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

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  • Author : Jamie Madill
    Date : 2016-11-07 13:50:29
    Hash : acb4b81a
    Message : translator: Put ShaderLang APIs in "sh" namespace. Working with glslang in Vulkan means we are static linking libANGLE with functions that have the same name as our translator APIs. We can fix this by scoping our APIs. We don't need to scope the types of the file, since they don't conflict. This will require a follow-up patch to remove the unscoped APIs once we switch over Chromium. We also scope TCompiler and some related classes to avoid multiply defined link errors with glslang. BUG=angleproject:1576 Change-Id: I729b19467d2ff7d374a82044b16dbebdf2dc8f16 Reviewed-on: https://chromium-review.googlesource.com/408337 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@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))
    
    class CollectVariablesTest : public testing::Test
    {
      public:
        CollectVariablesTest(::GLenum shaderType) : mShaderType(shaderType) {}
    
      protected:
        void SetUp() override
        {
            ShBuiltInResources resources;
            InitBuiltInResources(&resources);
            resources.MaxDrawBuffers = 8;
    
            initTranslator(resources);
        }
    
        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)
        {
            const char *shaderStrings[] = {shaderString.c_str()};
            ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
        }
    
        ::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) {}
    };
    
    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_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_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_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("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_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_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_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_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_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->getVaryings();
        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(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());
    }