Hash :
c39a19aa
Author :
Date :
2017-07-07T18:52:09
Select viewport index in the GLSL/ESSL vertex shader The patch enables viewport selection for multiview rendering in the GLSL/ESSL vertex shader through the use of the GL_NV_viewport_array2 extension. The AST is modified only for GLSL and ESSL to include the viewport selection expression after ViewID_OVR's initialization. BUG=angleproject:2062 TEST=angle_unittests Change-Id: Iee05bb5a4b687ed53ddbdd466f1572227b1f0cde
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//
// Copyright (c) 2016 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.
//
// WEBGL_multiview_test.cpp:
// Test that shaders with gl_ViewID_OVR are validated correctly.
//
#include "GLSLANG/ShaderLang.h"
#include "compiler/translator/IntermTraverse.h"
#include "tests/test_utils/ShaderCompileTreeTest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
namespace
{
class SymbolOccurrenceCounter : public TIntermTraverser
{
public:
SymbolOccurrenceCounter() : TIntermTraverser(true, false, false), mNumberOfOccurrences(0u) {}
void visitSymbol(TIntermSymbol *node) override
{
if (shouldCountSymbol(node))
{
++mNumberOfOccurrences;
}
}
virtual bool shouldCountSymbol(const TIntermSymbol *node) const = 0;
unsigned getNumberOfOccurrences() const { return mNumberOfOccurrences; }
private:
unsigned mNumberOfOccurrences;
};
class SymbolOccurrenceCounterByQualifier : public SymbolOccurrenceCounter
{
public:
SymbolOccurrenceCounterByQualifier(TQualifier symbolQualifier)
: mSymbolQualifier(symbolQualifier)
{
}
bool shouldCountSymbol(const TIntermSymbol *node) const override
{
return node->getQualifier() == mSymbolQualifier;
}
private:
TQualifier mSymbolQualifier;
};
class SymbolOccurrenceCounterByName : public SymbolOccurrenceCounter
{
public:
SymbolOccurrenceCounterByName(const TString &symbolName) : mSymbolName(symbolName) {}
bool shouldCountSymbol(const TIntermSymbol *node) const override
{
return node->getName().getString() == mSymbolName;
}
private:
TString mSymbolName;
};
class SymbolOccurrenceCounterByNameAndQualifier : public SymbolOccurrenceCounter
{
public:
SymbolOccurrenceCounterByNameAndQualifier(const TString &symbolName, TQualifier qualifier)
: mSymbolName(symbolName), mSymbolQualifier(qualifier)
{
}
bool shouldCountSymbol(const TIntermSymbol *node) const override
{
return node->getName().getString() == mSymbolName &&
node->getQualifier() == mSymbolQualifier;
}
private:
TString mSymbolName;
TQualifier mSymbolQualifier;
};
class WEBGLMultiviewVertexShaderTest : public ShaderCompileTreeTest
{
public:
WEBGLMultiviewVertexShaderTest() {}
protected:
::GLenum getShaderType() const override { return GL_VERTEX_SHADER; }
ShShaderSpec getShaderSpec() const override { return SH_WEBGL3_SPEC; }
void initResources(ShBuiltInResources *resources) override
{
resources->OVR_multiview = 1;
resources->MaxViewsOVR = 4;
}
};
class WEBGLMultiviewFragmentShaderTest : public ShaderCompileTreeTest
{
public:
WEBGLMultiviewFragmentShaderTest() {}
protected:
::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
ShShaderSpec getShaderSpec() const override { return SH_WEBGL3_SPEC; }
void initResources(ShBuiltInResources *resources) override
{
resources->OVR_multiview = 1;
resources->MaxViewsOVR = 4;
}
};
class WEBGLMultiviewOutputCodeTest : public MatchOutputCodeTest
{
public:
WEBGLMultiviewOutputCodeTest(sh::GLenum shaderType)
: MatchOutputCodeTest(shaderType, 0, SH_ESSL_OUTPUT)
{
addOutputType(SH_GLSL_COMPATIBILITY_OUTPUT);
getResources()->OVR_multiview = 1;
getResources()->MaxViewsOVR = 4;
}
void requestHLSLOutput()
{
#if defined(ANGLE_ENABLE_HLSL)
addOutputType(SH_HLSL_4_1_OUTPUT);
#endif
}
bool foundInAllGLSLCode(const char *str)
{
return foundInGLSLCode(str) && foundInESSLCode(str);
