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

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  • Author : Jiawei Shao
    Date : 2017-08-31 14:25:54
    Hash : 4cc89e2b
    Message : ES31: Enable 'location' layout qualifier on shader interfaces in compiler This patch enables 'location' layout qualifier for vertex outputs and fragment shader inputs when the shader version is 3.1 in ANGLE GLSL compiler and adds the check on location conflicts for these varyings. According to GLSL ES 3.1 SPEC (Chapter 4.4.1 and Chapter 4.4.2), 'location' layout qualifier is allowed on both inputs and outputs of vertex and fragment shaders. 'location' layout qualifier on shader interfaces is only valid on shaders whose version is 3.1 and above. According to GLSL ES 3.0 SPEC, vertex shader cannot have output layout qualifiers (Chapter 4.3.8.2) and fragment shader cannot have input layout qualifiers (Chapter 4.3.8.1). The 'location' qualifier on varyings is used in the shader interface matching defined in OpenGL ES 3.1. (OpenGL ES 3.1 SPEC Chapter 7.4.1). This new link rule will be added to Program.cpp in another patch. For the OpenGL ES 3.1 extension GL_OES_geometry_shader, according to GL_OES_shader_io_blocks SPEC (Chapter 4.4.1 and Chapter 4.4.2), 'location' layout qualifier is both valid on geometry shader inputs and outputs. This feature will be implemented together with other rules on geometry shader inputs and outputs. BUG=angleproject:2144 TEST=angle_unittests Change-Id: I62d85f7144c177448321c2db36ed7aaeaa1fb205 Reviewed-on: https://chromium-review.googlesource.com/645366 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/compiler_tests/CollectVariables_test.cpp
  • //
    // Copyright (c) 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.
    //
    // CollectVariables_test.cpp:
    //   Some tests for shader inspection
    //
    
    #include <memory>
    
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "GLSLANG/ShaderLang.h"
    #include "compiler/translator/TranslatorGLSL.h"
    
    using namespace sh;
    
    #define EXPECT_GLENUM_EQ(expected, actual) \
        EXPECT_EQ(static_cast<::GLenum>(expected), static_cast<::GLenum>(actual))
    
    namespace
    {
    
    std::string DecorateName(const char *name)
    {
        return std::string("_u") + name;
    }
    
    }  // anonymous namespace
    
    class CollectVariablesTest : public testing::Test
    {
      public:
        CollectVariablesTest(::GLenum shaderType) : mShaderType(shaderType) {}
    
      protected:
        void SetUp() override
        {
            ShBuiltInResources resources;
            InitBuiltInResources(&resources);
            resources.MaxDrawBuffers = 8;
    
            initTranslator(resources);
        }
    
        virtual void initTranslator(const ShBuiltInResources &resources)
        {
            mTranslator.reset(
                new TranslatorGLSL(mShaderType, SH_GLES3_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT));
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    
        // For use in the gl_DepthRange tests.
        void validateDepthRangeShader(const std::string &shaderString)
        {
            const char *shaderStrings[] = { shaderString.c_str() };
            ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
    
            const std::vector<Uniform> &uniforms = mTranslator->getUniforms();
            ASSERT_EQ(1u, uniforms.size());
    
            const Uniform &uniform = uniforms[0];
            EXPECT_EQ("gl_DepthRange", uniform.name);
            ASSERT_TRUE(uniform.isStruct());
            ASSERT_EQ(3u, uniform.fields.size());
    
            bool foundNear = false;
            bool foundFar = false;
            bool foundDiff = false;
    
            for (const auto &field : uniform.fields)
            {
                if (field.name == "near")
                {
                    EXPECT_FALSE(foundNear);
                    foundNear = true;
                }
                else if (field.name == "far")
                {
                    EXPECT_FALSE(foundFar);
                    foundFar = true;
                }
                else
                {
                    ASSERT_EQ("diff", field.name);
                    EXPECT_FALSE(foundDiff);
                    foundDiff = true;
                }
    
                EXPECT_EQ(0u, field.arraySize);
                EXPECT_FALSE(field.isStruct());
                EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision);
                EXPECT_TRUE(field.staticUse);
                EXPECT_GLENUM_EQ(GL_FLOAT, field.type);
            }
    
