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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.
//
// QualificationOrder_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.
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "compiler/translator/TranslatorESSL.h"
class QualificationOrderShaderTest : public testing::Test
{
public:
QualificationOrderShaderTest() {}
protected:
virtual void SetUp() {}
virtual void TearDown() {}
// Return true when compilation succeeds
bool compile(const std::string &shaderString, GLenum shaderType, ShShaderSpec spec)
{
ShBuiltInResources resources;
ShInitBuiltInResources(&resources);
resources.MaxDrawBuffers = (spec == SH_GLES2_SPEC) ? 1 : 8;
TranslatorESSL *translator = new TranslatorESSL(shaderType, spec);
EXPECT_TRUE(translator->Init(resources));
const char *shaderStrings[] = {shaderString.c_str()};
bool compilationSuccess = translator->compile(shaderStrings, 1, SH_INTERMEDIATE_TREE);
TInfoSink &infoSink = translator->getInfoSink();
mInfoLog = infoSink.info.c_str();
delete translator;
return compilationSuccess;
}
protected:
std::string mInfoLog;
};
// Repeating centroid qualifier is invalid.
TEST_F(QualificationOrderShaderTest, RepeatingCentroid)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"flat centroid centroid in float myValue;\n"
"void main() {\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_1_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// Repeating uniform storage qualifiers is invalid.
TEST_F(QualificationOrderShaderTest, RepeatingUniforms)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"uniform uniform float myValue;\n"
"void main() {\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_1_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// Repeating varying storage qualifiers is invalid.
TEST_F(QualificationOrderShaderTest, RepeatingVaryings)
{
const std::string &shaderString =
"precision mediump float;\n"
"varying varying vec4 myColor;\n"
"void main() {\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_1_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// Layout qualifier should be before the storage qualifiers.
TEST_F(QualificationOrderShaderTest, WrongOrderQualifiers)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"out layout(location=1) vec4 myColor;\n"
"void main() {\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_1_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// Centroid out is the correct order. Out centroid is incorrect.
TEST_F(QualificationOrderShaderTest, WrongOrderCentroidOut)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 uv;\n"
"out centroid vec4 position;\n"
"void main() {\n"
"position = uv;\n"
"gl_Position = uv;\n"
"}\n";
if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// Centroid in is the correct order. In centroid is incorrect.
TEST_F(QualificationOrderShaderTest, WrongOrderCentroidIn)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"in centroid vec4 colorIN;\n"
"out vec4 colorOUT;\n"
"void main() {\n"
"colorOUT = colorIN;\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// Type cannot be before the storage qualifier.
TEST_F(QualificationOrderShaderTest, WrongOrderTypeStorage)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"centroid in vec4 colorIN;\n"
"vec4 out colorOUT;\n"
"void main() {\n"
"colorOUT = colorIN;\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// A variable cannot have two conflicting storage qualifiers.
TEST_F(QualificationOrderShaderTest, RepeatingDifferentStorageQualifiers)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"centroid in vec4 colorIN;\n"
"uniform out vec4 colorOUT;\n"
"void main() {\n"
"colorOUT = colorIN;\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// A variable cannot have two different layout qualifiers.
TEST_F(QualificationOrderShaderTest, RepeatingLayoutQualifiers)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 colorIN;\n"
"layout(location=0) layout(location=0) out vec4 colorOUT;\n"
"void main() {\n"
"colorOUT = colorIN;\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// A variable cannot have repeating invariant qualifiers.
TEST_F(QualificationOrderShaderTest, RepeatingInvariantQualifiers)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 colorIN;\n"
"invariant invariant out vec4 colorOUT;\n"
"void main() {\n"
"colorOUT = colorIN;\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// A variable cannot have repeating storage qualifiers.
TEST_F(QualificationOrderShaderTest, RepeatingAttributes)
{
const std::string &shaderString =
"precision mediump float;\n"
"attribute attribute vec4 positionIN;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"}\n";
if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// Wrong order for invariant varying. It should be 'invariant varying', not 'varying invariant'.
TEST_F(QualificationOrderShaderTest, VaryingInvariantWrongOrder)
{
const std::string &shaderString =
"precision mediump float;\n"
"attribute vec4 positionIN;\n"
"varying invariant vec4 dataOUT;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
"}\n";
if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// A variable cannot have repeating storage qualifiers.
TEST_F(QualificationOrderShaderTest, AttributeVaryingMix)
{
const std::string &shaderString1 =
"precision mediump float;\n"
"attribute varying vec4 positionIN;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"}\n";
const std::string &shaderString2 =
"precision mediump float;\n"
"varying attribute vec4 positionIN;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"}\n";
if (compile(shaderString1, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
if (compile(shaderString2, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// A variable cannot have repeating interpolation qualifiers.
