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

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  • Author : Olli Etuaho
    Date : 2018-09-26 14:16:13
    Hash : a78092cb
    Message : Support ESSL 3.00 EXT_blend_func_extended shaders This adds support for the index layout qualifier that's used in EXT_blend_func_extended to set whether a fragment output should be bound to the primary or secondary blend source color. Output locations are now validated correctly so that two outputs can have the same location as long as they have a different index. Some tests are fixed to allow this. BUG=angleproject:1085 TEST=angle_unittests Change-Id: I1de3ad1406398952287791eca367562bed59d380 Reviewed-on: https://chromium-review.googlesource.com/1245982 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/compiler_tests/EXT_blend_func_extended_test.cpp
  • //
    // Copyright (c) 2015 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.
    //
    // EXT_blend_func_extended.cpp:
    //   Test for EXT_blend_func_extended_test
    //
    
    #include "tests/test_utils/ShaderExtensionTest.h"
    
    namespace
    {
    const char EXTBFEPragma[]   = "#extension GL_EXT_blend_func_extended : require\n";
    
    const char ESSL100_SimpleShader1[] =
        "precision mediump float;\n"
        "void main() { \n"
        "    gl_FragColor = vec4(1.0);\n"
        "    gl_SecondaryFragColorEXT = vec4(gl_MaxDualSourceDrawBuffersEXT / 10);\n"
        "}\n";
    
    // Shader that tests only the access to gl_MaxDualSourceDrawBuffersEXT.
    const char ESSL100_MaxDualSourceAccessShader[] =
        "precision mediump float;\n"
        "void main() { gl_FragColor = vec4(gl_MaxDualSourceDrawBuffersEXT / 10); }\n";
    
    // Shader that writes to SecondaryFragData.
    const char ESSL100_FragDataShader[] =
        "#extension GL_EXT_draw_buffers : require\n"
        "precision mediump float;\n"
        "void main() {\n"
        "    gl_FragData[gl_MaxDrawBuffers - 1] = vec4(1.0);\n"
        "    gl_SecondaryFragDataEXT[gl_MaxDualSourceDrawBuffersEXT - 1] = vec4(0.1);\n"
        "}\n";
    
    // Shader that writes to SecondaryFragColor and SecondaryFragData does not compile.
    const char ESSL100_ColorAndDataWriteFailureShader1[] =
        "precision mediump float;\n"
        "void main() {\n"
        "    gl_SecondaryFragColorEXT = vec4(1.0);\n"
        "    gl_SecondaryFragDataEXT[gl_MaxDualSourceDrawBuffersEXT] = vec4(0.1);\n"
        "}\n";
    
    // Shader that writes to FragColor and SecondaryFragData does not compile.
    const char ESSL100_ColorAndDataWriteFailureShader2[] =
        "precision mediump float;\n"
        "void main() {\n"
        "    gl_FragColor = vec4(1.0);\n"
        "    gl_SecondaryFragDataEXT[gl_MaxDualSourceDrawBuffersEXT] = vec4(0.1);\n"
        "}\n";
    
    // Shader that writes to FragData and SecondaryFragColor.
    const char ESSL100_ColorAndDataWriteFailureShader3[] =
        "#extension GL_EXT_draw_buffers : require\n"
        "precision mediump float;\n"
        "void main() {\n"
        "    gl_SecondaryFragColorEXT = vec4(1.0);\n"
        "    gl_FragData[gl_MaxDrawBuffers] = vec4(0.1);\n"
        "}\n";
    
    // In GLSL version 300 es, the gl_MaxDualSourceDrawBuffersEXT is available.
    const char ESSL300_MaxDualSourceAccessShader[] =
        "precision mediump float;\n"
        "layout(location = 0) out mediump vec4 fragColor;"
        "void main() {\n"
        "    fragColor = vec4(gl_MaxDualSourceDrawBuffersEXT / 10);\n"
        "}\n";
    
    // In ES 3.0, the locations can be assigned through the API with glBindFragDataLocationIndexedEXT.
    // It's fine to have a mix of specified and unspecified locations.
    const char ESSL300_LocationAndUnspecifiedOutputShader[] =
        "precision mediump float;\n"
        "layout(location = 0) out mediump vec4 fragColor;"
        "out mediump vec4 secondaryFragColor;"
        "void main() {\n"
        "    fragColor = vec4(1.0);\n"
        "    secondaryFragColor = vec4(1.0);\n"
        "}\n";
    