            EXPECT_TRUE(foundNear && foundFar && foundDiff);
        }
    
        // For use in tests for output varibles.
        void validateOutputVariableForShader(const std::string &shaderString,
                                             unsigned int varIndex,
                                             const char *varName,
                                             const OutputVariable **outResult)
        {
            const char *shaderStrings[] = {shaderString.c_str()};
            ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES))
                << mTranslator->getInfoSink().info.str();
    
            const auto &outputVariables = mTranslator->getOutputVariables();
            ASSERT_LT(varIndex, outputVariables.size());
            const OutputVariable &outputVariable = outputVariables[varIndex];
            EXPECT_EQ(-1, outputVariable.location);
            EXPECT_TRUE(outputVariable.staticUse);
            EXPECT_EQ(varName, outputVariable.name);
            *outResult = &outputVariable;
        }
    
        void compile(const std::string &shaderString, ShCompileOptions compileOptions)
        {
            const char *shaderStrings[] = {shaderString.c_str()};
            ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES | compileOptions));
        }
    
        void compile(const std::string &shaderString) { compile(shaderString, 0u); }
    
        ::GLenum mShaderType;
        std::unique_ptr<TranslatorGLSL> mTranslator;
    };
    
    class CollectVertexVariablesTest : public CollectVariablesTest
    {
      public:
        CollectVertexVariablesTest() : CollectVariablesTest(GL_VERTEX_SHADER) {}
    };
    
    class CollectFragmentVariablesTest : public CollectVariablesTest
    {
      public:
          CollectFragmentVariablesTest() : CollectVariablesTest(GL_FRAGMENT_SHADER) {}
    };
    
    class CollectVariablesTestES31 : public CollectVariablesTest
    {
      public:
        CollectVariablesTestES31(sh::GLenum shaderType) : CollectVariablesTest(shaderType) {}
    
      protected:
        void initTranslator(const ShBuiltInResources &resources) override
        {
            mTranslator.reset(
                new TranslatorGLSL(mShaderType, SH_GLES3_1_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT));
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    };
    
    class CollectVariablesOESGeometryShaderTest : public CollectVariablesTestES31
    {
      public:
        CollectVariablesOESGeometryShaderTest(sh::GLenum shaderType)
            : CollectVariablesTestES31(shaderType)
        {
        }
    
      protected:
        void SetUp() override
        {
            ShBuiltInResources resources;
            InitBuiltInResources(&resources);
            resources.OES_geometry_shader = 1;
    
            initTranslator(resources);
        }
    };
    
    class CollectGeometryVariablesTest : public CollectVariablesOESGeometryShaderTest
    {
      public:
        CollectGeometryVariablesTest() : CollectVariablesOESGeometryShaderTest(GL_GEOMETRY_SHADER_OES)
        {
        }
    
      protected:
        void compileGeometryShaderWithInputPrimitive(const std::string &inputPrimitive)
        {
            std::ostringstream sstream;
            sstream << "#version 310 es\n"
                    << "#extension GL_OES_geometry_shader : require\n"
                    << "layout (" << inputPrimitive << ") in;\n"
                    << "layout (points, max_vertices = 2) out;\n"
                    << "void main()\n"
                    << "{\n"
                    << "    vec4 value = gl_in[0].gl_Position;\n"
                    << "}\n";
            compile(sstream.str());
        }
    };
    
    class CollectFragmentVariablesOESGeometryShaderTest : public CollectVariablesOESGeometryShaderTest
    {
      public:
        CollectFragmentVariablesOESGeometryShaderTest()
            : CollectVariablesOESGeometryShaderTest(GL_FRAGMENT_SHADER)
        {
        }
    
      protected:
        void initTranslator(const ShBuiltInResources &resources)
        {
            mTranslator.reset(
                new TranslatorGLSL(mShaderType, SH_GLES3_1_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT));
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    };
    
    class CollectVertexVariablesES31Test : public CollectVariablesTestES31
    {
      public:
        CollectVertexVariablesES31Test() : CollectVariablesTestES31(GL_VERTEX_SHADER) {}
    };
    
    class CollectFragmentVariablesES31Test : public CollectVariablesTestES31
    {
      public:
        CollectFragmentVariablesES31Test() : CollectVariablesTestES31(GL_FRAGMENT_SHADER) {}
    };
    
