Hash :
acb4b81a
        
        Author :
  
        
        Date :
2016-11-07T13:50:29
        
      
translator: Put ShaderLang APIs in "sh" namespace. Working with glslang in Vulkan means we are static linking libANGLE with functions that have the same name as our translator APIs. We can fix this by scoping our APIs. We don't need to scope the types of the file, since they don't conflict. This will require a follow-up patch to remove the unscoped APIs once we switch over Chromium. We also scope TCompiler and some related classes to avoid multiply defined link errors with glslang. BUG=angleproject:1576 Change-Id: I729b19467d2ff7d374a82044b16dbebdf2dc8f16 Reviewed-on: https://chromium-review.googlesource.com/408337 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: 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.
//
// FragDepth_test.cpp:
//   Test for GLES SL 3.0 gl_FragDepth variable implementation.
//
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
namespace
{
const char ESSLVersion100[] = "#version 100\n";
const char ESSLVersion300[] = "#version 300 es\n";
const char EXTFDPragma[]    = "#extension GL_EXT_frag_depth : require\n";
}  // namespace
class FragDepthTest : public testing::TestWithParam<bool>
{
  protected:
    void SetUp() override
    {
        sh::InitBuiltInResources(&mResources);
        mCompiler                 = nullptr;
        mResources.EXT_frag_depth = GetParam();
    }
    void TearDown() override { DestroyCompiler(); }
    void DestroyCompiler()
    {
        if (mCompiler)
        {
            sh::Destruct(mCompiler);
            mCompiler = nullptr;
        }
    }
    void InitializeCompiler()
    {
        DestroyCompiler();
        mCompiler = sh::ConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES3_SPEC,
                                          SH_GLSL_COMPATIBILITY_OUTPUT, &mResources);
        ASSERT_TRUE(mCompiler != nullptr) << "Compiler could not be constructed.";
    }
    testing::AssertionResult TestShaderCompile(const char *version,
                                               const char *pragma,
                                               const char *shader)
    {
        const char *shaderStrings[] = {version, pragma, shader};
        bool success                = sh::Compile(mCompiler, shaderStrings, 3, 0);
        if (success)
        {
            return ::testing::AssertionSuccess() << "Compilation success";
        }
        return ::testing::AssertionFailure() << sh::GetInfoLog(mCompiler);
    }
  protected:
    ShBuiltInResources mResources;
    ShHandle mCompiler;
};
// The GLES SL 3.0 built-in variable gl_FragDepth fails to compile with GLES SL 1.0.
TEST_P(FragDepthTest, CompileFailsESSL100)
{
    static const char shaderString[] =
        "precision mediump float;\n"
        "void main() { \n"
        "    gl_FragDepth = 1.0;\n"
        "}\n";
    InitializeCompiler();
    EXPECT_FALSE(TestShaderCompile(ESSLVersion100, "", shaderString));
    EXPECT_FALSE(TestShaderCompile("", "", shaderString));
    EXPECT_FALSE(TestShaderCompile("", EXTFDPragma, shaderString));
}
// The GLES SL 3.0 built-in variable gl_FragDepth compiles with GLES SL 3.0.
TEST_P(FragDepthTest, CompileSucceedsESSL300)
{
    static const char shaderString[] =
        "precision mediump float;\n"
        "void main() { \n"
        "    gl_FragDepth = 1.0;\n"
        "}\n";
    InitializeCompiler();
    EXPECT_TRUE(TestShaderCompile(ESSLVersion300, "", shaderString));
}
// Using #extension GL_EXT_frag_depth in GLSL ES 3.0 shader fails to compile.
TEST_P(FragDepthTest, ExtensionFDFailsESSL300)
{
    static const char shaderString[] =
        "precision mediump float;\n"
        "out vec4 fragColor;\n"
        "void main() { \n"
        "    fragColor = vec4(1.0);\n"
        "}\n";
    InitializeCompiler();
    if (mResources.EXT_frag_depth == 1)
    {
        // TODO(kkinnunen, geofflang): this should fail. Extensions need to have similar level
        // system to SymbolTable.  The biggest task is to implement version-aware preprocessor, so
        // that the extension defines can be defined depending on the version that the preprocessor
        // saw or did not see.
        EXPECT_TRUE(TestShaderCompile(ESSLVersion300, EXTFDPragma, shaderString));
    }
    else
    {
        EXPECT_FALSE(TestShaderCompile(ESSLVersion300, EXTFDPragma, shaderString));
    }
}
// The tests should pass regardless whether the EXT_frag_depth is on or not.
INSTANTIATE_TEST_CASE_P(FragDepthTests, FragDepthTest, testing::Values(false, true));