    // It's also fine to leave locations completely unspecified.
    const char ESSL300_TwoUnspecifiedLocationOutputsShader[] =
        "precision mediump float;\n"
        "out mediump vec4 fragColor;"
        "out mediump vec4 secondaryFragColor;"
        "void main() {\n"
        "    fragColor = vec4(1.0);\n"
        "    secondaryFragColor = vec4(1.0);\n"
        "}\n";
    
    // Shader that is specifies two outputs with the same location but different indexes is valid.
    const char ESSL300_LocationIndexShader[] =
        R"(precision mediump float;
    layout(location = 0) out mediump vec4 fragColor;
    layout(location = 0, index = 1) out mediump vec4 secondaryFragColor;
    void main() {
        fragColor = vec4(1);
        secondaryFragColor = vec4(1);
    })";
    
    // Shader that specifies index layout qualifier but not location fails to compile.
    const char ESSL300_LocationIndexFailureShader[] =
        R"(precision mediump float;
    layout(index = 0) out vec4 fragColor;
    void main() {
        fragColor = vec4(1.0);
    })";
    
    // Shader that specifies index layout qualifier multiple times fails to compile.
    const char ESSL300_DoubleIndexFailureShader[] =
        R"(precision mediump float;
    layout(index = 0, location = 0, index = 1) out vec4 fragColor;
    void main() {
        fragColor = vec4(1.0);
    })";
    
    // Global index layout qualifier fails.
    const char ESSL300_GlobalIndexFailureShader[] =
        R"(precision mediump float;
    layout(index = 0);
    out vec4 fragColor;
    void main() {
        fragColor = vec4(1.0);
    })";
    
    // Index layout qualifier on a non-output variable fails.
    const char ESSL300_IndexOnUniformVariableFailureShader[] =
        R"(precision mediump float;
    layout(index = 0) uniform vec4 u;
    out vec4 fragColor;
    void main() {
        fragColor = u;
    })";
    
    // Index layout qualifier on a struct fails.
    const char ESSL300_IndexOnStructFailureShader[] =
        R"(precision mediump float;
    layout(index = 0) struct S {
        vec4 field;
    };
    out vec4 fragColor;
    void main() {
        fragColor = vec4(1.0);
    })";
    
    // Index layout qualifier on a struct member fails.
    const char ESSL300_IndexOnStructFieldFailureShader[] =
        R"(precision mediump float;
    struct S {
        layout(index = 0) vec4 field;
    };
    out mediump vec4 fragColor;
    void main() {
        fragColor = vec4(1.0);
    })";
    
    class EXTBlendFuncExtendedTest : public sh::ShaderExtensionTest
    {
      protected:
        void SetUp() override
        {
            sh::ShaderExtensionTest::SetUp();
            // EXT_draw_buffers is used in some of the shaders for test purposes.
            mResources.EXT_draw_buffers = 1;
            mResources.NV_draw_buffers  = 2;
        }
    };
    
    // Extension flag is required to compile properly. Expect failure when it is
    // not present.
    TEST_P(EXTBlendFuncExtendedTest, CompileFailsWithoutExtension)
    {
        mResources.EXT_blend_func_extended = 0;
        InitializeCompiler();
        EXPECT_FALSE(TestShaderCompile(EXTBFEPragma));
    }
    
    // Extension directive is required to compile properly. Expect failure when
    // it is not present.
    TEST_P(EXTBlendFuncExtendedTest, CompileFailsWithExtensionWithoutPragma)
    {
        mResources.EXT_blend_func_extended  = 1;
        mResources.MaxDualSourceDrawBuffers = 1;
        InitializeCompiler();
        EXPECT_FALSE(TestShaderCompile(""));
    }
    
