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

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  • Author : Jiawei Shao
    Date : 2017-08-30 14:20:58
    Hash : 8e4b355b
    Message : ES31: Implement Geometry Shader inputs and outputs This patch intends to implement Geometry Shader inputs and outputs in ANGLE GLSL compiler. 1. Only accept arrays as the inputs of a Geometry Shader. 2. Allow unsized arrays as the inputs of a Geometry Shader after a valid input primitive declaration and assign size to them. 3. Implement Geometry Shader outputs. 4. Allow Geometry Shader inputs and outputs using interpolation qualifiers ('flat', 'smooth', 'centroid'). 5. Allow using 'location' layout qualifier on Geometry Shader inputs and outputs. BUG=angleproject:1941 TEST=angle_unittests Change-Id: Ia7e250277c61f45c8479437b567c2831ff26b433 Reviewed-on: https://chromium-review.googlesource.com/650211 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/compiler_tests/CollectVariables_test.cpp
  • //
    // Copyright (c) 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.
    //
    // CollectVariables_test.cpp:
    //   Some tests for shader inspection
    //
    
    #include <memory>
    
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "GLSLANG/ShaderLang.h"
    #include "compiler/translator/TranslatorGLSL.h"
    
    using namespace sh;
    
    #define EXPECT_GLENUM_EQ(expected, actual) \
        EXPECT_EQ(static_cast<::GLenum>(expected), static_cast<::GLenum>(actual))
    
    namespace
    {
    
    std::string DecorateName(const char *name)
    {
        return std::string("_u") + name;
    }
    
    }  // anonymous namespace
    
    class CollectVariablesTest : public testing::Test
    {
      public:
        CollectVariablesTest(::GLenum shaderType) : mShaderType(shaderType) {}
    
      protected:
        void SetUp() override
        {
            ShBuiltInResources resources;
            InitBuiltInResources(&resources);
            resources.MaxDrawBuffers = 8;
    
            initTranslator(resources);
        }
    
        virtual void initTranslator(const ShBuiltInResources &resources)
        {
            mTranslator.reset(
                new TranslatorGLSL(mShaderType, SH_GLES3_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT));
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    
        // For use in the gl_DepthRange tests.
        void validateDepthRangeShader(const std::string &shaderString)
        {
            const char *shaderStrings[] = { shaderString.c_str() };
            ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES));
    
            const std::vector<Uniform> &uniforms = mTranslator->getUniforms();
            ASSERT_EQ(1u, uniforms.size());
    
            const Uniform &uniform = uniforms[0];
            EXPECT_EQ("gl_DepthRange", uniform.name);
            ASSERT_TRUE(uniform.isStruct());
            ASSERT_EQ(3u, uniform.fields.size());
    
            bool foundNear = false;
            bool foundFar = false;
            bool foundDiff = false;
    
            for (const auto &field : uniform.fields)
            {
                if (field.name == "near")
                {
                    EXPECT_FALSE(foundNear);
                    foundNear = true;
                }
                else if (field.name == "far")
                {
                    EXPECT_FALSE(foundFar);
                    foundFar = true;
                }
                else
                {
                    ASSERT_EQ("diff", field.name);
                    EXPECT_FALSE(foundDiff);
                    foundDiff = true;
                }
    
                EXPECT_FALSE(field.isArray());
                EXPECT_FALSE(field.isStruct());
                EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision);
                EXPECT_TRUE(field.staticUse);
                EXPECT_GLENUM_EQ(GL_FLOAT, field.type);
            }
    
            EXPECT_TRUE(foundNear && foundFar && foundDiff);
        }
    
        // For use in tests for output varibles.
        void validateOutputVariableForShader(const std::string &shaderString,
                                             unsigned int varIndex,
                                             const char *varName,
                                             const OutputVariable **outResult)
        {
            const char *shaderStrings[] = {shaderString.c_str()};
            ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES))
                << mTranslator->getInfoSink().info.str();
    
            const auto &outputVariables = mTranslator->getOutputVariables();
            ASSERT_LT(varIndex, outputVariables.size());
            const OutputVariable &outputVariable = outputVariables[varIndex];
            EXPECT_EQ(-1, outputVariable.location);
            EXPECT_TRUE(outputVariable.staticUse);
            EXPECT_EQ(varName, outputVariable.name);
            *outResult = &outputVariable;
        }
    
        void compile(const std::string &shaderString, ShCompileOptions compileOptions)
        {
            const char *shaderStrings[] = {shaderString.c_str()};
            ASSERT_TRUE(mTranslator->compile(shaderStrings, 1, SH_VARIABLES | compileOptions));
        }
    
        void compile(const std::string &shaderString) { compile(shaderString, 0u); }
    
        ::GLenum mShaderType;
        std::unique_ptr<TranslatorGLSL> mTranslator;
    };
    
    class CollectVertexVariablesTest : public CollectVariablesTest
    {
      public:
        CollectVertexVariablesTest() : CollectVariablesTest(GL_VERTEX_SHADER) {}
    };
    
