Hash :
d4f4c11b
Author :
Date :
2016-04-15T15:11:24
Fix deferring global array initialization The initial implementation of DeferGlobalInitializers did not take HLSL corner cases into account. In particular, in case there was a const-qualified array variable with an initializer that contained elements that weren't constant folded, initialization would not be deferred and the global scope of HLSL output would contain a call to angle_construct_into_*(). On the other hand, deferring global initializers was also done in cases where it wasn't necessary. Initializers of non-const qualified array variables that could be written as HLSL literals by HLSL output were unnecessarily deferred. This patch fixes both of these issues: Now all global initializers are potential candidates for deferral instead of just those where the symbol has the EvqGlobal qualifier, and initializers that are constructors taking only constant unions as parameters are not unnecessarily deferred. BUG=angleproject:1205 BUG=541551 TEST=angle_end2end_tests Change-Id: I4027059e0e5f39c8a5a48b5c97a3fceaac6b6f8a Reviewed-on: https://chromium-review.googlesource.com/339201 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright 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.
//
#include "test_utils/ANGLETest.h"
#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
using namespace angle;
class GLSLTest : public ANGLETest
{
protected:
GLSLTest()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
mSimpleVSSource = SHADER_SOURCE
(
attribute vec4 inputAttribute;
void main()
{
gl_Position = inputAttribute;
}
);
}
std::string GenerateVaryingType(GLint vectorSize)
{
char varyingType[10];
if (vectorSize == 1)
{
sprintf(varyingType, "float");
}
else
{
sprintf(varyingType, "vec%d", vectorSize);
}
return std::string(varyingType);
}
std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id)
{
char buff[100];
if (arraySize == 1)
{
sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id);
}
else
{
sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize);
}
return std::string(buff);
}
std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id)
{
std::string returnString;
char buff[100];
if (arraySize == 1)
{
sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str());
returnString += buff;
}
else
{
for (int i = 0; i < arraySize; i++)
{
sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str());
returnString += buff;
}
}
return returnString;
}
std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id)
{
if (arraySize == 1)
{
char buff[100];
sprintf(buff, "v%d + ", id);
return std::string(buff);
}
else
{
std::string returnString;
for (int i = 0; i < arraySize; i++)
{
char buff[100];
sprintf(buff, "v%d[%d] + ", id, i);
returnString += buff;
}
return returnString;
}
}
void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize,
std::string* fragmentShader, std::string* vertexShader)
{
// Generate a string declaring the varyings, to share between the fragment shader and the vertex shader.
std::string varyingDeclaration;
unsigned int varyingCount = 0;
for (GLint i = 0; i < floatCount; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < floatArrayCount; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec2Count; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec2ArrayCount; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec3Count; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec3ArrayCount; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec4Count; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(4, 1, varyingCount);
varyingCount += 1;
}
for (GLint i = 0; i < vec4ArrayCount; i++)
{
varyingDeclaration += GenerateVectorVaryingDeclaration(4, 2, varyingCount);
varyingCount += 1;
}
// Generate the vertex shader
vertexShader->clear();
vertexShader->append(varyingDeclaration);
vertexShader->append("\nvoid main()\n{\n");
unsigned int currentVSVarying = 0;
for (GLint i = 0; i < floatCount; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < floatArrayCount; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec2Count; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec2ArrayCount; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec3Count; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec3ArrayCount; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec4Count; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(4, 1, currentVSVarying));
