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

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  • Author : Shahbaz Youssefi
    Date : 2020-01-14 14:12:31
    Hash : 71e6afb1
    Message : Vulkan: Set set/binding in SPIR-V This change introduces a SPIR-V transformer that modifies shader interface variable decorations directly in SPIR-V instead of manipulating the input GLSL. Currently, descriptor set and binding indices are set by the transformer. The shader translator outputs arbitrary set and binding indices. Once compiled by glslang, the SPIR-V transformer modifies these decorations. The ultimate goal is to be able to modify the SPIR-V again when program pipeline objects decide a different set/binding is necessary. Bug: angleproject:3394 Change-Id: If358265a72bf1fe9f5676562b39a632cb2e05dc4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2001477 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/tests/compiler_tests/EmulateGLDrawID_test.cpp
  • //
    // Copyright 2018 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_draw_id.cpp:
    //   Test for ANGLE_draw_id 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 EmulateGLDrawIDTest : public MatchOutputCodeTest
    {
      public:
        EmulateGLDrawIDTest()
            : MatchOutputCodeTest(GL_VERTEX_SHADER, SH_VARIABLES, SH_GLSL_COMPATIBILITY_OUTPUT)
        {
            getResources()->ANGLE_multi_draw = 1;
        }
    
      protected:
        void CheckCompileFailure(const std::string &shaderString, const char *expectedError = nullptr)
        {
            std::string translatedCode;
            std::string infoLog;
            bool success = compileTestShader(GL_VERTEX_SHADER, SH_GLES2_SPEC,
                                             SH_GLSL_COMPATIBILITY_OUTPUT, shaderString, getResources(),
                                             SH_VARIABLES, &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_DrawID
    // is not set
    TEST_F(EmulateGLDrawIDTest, RequiresEmulation)
    {
        CheckCompileFailure(
            "#extension GL_ANGLE_multi_draw : require\n"
            "void main() {\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n",
            "extension is not supported");
    }
    
    // Check that compiling with emulation with gl_DrawID works with different shader versions
    TEST_F(EmulateGLDrawIDTest, CheckCompile)
    {
        const std::string shaderString =
            "#extension GL_ANGLE_multi_draw : require\n"
            "void main() {\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString, SH_OBJECT_CODE | SH_VARIABLES | SH_EMULATE_GL_DRAW_ID);
        compile("#version 100\n" + shaderString, SH_OBJECT_CODE | SH_VARIABLES | SH_EMULATE_GL_DRAW_ID);
        compile("#version 300 es\n" + shaderString,
                SH_OBJECT_CODE | SH_VARIABLES | SH_EMULATE_GL_DRAW_ID);
    }
    
    // Check that gl_DrawID is properly emulated
    TEST_F(EmulateGLDrawIDTest, EmulatesUniform)
    {
        addOutputType(SH_GLSL_COMPATIBILITY_OUTPUT);
        addOutputType(SH_ESSL_OUTPUT);
    #ifdef ANGLE_ENABLE_VULKAN
        addOutputType(SH_GLSL_VULKAN_OUTPUT);
    #endif
    #ifdef ANGLE_ENABLE_HLSL
        addOutputType(SH_HLSL_3_0_OUTPUT);
        addOutputType(SH_HLSL_3_0_OUTPUT);
    #endif
    
        const std::string &shaderString =
            "#extension GL_ANGLE_multi_draw : require\n"
            "void main() {\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString, SH_OBJECT_CODE | SH_VARIABLES | SH_EMULATE_GL_DRAW_ID);
    
        EXPECT_TRUE(notFoundInCode("gl_DrawID"));
        EXPECT_TRUE(foundInCode("angle_DrawID"));
        EXPECT_TRUE(notFoundInCode("GL_ANGLE_multi_draw"));
    
        EXPECT_TRUE(foundInCode(SH_GLSL_COMPATIBILITY_OUTPUT, "uniform int angle_DrawID"));
        EXPECT_TRUE(foundInCode(SH_ESSL_OUTPUT, "uniform highp int angle_DrawID"));
    
    #ifdef ANGLE_ENABLE_VULKAN
        EXPECT_TRUE(
            foundInCode(SH_GLSL_VULKAN_OUTPUT, "uniform defaultUniformsVS\n{\n    int angle_DrawID;"));
    #endif
    #ifdef ANGLE_ENABLE_HLSL
        EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_DrawID : register"));
        EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_DrawID : register"));
    #endif
    }
    
    // Check that a user-defined "gl_DrawID" is not permitted
    TEST_F(EmulateGLDrawIDTest, DisallowsUserDefinedGLDrawID)
    {
        // Check that it is not permitted without the extension
        CheckCompileFailure(
            "uniform int gl_DrawID;\n"
            "void main() {\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n",
            "reserved built-in name");
    
        CheckCompileFailure(
            "void main() {\n"
            "   int gl_DrawID = 0;\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n",
            "reserved built-in name");
    
        // Check that it is not permitted with the extension
        CheckCompileFailure(
            "#extension GL_ANGLE_multi_draw : require\n"
            "uniform int gl_DrawID;\n"
            "void main() {\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n",
            "reserved built-in name");
    
        CheckCompileFailure(
            "#extension GL_ANGLE_multi_draw : require\n"
            "void main() {\n"
            "   int gl_DrawID = 0;\n"
            "   gl_Position = vec4(float(gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n",
            "reserved built-in name");
    }
    
    // gl_DrawID is translated to angle_DrawID internally. Check that a user-defined
    // angle_DrawID is permitted
    TEST_F(EmulateGLDrawIDTest, AllowsUserDefinedANGLEDrawID)
    {
        addOutputType(SH_GLSL_COMPATIBILITY_OUTPUT);
        addOutputType(SH_ESSL_OUTPUT);
    #ifdef ANGLE_ENABLE_VULKAN
        addOutputType(SH_GLSL_VULKAN_OUTPUT);
    #endif
    #ifdef ANGLE_ENABLE_HLSL
        addOutputType(SH_HLSL_3_0_OUTPUT);
        addOutputType(SH_HLSL_3_0_OUTPUT);
    #endif
    
        const std::string &shaderString =
            "#extension GL_ANGLE_multi_draw : require\n"
            "uniform int angle_DrawID;\n"
            "void main() {\n"
            "   gl_Position = vec4(float(angle_DrawID + gl_DrawID), 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString, SH_OBJECT_CODE | SH_VARIABLES | SH_EMULATE_GL_DRAW_ID);
    
        // " angle_DrawID" (note the space) should appear exactly twice:
        //    once in the declaration and once in the body.
        // The user-defined angle_DrawID should be decorated
        EXPECT_TRUE(foundInCode(" angle_DrawID", 2));
    }