Branch :
//
// 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);
}