS
    // can actually be used along with the maximum number of texture samplers.
    TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsWithSamplers)
    {
        if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
            GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
        {
            std::cout << "Test disabled on OpenGL." << std::endl;
            return;
        }
    
        int maxUniforms = 10000;
        glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
        EXPECT_GL_NO_ERROR();
        std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl;
    
        int maxTextureImageUnits = 0;
        glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
    
        CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, maxTextureImageUnits, 0, true);
    }
    
    // Tests that the maximum uniforms count + 1 from querying GL_MAX_VERTEX_UNIFORM_VECTORS
    // fails shader compilation.
    TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsExceeded)
    {
        int maxUniforms = 10000;
        glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
        EXPECT_GL_NO_ERROR();
        std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 << std::endl;
    
        CompileGLSLWithUniformsAndSamplers(maxUniforms + 1, 0, 0, 0, false);
    }
    
    // Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
    // can actually be used.
    TEST_P(GLSLTest, VerifyMaxFragmentUniformVectors)
    {
        int maxUniforms = 10000;
        glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
        EXPECT_GL_NO_ERROR();
        std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS = " << maxUniforms << std::endl;
    
        CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, 0, true);
    }
    
    // Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
    // can actually be used along with the maximum number of texture samplers.
    TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsWithSamplers)
    {
        if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
            GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
        {
            std::cout << "Test disabled on OpenGL." << std::endl;
            return;
        }
    
        int maxUniforms = 10000;
        glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
        EXPECT_GL_NO_ERROR();
    
        int maxTextureImageUnits = 0;
        glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
    
        CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, maxTextureImageUnits, true);
    }
    
    // Tests that the maximum uniforms count + 1 from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
    // fails shader compilation.
    TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsExceeded)
    {
        int maxUniforms = 10000;
        glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
        EXPECT_GL_NO_ERROR();
        std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS + 1 = " << maxUniforms + 1
                  << std::endl;
    
        CompileGLSLWithUniformsAndSamplers(0, maxUniforms + 1, 0, 0, false);
    }
    
    // Test that two constructors which have vec4 and mat2 parameters get disambiguated (issue in
    // HLSL).
    TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x2)
    {
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "out vec4 my_FragColor;\n"
            "void main()\n"
            "{\n"
            "    my_FragColor = vec4(0.0);\n"
            "}";
    
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "in vec4 a_vec;\n"
            "in mat2 a_mat;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_vec) + vec4(a_mat);\n"
            "}";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Test that two constructors which have mat2x3 and mat3x2 parameters get disambiguated.
    // This was suspected to be an issue in HLSL, but HLSL seems to be able to natively choose between
    // the function signatures in this case.
    TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x3)
    {
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "out vec4 my_FragColor;\n"
            "void main()\n"
            "{\n"
            "    my_FragColor = vec4(0.0);\n"
            "}";
    
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "in mat3x2 a_matA;\n"
            "in mat2x3 a_matB;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_matA) + vec4(a_matB);\n"
            "}";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Test that two functions which have vec4 and mat2 parameters get disambiguated (issue in HLSL).
    TEST_P(GLSLTest_ES3, AmbiguousFunctionCall2x2)
    {
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "out vec4 my_FragColor;\n"
            "void main()\n"
            "{\n"
            "    my_FragColor = vec4(0.0);\n"
            "}";
    
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "in vec4 a_vec;\n"
            "in mat2 a_mat;\n"
            "vec4 foo(vec4 a)\n"
            "{\n"
            "    return a;\n"
            "}\n"
            "vec4 foo(mat2 a)\n"
            "{\n"
            "    return vec4(a[0][0]);\n"
            "}\n"
            "void main()\n"
            "{\n"
            "    gl_Position = foo(a_vec) + foo(a_mat);\n"
            "}";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Test that an user-defined function with a large number of float4 parameters doesn't fail due to
    // the function name being too long.
    TEST_P(GLSLTest_ES3, LargeNumberOfFloat4Parameters)
    {
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "out vec4 my_FragColor;\n"
            "void main()\n"
            "{\n"
            "    my_FragColor = vec4(0.0);\n"
            "}";
    
        std::stringstream vertexShaderStream;
        const unsigned int paramCount = 1024u;
    