    TEST_F(CollectFragmentVariablesTest, SimpleOutputVar)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 out_fragColor;\n"
            "void main() {\n"
            "   out_fragColor = vec4(1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &outputVariables = mTranslator->getOutputVariables();
        ASSERT_EQ(1u, outputVariables.size());
    
        const OutputVariable &outputVariable = outputVariables[0];
    
        EXPECT_EQ(0u, outputVariable.arraySize);
        EXPECT_EQ(-1, outputVariable.location);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision);
        EXPECT_TRUE(outputVariable.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable.type);
        EXPECT_EQ("out_fragColor", outputVariable.name);
    }
    
    TEST_F(CollectFragmentVariablesTest, LocationOutputVar)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "layout(location=5) out vec4 out_fragColor;\n"
            "void main() {\n"
            "   out_fragColor = vec4(1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &outputVariables = mTranslator->getOutputVariables();
        ASSERT_EQ(1u, outputVariables.size());
    
        const OutputVariable &outputVariable = outputVariables[0];
    
        EXPECT_EQ(0u, outputVariable.arraySize);
        EXPECT_EQ(5, outputVariable.location);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision);
        EXPECT_TRUE(outputVariable.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable.type);
        EXPECT_EQ("out_fragColor", outputVariable.name);
    }
    
    TEST_F(CollectVertexVariablesTest, LocationAttribute)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "layout(location=5) in vec4 in_Position;\n"
            "void main() {\n"
            "   gl_Position = in_Position;\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<Attribute> &attributes = mTranslator->getAttributes();
        ASSERT_EQ(1u, attributes.size());
    
        const Attribute &attribute = attributes[0];
    
        EXPECT_EQ(0u, attribute.arraySize);
        EXPECT_EQ(5, attribute.location);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, attribute.precision);
        EXPECT_TRUE(attribute.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, attribute.type);
        EXPECT_EQ("in_Position", attribute.name);
    }
    
    TEST_F(CollectVertexVariablesTest, SimpleInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "uniform b {\n"
            "  float f;\n"
            "};"
            "void main() {\n"
            "   gl_Position = vec4(f, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision);
        EXPECT_TRUE(field.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, field.type);
        EXPECT_EQ("f", field.name);
        EXPECT_FALSE(field.isRowMajorLayout);
        EXPECT_TRUE(field.fields.empty());
    }
    
    TEST_F(CollectVertexVariablesTest, SimpleInstancedInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "uniform b {\n"
            "  float f;\n"
            "} blockInstance;"
            "void main() {\n"
            "   gl_Position = vec4(blockInstance.f, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_EQ("blockInstance", interfaceBlock.instanceName);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision);
        EXPECT_TRUE(field.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, field.type);
        EXPECT_EQ("f", field.name);
        EXPECT_FALSE(field.isRowMajorLayout);
        EXPECT_TRUE(field.fields.empty());
    }
    
    TEST_F(CollectVertexVariablesTest, StructInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "struct st { float f; };"
            "uniform b {\n"
            "  st s;\n"
            "};"
            "void main() {\n"
            "   gl_Position = vec4(s.f, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_EQ(DecorateName("b"), interfaceBlock.mappedName);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_TRUE(field.isStruct());
        EXPECT_TRUE(field.staticUse);
        EXPECT_EQ("s", field.name);
        EXPECT_EQ(DecorateName("s"), field.mappedName);
        EXPECT_FALSE(field.isRowMajorLayout);
    
        const ShaderVariable &member = field.fields[0];
    
        // NOTE: we don't currently mark struct members as statically used or not
        EXPECT_FALSE(member.isStruct());
        EXPECT_EQ("f", member.name);
        EXPECT_EQ(DecorateName("f"), member.mappedName);
        EXPECT_GLENUM_EQ(GL_FLOAT, member.type);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision);
    }
    
