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

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  • Author : Jamie Madill
    Date : 2015-05-04 11:24:57
    Hash : 55def583
    Message : translator: Fix variable collection for gl_DepthRange. *re-land with Linux fixes, and fix for locations* This built-in uniform wasn't being collected in VariableInfo.cpp. Also remove the existing workaround for D3D gl_DepthRange collection. BUG=angleproject:991 BUG=478570 Change-Id: Iba84651bfc58f82fd4ce039421874f561f83c348 Reviewed-on: https://chromium-review.googlesource.com/268840 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: 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 "angle_gl.h"
    #include "gtest/gtest.h"
    #include "GLSLANG/ShaderLang.h"
    #include "compiler/translator/TranslatorGLSL.h"
    
    #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),
              mTranslator(nullptr)
        {
        }
    
      protected:
        virtual void SetUp()
        {
            ShBuiltInResources resources;
            ShInitBuiltInResources(&resources);
            resources.MaxDrawBuffers = 8;
    
            initTranslator(resources);
        }
    
        virtual void TearDown()
        {
            SafeDelete(mTranslator);
        }
    
        void initTranslator(const ShBuiltInResources &resources)
        {
            SafeDelete(mTranslator);
            mTranslator = 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<sh::Uniform> &uniforms = mTranslator->getUniforms();
            ASSERT_EQ(1u, uniforms.size());
    
            const sh::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);
        }
    
        GLenum mShaderType;
        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";
    
        const char *shaderStrings[] = { shaderString.c_str() };
        ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
    
        const std::vector<sh::Attribute> &outputVariables = mTranslator->getOutputVariables();
        ASSERT_EQ(1u, outputVariables.size());
    
        const sh::Attribute &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";
    
        const char *shaderStrings[] = { shaderString.c_str() };
        ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
    
        const std::vector<sh::Attribute> &outputVariables = mTranslator->getOutputVariables();
        ASSERT_EQ(1u, outputVariables.size());
    
        const sh::Attribute &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";
    
        const char *shaderStrings[] = { shaderString.c_str() };
        ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
    
        const std::vector<sh::Attribute> &attributes = mTranslator->getAttributes();
        ASSERT_EQ(1u, attributes.size());
    
        const sh::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";
    
        const char *shaderStrings[] = { shaderString.c_str() };
        ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
    
        const std::vector<sh::InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const sh::InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(sh::BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const sh::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";
    
        const char *shaderStrings[] = { shaderString.c_str() };
        ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
    
        const std::vector<sh::InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const sh::InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(sh::BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const sh::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("b.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";
    
        const char *shaderStrings[] = { shaderString.c_str() };
        ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
    
        const std::vector<sh::InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const sh::InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(sh::BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const sh::InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_TRUE(field.isStruct());
        EXPECT_TRUE(field.staticUse);
        EXPECT_EQ("s", field.name);
        EXPECT_FALSE(field.isRowMajorLayout);
    
        const sh::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";
    
        const char *shaderStrings[] = { shaderString.c_str() };
        ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
    
        const std::vector<sh::InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const sh::InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(sh::BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const sh::InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_TRUE(field.isStruct());
        EXPECT_TRUE(field.staticUse);
        EXPECT_EQ("b.s", field.name);
        EXPECT_FALSE(field.isRowMajorLayout);
    
        const sh::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";
    
        const char *shaderStrings[] = { shaderString.c_str() };
        ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
    
        const std::vector<sh::InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const sh::InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_TRUE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(sh::BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const sh::InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_TRUE(field.isStruct());
        EXPECT_TRUE(field.staticUse);
        EXPECT_EQ("s", field.name);
        EXPECT_TRUE(field.isRowMajorLayout);
    
        const sh::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";
    
        const char *shaderStrings[] = { shaderString.c_str() };
        ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
    
        const std::vector<sh::Varying> &varyings = mTranslator->getVaryings();
        ASSERT_EQ(2u, varyings.size());
    
        const sh::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(sh::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);
    }