Hash :
acb4b81a
Author :
Date :
2016-11-07T13:50:29
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>
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//
// Copyright (c) 2016 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.
//
// QualificationOrderESSL31_test.cpp:
// OpenGL ES 3.1 removes the strict order of qualifiers imposed by the grammar.
// This file contains tests for invalid order and usage of qualifiers in GLSL ES 3.10.
#include "gtest/gtest.h"
#include "angle_gl.h"
#include "compiler/translator/TranslatorESSL.h"
#include "GLSLANG/ShaderLang.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
class QualificationVertexShaderTestESSL31 : public testing::Test
{
public:
QualificationVertexShaderTestESSL31() {}
protected:
virtual void SetUp()
{
ShBuiltInResources resources;
InitBuiltInResources(&resources);
mTranslator = new TranslatorESSL(GL_VERTEX_SHADER, SH_GLES3_1_SPEC);
ASSERT_TRUE(mTranslator->Init(resources));
}
virtual void TearDown() { delete mTranslator; }
// Return true when compilation succeeds
bool compile(const std::string &shaderString)
{
const char *shaderStrings[] = {shaderString.c_str()};
mASTRoot = mTranslator->compileTreeForTesting(shaderStrings, 1,
SH_INTERMEDIATE_TREE | SH_VARIABLES);
TInfoSink &infoSink = mTranslator->getInfoSink();
mInfoLog = infoSink.info.c_str();
return mASTRoot != nullptr;
}
const TIntermSymbol *findSymbolInAST(const TString &symbolName, TBasicType basicType)
{
return FindSymbolNode(mASTRoot, symbolName, basicType);
}
protected:
TranslatorESSL *mTranslator;
TIntermNode *mASTRoot;
std::string mInfoLog;
};
// GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct.
TEST_F(QualificationVertexShaderTestESSL31, CentroidOut)
{
const std::string &shaderString =
"#version 310 es\n"
"precision lowp float;\n"
"out centroid float something;\n"
"void main(){\n"
" something = 1.0;\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
}
else
{
const TIntermSymbol *node = findSymbolInAST("something", EbtFloat);
ASSERT_NE(nullptr, node);
const TType &type = node->getType();
EXPECT_EQ(EvqCentroidOut, type.getQualifier());
}
}
// GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct.
TEST_F(QualificationVertexShaderTestESSL31, AllQualifiersMixed)
{
const std::string &shaderString =
"#version 310 es\n"
"precision lowp float;\n"
"highp out invariant centroid flat vec4 something;\n"
"void main(){\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
}
else
{
const TIntermSymbol *node = findSymbolInAST("something", EbtFloat);
ASSERT_NE(nullptr, node);
const TType &type = node->getType();
EXPECT_TRUE(type.isInvariant());
EXPECT_EQ(EvqFlatOut, type.getQualifier());
EXPECT_EQ(EbpHigh, type.getPrecision());
}
}
// GLSL ES 3.10 allows multiple layout qualifiers to be specified.
TEST_F(QualificationVertexShaderTestESSL31, MultipleLayouts)
{
const std::string &shaderString =
"#version 310 es\n"
"precision lowp float;\n"
"in layout(location=1) layout(location=2) vec4 something;\n"
"void main(){\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
}
else
{
const TIntermSymbol *node = findSymbolInAST("something", EbtFloat);
ASSERT_NE(nullptr, node);
const TType &type = node->getType();
EXPECT_EQ(EvqVertexIn, type.getQualifier());
EXPECT_EQ(2, type.getLayoutQualifier().location);
}
}
// The test checks layout qualifier overriding when multiple layouts are specified.
TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock)
{
const std::string &shaderString =
"#version 310 es\n"
"precision lowp float;\n"
"out float someValue;\n"
"layout(shared) layout(std140) layout(column_major) uniform MyInterface\n"
"{ vec4 something; } MyInterfaceName;\n"
"void main(){\n"
" someValue = MyInterfaceName.something.r;\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
}
else
{
const TIntermSymbol *node = findSymbolInAST("MyInterfaceName", EbtInterfaceBlock);
ASSERT_NE(nullptr, node);
const TType &type = node->getType();
TLayoutQualifier layoutQualifier = type.getLayoutQualifier();
EXPECT_EQ(EbsStd140, layoutQualifier.blockStorage);
EXPECT_EQ(EmpColumnMajor, layoutQualifier.matrixPacking);
}
}
// The test checks layout qualifier overriding when multiple layouts are specified.
TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock2)
{
const std::string &shaderString =
"#version 310 es\n"
"precision lowp float;\n"
"out float someValue;\n"
"layout(row_major) layout(std140) layout(shared) uniform MyInterface\n"
"{ vec4 something; } MyInterfaceName;\n"
"void main(){\n"
" someValue = MyInterfaceName.something.r;\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
}
else
{
const TIntermSymbol *node = findSymbolInAST("MyInterfaceName", EbtInterfaceBlock);
ASSERT_NE(nullptr, node);
const TType &type = node->getType();
TLayoutQualifier layoutQualifier = type.getLayoutQualifier();
EXPECT_EQ(EbsShared, layoutQualifier.blockStorage);
EXPECT_EQ(EmpRowMajor, layoutQualifier.matrixPacking);
}
}