Edit

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

Branch :

  • Show log

    Commit

  • Author : Shao
    Date : 2017-07-06 10:47:20
    Hash : b5cc1198
    Message : ES31: Add Geometry Shader layout qualifiers in GLSL compiler This patch intends to implement Geometry Shader layout qualifiers required in OpenGL ES 3.1 extension GL_OES_geometry_shader in ANGLE GLSL compiler. 1. Add support to the shader type GL_GEOMETRY_SHADER_OES. 2. Implement Geometry Shader layout qualifiers in the GLSL compiler: (1) Add support to OpenGL ES 3.1 extension "GL_OES_geometry_shader". (2) Add validations of the input and output primitive declarations in the Geometry Shader layout declarations. (3) Add 'invocations' and 'max_vertices' support in the Geometry Shader layout declarations 3. Add unit tests to cover all the new features added in this patch. BUG=angleproject:1941 TEST=angle_unittests Change-Id: Ie693e11f8a00dab3552626ed63e9336c7fbd3cb8 Reviewed-on: https://chromium-review.googlesource.com/560647 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>

  • src/tests/compiler_tests/GeometryShader_test.cpp
  • //
    // Copyright (c) 2017 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.
    //
    // GeometryShader_test.cpp:
    // tests for compiling a Geometry Shader
    //
    
    #include "GLSLANG/ShaderLang.h"
    #include "angle_gl.h"
    #include "compiler/translator/BaseTypes.h"
    #include "compiler/translator/TranslatorESSL.h"
    #include "gtest/gtest.h"
    #include "tests/test_utils/compiler_test.h"
    
    using namespace sh;
    
    class GeometryShaderTest : public testing::Test
    {
      public:
        GeometryShaderTest() {}
    
      protected:
        void SetUp() override
        {
            ShBuiltInResources resources;
            InitBuiltInResources(&resources);
            resources.OES_geometry_shader = 1;
    
            mTranslator = new TranslatorESSL(GL_GEOMETRY_SHADER_OES, SH_GLES3_1_SPEC);
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    
        void TearDown() override { SafeDelete(mTranslator); }
    
        // Return true when compilation succeeds
        bool compile(const std::string &shaderString)
        {
            const char *shaderStrings[] = {shaderString.c_str()};
    
            bool status         = mTranslator->compile(shaderStrings, 1, SH_OBJECT_CODE | SH_VARIABLES);
            TInfoSink &infoSink = mTranslator->getInfoSink();
            mInfoLog            = infoSink.info.c_str();
            return status;
        }
    
        bool compileGeometryShader(const std::string &statement1, const std::string &statement2)
        {
            std::ostringstream sstream;
            sstream << kHeader << statement1 << statement2 << kEmptyBody;
            return compile(sstream.str());
        }
    
        bool compileGeometryShader(const std::string &statement1,
                                   const std::string &statement2,
                                   const std::string &statement3,
                                   const std::string &statement4)
        {
            std::ostringstream sstream;
            sstream << kHeader << statement1 << statement2 << statement3 << statement4 << kEmptyBody;
            return compile(sstream.str());
        }
    
        static std::string GetGeometryShaderLayout(const std::string &layoutType,
                                                   const std::string &primitive,
                                                   int invocations,
                                                   int maxVertices)
        {
            std::ostringstream sstream;
    
            sstream << "layout (";
            if (!primitive.empty())
            {
                sstream << primitive;
            }
            if (invocations > 0)
            {
                sstream << ", invocations = " << invocations;
            }
            if (maxVertices >= 0)
            {
                sstream << ", max_vertices = " << maxVertices;
            }
            sstream << ") " << layoutType << ";" << std::endl;
    
            return sstream.str();
        }
    
        const std::string kHeader =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n";
        const std::string kEmptyBody =
            "void main()\n"
            "{\n"
            "}\n";
        const std::string kInputLayout  = "layout (points) in;\n";
        const std::string kOutputLayout = "layout (points, max_vertices = 1) out;\n";
    
        std::string mInfoLog;
        TranslatorESSL *mTranslator = nullptr;
    };
    
    // Geometry Shaders are not supported in GLSL ES shaders version lower than 310.
    TEST_F(GeometryShaderTest, Version300)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "layout(points) in;\n"
            "layout(points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders are not supported in GLSL ES shaders version 310 without extension
    // OES_geometry_shader enabled.
    TEST_F(GeometryShaderTest, Version310WithoutExtension)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "layout(points) in;\n"
            "layout(points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders are supported in GLSL ES shaders version 310 with OES_geometry_shader enabled.
    TEST_F(GeometryShaderTest, Version310WithOESExtension)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout(points) in;\n"
            "layout(points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Missing the declaration of input primitive in a geometry shader should be a link error instead of
    // a compile error.
    TEST_F(GeometryShaderTest, NoInputPrimitives)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout(points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders can only support 5 kinds of input primitives, which cannot be used as output
    // primitives except 'points'.
    // Skip testing "points" as it can be used as both input and output primitives.
    TEST_F(GeometryShaderTest, ValidInputPrimitives)
    {
        const std::array<std::string, 4> kInputPrimitives = {
            {"lines", "lines_adjacency", "triangles", "triangles_adjacency"}};
    
