Edit

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

Branch :

  • Show log

    Commit

  • Author : Olli Etuaho
    Date : 2018-08-28 16:02:13
    Hash : f0d0408a
    Message : Use OES_texture_storage_multisample_2d_array There's an OES extension for multisample texture arrays, OES_texture_storage_multisample_2d_array. Change references from ANGLE_texture_multisample_array to the native extension in the shader compiler. ANGLE still needs to have robust behavior for out-of-range texel fetches that's not found in the original extension, but this does not need to be spelled out in the extension spec. BUG=angleproject:2775 TEST=angle_unittests Change-Id: Ie80ae767cc92ccaf7389af28789f45547f86978f Reviewed-on: https://chromium-review.googlesource.com/1193266 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/compiler_tests/SamplerMultisample_test.cpp
  • //
    // Copyright (c) 2016 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.
    //
    // SamplerMultisample_test.cpp:
    // Tests compiling shaders that use gsampler2DMS types
    //
    
    #include "GLSLANG/ShaderLang.h"
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "tests/test_utils/ShaderCompileTreeTest.h"
    
    using namespace sh;
    
    class SamplerMultisampleTest : public ShaderCompileTreeTest
    {
      public:
        SamplerMultisampleTest() {}
    
      protected:
        ::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
        ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; }
    };
    
    class SamplerMultisampleArrayTest : public ShaderCompileTreeTest
    {
      public:
        SamplerMultisampleArrayTest() {}
    
        void initResources(ShBuiltInResources *resources) override
        {
            resources->OES_texture_storage_multisample_2d_array = 1;
        }
    
      protected:
        ::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
        ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; }
    };
    
    // Checks whether compiler has parsed the gsampler2DMS, texelfetch correctly.
    TEST_F(SamplerMultisampleTest, TexelFetchSampler2DMS)
    {
        const std::string &shaderString =
            R"(#version 310 es
            precision highp float;
            uniform highp sampler2DMS s;
            uniform highp isampler2DMS is;
            uniform highp usampler2DMS us;
    
            void main() {
                vec4 tex1 = texelFetch(s, ivec2(0, 0), 0);
                ivec4 tex2 = texelFetch(is, ivec2(0, 0), 0);
                uvec4 tex3 = texelFetch(us, ivec2(0, 0), 0);
            })";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Checks whether compiler has parsed the gsampler2DMS, textureSize correctly.
    TEST_F(SamplerMultisampleTest, TextureSizeSampler2DMS)
    {
        const std::string &shaderString =
            R"(#version 310 es
            precision highp float;
            uniform highp sampler2DMS s;
            uniform highp isampler2DMS is;
            uniform highp usampler2DMS us;
    
            void main() {
                ivec2 size = textureSize(s);
                size = textureSize(is);
                size = textureSize(us);
            })";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Check that sampler2DMS has no default precision.
    TEST_F(SamplerMultisampleTest, NoPrecisionSampler2DMS)
    {
        const std::string &shaderString =
            R"(#version 310 es
            precision highp float;
            uniform sampler2DMS s;
    
            void main() {})";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Check that isampler2DMS has no default precision.
    TEST_F(SamplerMultisampleTest, NoPrecisionISampler2DMS)
    {
        const std::string &shaderString =
            R"(#version 310 es
            precision highp float;
            uniform isampler2DMS s;
    
            void main() {})";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Check that usampler2DMS has no default precision.
    TEST_F(SamplerMultisampleTest, NoPrecisionUSampler2DMS)
    {
        const std::string &shaderString =
            R"(#version 310 es
            precision highp float;
            uniform usampler2DMS s;
    
            void main() {})";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Negative test: checks that sampler2DMS is not usable in ESSL 3.00.
    TEST_F(SamplerMultisampleTest, Sampler2DMSESSL300)
    {
        const std::string &shaderString =
            R"(#version 300 es
            precision highp float;
            uniform highp sampler2DMS s;
    