    TEST_F(CollectVertexVariablesTest, StructInstancedInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "struct st { float f; };"
            "uniform b {\n"
            "  st s;\n"
            "} instanceName;"
            "void main() {\n"
            "   gl_Position = vec4(instanceName.s.f, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_EQ(DecorateName("b"), interfaceBlock.mappedName);
        EXPECT_EQ("instanceName", interfaceBlock.instanceName);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_TRUE(field.isStruct());
        EXPECT_TRUE(field.staticUse);
        EXPECT_EQ("s", field.name);
        EXPECT_EQ(DecorateName("s"), field.mappedName);
        EXPECT_FALSE(field.isRowMajorLayout);
    
        const ShaderVariable &member = field.fields[0];
    
        // NOTE: we don't currently mark struct members as statically used or not
        EXPECT_FALSE(member.isStruct());
        EXPECT_EQ("f", member.name);
        EXPECT_EQ(DecorateName("f"), member.mappedName);
        EXPECT_GLENUM_EQ(GL_FLOAT, member.type);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision);
    }
    
    TEST_F(CollectVertexVariablesTest, NestedStructRowMajorInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "struct st { mat2 m; };"
            "layout(row_major) uniform b {\n"
            "  st s;\n"
            "};"
            "void main() {\n"
            "   gl_Position = vec4(s.m);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_TRUE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_EQ(DecorateName("b"), interfaceBlock.mappedName);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_TRUE(field.isStruct());
        EXPECT_TRUE(field.staticUse);
        EXPECT_EQ("s", field.name);
        EXPECT_EQ(DecorateName("s"), field.mappedName);
        EXPECT_TRUE(field.isRowMajorLayout);
    
        const ShaderVariable &member = field.fields[0];
    
        // NOTE: we don't currently mark struct members as statically used or not
        EXPECT_FALSE(member.isStruct());
        EXPECT_EQ("m", member.name);
        EXPECT_EQ(DecorateName("m"), member.mappedName);
        EXPECT_GLENUM_EQ(GL_FLOAT_MAT2, member.type);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision);
    }
    
    TEST_F(CollectVertexVariablesTest, VaryingInterpolation)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "centroid out float vary;\n"
            "void main() {\n"
            "   gl_Position = vec4(1.0);\n"
            "   vary = 1.0;\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<Varying> &varyings = mTranslator->getOutputVaryings();
        ASSERT_EQ(2u, varyings.size());
    
        const Varying *varying = &varyings[0];
    
        if (varying->name == "gl_Position")
        {
            varying = &varyings[1];
        }
    
        EXPECT_EQ(0u, varying->arraySize);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, varying->precision);
        EXPECT_TRUE(varying->staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, varying->type);
        EXPECT_EQ("vary", varying->name);
        EXPECT_EQ(DecorateName("vary"), varying->mappedName);
        EXPECT_EQ(INTERPOLATION_CENTROID, varying->interpolation);
    }
    
    // Test for builtin uniform "gl_DepthRange" (Vertex shader)
    TEST_F(CollectVertexVariablesTest, DepthRange)
    {
        const std::string &shaderString =
            "attribute vec4 position;\n"
            "void main() {\n"
            "   gl_Position = position + vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1.0);\n"
            "}\n";
    
        validateDepthRangeShader(shaderString);
    }
    
    // Test for builtin uniform "gl_DepthRange" (Fragment shader)
    TEST_F(CollectFragmentVariablesTest, DepthRange)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1.0);\n"
            "}\n";
    
        validateDepthRangeShader(shaderString);
    }
    
    // Test that gl_FragColor built-in usage in ESSL1 fragment shader is reflected in the output
    // variables list.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragColor)
    {
        const std::string &fragColorShader =
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(fragColorShader, 0u, "gl_FragColor", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(0u, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_FragData built-in usage in ESSL1 fragment shader is reflected in the output
    // variables list.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragData)
    {
        const std::string &fragDataShader =
            "#extension GL_EXT_draw_buffers : require\n"
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragData[0] = vec4(1.0);\n"
            "   gl_FragData[1] = vec4(0.5);\n"
            "}\n";
    
