Hash :
7c8567a3
Author :
Date :
2018-02-20T15:44:07
Always add most extension symbols to symbol table An error will be generated either way if the extension symbols are used incorrectly since each use of an extension function or variable checks whether the extension is enabled. We now also track extension in unmangled built-in names, so that redefining built-ins of extensions that are not enabled can be supported. This includes refactoring the shader extension tests to share a common helper class ShaderExtensionTest. BUG=angleproject:2267 TEST=angle_unittests Change-Id: I9cc5e9bd62fa07796e69256a6a9a493531a62446 Reviewed-on: https://chromium-review.googlesource.com/926526 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156
//
// 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.
//
// ARB_texture_rectangle_test.cpp:
// Test for the ARB_texture_rectangle extension
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/ShaderCompileTreeTest.h"
using namespace sh;
class ARBTextureRectangleTestNoExt : public ShaderCompileTreeTest
{
protected:
::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
ShShaderSpec getShaderSpec() const override { return SH_GLES3_SPEC; }
};
class ARBTextureRectangleTest : public ARBTextureRectangleTestNoExt
{
protected:
void initResources(ShBuiltInResources *resources) override
{
resources->ARB_texture_rectangle = 1;
}
};
// Check that if the extension is not supported, trying to use the features without having an
// extension directive fails.
TEST_F(ARBTextureRectangleTestNoExt, NewTypeAndBuiltinsWithoutExtensionDirective)
{
const std::string &shaderString =
R"(
precision mediump float;
uniform sampler2DRect tex;
void main()
{
vec4 color = texture2DRect(tex, vec2(1.0));
color = texture2DRectProj(tex, vec3(1.0));
color = texture2DRectProj(tex, vec4(1.0));
})";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Check that if the extension is not supported, trying to use the features fails.
TEST_F(ARBTextureRectangleTestNoExt, NewTypeAndBuiltinsWithExtensionDirective)
{
const std::string &shaderString =
R"(
#extension GL_ARB_texture_rectangle : enable
precision mediump float;
uniform sampler2DRect tex;
void main()
{
vec4 color = texture2DRect(tex, vec2(1.0));
color = texture2DRectProj(tex, vec3(1.0));
color = texture2DRectProj(tex, vec4(1.0));
})";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Check that new types and builtins are usable even with the #extension directive
// Issue #15 of ARB_texture_rectangle explains that the extension was specified before the
// #extension mechanism was in place so it doesn't require explicit enabling.
TEST_F(ARBTextureRectangleTest, NewTypeAndBuiltinsWithoutExtensionDirective)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform sampler2DRect tex;\n"
"void main() {\n"
" vec4 color = texture2DRect(tex, vec2(1.0));"
" color = texture2DRectProj(tex, vec3(1.0));"
" color = texture2DRectProj(tex, vec4(1.0));"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Test valid usage of the new types and builtins
TEST_F(ARBTextureRectangleTest, NewTypeAndBuiltingsWithExtensionDirective)
{
const std::string &shaderString =
"#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"uniform sampler2DRect tex;\n"
"void main() {\n"
" vec4 color = texture2DRect(tex, vec2(1.0));"
" color = texture2DRectProj(tex, vec3(1.0));"
" color = texture2DRectProj(tex, vec4(1.0));"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Check that it is not possible to pass a sampler2DRect where sampler2D is expected, and vice versa
TEST_F(ARBTextureRectangleTest, Rect2DVs2DMismatch)
{
const std::string &shaderString1 =
"#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"uniform sampler2DRect tex;\n"
"void main() {\n"
" vec4 color = texture2D(tex, vec2(1.0));"
"}\n";
if (compile(shaderString1))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
const std::string &shaderString2 =
"#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" vec4 color = texture2DRect(tex, vec2(1.0));"
"}\n";
if (compile(shaderString2))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Disabling ARB_texture_rectangle in GLSL should work, even if it is enabled by default.
// See ARB_texture_rectangle spec: "a shader can still include all variations of #extension
// GL_ARB_texture_rectangle in its source code"
TEST_F(ARBTextureRectangleTest, DisableARBTextureRectangle)
{
const std::string &shaderString =
R"(
#extension GL_ARB_texture_rectangle : disable
precision mediump float;
uniform sampler2DRect s;
void main()
{})";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}