}
bool foundInHLSLCode(const char *stringToFind) const
{
#if defined(ANGLE_ENABLE_HLSL)
return foundInCode(SH_HLSL_4_1_OUTPUT, stringToFind);
#else
return true;
#endif
}
};
class WEBGLMultiviewVertexShaderOutputCodeTest : public WEBGLMultiviewOutputCodeTest
{
public:
WEBGLMultiviewVertexShaderOutputCodeTest() : WEBGLMultiviewOutputCodeTest(GL_VERTEX_SHADER) {}
};
class WEBGLMultiviewFragmentShaderOutputCodeTest : public WEBGLMultiviewOutputCodeTest
{
public:
WEBGLMultiviewFragmentShaderOutputCodeTest() : WEBGLMultiviewOutputCodeTest(GL_FRAGMENT_SHADER)
{
}
};
class WEBGLMultiviewComputeShaderOutputCodeTest : public WEBGLMultiviewOutputCodeTest
{
public:
WEBGLMultiviewComputeShaderOutputCodeTest() : WEBGLMultiviewOutputCodeTest(GL_COMPUTE_SHADER) {}
};
void VariableOccursNTimes(TIntermBlock *root,
const TString &varName,
const TQualifier varQualifier,
unsigned n)
{
// Check that there are n occurrences of the variable with the given name and qualifier.
SymbolOccurrenceCounterByNameAndQualifier viewIDByNameAndQualifier(varName, varQualifier);
root->traverse(&viewIDByNameAndQualifier);
EXPECT_EQ(n, viewIDByNameAndQualifier.getNumberOfOccurrences());
// Check that there are n occurrences of the variable with the given name. By this we guarantee
// that there are no other occurrences of the variable with the same name but different
// qualifier.
SymbolOccurrenceCounterByName viewIDByName(varName);
root->traverse(&viewIDByName);
EXPECT_EQ(n, viewIDByName.getNumberOfOccurrences());
}
// Invalid combination of extensions (restricted in the WEBGL_multiview spec).
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidBothMultiviewAndMultiview2)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"#extension GL_OVR_multiview2 : enable\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0;\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Invalid combination of non-matching num_views declarations.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidNumViewsMismatch)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"layout(num_views = 1) in;\n"
"void main()\n"
"{\n"
" gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0;\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Invalid value zero for num_views.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidNumViewsZero)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 0) in;\n"
"void main()\n"
"{\n"
" gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0;\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Too large value for num_views.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidNumViewsGreaterThanMax)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 5) in;\n"
"void main()\n"
"{\n"
" gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0;\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Valid use of gl_ViewID_OVR in a ternary operator.
TEST_F(WEBGLMultiviewVertexShaderTest, ValidViewIDInTernary)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"layout(num_views = 2) in; // Duplicated on purpose\n"
"void main()\n"
"{\n"
" gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0;\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Valid use of gl_ViewID_OVR in an if statement.
TEST_F(WEBGLMultiviewVertexShaderTest, ValidViewIDInIf)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"precision highp float;\n"
"in vec4 pos;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u)\n"
" {\n"
" gl_Position.x = pos.x;\n"
" }\n"
" else\n"
" {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" gl_Position.yzw = pos.yzw;\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Valid normal write of gl_Position in addition to the write that's dependent on gl_ViewID_OVR.