        ShBuiltInResources resources       = mTranslator->getResources();
        resources.EXT_draw_buffers         = 1;
        const unsigned int kMaxDrawBuffers = 3u;
        resources.MaxDrawBuffers = kMaxDrawBuffers;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(fragDataShader, 0u, "gl_FragData", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_FragDataEXT built-in usage in ESSL1 fragment shader is reflected in the output
    // variables list. Also test that the precision is mediump.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragDepthMediump)
    {
        const std::string &fragDepthShader =
            "#extension GL_EXT_frag_depth : require\n"
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragDepthEXT = 0.7;"
            "}\n";
    
        ShBuiltInResources resources = mTranslator->getResources();
        resources.EXT_frag_depth = 1;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(fragDepthShader, 0u, "gl_FragDepthEXT", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(0u, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_FragDataEXT built-in usage in ESSL1 fragment shader is reflected in the output
    // variables list. Also test that the precision is highp if user requests it.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragDepthHighp)
    {
        const std::string &fragDepthHighShader =
            "#extension GL_EXT_frag_depth : require\n"
            "void main() {\n"
            "   gl_FragDepthEXT = 0.7;"
            "}\n";
    
        ShBuiltInResources resources    = mTranslator->getResources();
        resources.EXT_frag_depth        = 1;
        resources.FragmentPrecisionHigh = 1;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(fragDepthHighShader, 0u, "gl_FragDepthEXT", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(0u, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_FragData built-in usage in ESSL3 fragment shader is reflected in the output
    // variables list. Also test that the precision is highp.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL3FragDepthHighp)
    {
        const std::string &fragDepthHighShader =
            "#version 300 es\n"
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragDepth = 0.7;"
            "}\n";
    
        ShBuiltInResources resources = mTranslator->getResources();
        resources.EXT_frag_depth = 1;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(fragDepthHighShader, 0u, "gl_FragDepth", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(0u, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_SecondaryFragColorEXT built-in usage in ESSL1 fragment shader is reflected in the
    // output variables list.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1EXTBlendFuncExtendedSecondaryFragColor)
    {
        const char *secondaryFragColorShader =
            "#extension GL_EXT_blend_func_extended : require\n"
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(1.0);\n"
            "   gl_SecondaryFragColorEXT = vec4(1.0);\n"
            "}\n";
    
        const unsigned int kMaxDrawBuffers = 3u;
        ShBuiltInResources resources       = mTranslator->getResources();
        resources.EXT_blend_func_extended  = 1;
        resources.EXT_draw_buffers         = 1;
        resources.MaxDrawBuffers           = kMaxDrawBuffers;
        resources.MaxDualSourceDrawBuffers = resources.MaxDrawBuffers;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(secondaryFragColorShader, 0u, "gl_FragColor", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(0u, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    
        outputVariable = nullptr;
        validateOutputVariableForShader(secondaryFragColorShader, 1u, "gl_SecondaryFragColorEXT",
                                        &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(0u, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_SecondaryFragDataEXT built-in usage in ESSL1 fragment shader is reflected in the
    // output variables list.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1EXTBlendFuncExtendedSecondaryFragData)
    {
        const char *secondaryFragDataShader =
            "#extension GL_EXT_blend_func_extended : require\n"
            "#extension GL_EXT_draw_buffers : require\n"
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragData[0] = vec4(1.0);\n"
            "   gl_FragData[1] = vec4(0.5);\n"
            "   gl_SecondaryFragDataEXT[0] = vec4(1.0);\n"
            "   gl_SecondaryFragDataEXT[1] = vec4(0.8);\n"
            "}\n";
        const unsigned int kMaxDrawBuffers = 3u;
        ShBuiltInResources resources       = mTranslator->getResources();
        resources.EXT_blend_func_extended  = 1;
        resources.EXT_draw_buffers         = 1;
        resources.MaxDrawBuffers           = kMaxDrawBuffers;
        resources.MaxDualSourceDrawBuffers = resources.MaxDrawBuffers;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(secondaryFragDataShader, 0u, "gl_FragData", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    
        outputVariable = nullptr;
        validateOutputVariableForShader(secondaryFragDataShader, 1u, "gl_SecondaryFragDataEXT",
                                        &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    }
    
    static khronos_uint64_t SimpleTestHash(const char *str, size_t len)
    {
        return static_cast<uint64_t>(len);
    }
    
    class CollectHashedVertexVariablesTest : public CollectVertexVariablesTest
    {
      protected:
        void SetUp() override
        {
            // Initialize the translate with a hash function
            ShBuiltInResources resources;
            sh::InitBuiltInResources(&resources);
            resources.HashFunction = SimpleTestHash;
            initTranslator(resources);
        }
    };
    