    // With extension flag and extension directive, compiling succeeds.
    // Also test that the extension directive state is reset correctly.
    TEST_P(EXTBlendFuncExtendedTest, CompileSucceedsWithExtensionAndPragma)
    {
        mResources.EXT_blend_func_extended  = 1;
        mResources.MaxDualSourceDrawBuffers = 1;
        InitializeCompiler();
        EXPECT_TRUE(TestShaderCompile(EXTBFEPragma));
        // Test reset functionality.
        EXPECT_FALSE(TestShaderCompile(""));
        EXPECT_TRUE(TestShaderCompile(EXTBFEPragma));
    }
    
    // The SL #version 100 shaders that are correct work similarly
    // in both GL2 and GL3, with and without the version string.
    INSTANTIATE_TEST_CASE_P(CorrectESSL100Shaders,
                            EXTBlendFuncExtendedTest,
                            Combine(Values(SH_GLES2_SPEC, SH_GLES3_SPEC),
                                    Values("", sh::ESSLVersion100),
                                    Values(ESSL100_SimpleShader1,
                                           ESSL100_MaxDualSourceAccessShader,
                                           ESSL100_FragDataShader)));
    
    INSTANTIATE_TEST_CASE_P(CorrectESSL300Shaders,
                            EXTBlendFuncExtendedTest,
                            Combine(Values(SH_GLES3_SPEC),
                                    Values(sh::ESSLVersion300),
                                    Values(ESSL300_MaxDualSourceAccessShader,
                                           ESSL300_LocationAndUnspecifiedOutputShader,
                                           ESSL300_TwoUnspecifiedLocationOutputsShader,
                                           ESSL300_LocationIndexShader)));
    
    class EXTBlendFuncExtendedCompileFailureTest : public EXTBlendFuncExtendedTest
    {
    };
    
    TEST_P(EXTBlendFuncExtendedCompileFailureTest, CompileFails)
    {
        // Expect compile failure due to shader error, with shader having correct pragma.
        mResources.EXT_blend_func_extended  = 1;
        mResources.MaxDualSourceDrawBuffers = 1;
        InitializeCompiler();
        EXPECT_FALSE(TestShaderCompile(EXTBFEPragma));
    }
    
    // Incorrect #version 100 shaders fail.
    INSTANTIATE_TEST_CASE_P(IncorrectESSL100Shaders,
                            EXTBlendFuncExtendedCompileFailureTest,
                            Combine(Values(SH_GLES2_SPEC),
                                    Values(sh::ESSLVersion100),
                                    Values(ESSL100_ColorAndDataWriteFailureShader1,
                                           ESSL100_ColorAndDataWriteFailureShader2,
                                           ESSL100_ColorAndDataWriteFailureShader3)));
    
    // Correct #version 300 es shaders fail in GLES2 context, regardless of version string.
    INSTANTIATE_TEST_CASE_P(CorrectESSL300Shaders,
                            EXTBlendFuncExtendedCompileFailureTest,
                            Combine(Values(SH_GLES2_SPEC),
                                    Values("", sh::ESSLVersion100, sh::ESSLVersion300),
                                    Values(ESSL300_LocationAndUnspecifiedOutputShader,
                                           ESSL300_TwoUnspecifiedLocationOutputsShader)));
    
    // Correct #version 100 shaders fail when used with #version 300 es.
    INSTANTIATE_TEST_CASE_P(CorrectESSL100Shaders,
                            EXTBlendFuncExtendedCompileFailureTest,
                            Combine(Values(SH_GLES3_SPEC),
                                    Values(sh::ESSLVersion300),
                                    Values(ESSL100_SimpleShader1, ESSL100_FragDataShader)));
    
    // Incorrect #version 300 es shaders always fail.
    INSTANTIATE_TEST_CASE_P(IncorrectESSL300Shaders,
                            EXTBlendFuncExtendedCompileFailureTest,
                            Combine(Values(SH_GLES3_1_SPEC),
                                    Values(sh::ESSLVersion300, sh::ESSLVersion310),
                                    Values(ESSL300_LocationIndexFailureShader,
                                           ESSL300_DoubleIndexFailureShader,
                                           ESSL300_GlobalIndexFailureShader,
                                           ESSL300_IndexOnUniformVariableFailureShader,
                                           ESSL300_IndexOnStructFailureShader,
                                           ESSL300_IndexOnStructFieldFailureShader)));
    
    }  // namespace