TEST_F(WEBGLMultiviewVertexShaderTest, ValidWriteOfGlPosition)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" if (0u == gl_ViewID_OVR)\n"
" {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" else\n"
" {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" gl_Position = vec4(1, 1, 1, 1);\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Invalid assignment to gl_Position.y inside if dependent on gl_ViewID_OVR.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidGlPositionAssignmentInIf)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u)\n"
" {\n"
" gl_Position.y = 1.0;\n"
" }\n"
" else\n"
" {\n"
" gl_Position.y = 1.0;\n"
" }\n"
" gl_Position.xzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Invalid multiple assignments inside if dependent on gl_ViewID_OVR.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidMultipleGlPositionXAssignmentsInIf)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u)\n"
" {\n"
" gl_Position.x = 1.0;\n"
" gl_Position.x = 2.0;\n"
" }\n"
" else\n"
" {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Invalid read of gl_Position
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidReadOfGlPosition)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u) {\n"
" gl_Position.x = 1.0;\n"
" } else {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
" float f = gl_Position.y;\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Read gl_Position when the shader does not refer to gl_ViewID_OVR.
TEST_F(WEBGLMultiviewVertexShaderTest, ValidReadOfGlPosition)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"uniform float u;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(0, 0, 0, 1);\n"
" gl_Position.y = gl_Position.x * u;\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Read gl_FragCoord in a OVR_multiview fragment shader.
TEST_F(WEBGLMultiviewFragmentShaderTest, InvalidReadOfFragCoord)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"precision highp float;\n"
"out vec4 outColor;\n"
"void main()\n"
"{\n"
" outColor = vec4(gl_FragCoord.xy, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Read gl_ViewID_OVR in an OVR_multiview fragment shader.
TEST_F(WEBGLMultiviewFragmentShaderTest, InvalidReadOfViewID)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"precision highp float;\n"
"out vec4 outColor;\n"
"void main()\n"
"{\n"
" outColor = vec4(gl_ViewID_OVR, 0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Tricky invalid read of view ID.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidConsumingExpressionForAssignGLPositionX)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" float f = (gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0);\n"
" gl_Position.yzw = vec3(f, f, f);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Using the OVR_multiview2 extension directive lifts restrictions of OVR_multiview.
TEST_F(WEBGLMultiviewVertexShaderTest, RestrictionsLiftedMultiview2)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"out float out_f;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u)\n"
" {\n"
" gl_Position.x = 1.0;\n"
" gl_Position.x = 2.0;\n"
" }\n"
" else\n"
" {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
" gl_Position += vec4(1, 0, 0, 1);\n"
" out_f = float(gl_ViewID_OVR * 2u);\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Correct use of GL_OVR_multiview macros.
TEST_F(WEBGLMultiviewVertexShaderTest, ValidUseOfExtensionMacros)
{
const std::string &shaderString =
"#version 300 es\n"
"#ifdef GL_OVR_multiview\n"
"#ifdef GL_OVR_multiview2\n"
"#if (GL_OVR_multiview == 1) && (GL_OVR_multiview2 == 1)\n"
"void main()\n"
"{\n"
" gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n"
"}\n"
"#endif\n"
"#endif\n"
"#endif\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Test that the parent node is tracked correctly when validating assignment to gl_Position.
TEST_F(WEBGLMultiviewVertexShaderTest, AssignmentWithViewIDInsideAssignment)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" gl_Position.y = (gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Test that gl_ViewID_OVR can't be used as an l-value.
TEST_F(WEBGLMultiviewVertexShaderTest, ViewIdAsLValue)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"void foo(out uint u)\n"
"{\n"
" u = 3u;\n"
"}\n"
"void main()\n"
"{\n"
" foo(gl_ViewID_OVR);\n"
" gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Test that compiling an ESSL 1.00 shader with multiview support succeeds.
TEST_F(WEBGLMultiviewVertexShaderTest, ESSL1Shader)
{
const std::string &shaderString =
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0)\n"
" {\n"
" gl_Position = vec4(-1.0, 0.0, 0.0, 1.0);\n"
" }\n"
" else\n"
" {\n"
" gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n"
" }\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Test that compiling an ESSL 1.00 shader with an unsupported global layout qualifier fails.
TEST_F(WEBGLMultiviewVertexShaderTest, ESSL1ShaderUnsupportedGlobalLayoutQualifier)
{
const std::string &shaderString =
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"layout(std140) uniform;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0)\n"
" {\n"
" gl_Position = vec4(-1.0, 0.0, 0.0, 1.0);\n"
" }\n"
" else\n"
" {\n"
" gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n"
" }\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Test that compiling an ESSL 1.00 vertex shader with an unsupported input storage qualifier fails.