currentVSVarying += 1;
}
for (GLint i = 0; i < vec4ArrayCount; i++)
{
vertexShader->append(GenerateVectorVaryingSettingCode(4, 2, currentVSVarying));
currentVSVarying += 1;
}
if (usePointSize)
{
vertexShader->append("gl_PointSize = 1.0;\n");
}
vertexShader->append("}\n");
// Generate the fragment shader
fragmentShader->clear();
fragmentShader->append("precision highp float;\n");
fragmentShader->append(varyingDeclaration);
fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n");
unsigned int currentFSVarying = 0;
// Make use of the float varyings
fragmentShader->append("\tretColor += vec4(");
for (GLint i = 0; i < floatCount; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
currentFSVarying += 1;
}
for (GLint i = 0; i < floatArrayCount; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
currentFSVarying += 1;
}
fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n");
// Make use of the vec2 varyings
fragmentShader->append("\tretColor += vec4(");
for (GLint i = 0; i < vec2Count; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
currentFSVarying += 1;
}
for (GLint i = 0; i < vec2ArrayCount; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
currentFSVarying += 1;
}
fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n");
// Make use of the vec3 varyings
fragmentShader->append("\tretColor += vec4(");
for (GLint i = 0; i < vec3Count; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
currentFSVarying += 1;
}
for (GLint i = 0; i < vec3ArrayCount; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
currentFSVarying += 1;
}
fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n");
// Make use of the vec4 varyings
fragmentShader->append("\tretColor += ");
for (GLint i = 0; i < vec4Count; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
currentFSVarying += 1;
}
for (GLint i = 0; i < vec4ArrayCount; i++)
{
fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
currentFSVarying += 1;
}
fragmentShader->append("vec4(0.0, 0.0, 0.0, 0.0);\n");
// Set gl_FragColor, and use special variables if requested
fragmentShader->append("\tgl_FragColor = retColor");
if (useFragCoord)
{
fragmentShader->append(" + gl_FragCoord");
}
if (usePointCoord)
{
fragmentShader->append(" + vec4(gl_PointCoord, 0.0, 0.0)");
}
fragmentShader->append(";\n}");
}
void VaryingTestBase(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, bool expectSuccess)
{
std::string fragmentShaderSource;
std::string vertexShaderSource;
GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, vec3ArrayCount,
vec4Count, vec4ArrayCount, useFragCoord, usePointCoord, usePointSize,
&fragmentShaderSource, &vertexShaderSource);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
if (expectSuccess)
{
EXPECT_NE(0u, program);
}
else
{
EXPECT_EQ(0u, program);
}
}
void CompileGLSLWithUniformsAndSamplers(GLint vertexUniformCount,
GLint fragmentUniformCount,
GLint vertexSamplersCount,
GLint fragmentSamplersCount,
bool expectSuccess)
{
std::stringstream vertexShader;
std::stringstream fragmentShader;
// Generate the vertex shader
vertexShader << "precision mediump float;\n";
for (int i = 0; i < vertexUniformCount; i++)
{
vertexShader << "uniform vec4 v" << i << ";\n";
}
for (int i = 0; i < vertexSamplersCount; i++)
{
vertexShader << "uniform sampler2D s" << i << ";\n";
}
vertexShader << "void main()\n{\n";
for (int i = 0; i < vertexUniformCount; i++)
{
vertexShader << " gl_Position += v" << i << ";\n";
}
for (int i = 0; i < vertexSamplersCount; i++)
{
vertexShader << " gl_Position += texture2D(s" << i << ", vec2(0.0, 0.0));\n";
}
if (vertexUniformCount == 0 && vertexSamplersCount == 0)
{
vertexShader << " gl_Position = vec4(0.0);\n";
}
vertexShader << "}\n";
// Generate the fragment shader
fragmentShader << "precision mediump float;\n";
for (int i = 0; i < fragmentUniformCount; i++)
{
fragmentShader << "uniform vec4 v" << i << ";\n";
}
for (int i = 0; i < fragmentSamplersCount; i++)
{
fragmentShader << "uniform sampler2D s" << i << ";\n";
}
fragmentShader << "void main()\n{\n";
for (int i = 0; i < fragmentUniformCount; i++)
{
fragmentShader << " gl_FragColor += v" << i << ";\n";
}
for (int i = 0; i < fragmentSamplersCount; i++)
{
fragmentShader << " gl_FragColor += texture2D(s" << i << ", vec2(0.0, 0.0));\n";
}
if (fragmentUniformCount == 0 && fragmentSamplersCount == 0)
{
fragmentShader << " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n";
}
fragmentShader << "}\n";
GLuint program = CompileProgram(vertexShader.str(), fragmentShader.str());
if (expectSuccess)
{
EXPECT_NE(0u, program);
}
else
{
EXPECT_EQ(0u, program);
}
}
std::string mSimpleVSSource;
};
class GLSLTest_ES3 : public GLSLTest
{
};
TEST_P(GLSLTest, NamelessScopedStructs)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
void main()
{
struct
{
float q;
} b;
gl_FragColor = vec4(1, 0, 0, 1);
gl_FragColor.a += b.q;
}
);
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, ScopedStructsOrderBug)
{
// TODO(geofflang): Find out why this doesn't compile on Apple OpenGL drivers
// (http://anglebug.com/1292)
// TODO(geofflang): Find out why this doesn't compile on AMD OpenGL drivers
// (http://anglebug.com/1291)
if (isOpenGL() && (IsOSX() || !IsNVIDIA()))
{
std::cout << "Test disabled on this OpenGL configuration." << std::endl;
return;
}
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
struct T
{
float f;
};
void main()
{
T a;
struct T
{
float q;
};
T b;
gl_FragColor = vec4(1, 0, 0, 1);
gl_FragColor.a += a.f;
gl_FragColor.a += b.q;
}
);
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, ScopedStructsBug)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
struct T_0
{
float f;
};
void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
struct T
{
vec2 v;
};
T_0 a;
T b;
gl_FragColor.a += a.f;
gl_FragColor.a += b.v.x;
}
);
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, DxPositionBug)
{
const std::string &vertexShaderSource = SHADER_SOURCE
(
attribute vec4 inputAttribute;
varying float dx_Position;
void main()
{
gl_Position = vec4(inputAttribute);
dx_Position = 0.0;
}
);
const std::string &fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
varying float dx_Position;
void main()
{
gl_FragColor = vec4(dx_Position, 0, 0, 1);
}
);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, ElseIfRewriting)
{
const std::string &vertexShaderSource =
"attribute vec4 a_position;\n"
"varying float v;\n"
"void main() {\n"
" gl_Position = a_position;\n"
" v = 1.0;\n"
" if (a_position.x <= 0.5) {\n"
" v = 0.0;\n"
" } else if (a_position.x >= 0.5) {\n"
" v = 2.0;\n"
" }\n"
"}\n";
const std::string &fragmentShaderSource =
"precision highp float;\n"
"varying float v;\n"
"void main() {\n"
" vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n"
" if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n"
" if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n"
" gl_FragColor = color;\n"
"}\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
ASSERT_NE(0u, program);
drawQuad(program, "a_position", 0.5f);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255);
}
TEST_P(GLSLTest, TwoElseIfRewriting)
{
const std::string &vertexShaderSource =
"attribute vec4 a_position;\n"
"varying float v;\n"
"void main() {\n"
" gl_Position = a_position;\n"
" if (a_position.x == 0.0) {\n"
" v = 1.0;\n"
" } else if (a_position.x > 0.5) {\n"
" v = 0.0;\n"
" } else if (a_position.x > 0.75) {\n"
" v = 0.5;\n"
" }\n"
"}\n";
const std::string &fragmentShaderSource =
"precision highp float;\n"
"varying float v;\n"
"void main() {\n"
" gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n"
"}\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, InvariantVaryingOut)
{
// TODO(geofflang): Some OpenGL drivers have compile errors when varyings do not have matching
// invariant attributes (http://anglebug.com/1293)
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
varying float v_varying;
void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
);
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 a_position;
invariant varying float v_varying;
void main() { v_varying = a_position.x; gl_Position = a_position; }
);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, FrontFacingAndVarying)
{
EGLPlatformParameters platform = GetParam().eglParameters;
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 a_position;
varying float v_varying;
void main()
{
v_varying = a_position.x;
gl_Position = a_position;
}
);
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
varying float v_varying;
void main()
{
vec4 c;
if (gl_FrontFacing)
{
c = vec4(v_varying, 0, 0, 1.0);
}
else
{
c = vec4(0, v_varying, 0, 1.0);
}
gl_FragColor = c;
}
);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
// Compilation should fail on D3D11 feature level 9_3, since gl_FrontFacing isn't supported.
if (platform.renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
{
if (platform.majorVersion == 9 && platform.minorVersion == 3)
{
EXPECT_EQ(0u, program);
return;
}
}
// Otherwise, compilation should succeed
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, InvariantVaryingIn)
{
// TODO(geofflang): Some OpenGL drivers have compile errors when varyings do not have matching
// invariant attributes (http://anglebug.com/1293)
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
invariant varying float v_varying;
void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
);
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 a_position;
varying float v_varying;
void main() { v_varying = a_position.x; gl_Position = a_position; }
);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, InvariantVaryingBoth)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
invariant varying float v_varying;
void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
);
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 a_position;
invariant varying float v_varying;
void main() { v_varying = a_position.x; gl_Position = a_position; }
);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, InvariantGLPosition)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
varying float v_varying;
void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
);
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 a_position;
invariant gl_Position;
varying float v_varying;
void main() { v_varying = a_position.x; gl_Position = a_position; }
);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, InvariantAll)
{
// TODO(geofflang): Some OpenGL drivers have compile errors when varyings do not have matching
// invariant attributes (http://anglebug.com/1293)
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
varying float v_varying;
void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
);
const std::string vertexShaderSource =
"#pragma STDGL invariant(all)\n"
"attribute vec4 a_position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, MaxVaryingVec4)
{
#if defined(__APPLE__)
// TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
// (http://anglebug.com/1291)
if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
return;
}
#endif
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, false, false, true);
}
TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusTwoSpecialVariables)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
// Generate shader code that uses gl_FragCoord and gl_PointCoord, two special fragment shader variables.
VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, false, true);
}
TEST_P(GLSLTest, MaxMinusTwoVaryingVec4PlusThreeSpecialVariables)
{
// TODO(geofflang): Figure out why this fails on OpenGL AMD (http://anglebug.com/1291)
if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
// Generate shader code that uses gl_FragCoord, gl_PointCoord and gl_PointSize.
VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings - 2, 0, true, true, true, true);
}
// Disabled because drivers are allowed to successfully compile shaders that have more than the
// maximum number of varyings. (http://anglebug.com/1296)
TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusFragCoord)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
// Generate shader code that uses gl_FragCoord, a special fragment shader variables.
// This test should fail, since we are really using (maxVaryings + 1) varyings.
VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, true, false, false, false);
}
// Disabled because drivers are allowed to successfully compile shaders that have more than the
// maximum number of varyings. (http://anglebug.com/1296)
TEST_P(GLSLTest, DISABLED_MaxVaryingVec4PlusPointCoord)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
// Generate shader code that uses gl_FragCoord, a special fragment shader variables.
// This test should fail, since we are really using (maxVaryings + 1) varyings.
VaryingTestBase(0, 0, 0, 0, 0, 0, maxVaryings, 0, false, true, false, false);
}
TEST_P(GLSLTest, MaxVaryingVec3)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
}
TEST_P(GLSLTest, MaxVaryingVec3Array)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
}
// Disabled because of a failure in D3D9
TEST_P(GLSLTest, MaxVaryingVec3AndOneFloat)
{
if (IsD3D9())
{
std::cout << "Test disabled on D3D9." << std::endl;
return;
}
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(1, 0, 0, 0, maxVaryings, 0, 0, 0, false, false, false, true);
}
// Disabled because of a failure in D3D9
TEST_P(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray)
{
if (IsD3D9())
{
std::cout << "Test disabled on D3D9." << std::endl;
return;
}
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 1, 0, 0, 0, maxVaryings / 2, 0, 0, false, false, false, true);
}
// Disabled because of a failure in D3D9
TEST_P(GLSLTest, TwiceMaxVaryingVec2)
{
if (IsD3D9())
{
std::cout << "Test disabled on D3D9." << std::endl;
return;
}
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
{
// TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver
std::cout << "Test disabled on OpenGL ES." << std::endl;
return;
}
#if defined(__APPLE__)
// TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
// (http://anglebug.com/1291)
if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
return;
}
#endif
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 2 * maxVaryings, 0, 0, 0, 0, 0, false, false, false, true);
}
// Disabled because of a failure in D3D9
TEST_P(GLSLTest, MaxVaryingVec2Arrays)
{
if (IsD3DSM3())
{
std::cout << "Test disabled on SM3." << std::endl;
return;
}
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
{
// TODO(geofflang): Figure out why this fails on NVIDIA's GLES driver
std::cout << "Test disabled on OpenGL ES." << std::endl;
return;
}
#if defined(__APPLE__)
// TODO(geofflang): Find out why this doesn't compile on Apple AND OpenGL drivers
// (http://anglebug.com/1291)
if (IsAMD() && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on Apple AMD OpenGL." << std::endl;
return;
}
#endif
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 0, maxVaryings, 0, 0, 0, 0, false, false, false, true);
}
// Disabled because drivers are allowed to successfully compile shaders that have more than the
// maximum number of varyings. (http://anglebug.com/1296)
TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 0, 0, maxVaryings + 1, 0, 0, 0, false, false, false, false);
}
// Disabled because drivers are allowed to successfully compile shaders that have more than the
// maximum number of varyings. (http://anglebug.com/1296)
TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec3Array)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 0, 0, 0, maxVaryings / 2 + 1, 0, 0, false, false, false, false);
}
// Disabled because drivers are allowed to successfully compile shaders that have more than the
// maximum number of varyings. (http://anglebug.com/1296)
TEST_P(GLSLTest, DISABLED_MaxVaryingVec3AndOneVec2)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 1, 0, maxVaryings, 0, 0, 0, false, false, false, false);
}
// Disabled because drivers are allowed to successfully compile shaders that have more than the
// maximum number of varyings. (http://anglebug.com/1296)
TEST_P(GLSLTest, DISABLED_MaxPlusOneVaryingVec2)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, 0, 2 * maxVaryings + 1, 0, 0, 0, 0, 0, false, false, false, false);
}
// Disabled because drivers are allowed to successfully compile shaders that have more than the
// maximum number of varyings. (http://anglebug.com/1296)
TEST_P(GLSLTest, DISABLED_MaxVaryingVec3ArrayAndMaxPlusOneFloatArray)
{
GLint maxVaryings = 0;
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
VaryingTestBase(0, maxVaryings / 2 + 1, 0, 0, 0, 0, 0, maxVaryings / 2, false, false, false, false);
}
// Verify shader source with a fixed length that is less than the null-terminated length will compile.
TEST_P(GLSLTest, FixedShaderLength)
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const std::string appendGarbage = "abcasdfasdfasdfasdfasdf";
const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage;
const char *sourceArray[1] = { source.c_str() };
GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) };
glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
EXPECT_NE(compileResult, 0);
}
// Verify that a negative shader source length is treated as a null-terminated length.
TEST_P(GLSLTest, NegativeShaderLength)
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const char *sourceArray[1] = { "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" };
GLint lengths[1] = { -10 };
glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
EXPECT_NE(compileResult, 0);
}
// Check that having an invalid char after the "." doesn't cause an assert.
TEST_P(GLSLTest, InvalidFieldFirstChar)
{
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
const char *source = "void main() {vec4 x; x.}";
glShaderSource(shader, 1, &source, 0);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
EXPECT_EQ(0, compileResult);
}
// Verify that a length array with mixed positive and negative values compiles.
TEST_P(GLSLTest, MixedShaderLengths)
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const char *sourceArray[] =
{
"void main()",
"{",
" gl_FragColor = vec4(0, 0, 0, 0);",
"}",
};
GLint lengths[] =
{
-10,
1,
static_cast<GLint>(strlen(sourceArray[2])),
-1,
};
ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
EXPECT_NE(compileResult, 0);
}
// Verify that zero-length shader source does not affect shader compilation.
TEST_P(GLSLTest, ZeroShaderLength)
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const char *sourceArray[] =
{
"adfasdf",
"34534",
"void main() { gl_FragColor = vec4(0, 0, 0, 0); }",
"",
"asdfasdfsdsdf",
};
GLint lengths[] =
{
0,
0,
-1,
0,
0,
};
ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
EXPECT_NE(compileResult, 0);
}
// Tests that bad index expressions don't crash ANGLE's translator.
// https://code.google.com/p/angleproject/issues/detail?id=857
TEST_P(GLSLTest, BadIndexBug)
{
const std::string &fragmentShaderSourceVec =
"precision mediump float;\n"
"uniform vec4 uniformVec;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(uniformVec[int()]);\n"
"}";
GLuint shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceVec);
EXPECT_EQ(0u, shader);
if (shader != 0)
{
glDeleteShader(shader);
}
const std::string &fragmentShaderSourceMat =
"precision mediump float;\n"
"uniform mat4 uniformMat;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(uniformMat[int()]);\n"
"}";
shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceMat);
EXPECT_EQ(0u, shader);
if (shader != 0)
{
glDeleteShader(shader);
}
const std::string &fragmentShaderSourceArray =
"precision mediump float;\n"
"uniform vec4 uniformArray;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(uniformArray[int()]);\n"
"}";
shader = CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSourceArray);
EXPECT_EQ(0u, shader);
if (shader != 0)
{
glDeleteShader(shader);
}
}
// Test that structs defined in uniforms are translated correctly.
TEST_P(GLSLTest, StructSpecifiersUniforms)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
uniform struct S { float field;} s;
void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
gl_FragColor.a += s.field;
}
);
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Test that gl_DepthRange is not stored as a uniform location. Since uniforms
// beginning with "gl_" are filtered out by our validation logic, we must
// bypass the validation to test the behaviour of the implementation.
// (note this test is still Impl-independent)
TEST_P(GLSLTest, DepthRangeUniforms)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
void main()
{
gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1);
}
);
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
EXPECT_NE(0u, program);
// dive into the ANGLE internals, so we can bypass validation.
gl::Context *context = reinterpret_cast<gl::Context *>(getEGLWindow()->getContext());
gl::Program *glProgram = context->getProgram(program);
GLint nearIndex = glProgram->getUniformLocation("gl_DepthRange.near");
EXPECT_EQ(-1, nearIndex);
// Test drawing does not throw an exception.
drawQuad(program, "inputAttribute", 0.5f);
EXPECT_GL_NO_ERROR();
glDeleteProgram(program);
}
// Covers the WebGL test 'glsl/bugs/pow-of-small-constant-in-user-defined-function'
// See https://code.google.com/p/angleproject/issues/detail?id=851
// TODO(jmadill): ANGLE constant folding can fix this
TEST_P(GLSLTest, DISABLED_PowOfSmallConstant)
{
const std::string &fragmentShaderSource = SHADER_SOURCE
(
precision highp float;
float fun(float arg)
{
// These values are still easily within the highp range.
// The minimum range in terms of 10's exponent is around -19 to 19, and IEEE-754 single precision range is higher than that.
return pow(arg, 2.0);
}
void main()
{
// Note that the bug did not reproduce if an uniform was passed to the function instead of a constant,
// or if the expression was moved outside the user-defined function.
const float a = 1.0e-6;
float b = 1.0e12 * fun(a);
if (abs(b - 1.0) < 0.01)
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); // green
}
else
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // red
}
}
);
GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
EXPECT_NE(0u, program);
drawQuad(program, "inputAttribute", 0.5f);
EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
EXPECT_GL_NO_ERROR();
}
// Test that fragment shaders which contain non-constant loop indexers and compiled for FL9_3 and
// below
// fail with a specific error message.
// Additionally test that the same fragment shader compiles successfully with feature levels greater
// than FL9_3.
TEST_P(GLSLTest, LoopIndexingValidation)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
uniform float loopMax;
void main()
{
gl_FragColor = vec4(1, 0, 0, 1);
for (float l = 0.0; l < loopMax; l++)
{
if (loopMax > 3.0)
{
gl_FragColor.a += 0.1;
}
}
}
);
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const char *sourceArray[1] = {fragmentShaderSource.c_str()};
glShaderSource(shader, 1, sourceArray, nullptr);
glCompileShader(shader);
GLint compileResult;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
// If the test is configured to run limited to Feature Level 9_3, then it is
// assumed that shader compilation will fail with an expected error message containing
// "Loop index cannot be compared with non-constant expression"
if ((GetParam() == ES2_D3D11_FL9_3() || GetParam() == ES2_D3D9()))
{
if (compileResult != 0)
{
FAIL() << "Shader compilation succeeded, expected failure";
}
else
{
GLint infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
std::string infoLog;
infoLog.resize(infoLogLength);
glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), NULL, &infoLog[0]);
if (infoLog.find("Loop index cannot be compared with non-constant expression") ==
std::string::npos)
{
FAIL() << "Shader compilation failed with unexpected error message";
}
}
}
else
{
EXPECT_NE(0, compileResult);
}
if (shader != 0)
{
glDeleteShader(shader);
}
}
// Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS
// can actually be used.
TEST_P(GLSLTest, VerifyMaxVertexUniformVectors)
{
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl;
CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, 0, 0, true);
}
// Tests that the maximum uniforms count returned from querying GL_MAX_VERTEX_UNIFORM_VECTORS
// can actually be used along with the maximum number of texture samplers.
TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsWithSamplers)
{
if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS = " << maxUniforms << std::endl;
int maxTextureImageUnits = 0;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
CompileGLSLWithUniformsAndSamplers(maxUniforms, 0, maxTextureImageUnits, 0, true);
}
// Tests that the maximum uniforms count + 1 from querying GL_MAX_VERTEX_UNIFORM_VECTORS
// fails shader compilation.
TEST_P(GLSLTest, VerifyMaxVertexUniformVectorsExceeded)
{
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
std::cout << "Validating GL_MAX_VERTEX_UNIFORM_VECTORS + 1 = " << maxUniforms + 1 << std::endl;
CompileGLSLWithUniformsAndSamplers(maxUniforms + 1, 0, 0, 0, false);
}
// Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
// can actually be used.
TEST_P(GLSLTest, VerifyMaxFragmentUniformVectors)
{
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS = " << maxUniforms << std::endl;
CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, 0, true);
}
// Tests that the maximum uniforms count returned from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
// can actually be used along with the maximum number of texture samplers.
TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsWithSamplers)
{
if (GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE ||
GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE)
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
int maxTextureImageUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
CompileGLSLWithUniformsAndSamplers(0, maxUniforms, 0, maxTextureImageUnits, true);
}
// Tests that the maximum uniforms count + 1 from querying GL_MAX_FRAGMENT_UNIFORM_VECTORS
// fails shader compilation.
TEST_P(GLSLTest, VerifyMaxFragmentUniformVectorsExceeded)
{
int maxUniforms = 10000;
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxUniforms);
EXPECT_GL_NO_ERROR();
std::cout << "Validating GL_MAX_FRAGMENT_UNIFORM_VECTORS + 1 = " << maxUniforms + 1
<< std::endl;
CompileGLSLWithUniformsAndSamplers(0, maxUniforms + 1, 0, 0, false);
}
// Test that two constructors which have vec4 and mat2 parameters get disambiguated (issue in
// HLSL).
TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x2)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"void main()\n"
"{\n"
" my_FragColor = vec4(0.0);\n"
"}";
const std::string vertexShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"in vec4 a_vec;\n"
"in mat2 a_mat;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_vec) + vec4(a_mat);\n"
"}";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Test that two constructors which have mat2x3 and mat3x2 parameters get disambiguated.
// This was suspected to be an issue in HLSL, but HLSL seems to be able to natively choose between
// the function signatures in this case.
TEST_P(GLSLTest_ES3, AmbiguousConstructorCall2x3)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"void main()\n"
"{\n"
" my_FragColor = vec4(0.0);\n"
"}";
const std::string vertexShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"in mat3x2 a_matA;\n"
"in mat2x3 a_matB;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_matA) + vec4(a_matB);\n"
"}";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Test that two functions which have vec4 and mat2 parameters get disambiguated (issue in HLSL).
TEST_P(GLSLTest_ES3, AmbiguousFunctionCall2x2)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"void main()\n"
"{\n"
" my_FragColor = vec4(0.0);\n"
"}";
const std::string vertexShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"in vec4 a_vec;\n"
"in mat2 a_mat;\n"
"vec4 foo(vec4 a)\n"
"{\n"
" return a;\n"
"}\n"
"vec4 foo(mat2 a)\n"
"{\n"
" return vec4(a[0][0]);\n"
"}\n"
"void main()\n"
"{\n"
" gl_Position = foo(a_vec) + foo(a_mat);\n"
"}";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Test that an user-defined function with a large number of float4 parameters doesn't fail due to
// the function name being too long.
TEST_P(GLSLTest_ES3, LargeNumberOfFloat4Parameters)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"void main()\n"
"{\n"
" my_FragColor = vec4(0.0);\n"
"}";
std::stringstream vertexShaderStream;
const unsigned int paramCount = 1024u;
vertexShaderStream << "#version 300 es\n"
"precision highp float;\n"
"in vec4 a_vec;\n"
"vec4 lotsOfVec4Parameters(";
for (unsigned int i = 0; i < paramCount; ++i)
{
vertexShaderStream << "vec4 a" << i << ", ";
}
vertexShaderStream << "vec4 aLast)\n"
"{\n"
" return ";
for (unsigned int i = 0; i < paramCount; ++i)
{
vertexShaderStream << "a" << i << " + ";
}
vertexShaderStream << "aLast;\n"
"}\n"
"void main()\n"
"{\n"
" gl_Position = lotsOfVec4Parameters(";
for (unsigned int i = 0; i < paramCount; ++i)
{
vertexShaderStream << "a_vec, ";
}
vertexShaderStream << "a_vec);\n"
"}";
GLuint program = CompileProgram(vertexShaderStream.str(), fragmentShaderSource);
EXPECT_NE(0u, program);
}
// This test was written specifically to stress DeferGlobalInitializers AST transformation.
// Test a shader where a global constant array is initialized with an expression containing array
// indexing. This initializer is tricky to constant fold, so if it's not constant folded it needs to
// be handled in a way that doesn't generate statements in the global scope in HLSL output.
// Also includes multiple array initializers in one declaration, where only the second one has
// array indexing. This makes sure that the qualifier for the declaration is set correctly if
// transformations are applied to the declaration also in the case of ESSL output.
TEST_P(GLSLTest_ES3, InitGlobalArrayWithArrayIndexing)
{
const std::string vertexShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"in vec4 a_vec;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_vec);\n"
"}";
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"const highp float f[2] = float[2](0.1, 0.2);\n"
"const highp float[2] g = float[2](0.3, 0.4), h = float[2](0.5, f[1]);\n"
"void main()\n"
"{\n"
" my_FragColor = vec4(h[1]);\n"
"}";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(GLSLTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11_FL9_3(),
ES2_OPENGL(),
ES3_OPENGL(),
ES2_OPENGLES(),
ES3_OPENGLES());
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());