        for (const std::string &inputPrimitive : kInputPrimitives)
        {
            if (!compileGeometryShader(GetGeometryShaderLayout("in", inputPrimitive, -1, -1),
                                       kOutputLayout))
            {
                FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
            }
            if (compileGeometryShader(kInputLayout,
                                      GetGeometryShaderLayout("out", inputPrimitive, -1, 6)))
            {
                FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
            }
        }
    }
    
    // Geometry Shaders allow duplicated declaration of input primitive, but all of them must be same.
    TEST_F(GeometryShaderTest, RedeclareInputPrimitives)
    {
        const std::array<std::string, 5> kInputPrimitives = {
            {"points", "lines", "lines_adjacency", "triangles", "triangles_adjacency"}};
    
        for (GLuint i = 0; i < kInputPrimitives.size(); ++i)
        {
            const std::string &inputLayoutStr1 =
                GetGeometryShaderLayout("in", kInputPrimitives[i], -1, -1);
            if (!compileGeometryShader(inputLayoutStr1, inputLayoutStr1, kOutputLayout, ""))
            {
                FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
            }
    
            for (GLuint j = i + 1; j < kInputPrimitives.size(); ++j)
            {
                const std::string &inputLayoutStr2 =
                    GetGeometryShaderLayout("in", kInputPrimitives[j], -1, -1);
                if (compileGeometryShader(inputLayoutStr1, inputLayoutStr2, kOutputLayout, ""))
                {
                    FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
                }
            }
        }
    }
    
    // Geometry Shaders don't allow declaring different input primitives in one layout.
    TEST_F(GeometryShaderTest, DeclareDifferentInputPrimitivesInOneLayout)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, triangles) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders don't allow 'invocations' < 1.
    TEST_F(GeometryShaderTest, InvocationsLessThanOne)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, invocations = 0) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders allow declaring 'invocations' == 1 together with input primitive declaration in
    // one layout.
    TEST_F(GeometryShaderTest, InvocationsEqualsOne)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, invocations = 1) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders allow declaring 'invocations' == 1 in an individual layout.
    TEST_F(GeometryShaderTest, InvocationsEqualsOneInSeparatedLayout)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (invocations = 1) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders don't allow 'invocations' larger than the implementation-dependent maximum value
    // (32 in this test).
    TEST_F(GeometryShaderTest, TooLargeInvocations)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, invocations = 9989899) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders allow 'invocations' declared together with input primitives in one layout.
    TEST_F(GeometryShaderTest, InvocationsDeclaredWithInputPrimitives)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, invocations = 3) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders allow 'invocations' declared before input primitives in one input layout.
    TEST_F(GeometryShaderTest, InvocationsBeforeInputPrimitives)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (invocations = 3, points) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders allow 'invocations' declared in an individual input layout.
    TEST_F(GeometryShaderTest, InvocationsInIndividualLayout)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (invocations = 3) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders allow duplicated 'invocations' declarations.
    TEST_F(GeometryShaderTest, DuplicatedInvocations)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, invocations = 3) in;\n"
            "layout (invocations = 3) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders don't allow multiple different 'invocations' declarations in different
    // layouts.
    TEST_F(GeometryShaderTest, RedeclareDifferentInvocations)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, invocations = 3) in;\n"
            "layout (invocations = 5) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders don't allow multiple different 'invocations' declarations in different
    // layouts.
    TEST_F(GeometryShaderTest, RedeclareDifferentInvocationsAfterInvocationEqualsOne)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, invocations = 1) in;\n"
            "layout (invocations = 5) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders don't allow multiple different 'invocations' declarations in one layout.
    TEST_F(GeometryShaderTest, RedeclareDifferentInvocationsInOneLayout)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, invocations = 3, invocations = 5) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders don't allow 'invocations' in out layouts.
    TEST_F(GeometryShaderTest, DeclareInvocationsInOutLayout)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, invocations = 3, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders don't allow 'invocations' in layouts without 'in' qualifier.
    TEST_F(GeometryShaderTest, DeclareInvocationsInLayoutNoQualifier)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (invocations = 3);\n"
            "layout (points, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders allow declaring output primitive before input primitive declaration.
    TEST_F(GeometryShaderTest, DeclareOutputPrimitiveBeforeInputPrimitiveDeclare)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, max_vertices = 1) out;\n"
            "layout (points) in;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders allow declaring 'max_vertices' before output primitive in one output layout.
    TEST_F(GeometryShaderTest, DeclareMaxVerticesBeforeOutputPrimitive)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (max_vertices = 1, points) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Missing the declaration of output primitive should be a link error instead of a compile error in
    // a geometry shader.
    TEST_F(GeometryShaderTest, NoOutputPrimitives)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders can only support 3 kinds of output primitives, which cannot be used as input
    // primitives except 'points'.
    // Skip testing "points" as it can be used as both input and output primitives.
    TEST_F(GeometryShaderTest, ValidateOutputPrimitives)
    {
        const std::string outputPrimitives[] = {"line_strip", "triangle_strip"};
    