    class CollectFragmentVariablesTest : public CollectVariablesTest
    {
      public:
          CollectFragmentVariablesTest() : CollectVariablesTest(GL_FRAGMENT_SHADER) {}
    };
    
    class CollectVariablesTestES31 : public CollectVariablesTest
    {
      public:
        CollectVariablesTestES31(sh::GLenum shaderType) : CollectVariablesTest(shaderType) {}
    
      protected:
        void initTranslator(const ShBuiltInResources &resources) override
        {
            mTranslator.reset(
                new TranslatorGLSL(mShaderType, SH_GLES3_1_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT));
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    };
    
    class CollectVariablesOESGeometryShaderTest : public CollectVariablesTestES31
    {
      public:
        CollectVariablesOESGeometryShaderTest(sh::GLenum shaderType)
            : CollectVariablesTestES31(shaderType)
        {
        }
    
      protected:
        void SetUp() override
        {
            ShBuiltInResources resources;
            InitBuiltInResources(&resources);
            resources.OES_geometry_shader = 1;
    
            initTranslator(resources);
        }
    };
    
    class CollectGeometryVariablesTest : public CollectVariablesOESGeometryShaderTest
    {
      public:
        CollectGeometryVariablesTest() : CollectVariablesOESGeometryShaderTest(GL_GEOMETRY_SHADER_OES)
        {
        }
    
      protected:
        void compileGeometryShaderWithInputPrimitive(const std::string &inputPrimitive,
                                                     const std::string &inputVarying,
                                                     const std::string &functionBody)
        {
            std::ostringstream sstream;
            sstream << "#version 310 es\n"
                    << "#extension GL_OES_geometry_shader : require\n"
                    << "layout (" << inputPrimitive << ") in;\n"
                    << "layout (points, max_vertices = 2) out;\n"
                    << inputVarying << functionBody;
    
            compile(sstream.str());
        }
    };
    
    class CollectFragmentVariablesOESGeometryShaderTest : public CollectVariablesOESGeometryShaderTest
    {
      public:
        CollectFragmentVariablesOESGeometryShaderTest()
            : CollectVariablesOESGeometryShaderTest(GL_FRAGMENT_SHADER)
        {
        }
    
      protected:
        void initTranslator(const ShBuiltInResources &resources)
        {
            mTranslator.reset(
                new TranslatorGLSL(mShaderType, SH_GLES3_1_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT));
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    };
    
    class CollectVertexVariablesES31Test : public CollectVariablesTestES31
    {
      public:
        CollectVertexVariablesES31Test() : CollectVariablesTestES31(GL_VERTEX_SHADER) {}
    };
    
    class CollectFragmentVariablesES31Test : public CollectVariablesTestES31
    {
      public:
        CollectFragmentVariablesES31Test() : CollectVariablesTestES31(GL_FRAGMENT_SHADER) {}
    };
    
    TEST_F(CollectFragmentVariablesTest, SimpleOutputVar)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 out_fragColor;\n"
            "void main() {\n"
            "   out_fragColor = vec4(1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &outputVariables = mTranslator->getOutputVariables();
        ASSERT_EQ(1u, outputVariables.size());
    
        const OutputVariable &outputVariable = outputVariables[0];
    
        EXPECT_FALSE(outputVariable.isArray());
        EXPECT_EQ(-1, outputVariable.location);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision);
        EXPECT_TRUE(outputVariable.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable.type);
        EXPECT_EQ("out_fragColor", outputVariable.name);
    }
    
    TEST_F(CollectFragmentVariablesTest, LocationOutputVar)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "layout(location=5) out vec4 out_fragColor;\n"
            "void main() {\n"
            "   out_fragColor = vec4(1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &outputVariables = mTranslator->getOutputVariables();
        ASSERT_EQ(1u, outputVariables.size());
    
        const OutputVariable &outputVariable = outputVariables[0];
    
        EXPECT_FALSE(outputVariable.isArray());
        EXPECT_EQ(5, outputVariable.location);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision);
        EXPECT_TRUE(outputVariable.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable.type);
        EXPECT_EQ("out_fragColor", outputVariable.name);
    }
    
    TEST_F(CollectVertexVariablesTest, LocationAttribute)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "layout(location=5) in vec4 in_Position;\n"
            "void main() {\n"
            "   gl_Position = in_Position;\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<Attribute> &attributes = mTranslator->getAttributes();
        ASSERT_EQ(1u, attributes.size());
    
        const Attribute &attribute = attributes[0];
    
        EXPECT_FALSE(attribute.isArray());
        EXPECT_EQ(5, attribute.location);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, attribute.precision);
        EXPECT_TRUE(attribute.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, attribute.type);
        EXPECT_EQ("in_Position", attribute.name);
    }
    
    TEST_F(CollectVertexVariablesTest, SimpleInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "uniform b {\n"
            "  float f;\n"
            "};"
            "void main() {\n"
            "   gl_Position = vec4(f, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision);
        EXPECT_TRUE(field.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, field.type);
        EXPECT_EQ("f", field.name);
        EXPECT_FALSE(field.isRowMajorLayout);
        EXPECT_TRUE(field.fields.empty());
    }
    