    TEST_F(CollectHashedVertexVariablesTest, InstancedInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "uniform blockName {\n"
            "  float field;\n"
            "} blockInstance;"
            "void main() {\n"
            "   gl_Position = vec4(blockInstance.field, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("blockName", interfaceBlock.name);
        EXPECT_EQ("blockInstance", interfaceBlock.instanceName);
        EXPECT_EQ("webgl_9", interfaceBlock.mappedName);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision);
        EXPECT_TRUE(field.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, field.type);
        EXPECT_EQ("field", field.name);
        EXPECT_EQ("webgl_5", field.mappedName);
        EXPECT_FALSE(field.isRowMajorLayout);
        EXPECT_TRUE(field.fields.empty());
    }
    
    TEST_F(CollectHashedVertexVariablesTest, StructUniform)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "struct sType {\n"
            "  float field;\n"
            "};"
            "uniform sType u;"
            "void main() {\n"
            "   gl_Position = vec4(u.field, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &uniforms = mTranslator->getUniforms();
        ASSERT_EQ(1u, uniforms.size());
    
        const Uniform &uniform = uniforms[0];
    
        EXPECT_EQ(0u, uniform.arraySize);
        EXPECT_EQ("u", uniform.name);
        EXPECT_EQ("webgl_1", uniform.mappedName);
        EXPECT_TRUE(uniform.staticUse);
    
        ASSERT_EQ(1u, uniform.fields.size());
    
        const ShaderVariable &field = uniform.fields[0];
    
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision);
        // EXPECT_TRUE(field.staticUse); // we don't yet support struct static use
        EXPECT_GLENUM_EQ(GL_FLOAT, field.type);
        EXPECT_EQ("field", field.name);
        EXPECT_EQ("webgl_5", field.mappedName);
        EXPECT_TRUE(field.fields.empty());
    }
    
    // Test a uniform declaration with multiple declarators.
    TEST_F(CollectFragmentVariablesTest, MultiDeclaration)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 out_fragColor;\n"
            "uniform float uA, uB;\n"
            "void main()\n"
            "{\n"
            "    vec4 color = vec4(uA, uA, uA, uB);\n"
            "    out_fragColor = color;\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &uniforms = mTranslator->getUniforms();
        ASSERT_EQ(2u, uniforms.size());
    
        const Uniform &uniform = uniforms[0];
        EXPECT_EQ(0u, uniform.arraySize);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, uniform.precision);
        EXPECT_TRUE(uniform.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, uniform.type);
        EXPECT_EQ("uA", uniform.name);
    
        const Uniform &uniformB = uniforms[1];
        EXPECT_EQ(0u, uniformB.arraySize);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, uniformB.precision);
        EXPECT_TRUE(uniformB.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, uniformB.type);
        EXPECT_EQ("uB", uniformB.name);
    }
    
    // Test a uniform declaration starting with an empty declarator.
    TEST_F(CollectFragmentVariablesTest, EmptyDeclarator)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 out_fragColor;\n"
            "uniform float /* empty declarator */, uB;\n"
            "void main()\n"
            "{\n"
            "    out_fragColor = vec4(uB, uB, uB, uB);\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &uniforms = mTranslator->getUniforms();
        ASSERT_EQ(1u, uniforms.size());
    
        const Uniform &uniformB = uniforms[0];
        EXPECT_EQ(0u, uniformB.arraySize);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, uniformB.precision);
        EXPECT_TRUE(uniformB.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, uniformB.type);
        EXPECT_EQ("uB", uniformB.name);
    }
    
    // Test collecting variables from an instanced multiview shader that has an internal ViewID_OVR
    // varying.
    TEST_F(CollectVertexVariablesTest, ViewID_OVR)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "#extension GL_OVR_multiview : require\n"
            "precision mediump float;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(0.0);\n"
            "}\n";
    
