Hash :
ecbfc5c6
Author :
Date :
2015-03-23T15:15:59
Fix formatting in compiler tests Remove extraneous semicolons and fix indentation in a couple of places. TEST=angle_unittests Change-Id: Iaa51eb50990c0435f41dfd346ec161216cd8d372 Reviewed-on: https://chromium-review.googlesource.com/261823 Tested-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// 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.
//
// Extension_test.cpp
// Test that shaders need various extensions to be compiled.
//
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
static const char *FragDepthExtShdr[] =
{
// First string of the shader. The required pragma declaration.
"#extension GL_EXT_frag_depth : enable\n",
// Second string of the shader. The rest of the shader body.
"void main() { gl_FragDepthEXT = 1.0; }\n"
};
static const char *StandDerivExtShdr[] =
{
// First string of the shader. The required pragma declaration.
"#extension GL_OES_standard_derivatives : enable\n",
// Second string of the shader. The rest of the shader body.
"precision mediump float;\n"
"varying vec2 texCoord;\n"
"void main() { gl_FragColor = vec4(dFdx(texCoord.x), dFdy(texCoord.y), fwidth(texCoord.x), 1.0); }\n"
};
static const char *TextureLODShdr[] =
{
// First string of the shader. The required pragma declaration.
"#extension GL_EXT_shader_texture_lod : enable\n",
// Second string of the shader. The rest of the shader body.
"precision mediump float;\n"
"varying vec2 texCoord0v;\n"
"uniform float lod;\n"
"uniform sampler2D tex;\n"
"void main() { vec4 color = texture2DLodEXT(tex, texCoord0v, lod); }\n"
};
class ShaderExtensionTest : public testing::Test
{
public:
ShaderExtensionTest() {}
protected:
virtual void SetUp()
{
ShInitBuiltInResources(&mResources);
mCompiler = NULL;
}
virtual void TearDown()
{
DestroyCompiler();
}
void DestroyCompiler()
{
if (mCompiler)
{
ShDestruct(mCompiler);
mCompiler = NULL;
}
}
void InitializeCompiler()
{
DestroyCompiler();
mCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_WEBGL_SPEC, SH_GLSL_OUTPUT, &mResources);
ASSERT_TRUE(mCompiler != NULL) << "Compiler could not be constructed.";
}
void TestShaderExtension(const char **shaderStrings, int stringCount, bool expectation)
{
bool success = ShCompile(mCompiler, shaderStrings, stringCount, 0);
const std::string& compileLog = ShGetInfoLog(mCompiler);
EXPECT_EQ(success, expectation) << compileLog;
}
protected:
ShBuiltInResources mResources;
ShHandle mCompiler;
};
TEST_F(ShaderExtensionTest, FragDepthExtRequiresExt)
{
// Extension is required to compile properly.
mResources.EXT_frag_depth = 0;
InitializeCompiler();
TestShaderExtension(FragDepthExtShdr, 2, false);
}
TEST_F(ShaderExtensionTest, FragDepthExtRequiresPragma)
{
// Pragma is required to compile properly.
mResources.EXT_frag_depth = 1;
InitializeCompiler();
TestShaderExtension(&FragDepthExtShdr[1], 1, false);
}
TEST_F(ShaderExtensionTest, FragDepthExtCompiles)
{
// Test that it compiles properly with extension enabled.
mResources.EXT_frag_depth = 1;
InitializeCompiler();
TestShaderExtension(FragDepthExtShdr, 2, true);
}
TEST_F(ShaderExtensionTest, FragDepthExtResetsInternalStates)
{
// Test that extension internal states are reset properly between compiles.
mResources.EXT_frag_depth = 1;
InitializeCompiler();
TestShaderExtension(FragDepthExtShdr, 2, true);
TestShaderExtension(&FragDepthExtShdr[1], 1, false);
TestShaderExtension(FragDepthExtShdr, 2, true);
}
TEST_F(ShaderExtensionTest, StandDerivExtRequiresExt)
{
// Extension is required to compile properly.
mResources.OES_standard_derivatives = 0;
InitializeCompiler();
TestShaderExtension(StandDerivExtShdr, 2, false);
}
TEST_F(ShaderExtensionTest, StandDerivExtRequiresPragma)
{
// Pragma is required to compile properly.
mResources.OES_standard_derivatives = 1;
InitializeCompiler();
TestShaderExtension(&StandDerivExtShdr[1], 1, false);
}
TEST_F(ShaderExtensionTest, StandDerivExtCompiles)
{
// Test that it compiles properly with extension enabled.
mResources.OES_standard_derivatives = 1;
InitializeCompiler();
TestShaderExtension(StandDerivExtShdr, 2, true);
}
TEST_F(ShaderExtensionTest, StandDerivExtResetsInternalStates)
{
// Test that extension internal states are reset properly between compiles.
mResources.OES_standard_derivatives = 1;
InitializeCompiler();
TestShaderExtension(StandDerivExtShdr, 2, true);
TestShaderExtension(&StandDerivExtShdr[1], 1, false);
TestShaderExtension(StandDerivExtShdr, 2, true);
TestShaderExtension(&StandDerivExtShdr[1], 1, false);
}
TEST_F(ShaderExtensionTest, TextureLODExtRequiresExt)
{
// Extension is required to compile properly.
mResources.EXT_shader_texture_lod = 0;
InitializeCompiler();
TestShaderExtension(TextureLODShdr, 2, false);
}
TEST_F(ShaderExtensionTest, TextureLODExtRequiresPragma)
{
// Pragma is required to compile properly.
mResources.EXT_shader_texture_lod = 1;
InitializeCompiler();
TestShaderExtension(&TextureLODShdr[1], 1, false);
}
TEST_F(ShaderExtensionTest, TextureLODExtCompiles)
{
// Test that it compiles properly with extension enabled.
mResources.EXT_shader_texture_lod = 1;
InitializeCompiler();
TestShaderExtension(TextureLODShdr, 2, true);
}
TEST_F(ShaderExtensionTest, TextureLODExtResetsInternalStates)
{
// Test that extension internal states are reset properly between compiles.
mResources.EXT_shader_texture_lod = 1;
InitializeCompiler();
TestShaderExtension(&TextureLODShdr[1], 1, false);
TestShaderExtension(TextureLODShdr, 2, true);
TestShaderExtension(&TextureLODShdr[1], 1, false);
TestShaderExtension(TextureLODShdr, 2, true);
}