    TEST_F(CollectVertexVariablesTest, SimpleInstancedInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "uniform b {\n"
            "  float f;\n"
            "} blockInstance;"
            "void main() {\n"
            "   gl_Position = vec4(blockInstance.f, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_EQ("blockInstance", interfaceBlock.instanceName);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision);
        EXPECT_TRUE(field.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, field.type);
        EXPECT_EQ("f", field.name);
        EXPECT_FALSE(field.isRowMajorLayout);
        EXPECT_TRUE(field.fields.empty());
    }
    
    TEST_F(CollectVertexVariablesTest, StructInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "struct st { float f; };"
            "uniform b {\n"
            "  st s;\n"
            "};"
            "void main() {\n"
            "   gl_Position = vec4(s.f, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_EQ(DecorateName("b"), interfaceBlock.mappedName);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_TRUE(field.isStruct());
        EXPECT_TRUE(field.staticUse);
        EXPECT_EQ("s", field.name);
        EXPECT_EQ(DecorateName("s"), field.mappedName);
        EXPECT_FALSE(field.isRowMajorLayout);
    
        const ShaderVariable &member = field.fields[0];
    
        // NOTE: we don't currently mark struct members as statically used or not
        EXPECT_FALSE(member.isStruct());
        EXPECT_EQ("f", member.name);
        EXPECT_EQ(DecorateName("f"), member.mappedName);
        EXPECT_GLENUM_EQ(GL_FLOAT, member.type);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision);
    }
    
    TEST_F(CollectVertexVariablesTest, StructInstancedInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "struct st { float f; };"
            "uniform b {\n"
            "  st s;\n"
            "} instanceName;"
            "void main() {\n"
            "   gl_Position = vec4(instanceName.s.f, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_EQ(DecorateName("b"), interfaceBlock.mappedName);
        EXPECT_EQ("instanceName", interfaceBlock.instanceName);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_TRUE(field.isStruct());
        EXPECT_TRUE(field.staticUse);
        EXPECT_EQ("s", field.name);
        EXPECT_EQ(DecorateName("s"), field.mappedName);
        EXPECT_FALSE(field.isRowMajorLayout);
    
        const ShaderVariable &member = field.fields[0];
    
        // NOTE: we don't currently mark struct members as statically used or not
        EXPECT_FALSE(member.isStruct());
        EXPECT_EQ("f", member.name);
        EXPECT_EQ(DecorateName("f"), member.mappedName);
        EXPECT_GLENUM_EQ(GL_FLOAT, member.type);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision);
    }
    
    TEST_F(CollectVertexVariablesTest, NestedStructRowMajorInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "struct st { mat2 m; };"
            "layout(row_major) uniform b {\n"
            "  st s;\n"
            "};"
            "void main() {\n"
            "   gl_Position = vec4(s.m);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_TRUE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("b", interfaceBlock.name);
        EXPECT_EQ(DecorateName("b"), interfaceBlock.mappedName);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_TRUE(field.isStruct());
        EXPECT_TRUE(field.staticUse);
        EXPECT_EQ("s", field.name);
        EXPECT_EQ(DecorateName("s"), field.mappedName);
        EXPECT_TRUE(field.isRowMajorLayout);
    
        const ShaderVariable &member = field.fields[0];
    
        // NOTE: we don't currently mark struct members as statically used or not
        EXPECT_FALSE(member.isStruct());
        EXPECT_EQ("m", member.name);
        EXPECT_EQ(DecorateName("m"), member.mappedName);
        EXPECT_GLENUM_EQ(GL_FLOAT_MAT2, member.type);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, member.precision);
    }
    
    TEST_F(CollectVertexVariablesTest, VaryingInterpolation)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "centroid out float vary;\n"
            "void main() {\n"
            "   gl_Position = vec4(1.0);\n"
            "   vary = 1.0;\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<Varying> &varyings = mTranslator->getOutputVaryings();
        ASSERT_EQ(2u, varyings.size());
    
        const Varying *varying = &varyings[0];
    
        if (varying->name == "gl_Position")
        {
            varying = &varyings[1];
        }
    
        EXPECT_FALSE(varying->isArray());
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, varying->precision);
        EXPECT_TRUE(varying->staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, varying->type);
        EXPECT_EQ("vary", varying->name);
        EXPECT_EQ(DecorateName("vary"), varying->mappedName);
        EXPECT_EQ(INTERPOLATION_CENTROID, varying->interpolation);
    }
    
    // Test for builtin uniform "gl_DepthRange" (Vertex shader)
    TEST_F(CollectVertexVariablesTest, DepthRange)
    {
        const std::string &shaderString =
            "attribute vec4 position;\n"
            "void main() {\n"
            "   gl_Position = position + vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1.0);\n"
            "}\n";
    
        validateDepthRangeShader(shaderString);
    }
    
    // Test for builtin uniform "gl_DepthRange" (Fragment shader)
    TEST_F(CollectFragmentVariablesTest, DepthRange)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(gl_DepthRange.near, gl_DepthRange.far, gl_DepthRange.diff, 1.0);\n"
            "}\n";
    
        validateDepthRangeShader(shaderString);
    }
    
    // Test that gl_FragColor built-in usage in ESSL1 fragment shader is reflected in the output
    // variables list.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragColor)
    {
        const std::string &fragColorShader =
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(fragColorShader, 0u, "gl_FragColor", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_FALSE(outputVariable->isArray());
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_FragData built-in usage in ESSL1 fragment shader is reflected in the output
    // variables list.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragData)
    {
        const std::string &fragDataShader =
            "#extension GL_EXT_draw_buffers : require\n"
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragData[0] = vec4(1.0);\n"
            "   gl_FragData[1] = vec4(0.5);\n"
            "}\n";
    