        ShBuiltInResources resources = mTranslator->getResources();
        resources.OVR_multiview      = 1;
        resources.MaxViewsOVR        = 4;
        initTranslator(resources);
    
        compile(shaderString, SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW |
                                  SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER);
    
        // The internal ViewID_OVR varying is not exposed through the ShaderVars interface.
        const auto &varyings = mTranslator->getOutputVaryings();
        ASSERT_EQ(1u, varyings.size());
        const Varying *varying = &varyings[0];
        EXPECT_EQ("gl_Position", varying->name);
    }
    
    // Test all the fields of gl_in can be collected correctly in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectGLInFields)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    vec4 value = gl_in[0].gl_Position;\n"
            "    vec4 value2 = gl_in[0].gl_Position;\n"
            "}\n";
    
        compile(shaderString);
    
        EXPECT_TRUE(mTranslator->getOutputVaryings().empty());
        EXPECT_TRUE(mTranslator->getInputVaryings().empty());
    
        const auto &inBlocks = mTranslator->getInBlocks();
        ASSERT_EQ(1u, inBlocks.size());
    
        const InterfaceBlock *inBlock = &inBlocks[0];
        EXPECT_EQ("gl_PerVertex", inBlock->name);
        EXPECT_EQ("gl_in", inBlock->instanceName);
        EXPECT_TRUE(inBlock->staticUse);
        EXPECT_TRUE(inBlock->isBuiltIn());
    
        ASSERT_EQ(1u, inBlock->fields.size());
    
        const ShaderVariable &glPositionField = inBlock->fields[0];
        EXPECT_EQ("gl_Position", glPositionField.name);
        EXPECT_FALSE(glPositionField.isArray());
        EXPECT_FALSE(glPositionField.isStruct());
        EXPECT_TRUE(glPositionField.staticUse);
        EXPECT_TRUE(glPositionField.isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, glPositionField.precision);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, glPositionField.type);
    }
    
    // Test the collected array size of gl_in matches the input primitive declaration.
    TEST_F(CollectGeometryVariablesTest, GLInArraySize)
    {
        const std::array<std::string, 5> kInputPrimitives = {
            {"points", "lines", "lines_adjacency", "triangles", "triangles_adjacency"}};
        constexpr GLuint kArraySizeForInputPrimitives[] = {1u, 2u, 4u, 3u, 6u};
    
        for (size_t i = 0; i < kInputPrimitives.size(); ++i)
        {
            compileGeometryShaderWithInputPrimitive(kInputPrimitives[i]);
    
            const auto &inBlocks = mTranslator->getInBlocks();
            ASSERT_EQ(1u, inBlocks.size());
    
            const InterfaceBlock *inBlock = &inBlocks[0];
            ASSERT_EQ("gl_in", inBlock->instanceName);
            EXPECT_EQ(kArraySizeForInputPrimitives[i], inBlock->arraySize);
        }
    }
    
    // Test collecting gl_PrimitiveIDIn in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectPrimitiveIDIn)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    int value = gl_PrimitiveIDIn;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getOutputVaryings().empty());
        ASSERT_TRUE(mTranslator->getInBlocks().empty());
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(1u, inputVaryings.size());
    
        const Varying *varying = &inputVaryings[0];
        EXPECT_EQ("gl_PrimitiveIDIn", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting gl_InvocationID in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectInvocationID)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, invocations = 2) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    int value = gl_InvocationID;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getOutputVaryings().empty());
        ASSERT_TRUE(mTranslator->getInBlocks().empty());
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(1u, inputVaryings.size());
    
        const Varying *varying = &inputVaryings[0];
        EXPECT_EQ("gl_InvocationID", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting gl_in in a geometry shader when gl_in is indexed by an expression.
    TEST_F(CollectGeometryVariablesTest, CollectGLInIndexedByExpression)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (triangles, invocations = 2) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    vec4 value = gl_in[gl_InvocationID + 1].gl_Position;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getOutputVaryings().empty());
    
        const auto &inBlocks = mTranslator->getInBlocks();
        ASSERT_EQ(1u, inBlocks.size());
        const InterfaceBlock *inBlock = &inBlocks[0];
        EXPECT_EQ("gl_PerVertex", inBlock->name);
        EXPECT_EQ("gl_in", inBlock->instanceName);
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(1u, inputVaryings.size());
        const Varying *glInvocationID = &inputVaryings[0];
        EXPECT_EQ("gl_InvocationID", glInvocationID->name);
    }
    