        vertexShaderStream << "#version 300 es\n"
                              "precision highp float;\n"
                              "in vec4 a_vec;\n"
                              "vec4 lotsOfVec4Parameters(";
        for (unsigned int i = 0; i < paramCount; ++i)
        {
            vertexShaderStream << "vec4 a" << i << ", ";
        }
        vertexShaderStream << "vec4 aLast)\n"
                              "{\n"
                              "    return ";
        for (unsigned int i = 0; i < paramCount; ++i)
        {
            vertexShaderStream << "a" << i << " + ";
        }
        vertexShaderStream << "aLast;\n"
                              "}\n"
                              "void main()\n"
                              "{\n"
                              "    gl_Position = lotsOfVec4Parameters(";
        for (unsigned int i = 0; i < paramCount; ++i)
        {
            vertexShaderStream << "a_vec, ";
        }
        vertexShaderStream << "a_vec);\n"
                              "}";
    
        GLuint program = CompileProgram(vertexShaderStream.str(), fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // This test was written specifically to stress DeferGlobalInitializers AST transformation.
    // Test a shader where a global constant array is initialized with an expression containing array
    // indexing. This initializer is tricky to constant fold, so if it's not constant folded it needs to
    // be handled in a way that doesn't generate statements in the global scope in HLSL output.
    // Also includes multiple array initializers in one declaration, where only the second one has
    // array indexing. This makes sure that the qualifier for the declaration is set correctly if
    // transformations are applied to the declaration also in the case of ESSL output.
    TEST_P(GLSLTest_ES3, InitGlobalArrayWithArrayIndexing)
    {
        // TODO(ynovikov): re-enable once root cause of http://anglebug.com/1428 is fixed
        if (IsAndroid() && IsAdreno() && IsOpenGLES())
        {
            std::cout << "Test skipped on Adreno OpenGLES on Android." << std::endl;
            return;
        }
    
        const std::string vertexShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "in vec4 a_vec;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_vec);\n"
            "}";
    
        const std::string fragmentShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "out vec4 my_FragColor;\n"
            "const highp float f[2] = float[2](0.1, 0.2);\n"
            "const highp float[2] g = float[2](0.3, 0.4), h = float[2](0.5, f[1]);\n"
            "void main()\n"
            "{\n"
            "    my_FragColor = vec4(h[1]);\n"
            "}";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Test that index-constant sampler array indexing is supported.
    TEST_P(GLSLTest, IndexConstantSamplerArrayIndexing)
    {
        if (IsD3D11_FL93()) {
            std::cout << "Test skipped on D3D11 FL 9.3." << std::endl;
            return;
        }
    
        const std::string vertexShaderSource =
            "attribute vec4 vPosition;\n"
            "void main()\n"
            "{\n"
            "      gl_Position = vPosition;\n"
            "}";
    
        const std::string fragmentShaderSource =
            "precision mediump float;\n"
            "uniform sampler2D uni[2];\n"
            "\n"
            "float zero(int x)\n"
            "{\n"
            "    return float(x) - float(x);\n"
            "}\n"
            "\n"
            "void main()\n"
            "{\n"
            "    vec4 c = vec4(0,0,0,0);\n"
            "    for (int ii = 1; ii < 3; ++ii) {\n"
            "        if (c.x > 255.0) {\n"
            "            c.x = 255.0 + zero(ii);\n"
            "            break;\n"
            "        }\n"
            // Index the sampler array with a predictable loop index (index-constant) as opposed to
            // a true constant. This is valid in OpenGL ES but isn't in many Desktop OpenGL versions,
            // without an extension.
            "        c += texture2D(uni[ii - 1], vec2(0.5, 0.5));\n"
            "    }\n"
            "    gl_FragColor = c;\n"
            "}";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Test that the #pragma directive is supported and doesn't trigger a compilation failure on the
    // native driver. The only pragma that gets passed to the OpenGL driver is "invariant" but we don't
    // want to test its behavior, so don't use any varyings.
    TEST_P(GLSLTest, PragmaDirective)
    {
        const std::string vertexShaderSource =
            "#pragma STDGL invariant(all)\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        const std::string fragmentShaderSource =
            "precision mediump float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(GLSLTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES());
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());