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

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  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/compiler_tests/ARB_texture_rectangle_test.cpp
  • //
    // Copyright 2014 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.
    //
    // ARB_texture_rectangle_test.cpp:
    //   Test for the ARB_texture_rectangle extension
    //
    
    #include "GLSLANG/ShaderLang.h"
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "tests/test_utils/ShaderCompileTreeTest.h"
    
    using namespace sh;
    
    class ARBTextureRectangleTestNoExt : public ShaderCompileTreeTest
    {
      protected:
        ::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
        ShShaderSpec getShaderSpec() const override { return SH_GLES3_SPEC; }
    };
    
    class ARBTextureRectangleTest : public ARBTextureRectangleTestNoExt
    {
      protected:
        void initResources(ShBuiltInResources *resources) override
        {
            resources->ARB_texture_rectangle = 1;
        }
    };
    
    // Check that if the extension is not supported, trying to use the features without having an
    // extension directive fails.
    TEST_F(ARBTextureRectangleTestNoExt, NewTypeAndBuiltinsWithoutExtensionDirective)
    {
        const std::string &shaderString =
            R"(
            precision mediump float;
            uniform sampler2DRect tex;
            void main()
            {
                vec4 color = texture2DRect(tex, vec2(1.0));
                color = texture2DRectProj(tex, vec3(1.0));
                color = texture2DRectProj(tex, vec4(1.0));
            })";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Check that if the extension is not supported, trying to use the features fails.
    TEST_F(ARBTextureRectangleTestNoExt, NewTypeAndBuiltinsWithExtensionDirective)
    {
        const std::string &shaderString =
            R"(
            #extension GL_ARB_texture_rectangle : enable
            precision mediump float;
            uniform sampler2DRect tex;
            void main()
            {
                vec4 color = texture2DRect(tex, vec2(1.0));
                color = texture2DRectProj(tex, vec3(1.0));
                color = texture2DRectProj(tex, vec4(1.0));
            })";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Check that new types and builtins are usable even with the #extension directive
    // Issue #15 of ARB_texture_rectangle explains that the extension was specified before the
    // #extension mechanism was in place so it doesn't require explicit enabling.
    TEST_F(ARBTextureRectangleTest, NewTypeAndBuiltinsWithoutExtensionDirective)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform sampler2DRect tex;\n"
            "void main() {\n"
            "    vec4 color = texture2DRect(tex, vec2(1.0));"
            "    color = texture2DRectProj(tex, vec3(1.0));"
            "    color = texture2DRectProj(tex, vec4(1.0));"
            "}\n";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Test valid usage of the new types and builtins
    TEST_F(ARBTextureRectangleTest, NewTypeAndBuiltingsWithExtensionDirective)
    {
        const std::string &shaderString =
            "#extension GL_ARB_texture_rectangle : require\n"
            "precision mediump float;\n"
            "uniform sampler2DRect tex;\n"
            "void main() {\n"
            "    vec4 color = texture2DRect(tex, vec2(1.0));"
            "    color = texture2DRectProj(tex, vec3(1.0));"
            "    color = texture2DRectProj(tex, vec4(1.0));"
            "}\n";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
        }
    }
    
    // Check that it is not possible to pass a sampler2DRect where sampler2D is expected, and vice versa
    TEST_F(ARBTextureRectangleTest, Rect2DVs2DMismatch)
    {
        const std::string &shaderString1 =
            "#extension GL_ARB_texture_rectangle : require\n"
            "precision mediump float;\n"
            "uniform sampler2DRect tex;\n"
            "void main() {\n"
            "    vec4 color = texture2D(tex, vec2(1.0));"
            "}\n";
        if (compile(shaderString1))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    
        const std::string &shaderString2 =
            "#extension GL_ARB_texture_rectangle : require\n"
            "precision mediump float;\n"
            "uniform sampler2D tex;\n"
            "void main() {\n"
            "    vec4 color = texture2DRect(tex, vec2(1.0));"
            "}\n";
        if (compile(shaderString2))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }
    
    // Disabling ARB_texture_rectangle in GLSL should work, even if it is enabled by default.
    // See ARB_texture_rectangle spec: "a shader can still include all variations of #extension
    // GL_ARB_texture_rectangle in its source code"
    TEST_F(ARBTextureRectangleTest, DisableARBTextureRectangle)
    {
        const std::string &shaderString =
            R"(
            #extension GL_ARB_texture_rectangle : disable
    
            precision mediump float;
    
            uniform sampler2DRect s;
            void main()
            {})";
        if (compile(shaderString))
        {
            FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
        }
    }