TEST_F(WEBGLMultiviewVertexShaderTest, ESSL1ShaderUnsupportedInputStorageQualifier)
{
const std::string &shaderString =
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"in vec4 pos;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0)\n"
" {\n"
" gl_Position = vec4(-1.0, 0.0, 0.0, 1.0);\n"
" }\n"
" else\n"
" {\n"
" gl_Position = vec4(1.0, 0.0, 0.0, 1.0);\n"
" }\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Test that compiling an ESSL 1.00 fragment shader with an unsupported input storage qualifier
// fails.
TEST_F(WEBGLMultiviewFragmentShaderTest, ESSL1ShaderUnsupportedInStorageQualifier)
{
const std::string &shaderString =
"#extension GL_OVR_multiview2 : require\n"
"precision highp float;\n"
"in vec4 color;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0)\n"
" {\n"
" gl_FragColor = color;\n"
" }\n"
" else\n"
" {\n"
" gl_FragColor = color + vec4(1.0, 0.0, 0.0, 1.0);\n"
" }\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Test that gl_InstanceID gets correctly replaced by InstanceID. gl_InstanceID should only be used
// twice: once to initialize ViewID_OVR and once for InstanceID. The number of occurrences of
// InstanceID in the AST should be the sum of two and the number of occurrences of gl_InstanceID
// before any renaming.
TEST_F(WEBGLMultiviewVertexShaderTest, GLInstanceIDIsRenamed)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"flat out int myInstance;\n"
"out float myInstanceF;\n"
"out float myInstanceF2;\n"
"void main()\n"
"{\n"
" gl_Position.x = gl_ViewID_OVR == 0u ? 0. : 1.;\n"
" gl_Position.yzw = vec3(0., 0., 1.);\n"
" myInstance = gl_InstanceID;\n"
" myInstanceF = float(gl_InstanceID) + .5;\n"
" myInstanceF2 = float(gl_InstanceID) + .1;\n"
"}\n";
mExtraCompileOptions |= SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW;
compileAssumeSuccess(shaderString);
SymbolOccurrenceCounterByName glInstanceIDByName("gl_InstanceID");
mASTRoot->traverse(&glInstanceIDByName);
EXPECT_EQ(2u, glInstanceIDByName.getNumberOfOccurrences());
SymbolOccurrenceCounterByQualifier glInstanceIDByQualifier(EvqInstanceID);
mASTRoot->traverse(&glInstanceIDByQualifier);
EXPECT_EQ(2u, glInstanceIDByQualifier.getNumberOfOccurrences());
SymbolOccurrenceCounterByName instanceIDByName("InstanceID");
mASTRoot->traverse(&instanceIDByName);
EXPECT_EQ(5u, instanceIDByName.getNumberOfOccurrences());
}
// Test that gl_ViewID_OVR gets correctly replaced by ViewID_OVR. gl_ViewID_OVR should not be found
// by either name or qualifier. The number of occurrences of ViewID_OVR in the AST should be the sum
// of two and the number of occurrences of gl_ViewID_OVR before any renaming.
TEST_F(WEBGLMultiviewVertexShaderTest, GLViewIDIsRenamed)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"flat out uint a;\n"
"void main()\n"
"{\n"
" gl_Position.x = gl_ViewID_OVR == 0u ? 0. : 1.;\n"
" gl_Position.yzw = vec3(0., 0., 1.);\n"
" a = gl_ViewID_OVR == 0u ? (gl_ViewID_OVR+2u) : gl_ViewID_OVR;\n"
"}\n";
mExtraCompileOptions |= SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW;
compileAssumeSuccess(shaderString);
SymbolOccurrenceCounterByName glViewIDOVRByName("gl_ViewID_OVR");
mASTRoot->traverse(&glViewIDOVRByName);
EXPECT_EQ(0u, glViewIDOVRByName.getNumberOfOccurrences());
SymbolOccurrenceCounterByQualifier glViewIDOVRByQualifier(EvqViewIDOVR);
mASTRoot->traverse(&glViewIDOVRByQualifier);
EXPECT_EQ(0u, glViewIDOVRByQualifier.getNumberOfOccurrences());
SymbolOccurrenceCounterByNameAndQualifier viewIDByNameAndQualifier("ViewID_OVR", EvqFlatOut);
mASTRoot->traverse(&viewIDByNameAndQualifier);
EXPECT_EQ(6u, viewIDByNameAndQualifier.getNumberOfOccurrences());
}
// The test checks that ViewID_OVR and InstanceID have the correct initializers based on the
// number of views.
TEST_F(WEBGLMultiviewVertexShaderOutputCodeTest, ViewIDAndInstanceIDHaveCorrectValues)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 3) in;\n"
"flat out int myInstance;\n"
"void main()\n"
"{\n"
" gl_Position.x = gl_ViewID_OVR == 0u ? 0. : 1.;\n"
" gl_Position.yzw = vec3(0., 0., 1.);\n"
" myInstance = gl_InstanceID;\n"
"}\n";
requestHLSLOutput();
compile(shaderString, SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW);
EXPECT_TRUE(foundInAllGLSLCode("webgl_angle_ViewID_OVR = (uint(gl_InstanceID) % 3u)"));
EXPECT_TRUE(foundInAllGLSLCode("webgl_angle_InstanceID = (gl_InstanceID / 3)"));
EXPECT_TRUE(foundInHLSLCode("ViewID_OVR = (uvec1(gl_InstanceID) % 3)"));
EXPECT_TRUE(foundInHLSLCode("InstanceID = (gl_InstanceID / 3)"));
}
// The test checks that the directive enabling GL_OVR_multiview is not outputted if the extension is
// emulated.
TEST_F(WEBGLMultiviewVertexShaderOutputCodeTest, StrippedOVRMultiviewDirective)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 3) in;\n"
"void main()\n"
"{\n"
"}\n";
// The directive must not be present if any of the multiview emulation options are set.
compile(shaderString, SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW);
EXPECT_FALSE(foundInESSLCode("GL_OVR_multiview"));
EXPECT_FALSE(foundInGLSLCode("GL_OVR_multiview"));
compile(shaderString, SH_TRANSLATE_VIEWID_OVR_TO_UNIFORM);
EXPECT_FALSE(foundInESSLCode("GL_OVR_multiview"));
EXPECT_FALSE(foundInGLSLCode("GL_OVR_multiview"));
// The directive should be outputted from the ESSL translator with none of the options being
// set.
compile(shaderString);
EXPECT_TRUE(foundInESSLCode("GL_OVR_multiview"));
}
// Test that gl_InstanceID is collected in an ESSL1 shader if the
// SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW option is set.
TEST_F(WEBGLMultiviewVertexShaderTest, InstaceIDCollectedESSL1)
{
const std::string &shaderString =
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" gl_Position.x = gl_ViewID_OVR == 0 ? 0. : 1.;\n"
" gl_Position.yzw = vec3(0., 0., 1.);\n"
"}\n";
mExtraCompileOptions |= SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW;
mExtraCompileOptions |= SH_VARIABLES;
compileAssumeSuccess(shaderString);
const std::vector<Attribute> &attributes = getAttributes();
bool isGLInstanceIDFound = false;
for (size_t i = 0u; i < attributes.size() && !isGLInstanceIDFound; ++i)
{
isGLInstanceIDFound = (attributes[i].name == "gl_InstanceID");
}
EXPECT_TRUE(isGLInstanceIDFound);
}
// Test that ViewID_OVR is declared as a flat input variable in an ESSL 3.00 fragment shader.
TEST_F(WEBGLMultiviewFragmentShaderTest, ViewIDDeclaredAsFlatInput)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"void main()\n"
"{\n"
"}\n";
mExtraCompileOptions |= SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW;
compileAssumeSuccess(shaderString);
VariableOccursNTimes(mASTRoot, "ViewID_OVR", EvqFlatIn, 1u);
}
// Test that ViewID_OVR is declared as a flat output variable in an ESSL 1.00 vertex shader.
TEST_F(WEBGLMultiviewVertexShaderTest, ViewIDDeclaredAsFlatOutput)
{
const std::string &shaderString =
"#extension GL_OVR_multiview2 : require\n"
"void main()\n"
"{\n"
"}\n";
mExtraCompileOptions |= SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW;
compileAssumeSuccess(shaderString);
VariableOccursNTimes(mASTRoot, "ViewID_OVR", EvqFlatOut, 2u);
}
// The test checks that the GL_NV_viewport_array2 extension is emitted in a vertex shader if the
// SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER option is set.
TEST_F(WEBGLMultiviewVertexShaderOutputCodeTest, ViewportArray2IsEmitted)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 3) in;\n"
"void main()\n"
"{\n"
"}\n";
compile(shaderString, SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW |
SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER);
EXPECT_TRUE(foundInAllGLSLCode("#extension GL_NV_viewport_array2 : require"));
}
// The test checks that the GL_NV_viewport_array2 extension is not emitted in a vertex shader if the
// OVR_multiview extension is not requested in the shader source even if the
// SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER option is set.
TEST_F(WEBGLMultiviewVertexShaderOutputCodeTest, ViewportArray2IsNotEmitted)
{
const std::string &shaderString =
"#version 300 es\n"
"void main()\n"
"{\n"
"}\n";
compile(shaderString, SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW |
SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER);
EXPECT_FALSE(foundInGLSLCode("#extension GL_NV_viewport_array2"));
EXPECT_FALSE(foundInESSLCode("#extension GL_NV_viewport_array2"));
}
// The test checks that the GL_NV_viewport_array2 extension is not emitted in a fragment shader if
// the SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER option is set.
TEST_F(WEBGLMultiviewFragmentShaderOutputCodeTest, ViewportArray2IsNotEmitted)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"void main()\n"
"{\n"
"}\n";
compile(shaderString, SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW |
SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER);
EXPECT_FALSE(foundInGLSLCode("#extension GL_NV_viewport_array2"));
EXPECT_FALSE(foundInESSLCode("#extension GL_NV_viewport_array2"));
}
// The test checks that the GL_NV_viewport_array2 extension is not emitted in a compute shader if
// the SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER option is set.
TEST_F(WEBGLMultiviewComputeShaderOutputCodeTest, ViewportArray2IsNotEmitted)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"void main()\n"
"{\n"
"}\n";
compile(shaderString, SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW |
SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER);
EXPECT_FALSE(foundInGLSLCode("#extension GL_NV_viewport_array2"));
EXPECT_FALSE(foundInESSLCode("#extension GL_NV_viewport_array2"));
}
// The test checks that the viewport index is selected after the initialization of ViewID_OVR for
// GLSL and ESSL ouputs.
TEST_F(WEBGLMultiviewVertexShaderOutputCodeTest, GlViewportIndexIsSet)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 3) in;\n"
"void main()\n"
"{\n"
"}\n";
compile(shaderString, SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW |
SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER);
const char glViewportIndexAssignment[] = "gl_ViewportIndex = int(webgl_angle_ViewID_OVR)";
// Check that the viewport index is selected.
EXPECT_TRUE(foundInAllGLSLCode(glViewportIndexAssignment));
// Setting gl_ViewportIndex must happen after ViewID_OVR's initialization.
const char viewIDOVRAssignment[] = "webgl_angle_ViewID_OVR = (uint(gl_InstanceID) % 3u)";
size_t viewIDOVRAssignmentLoc = findInCode(SH_GLSL_COMPATIBILITY_OUTPUT, viewIDOVRAssignment);
size_t glViewportIndexAssignmentLoc =
findInCode(SH_GLSL_COMPATIBILITY_OUTPUT, glViewportIndexAssignment);
EXPECT_LT(viewIDOVRAssignmentLoc, glViewportIndexAssignmentLoc);
viewIDOVRAssignmentLoc = findInCode(SH_ESSL_OUTPUT, viewIDOVRAssignment);
glViewportIndexAssignmentLoc = findInCode(SH_ESSL_OUTPUT, glViewportIndexAssignment);
EXPECT_LT(viewIDOVRAssignmentLoc, glViewportIndexAssignmentLoc);
}
} // namespace