TEST_F(QualificationOrderShaderTest, RepeatingInterpolationQualifiers)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 positionIN;\n"
"flat flat out vec4 dataOUT;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
"}\n";
if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// Wrong order for the interpolation and storage qualifier. The correct order is interpolation
// qualifier and then storage qualifier.
TEST_F(QualificationOrderShaderTest, WrongOrderInterpolationStorageQualifiers)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 positionIN;\n"
"out flat vec4 dataOUT;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
"}\n";
if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// The correct order is invariant, interpolation, storage.
TEST_F(QualificationOrderShaderTest, WrongOrderInvariantInterpolationStorageQualifiers)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 positionIN;\n"
"flat invariant out vec4 dataOUT;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
"}\n";
if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// The invariant qualifer has to be before the storage qualifiers.
TEST_F(QualificationOrderShaderTest, WrongOrderInvariantNotFirst)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 positionIN;\n"
"centroid out invariant vec4 dataOUT;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
"}\n";
if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// The precision qualifier is after the storage qualifiers.
TEST_F(QualificationOrderShaderTest, WrongOrderPrecision)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 positionIN;\n"
"highp centroid out vec4 dataOUT;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"dataOUT = 0.5 * dataOUT + vec4(0.5);\n"
"}\n";
if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// A variable cannot have multiple declarations of the 'in' storage qualifier.
TEST_F(QualificationOrderShaderTest, RepeatingInQualifier)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"in in vec4 positionIN;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"}\n";
if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// A variable cannot have multiple declarations of the 'attribute' storage qualifier.
TEST_F(QualificationOrderShaderTest, RepeatingAttributeQualifier)
{
const std::string &shaderString =
"precision mediump float;\n"
"attribute attribute vec4 positionIN;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"}\n";
if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// Vertex input cannot be qualified with invariant.
TEST_F(QualificationOrderShaderTest, InvariantVertexInput)
{
const std::string &shaderString =
"precision mediump float;\n"
"invariant attribute vec4 positionIN;\n"
"void main() {\n"
"gl_Position = positionIN;\n"
"}\n";
if (compile(shaderString, GL_VERTEX_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}
// Cannot have a function parameter with the invariant qualifier.
TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersInvariant)
{
const std::string &shaderString =
"precision lowp float;\n"
"varying float value;\n"
"float foo0 (invariant in float x) {\n"
" return 2.0*x;\n"
"}\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(foo0(value));\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
}
}
// Cannot have a function parameter with the attribute qualifier.
TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersAttribute)
{
const std::string &shaderString =
"precision lowp float;\n"
"varying float value;\n"
"float foo0 (attribute float x) {\n"
" return 2.0*x;\n"
"}\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(foo0(value));\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
}
}
// Cannot have a function parameter with the varying qualifier.
TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersVarying)
{
const std::string &shaderString =
"precision lowp float;\n"
"varying float value;\n"
"float foo0 (varying float x) {\n"
" return 2.0*x;\n"
"}\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(foo0(value));\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
}
}
// Cannot have a function parameter with the layout qualifier
TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersLayout)
{
const std::string &shaderString =
"#version 300 es\n"
"precision lowp float;\n"
"in float value;\n"
"float foo0 (layout(location = 3) in float x) {\n"
" return 2.0*x;\n"
"}\n"
"out vec4 colorOUT;\n"
"void main()\n"
"{\n"
" colorOUT = vec4(foo0(value));\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
}
}
// Cannot have a function parameter with the centroid qualifier
TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersCentroidIn)
{
const std::string &shaderString =
"#version 300 es\n"
"precision lowp float;\n"
"in float value;\n"
"float foo0 (centroid in float x) {\n"
" return 2.0*x;\n"
"}\n"
"out vec4 colorOUT;\n"
"void main()\n"
"{\n"
" colorOUT = vec4(foo0(value));\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
}
}
// Cannot have a function parameter with the flat qualifier
TEST_F(QualificationOrderShaderTest, InvalidFunctionParametersFlatIn)
{
const std::string &shaderString =
"#version 300 es\n"
"precision lowp float;\n"
"in float value;\n"
"float foo0 (flat in float x) {\n"
" return 2.0*x;\n"
"}\n"
"out vec4 colorOUT;\n"
"void main()\n"
"{\n"
" colorOUT = vec4(foo0(value));\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure" << mInfoLog;
}
}
// Output layout location qualifier can't appear more than once within a declaration.
// GLSL ES 3.00.6 section 4.3.8.2 Output Layout Qualifiers.
TEST_F(QualificationOrderShaderTest, TwoOutputLocations)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"layout(location=1, location=2) out vec4 myColor;\n"
"void main() {\n"
"}\n";
if (compile(shaderString, GL_FRAGMENT_SHADER, SH_GLES3_SPEC))
{
FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog;
}
}