    // Test collecting gl_Position in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectPosition)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(0.1, 0.2, 0.3, 1);\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getInputVaryings().empty());
        ASSERT_TRUE(mTranslator->getInBlocks().empty());
    
        const auto &outputVaryings = mTranslator->getOutputVaryings();
        ASSERT_EQ(1u, outputVaryings.size());
    
        const Varying *varying = &outputVaryings[0];
        EXPECT_EQ("gl_Position", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, varying->precision);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, varying->type);
    }
    
    // Test collecting gl_PrimitiveID in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectPrimitiveID)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    gl_PrimitiveID = 100;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getInputVaryings().empty());
        ASSERT_TRUE(mTranslator->getInBlocks().empty());
    
        const auto &OutputVaryings = mTranslator->getOutputVaryings();
        ASSERT_EQ(1u, OutputVaryings.size());
    
        const Varying *varying = &OutputVaryings[0];
        EXPECT_EQ("gl_PrimitiveID", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting gl_Layer in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectLayer)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    gl_Layer = 2;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getInputVaryings().empty());
        ASSERT_TRUE(mTranslator->getInBlocks().empty());
    
        const auto &OutputVaryings = mTranslator->getOutputVaryings();
        ASSERT_EQ(1u, OutputVaryings.size());
    
        const Varying *varying = &OutputVaryings[0];
        EXPECT_EQ("gl_Layer", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting gl_PrimitiveID in a fragment shader.
    TEST_F(CollectFragmentVariablesOESGeometryShaderTest, CollectPrimitiveID)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "void main()\n"
            "{\n"
            "    int value = gl_PrimitiveID;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getOutputVaryings().empty());
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(1u, inputVaryings.size());
    
        const Varying *varying = &inputVaryings[0];
        EXPECT_EQ("gl_PrimitiveID", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting gl_Layer in a fragment shader.
    TEST_F(CollectFragmentVariablesOESGeometryShaderTest, CollectLayer)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "void main()\n"
            "{\n"
            "    int value = gl_Layer;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getOutputVaryings().empty());
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(1u, inputVaryings.size());
    
        const Varying *varying = &inputVaryings[0];
        EXPECT_EQ("gl_Layer", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting the location of vertex shader outputs.
    TEST_F(CollectVertexVariablesES31Test, CollectOutputWithLocation)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "out vec4 v_output1;\n"
            "layout (location = 1) out vec4 v_output2;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &outputVaryings = mTranslator->getOutputVaryings();
        ASSERT_EQ(2u, outputVaryings.size());
    
        const Varying *varying1 = &outputVaryings[0];
        EXPECT_EQ("v_output1", varying1->name);
        EXPECT_EQ(-1, varying1->location);
    
        const Varying *varying2 = &outputVaryings[1];
        EXPECT_EQ("v_output2", varying2->name);
        EXPECT_EQ(1, varying2->location);
    }
    
    // Test collecting the location of fragment shader inputs.
    TEST_F(CollectFragmentVariablesES31Test, CollectInputWithLocation)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "precision mediump float;\n"
            "in vec4 f_input1;\n"
            "layout (location = 1) in vec4 f_input2;\n"
            "layout (location = 0) out vec4 o_color;\n"
            "void main()\n"
            "{\n"
            "    o_color = f_input2;\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(2u, inputVaryings.size());
    
        const Varying *varying1 = &inputVaryings[0];
        EXPECT_EQ("f_input1", varying1->name);
        EXPECT_EQ(-1, varying1->location);
    
        const Varying *varying2 = &inputVaryings[1];
        EXPECT_EQ("f_input2", varying2->name);
        EXPECT_EQ(1, varying2->location);
    }