        ShBuiltInResources resources       = mTranslator->getResources();
        resources.EXT_draw_buffers         = 1;
        const unsigned int kMaxDrawBuffers = 3u;
        resources.MaxDrawBuffers = kMaxDrawBuffers;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(fragDataShader, 0u, "gl_FragData", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_FragDataEXT built-in usage in ESSL1 fragment shader is reflected in the output
    // variables list. Also test that the precision is mediump.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragDepthMediump)
    {
        const std::string &fragDepthShader =
            "#extension GL_EXT_frag_depth : require\n"
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragDepthEXT = 0.7;"
            "}\n";
    
        ShBuiltInResources resources = mTranslator->getResources();
        resources.EXT_frag_depth = 1;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(fragDepthShader, 0u, "gl_FragDepthEXT", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_FALSE(outputVariable->isArray());
        EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_FragDataEXT built-in usage in ESSL1 fragment shader is reflected in the output
    // variables list. Also test that the precision is highp if user requests it.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1FragDepthHighp)
    {
        const std::string &fragDepthHighShader =
            "#extension GL_EXT_frag_depth : require\n"
            "void main() {\n"
            "   gl_FragDepthEXT = 0.7;"
            "}\n";
    
        ShBuiltInResources resources    = mTranslator->getResources();
        resources.EXT_frag_depth        = 1;
        resources.FragmentPrecisionHigh = 1;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(fragDepthHighShader, 0u, "gl_FragDepthEXT", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_FALSE(outputVariable->isArray());
        EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_FragData built-in usage in ESSL3 fragment shader is reflected in the output
    // variables list. Also test that the precision is highp.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL3FragDepthHighp)
    {
        const std::string &fragDepthHighShader =
            "#version 300 es\n"
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragDepth = 0.7;"
            "}\n";
    
        ShBuiltInResources resources = mTranslator->getResources();
        resources.EXT_frag_depth = 1;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(fragDepthHighShader, 0u, "gl_FragDepth", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_FALSE(outputVariable->isArray());
        EXPECT_GLENUM_EQ(GL_FLOAT, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_SecondaryFragColorEXT built-in usage in ESSL1 fragment shader is reflected in the
    // output variables list.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1EXTBlendFuncExtendedSecondaryFragColor)
    {
        const char *secondaryFragColorShader =
            "#extension GL_EXT_blend_func_extended : require\n"
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(1.0);\n"
            "   gl_SecondaryFragColorEXT = vec4(1.0);\n"
            "}\n";
    
        const unsigned int kMaxDrawBuffers = 3u;
        ShBuiltInResources resources       = mTranslator->getResources();
        resources.EXT_blend_func_extended  = 1;
        resources.EXT_draw_buffers         = 1;
        resources.MaxDrawBuffers           = kMaxDrawBuffers;
        resources.MaxDualSourceDrawBuffers = resources.MaxDrawBuffers;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(secondaryFragColorShader, 0u, "gl_FragColor", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_FALSE(outputVariable->isArray());
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    
        outputVariable = nullptr;
        validateOutputVariableForShader(secondaryFragColorShader, 1u, "gl_SecondaryFragColorEXT",
                                        &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_FALSE(outputVariable->isArray());
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    }
    
    // Test that gl_SecondaryFragDataEXT built-in usage in ESSL1 fragment shader is reflected in the
    // output variables list.
    TEST_F(CollectFragmentVariablesTest, OutputVarESSL1EXTBlendFuncExtendedSecondaryFragData)
    {
        const char *secondaryFragDataShader =
            "#extension GL_EXT_blend_func_extended : require\n"
            "#extension GL_EXT_draw_buffers : require\n"
            "precision mediump float;\n"
            "void main() {\n"
            "   gl_FragData[0] = vec4(1.0);\n"
            "   gl_FragData[1] = vec4(0.5);\n"
            "   gl_SecondaryFragDataEXT[0] = vec4(1.0);\n"
            "   gl_SecondaryFragDataEXT[1] = vec4(0.8);\n"
            "}\n";
        const unsigned int kMaxDrawBuffers = 3u;
        ShBuiltInResources resources       = mTranslator->getResources();
        resources.EXT_blend_func_extended  = 1;
        resources.EXT_draw_buffers         = 1;
        resources.MaxDrawBuffers           = kMaxDrawBuffers;
        resources.MaxDualSourceDrawBuffers = resources.MaxDrawBuffers;
        initTranslator(resources);
    
        const OutputVariable *outputVariable = nullptr;
        validateOutputVariableForShader(secondaryFragDataShader, 0u, "gl_FragData", &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    
        outputVariable = nullptr;
        validateOutputVariableForShader(secondaryFragDataShader, 1u, "gl_SecondaryFragDataEXT",
                                        &outputVariable);
        ASSERT_NE(outputVariable, nullptr);
        EXPECT_EQ(kMaxDrawBuffers, outputVariable->arraySize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, outputVariable->type);
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision);
    }
    
    static khronos_uint64_t SimpleTestHash(const char *str, size_t len)
    {
        return static_cast<uint64_t>(len);
    }
    
    class CollectHashedVertexVariablesTest : public CollectVertexVariablesTest
    {
      protected:
        void SetUp() override
        {
            // Initialize the translate with a hash function
            ShBuiltInResources resources;
            sh::InitBuiltInResources(&resources);
            resources.HashFunction = SimpleTestHash;
            initTranslator(resources);
        }
    };
    
    TEST_F(CollectHashedVertexVariablesTest, InstancedInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "uniform blockName {\n"
            "  float field;\n"
            "} blockInstance;"
            "void main() {\n"
            "   gl_Position = vec4(blockInstance.field, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const std::vector<InterfaceBlock> &interfaceBlocks = mTranslator->getInterfaceBlocks();
        ASSERT_EQ(1u, interfaceBlocks.size());
    
        const InterfaceBlock &interfaceBlock = interfaceBlocks[0];
    
        EXPECT_EQ(0u, interfaceBlock.arraySize);
        EXPECT_FALSE(interfaceBlock.isRowMajorLayout);
        EXPECT_EQ(BLOCKLAYOUT_SHARED, interfaceBlock.layout);
        EXPECT_EQ("blockName", interfaceBlock.name);
        EXPECT_EQ("blockInstance", interfaceBlock.instanceName);
        EXPECT_EQ("webgl_9", interfaceBlock.mappedName);
        EXPECT_TRUE(interfaceBlock.staticUse);
    
        ASSERT_EQ(1u, interfaceBlock.fields.size());
    
        const InterfaceBlockField &field = interfaceBlock.fields[0];
    
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision);
        EXPECT_TRUE(field.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, field.type);
        EXPECT_EQ("field", field.name);
        EXPECT_EQ("webgl_5", field.mappedName);
        EXPECT_FALSE(field.isRowMajorLayout);
        EXPECT_TRUE(field.fields.empty());
    }
    
    TEST_F(CollectHashedVertexVariablesTest, StructUniform)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "struct sType {\n"
            "  float field;\n"
            "};"
            "uniform sType u;"
            "void main() {\n"
            "   gl_Position = vec4(u.field, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &uniforms = mTranslator->getUniforms();
        ASSERT_EQ(1u, uniforms.size());
    
        const Uniform &uniform = uniforms[0];
    
        EXPECT_FALSE(uniform.isArray());
        EXPECT_EQ("u", uniform.name);
        EXPECT_EQ("webgl_1", uniform.mappedName);
        EXPECT_TRUE(uniform.staticUse);
    
        ASSERT_EQ(1u, uniform.fields.size());
    
        const ShaderVariable &field = uniform.fields[0];
    
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision);
        // EXPECT_TRUE(field.staticUse); // we don't yet support struct static use
        EXPECT_GLENUM_EQ(GL_FLOAT, field.type);
        EXPECT_EQ("field", field.name);
        EXPECT_EQ("webgl_5", field.mappedName);
        EXPECT_TRUE(field.fields.empty());
    }
    
    // Test a uniform declaration with multiple declarators.
    TEST_F(CollectFragmentVariablesTest, MultiDeclaration)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 out_fragColor;\n"
            "uniform float uA, uB;\n"
            "void main()\n"
            "{\n"
            "    vec4 color = vec4(uA, uA, uA, uB);\n"
            "    out_fragColor = color;\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &uniforms = mTranslator->getUniforms();
        ASSERT_EQ(2u, uniforms.size());
    
        const Uniform &uniform = uniforms[0];
        EXPECT_FALSE(uniform.isArray());
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, uniform.precision);
        EXPECT_TRUE(uniform.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, uniform.type);
        EXPECT_EQ("uA", uniform.name);
    
        const Uniform &uniformB = uniforms[1];
        EXPECT_FALSE(uniformB.isArray());
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, uniformB.precision);
        EXPECT_TRUE(uniformB.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, uniformB.type);
        EXPECT_EQ("uB", uniformB.name);
    }
    
    // Test a uniform declaration starting with an empty declarator.
    TEST_F(CollectFragmentVariablesTest, EmptyDeclarator)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 out_fragColor;\n"
            "uniform float /* empty declarator */, uB;\n"
            "void main()\n"
            "{\n"
            "    out_fragColor = vec4(uB, uB, uB, uB);\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &uniforms = mTranslator->getUniforms();
        ASSERT_EQ(1u, uniforms.size());
    
        const Uniform &uniformB = uniforms[0];
        EXPECT_FALSE(uniformB.isArray());
        EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, uniformB.precision);
        EXPECT_TRUE(uniformB.staticUse);
        EXPECT_GLENUM_EQ(GL_FLOAT, uniformB.type);
        EXPECT_EQ("uB", uniformB.name);
    }
    
    // Test collecting variables from an instanced multiview shader that has an internal ViewID_OVR
    // varying.
    TEST_F(CollectVertexVariablesTest, ViewID_OVR)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "#extension GL_OVR_multiview : require\n"
            "precision mediump float;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(0.0);\n"
            "}\n";
    
        ShBuiltInResources resources = mTranslator->getResources();
        resources.OVR_multiview      = 1;
        resources.MaxViewsOVR        = 4;
        initTranslator(resources);
    
        compile(shaderString, SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW |
                                  SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER);
    
        // The internal ViewID_OVR varying is not exposed through the ShaderVars interface.
        const auto &varyings = mTranslator->getOutputVaryings();
        ASSERT_EQ(1u, varyings.size());
        const Varying *varying = &varyings[0];
        EXPECT_EQ("gl_Position", varying->name);
    }
    
    // Test all the fields of gl_in can be collected correctly in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectGLInFields)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    vec4 value = gl_in[0].gl_Position;\n"
            "    vec4 value2 = gl_in[0].gl_Position;\n"
            "}\n";
    
        compile(shaderString);
    
        EXPECT_TRUE(mTranslator->getOutputVaryings().empty());
        EXPECT_TRUE(mTranslator->getInputVaryings().empty());
    
        const auto &inBlocks = mTranslator->getInBlocks();
        ASSERT_EQ(1u, inBlocks.size());
    
        const InterfaceBlock *inBlock = &inBlocks[0];
        EXPECT_EQ("gl_PerVertex", inBlock->name);
        EXPECT_EQ("gl_in", inBlock->instanceName);
        EXPECT_TRUE(inBlock->staticUse);
        EXPECT_TRUE(inBlock->isBuiltIn());
    
        ASSERT_EQ(1u, inBlock->fields.size());
    
        const ShaderVariable &glPositionField = inBlock->fields[0];
        EXPECT_EQ("gl_Position", glPositionField.name);
        EXPECT_FALSE(glPositionField.isArray());
        EXPECT_FALSE(glPositionField.isStruct());
        EXPECT_TRUE(glPositionField.staticUse);
        EXPECT_TRUE(glPositionField.isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, glPositionField.precision);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, glPositionField.type);
    }
    
    // Test the collected array size of gl_in matches the input primitive declaration.
    TEST_F(CollectGeometryVariablesTest, GLInArraySize)
    {
        const std::array<std::string, 5> kInputPrimitives = {
            {"points", "lines", "lines_adjacency", "triangles", "triangles_adjacency"}};
    
        const GLuint kArraySizeForInputPrimitives[] = {1u, 2u, 4u, 3u, 6u};
    
        const std::string &functionBody =
            "void main()\n"
            "{\n"
            "    vec4 value = gl_in[0].gl_Position;\n"
            "}\n";
    
        for (size_t i = 0; i < kInputPrimitives.size(); ++i)
        {
            compileGeometryShaderWithInputPrimitive(kInputPrimitives[i], "", functionBody);
    
            const auto &inBlocks = mTranslator->getInBlocks();
            ASSERT_EQ(1u, inBlocks.size());
    
            const InterfaceBlock *inBlock = &inBlocks[0];
            ASSERT_EQ("gl_in", inBlock->instanceName);
            EXPECT_EQ(kArraySizeForInputPrimitives[i], inBlock->arraySize);
        }
    }
    
    // Test collecting gl_PrimitiveIDIn in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectPrimitiveIDIn)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    int value = gl_PrimitiveIDIn;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getOutputVaryings().empty());
        ASSERT_TRUE(mTranslator->getInBlocks().empty());
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(1u, inputVaryings.size());
    
        const Varying *varying = &inputVaryings[0];
        EXPECT_EQ("gl_PrimitiveIDIn", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting gl_InvocationID in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectInvocationID)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points, invocations = 2) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    int value = gl_InvocationID;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getOutputVaryings().empty());
        ASSERT_TRUE(mTranslator->getInBlocks().empty());
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(1u, inputVaryings.size());
    
        const Varying *varying = &inputVaryings[0];
        EXPECT_EQ("gl_InvocationID", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting gl_in in a geometry shader when gl_in is indexed by an expression.
    TEST_F(CollectGeometryVariablesTest, CollectGLInIndexedByExpression)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (triangles, invocations = 2) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    vec4 value = gl_in[gl_InvocationID + 1].gl_Position;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getOutputVaryings().empty());
    
        const auto &inBlocks = mTranslator->getInBlocks();
        ASSERT_EQ(1u, inBlocks.size());
        const InterfaceBlock *inBlock = &inBlocks[0];
        EXPECT_EQ("gl_PerVertex", inBlock->name);
        EXPECT_EQ("gl_in", inBlock->instanceName);
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(1u, inputVaryings.size());
        const Varying *glInvocationID = &inputVaryings[0];
        EXPECT_EQ("gl_InvocationID", glInvocationID->name);
    }
    
    // Test collecting gl_Position in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectPosition)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(0.1, 0.2, 0.3, 1);\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getInputVaryings().empty());
        ASSERT_TRUE(mTranslator->getInBlocks().empty());
    
        const auto &outputVaryings = mTranslator->getOutputVaryings();
        ASSERT_EQ(1u, outputVaryings.size());
    
        const Varying *varying = &outputVaryings[0];
        EXPECT_EQ("gl_Position", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, varying->precision);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, varying->type);
    }
    
    // Test collecting gl_PrimitiveID in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectPrimitiveID)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    gl_PrimitiveID = 100;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getInputVaryings().empty());
        ASSERT_TRUE(mTranslator->getInBlocks().empty());
    
        const auto &OutputVaryings = mTranslator->getOutputVaryings();
        ASSERT_EQ(1u, OutputVaryings.size());
    
        const Varying *varying = &OutputVaryings[0];
        EXPECT_EQ("gl_PrimitiveID", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting gl_Layer in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectLayer)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "void main()\n"
            "{\n"
            "    gl_Layer = 2;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getInputVaryings().empty());
        ASSERT_TRUE(mTranslator->getInBlocks().empty());
    
        const auto &OutputVaryings = mTranslator->getOutputVaryings();
        ASSERT_EQ(1u, OutputVaryings.size());
    
        const Varying *varying = &OutputVaryings[0];
        EXPECT_EQ("gl_Layer", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting gl_PrimitiveID in a fragment shader.
    TEST_F(CollectFragmentVariablesOESGeometryShaderTest, CollectPrimitiveID)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "void main()\n"
            "{\n"
            "    int value = gl_PrimitiveID;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getOutputVaryings().empty());
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(1u, inputVaryings.size());
    
        const Varying *varying = &inputVaryings[0];
        EXPECT_EQ("gl_PrimitiveID", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting gl_Layer in a fragment shader.
    TEST_F(CollectFragmentVariablesOESGeometryShaderTest, CollectLayer)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "void main()\n"
            "{\n"
            "    int value = gl_Layer;\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getOutputVaryings().empty());
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(1u, inputVaryings.size());
    
        const Varying *varying = &inputVaryings[0];
        EXPECT_EQ("gl_Layer", varying->name);
        EXPECT_FALSE(varying->isArray());
        EXPECT_FALSE(varying->isStruct());
        EXPECT_TRUE(varying->staticUse);
        EXPECT_TRUE(varying->isBuiltIn());
        EXPECT_GLENUM_EQ(GL_HIGH_INT, varying->precision);
        EXPECT_GLENUM_EQ(GL_INT, varying->type);
    }
    
    // Test collecting the location of vertex shader outputs.
    TEST_F(CollectVertexVariablesES31Test, CollectOutputWithLocation)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "out vec4 v_output1;\n"
            "layout (location = 1) out vec4 v_output2;\n"
            "void main()\n"
            "{\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &outputVaryings = mTranslator->getOutputVaryings();
        ASSERT_EQ(2u, outputVaryings.size());
    
        const Varying *varying1 = &outputVaryings[0];
        EXPECT_EQ("v_output1", varying1->name);
        EXPECT_EQ(-1, varying1->location);
    
        const Varying *varying2 = &outputVaryings[1];
        EXPECT_EQ("v_output2", varying2->name);
        EXPECT_EQ(1, varying2->location);
    }
    
    // Test collecting the location of fragment shader inputs.
    TEST_F(CollectFragmentVariablesES31Test, CollectInputWithLocation)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "precision mediump float;\n"
            "in vec4 f_input1;\n"
            "layout (location = 1) in vec4 f_input2;\n"
            "layout (location = 0) out vec4 o_color;\n"
            "void main()\n"
            "{\n"
            "    o_color = f_input2;\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(2u, inputVaryings.size());
    
        const Varying *varying1 = &inputVaryings[0];
        EXPECT_EQ("f_input1", varying1->name);
        EXPECT_EQ(-1, varying1->location);
    
        const Varying *varying2 = &inputVaryings[1];
        EXPECT_EQ("f_input2", varying2->name);
        EXPECT_EQ(1, varying2->location);
    }
    
    // Test collecting the inputs of a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectInputs)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "in vec4 texcoord1[];\n"
            "in vec4 texcoord2[1];\n"
            "void main()\n"
            "{\n"
            "    vec4 coord1 = texcoord1[0];\n"
            "    vec4 coord2 = texcoord2[0];\n"
            "}\n";
    
        compile(shaderString);
    
        ASSERT_TRUE(mTranslator->getOutputVaryings().empty());
    
        const auto &inputVaryings = mTranslator->getInputVaryings();
        ASSERT_EQ(2u, inputVaryings.size());
    
        const std::string kVaryingName[] = {"texcoord1", "texcoord2"};
    
        for (size_t i = 0; i < inputVaryings.size(); ++i)
        {
            const Varying &varying = inputVaryings[i];
    
            EXPECT_EQ(kVaryingName[i], varying.name);
            EXPECT_TRUE(varying.isArray());
            EXPECT_FALSE(varying.isStruct());
            EXPECT_TRUE(varying.staticUse);
            EXPECT_FALSE(varying.isBuiltIn());
            EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, varying.precision);
            EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, varying.type);
            EXPECT_FALSE(varying.isInvariant);
            EXPECT_EQ(1u, varying.arraySize);
        }
    }
    
    // Test that the unsized input of a geometry shader can be correctly collected.
    TEST_F(CollectGeometryVariablesTest, CollectInputArraySizeForUnsizedInput)
    {
        const std::array<std::string, 5> kInputPrimitives = {
            {"points", "lines", "lines_adjacency", "triangles", "triangles_adjacency"}};
    
        const GLuint kArraySizeForInputPrimitives[] = {1u, 2u, 4u, 3u, 6u};
    
        const std::string &kVariableDeclaration = "in vec4 texcoord[];\n";
        const std::string &kFunctionBody =
            "void main()\n"
            "{\n"
            "    vec4 value = texcoord[0];\n"
            "}\n";
    
        for (size_t i = 0; i < kInputPrimitives.size(); ++i)
        {
            compileGeometryShaderWithInputPrimitive(kInputPrimitives[i], kVariableDeclaration,
                                                    kFunctionBody);
    
            const auto &inputVaryings = mTranslator->getInputVaryings();
            ASSERT_EQ(1u, inputVaryings.size());
    
            const Varying *varying = &inputVaryings[0];
            EXPECT_EQ("texcoord", varying->name);
            EXPECT_EQ(kArraySizeForInputPrimitives[i], varying->arraySize);
        }
    }
    
    // Test collecting inputs using interpolation qualifiers in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectInputsWithInterpolationQualifiers)
    {
        const std::string &kHeader =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n";
        const std::string &kLayout =
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n";
    
        const std::array<std::string, 3> kInterpolationQualifiers = {{"flat", "smooth", "centroid"}};
    
        const std::array<InterpolationType, 3> kInterpolationType = {
            {INTERPOLATION_FLAT, INTERPOLATION_SMOOTH, INTERPOLATION_CENTROID}};
    
        const std::string &kFunctionBody =
            "void main()\n"
            "{\n"
            "    vec4 value = texcoord[0];\n"
            "}\n";
    
        for (size_t i = 0; i < kInterpolationQualifiers.size(); ++i)
        {
            const std::string &qualifier = kInterpolationQualifiers[i];
    
            std::ostringstream stream1;
            stream1 << kHeader << kLayout << qualifier << " in vec4 texcoord[];\n" << kFunctionBody;
            compile(stream1.str());
    
            const auto &inputVaryings = mTranslator->getInputVaryings();
            ASSERT_EQ(1u, inputVaryings.size());
            const Varying *varying = &inputVaryings[0];
            EXPECT_EQ("texcoord", varying->name);
            EXPECT_EQ(kInterpolationType[i], varying->interpolation);
        }
    }
    
    // Test collecting outputs using interpolation qualifiers in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectOutputsWithInterpolationQualifiers)
    {
        const std::string &kHeader =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n";
    
        const std::array<std::string, 4> kInterpolationQualifiers = {
            {"", "flat", "smooth", "centroid"}};
    
        const std::array<InterpolationType, 4> kInterpolationType = {
            {INTERPOLATION_SMOOTH, INTERPOLATION_FLAT, INTERPOLATION_SMOOTH, INTERPOLATION_CENTROID}};
    
        const std::string &kFunctionBody =
            "void main()\n"
            "{\n"
            "    texcoord = vec4(1.0, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        for (size_t i = 0; i < kInterpolationQualifiers.size(); ++i)
        {
            const std::string &qualifier = kInterpolationQualifiers[i];
            std::ostringstream stream;
            stream << kHeader << qualifier << " out vec4 texcoord;\n" << kFunctionBody;
    
            compile(stream.str());
            const auto &outputVaryings = mTranslator->getOutputVaryings();
            ASSERT_EQ(1u, outputVaryings.size());
    
            const Varying *varying = &outputVaryings[0];
            EXPECT_EQ("texcoord", varying->name);
            EXPECT_EQ(kInterpolationType[i], varying->interpolation);
            EXPECT_FALSE(varying->isInvariant);
        }
    }
    
    // Test collecting outputs using 'invariant' qualifier in a geometry shader.
    TEST_F(CollectGeometryVariablesTest, CollectOutputsWithInvariant)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "#extension GL_OES_geometry_shader : require\n"
            "layout (points) in;\n"
            "layout (points, max_vertices = 2) out;\n"
            "invariant out vec4 texcoord;\n"
            "void main()\n"
            "{\n"
            "    texcoord = vec4(1.0, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        compile(shaderString);
    
        const auto &outputVaryings = mTranslator->getOutputVaryings();
        ASSERT_EQ(1u, outputVaryings.size());
    
        const Varying *varying = &outputVaryings[0];
        EXPECT_EQ("texcoord", varying->name);
        EXPECT_TRUE(varying->isInvariant);
    }