            void main() {
            })";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Negative test: checks that isampler2DMS is not usable in ESSL 3.00.
    TEST_F(SamplerMultisampleTest, ISampler2DMSESSL300)
    {
        const std::string &shaderString =
            R"(#version 300 es
            precision highp float;
            uniform highp isampler2DMS s;
    
            void main() {
            })";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Negative test: checks that usampler2DMS is not usable in ESSL 3.00.
    TEST_F(SamplerMultisampleTest, USampler2DMSESSL300)
    {
        const std::string &shaderString =
            R"(#version 300 es
            precision highp float;
            uniform highp usampler2DMS s;
    
            void main() {
            })";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Negative test: checks that sampler2DMSArray is not usable in ESSL 3.10 without extensions.
    TEST_F(SamplerMultisampleTest, Sampler2DMSArrayNotSupported)
    {
        const std::string &shaderString =
            R"(#version 310 es
            precision highp float;
            uniform highp sampler2DMSArray s;
    
            void main() {
            })";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Negative test: checks that isampler2DMSArray is not usable in ESSL 3.10 without extensions.
    TEST_F(SamplerMultisampleTest, ISampler2DMSArrayNotSupported)
    {
        const std::string &shaderString =
            R"(#version 310 es
            precision highp float;
            uniform highp isampler2DMSArray s;
    
            void main() {
            })";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Negative test: checks that usampler2DMSArray is not usable in ESSL 3.10 without extensions.
    TEST_F(SamplerMultisampleTest, USampler2DMSArrayNotSupported)
    {
        const std::string &shaderString =
            R"(#version 310 es
            precision highp float;
            uniform highp usampler2DMSArray s;
    
            void main() {
            })";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Checks whether compiler has parsed the gsampler2DMSArray, texelfetch correctly.
    TEST_F(SamplerMultisampleArrayTest, TexelFetchSampler2DMSArray)
    {
        const std::string &shaderString =
            R"(#version 310 es
            #extension GL_OES_texture_storage_multisample_2d_array : require
            precision highp float;
            uniform highp sampler2DMSArray s;
            uniform highp isampler2DMSArray is;
            uniform highp usampler2DMSArray us;
    
            void main() {
                vec4 tex1 = texelFetch(s, ivec3(0, 0, 0), 0);
                ivec4 tex2 = texelFetch(is, ivec3(0, 0, 0), 0);
                uvec4 tex3 = texelFetch(us, ivec3(0, 0, 0), 0);
            })";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Checks whether compiler has parsed the gsampler2DMSArray, textureSize correctly.
    TEST_F(SamplerMultisampleArrayTest, TextureSizeSampler2DMSArray)
    {
        const std::string &shaderString =
            R"(#version 310 es
            #extension GL_OES_texture_storage_multisample_2d_array : require
            precision highp float;
            uniform highp sampler2DMSArray s;
            uniform highp isampler2DMSArray is;
            uniform highp usampler2DMSArray us;
    
            void main() {
                ivec3 size = textureSize(s);
                size = textureSize(is);
                size = textureSize(us);
            })";
    
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Check that sampler2DMSArray has no default precision.
    TEST_F(SamplerMultisampleArrayTest, NoPrecisionSampler2DMSArray)
    {
        const std::string &shaderString =
            R"(#version 310 es
            #extension GL_OES_texture_storage_multisample_2d_array : require
            precision highp float;
            uniform sampler2DMSArray s;
    
            void main() {})";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Check that isampler2DMSArray has no default precision.
    TEST_F(SamplerMultisampleArrayTest, NoPrecisionISampler2DMSArray)
    {
        const std::string &shaderString =
            R"(#version 310 es
            #extension GL_OES_texture_storage_multisample_2d_array : require
            precision highp float;
            uniform isampler2DMSArray s;
    
            void main() {})";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Check that usampler2DMSArray has no default precision.
    TEST_F(SamplerMultisampleArrayTest, NoPrecisionUSampler2DMSArray)
    {
        const std::string &shaderString =
            R"(#version 310 es
            #extension GL_OES_texture_storage_multisample_2d_array : require
            precision highp float;
            uniform usampler2DMSArray s;
    
            void main() {})";
    
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }