Hash :
7c8567a3
Author :
Date :
2018-02-20T15:44:07
Always add most extension symbols to symbol table An error will be generated either way if the extension symbols are used incorrectly since each use of an extension function or variable checks whether the extension is enabled. We now also track extension in unmangled built-in names, so that redefining built-ins of extensions that are not enabled can be supported. This includes refactoring the shader extension tests to share a common helper class ShaderExtensionTest. BUG=angleproject:2267 TEST=angle_unittests Change-Id: I9cc5e9bd62fa07796e69256a6a9a493531a62446 Reviewed-on: https://chromium-review.googlesource.com/926526 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2018 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.
//
// EXT_frag_depth_test.cpp:
// Test for EXT_frag_depth
//
#include "tests/test_utils/ShaderExtensionTest.h"
using EXTFragDepthTest = sh::ShaderExtensionTest;
namespace
{
const char EXTPragma[] = "#extension GL_EXT_frag_depth : require\n";
// Shader setting gl_FragDepthEXT
const char ESSL100_FragDepthShader[] =
R"(
precision mediump float;
void main()
{
gl_FragDepthEXT = 1.0;
})";
// Extension flag is required to compile properly. Expect failure when it is
// not present.
TEST_P(EXTFragDepthTest, CompileFailsWithoutExtension)
{
mResources.EXT_frag_depth = 0;
InitializeCompiler();
EXPECT_FALSE(TestShaderCompile(EXTPragma));
}
// Extension directive is required to compile properly. Expect failure when
// it is not present.
TEST_P(EXTFragDepthTest, CompileFailsWithExtensionWithoutPragma)
{
mResources.EXT_frag_depth = 1;
InitializeCompiler();
EXPECT_FALSE(TestShaderCompile(""));
}
// With extension flag and extension directive, compiling succeeds.
// Also test that the extension directive state is reset correctly.
TEST_P(EXTFragDepthTest, CompileSucceedsWithExtensionAndPragma)
{
mResources.EXT_frag_depth = 1;
InitializeCompiler();
EXPECT_TRUE(TestShaderCompile(EXTPragma));
// Test reset functionality.
EXPECT_FALSE(TestShaderCompile(""));
EXPECT_TRUE(TestShaderCompile(EXTPragma));
}
// The SL #version 100 shaders that are correct work similarly
// in both GL2 and GL3, with and without the version string.
INSTANTIATE_TEST_CASE_P(CorrectESSL100Shaders,
EXTFragDepthTest,
Combine(Values(SH_GLES2_SPEC),
Values(sh::ESSLVersion100),
Values(ESSL100_FragDepthShader)));
} // anonymous namespace