        for (const std::string &outPrimitive : outputPrimitives)
        {
            if (!compileGeometryShader(kInputLayout,
                                       GetGeometryShaderLayout("out", outPrimitive, -1, 6)))
            {
                FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
            }
    
            if (compileGeometryShader(GetGeometryShaderLayout("in", outPrimitive, -1, -1),
                                      kOutputLayout))
            {
                FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
            }
        }
    }
    
    // Geometry Shaders allow duplicated output primitive declarations, but all of them must be same.
    TEST_F(GeometryShaderTest, RedeclareOutputPrimitives)
    {
        const std::array<std::string, 3> outPrimitives = {{"points", "line_strip", "triangle_strip"}};
    
        for (GLuint i = 0; i < outPrimitives.size(); i++)
        {
            constexpr int maxVertices = 1;
            const std::string &outputLayoutStr1 =
                GetGeometryShaderLayout("out", outPrimitives[i], -1, maxVertices);
            const std::string &outputLayoutStr2 =
                GetGeometryShaderLayout("out", outPrimitives[i], -1, -1);
            if (!compileGeometryShader(kInputLayout, outputLayoutStr1, outputLayoutStr2, ""))
            {
                FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
            }
            for (GLuint j = i + 1; j < outPrimitives.size(); j++)
            {
                const std::string &outputLayoutStr3 =
                    GetGeometryShaderLayout("out", outPrimitives[j], -1, -1);
                if (compileGeometryShader(kInputLayout, outputLayoutStr1, outputLayoutStr3, ""))
                {
                    FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
                }
            }
        }
    }
    
    // Geometry Shaders don't allow declaring different output primitives in one layout.
    TEST_F(GeometryShaderTest, RedeclareDifferentOutputPrimitivesInOneLayout)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 3, line_strip) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Missing the declarations of output primitives and 'max_vertices' in a geometry shader should
    // be a link error instead of a compile error.
    TEST_F(GeometryShaderTest, NoOutLayouts)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Missing the declarations of 'max_vertices' in a geometry shader should be a link error
    // instead of a compile error.
    TEST_F(GeometryShaderTest, NoMaxVertices)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders cannot declare a negative 'max_vertices'.
    TEST_F(GeometryShaderTest, NegativeMaxVertices)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = -1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders allow max_vertices == 0.
    TEST_F(GeometryShaderTest, ZeroMaxVertices)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 0) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders cannot declare a 'max_vertices' that is greater than
    // MAX_GEOMETRY_OUTPUT_VERTICES_EXT (256 in this test).
    TEST_F(GeometryShaderTest, TooLargeMaxVertices)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 257) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders can declare 'max_vertices' in an individual out layout.
    TEST_F(GeometryShaderTest, MaxVerticesInIndividualLayout)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points) out;\n"
            "layout (max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders allow duplicated 'max_vertices' declarations.
    TEST_F(GeometryShaderTest, DuplicatedMaxVertices)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "layout (max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders don't allow declaring different 'max_vertices'.
    TEST_F(GeometryShaderTest, RedeclareDifferentMaxVertices)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 1) out;\n"
            "layout (max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders don't allow declaring different 'max_vertices'.
    TEST_F(GeometryShaderTest, RedeclareDifferentMaxVerticesInOneLayout)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2, max_vertices = 1) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders don't allow 'location' declared with input/output primitives in one layout.
    TEST_F(GeometryShaderTest, invalidLocation)
    {
        const std::string &shaderString1 =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, location = 1) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        const std::string &shaderString2 =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (invocations = 2, location = 1) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        const std::string &shaderString3 =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, location = 3, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        const std::string &shaderString4 =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points) out;\n"
            "layout (max_vertices = 2, location = 3) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString1) || compile(shaderString2) || compile(shaderString3) ||
            compile(shaderString4))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Geometry Shaders don't allow invalid layout qualifier declarations.
    TEST_F(GeometryShaderTest, invalidLayoutQualifiers)
    {
        const std::string &shaderString1 =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, abc) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        const std::string &shaderString2 =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, abc, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        const std::string &shaderString3 =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, xyz = 2) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        const std::string &shaderString4 =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points) out;\n"
            "layout (max_vertices = 2, xyz = 3) out;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        if (compile(shaderString1) || compile(shaderString2) || compile(shaderString3) ||
            compile(shaderString4))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }