Hash :
02e7f967
Author :
Date :
2023-05-25T14:54:49
Translator: Remove the "variables" option Variable collection is invariably enabled by the front-end as well as other major users of ANGLE such as Firefox. All translator backends except GLSL force-enable variable collection either way. This change removes this compile option and enables variable collection unconditionally. The flag itself remains in ShCompileOptions until references to it are removed from Chromium. Bug: chromium:1447314 Change-Id: I4d3b30c1bfbd345c5ad269abc62c0a6a59de2f56 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4568524 Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright 2019 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.
//
// ANGLE_base_vertex_base_instance.cpp:
// Test for ANGLE_base_vertex_base_instance extension
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "compiler/translator/tree_ops/EmulateMultiDrawShaderBuiltins.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
class EmulateGLBaseVertexBaseInstanceTest : public MatchOutputCodeTest
{
public:
EmulateGLBaseVertexBaseInstanceTest()
: MatchOutputCodeTest(GL_VERTEX_SHADER, SH_GLSL_COMPATIBILITY_OUTPUT)
{
ShCompileOptions defaultCompileOptions = {};
setDefaultCompileOptions(defaultCompileOptions);
getResources()->ANGLE_base_vertex_base_instance_shader_builtin = 1;
}
protected:
void CheckCompileFailure(const std::string &shaderString,
const char *expectedError = nullptr,
ShCompileOptions *compileOptions = nullptr)
{
ShCompileOptions options = {};
if (compileOptions != nullptr)
{
options = *compileOptions;
}
std::string translatedCode;
std::string infoLog;
bool success =
compileTestShader(GL_VERTEX_SHADER, SH_GLES3_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT,
shaderString, getResources(), options, &translatedCode, &infoLog);
EXPECT_FALSE(success);
if (expectedError)
{
EXPECT_TRUE(infoLog.find(expectedError) != std::string::npos);
}
}
};
// Check that compilation fails if the compile option to emulate gl_BaseVertex and gl_BaseInstance
// is not set
TEST_F(EmulateGLBaseVertexBaseInstanceTest, RequiresEmulation)
{
CheckCompileFailure(
"#version 300 es\n"
"#extension GL_ANGLE_base_vertex_base_instance_shader_builtin : require\n"
"void main() {\n"
" gl_Position = vec4(float(gl_BaseVertex), float(gl_BaseInstance), 0.0, 1.0);\n"
"}\n",
"extension is not supported");
}
// Check that compiling with emulation with gl_BaseVertex and gl_BaseInstance works
TEST_F(EmulateGLBaseVertexBaseInstanceTest, CheckCompile)
{
const std::string shaderString =
"#version 300 es\n"
"#extension GL_ANGLE_base_vertex_base_instance_shader_builtin : require\n"
"void main() {\n"
" gl_Position = vec4(float(gl_BaseVertex), float(gl_BaseInstance), 0.0, 1.0);\n"
"}\n";
ShCompileOptions compileOptions = {};
compileOptions.objectCode = true;
compileOptions.emulateGLBaseVertexBaseInstance = true;
compile(shaderString, compileOptions);
}
// Check that compiling with the old extension doesn't work
TEST_F(EmulateGLBaseVertexBaseInstanceTest, CheckCompileOldExtension)
{
const std::string shaderString =
"#version 300 es\n"
"#extension GL_ANGLE_base_vertex_base_instance : require\n"
"void main() {\n"
" gl_Position = vec4(float(gl_BaseVertex), float(gl_BaseInstance), 0.0, 1.0);\n"
"}\n";
ShCompileOptions compileOptions = {};
compileOptions.objectCode = true;
compileOptions.emulateGLBaseVertexBaseInstance = true;
CheckCompileFailure(shaderString, "extension is not supported", &compileOptions);
}
// Check that gl_BaseVertex and gl_BaseInstance is properly emulated
TEST_F(EmulateGLBaseVertexBaseInstanceTest, EmulatesUniform)
{
addOutputType(SH_GLSL_COMPATIBILITY_OUTPUT);
addOutputType(SH_ESSL_OUTPUT);
#ifdef ANGLE_ENABLE_VULKAN
addOutputType(SH_SPIRV_VULKAN_OUTPUT);
#endif
#ifdef ANGLE_ENABLE_HLSL
addOutputType(SH_HLSL_3_0_OUTPUT);
addOutputType(SH_HLSL_3_0_OUTPUT);
#endif
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_ANGLE_base_vertex_base_instance_shader_builtin : require\n"
"void main() {\n"
" gl_Position = vec4(float(gl_BaseVertex), float(gl_BaseInstance), 0.0, 1.0);\n"
"}\n";
ShCompileOptions compileOptions = {};
compileOptions.objectCode = true;
compileOptions.emulateGLBaseVertexBaseInstance = true;
compile(shaderString, compileOptions);
EXPECT_TRUE(notFoundInCode("gl_BaseVertex"));
EXPECT_TRUE(foundInCode("angle_BaseVertex"));
EXPECT_TRUE(notFoundInCode("gl_BaseInstance"));
EXPECT_TRUE(foundInCode("angle_BaseInstance"));
EXPECT_TRUE(notFoundInCode("GL_ANGLE_base_vertex_base_instance_shader_builtin"));
EXPECT_TRUE(foundInCode(SH_GLSL_COMPATIBILITY_OUTPUT, "uniform int angle_BaseVertex"));
EXPECT_TRUE(foundInCode(SH_GLSL_COMPATIBILITY_OUTPUT, "uniform int angle_BaseInstance"));
EXPECT_TRUE(foundInCode(SH_ESSL_OUTPUT, "uniform highp int angle_BaseVertex"));
EXPECT_TRUE(foundInCode(SH_ESSL_OUTPUT, "uniform highp int angle_BaseInstance"));
#ifdef ANGLE_ENABLE_HLSL
EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_BaseVertex : register"));
EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_BaseInstance : register"));
#endif
}
// Check that a user-defined "gl_BaseVertex" or "gl_BaseInstance" is not permitted
TEST_F(EmulateGLBaseVertexBaseInstanceTest, DisallowsUserDefinedGLDrawID)
{
// Check that it is not permitted without the extension
CheckCompileFailure(
"#version 300 es\n"
"uniform int gl_BaseVertex;\n"
"void main() {\n"
" gl_Position = vec4(float(gl_BaseVertex), 0.0, 0.0, 1.0);\n"
"}\n",
"reserved built-in name");
CheckCompileFailure(
"#version 300 es\n"
"uniform int gl_BaseInstance;\n"
"void main() {\n"
" gl_Position = vec4(float(gl_BaseInstance), 0.0, 0.0, 1.0);\n"
"}\n",
"reserved built-in name");
CheckCompileFailure(
"#version 300 es\n"
"void main() {\n"
" int gl_BaseVertex = 0;\n"
" gl_Position = vec4(float(gl_BaseVertex), 0.0, 0.0, 1.0);\n"
"}\n",
"reserved built-in name");
CheckCompileFailure(
"#version 300 es\n"
"void main() {\n"
" int gl_BaseInstance = 0;\n"
" gl_Position = vec4(float(gl_BaseInstance), 0.0, 0.0, 1.0);\n"
"}\n",
"reserved built-in name");
// Check that it is not permitted with the extension
CheckCompileFailure(
"#version 300 es\n"
"#extension GL_ANGLE_base_vertex_base_instance_shader_builtin : require\n"
"uniform int gl_BaseVertex;\n"
"void main() {\n"
" gl_Position = vec4(float(gl_BaseVertex), 0.0, 0.0, 1.0);\n"
"}\n",
"reserved built-in name");
CheckCompileFailure(
"#version 300 es\n"
"#extension GL_ANGLE_base_vertex_base_instance_shader_builtin : require\n"
"uniform int gl_BaseInstance;\n"
"void main() {\n"
" gl_Position = vec4(float(gl_BaseInstance), 0.0, 0.0, 1.0);\n"
"}\n",
"reserved built-in name");
CheckCompileFailure(
"#version 300 es\n"
"#extension GL_ANGLE_base_vertex_base_instance_shader_builtin : require\n"
"void main() {\n"
" int gl_BaseVertex = 0;\n"
" gl_Position = vec4(float(gl_BaseVertex), 0.0, 0.0, 1.0);\n"
"}\n",
"reserved built-in name");
CheckCompileFailure(
"#version 300 es\n"
"#extension GL_ANGLE_base_vertex_base_instance_shader_builtin : require\n"
"void main() {\n"
" int gl_BaseInstance = 0;\n"
" gl_Position = vec4(float(gl_BaseInstance), 0.0, 0.0, 1.0);\n"
"}\n",
"reserved built-in name");
}
// gl_BaseVertex and gl_BaseInstance are translated to angle_BaseVertex and angle_BaseInstance
// internally. Check that a user-defined angle_BaseVertex or angle_BaseInstance is permitted
TEST_F(EmulateGLBaseVertexBaseInstanceTest, AllowsUserDefinedANGLEDrawID)
{
addOutputType(SH_GLSL_COMPATIBILITY_OUTPUT);
addOutputType(SH_ESSL_OUTPUT);
#ifdef ANGLE_ENABLE_VULKAN
addOutputType(SH_SPIRV_VULKAN_OUTPUT);
#endif
#ifdef ANGLE_ENABLE_HLSL
addOutputType(SH_HLSL_3_0_OUTPUT);
addOutputType(SH_HLSL_3_0_OUTPUT);
#endif
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_ANGLE_base_vertex_base_instance_shader_builtin : require\n"
"uniform int angle_BaseVertex;\n"
"uniform int angle_BaseInstance;\n"
"void main() {\n"
" gl_Position = vec4(\n"
" float(angle_BaseVertex + gl_BaseVertex),\n"
" float(angle_BaseInstance + gl_BaseInstance),\n"
" 0.0, 1.0);\n"
"}\n";
ShCompileOptions compileOptions = {};
compileOptions.objectCode = true;
compileOptions.emulateGLBaseVertexBaseInstance = true;
compile(shaderString, compileOptions);
// " angle_BaseVertex" (note the space) should appear exactly twice:
// once in the declaration and once in the body.
// The user-defined angle_BaseVertex should be decorated
EXPECT_TRUE(foundInCode(" angle_BaseVertex", 2));
EXPECT_TRUE(foundInCode(" angle_BaseInstance", 2));
}