Hash :
6f80f0f0
Author :
Date :
2022-08-06T02:29:19
Translator: Clean up the compile flag passing interface Historically, compile flags were sent to the translator as a bitmask. Recently, we were getting close to running out of bits. Additionally, direct-to-metal work had started to introduce constants to be passed to the translator, which were misplaced in ShBuiltInResources and Caps. Recent work on Pixel Local Storage adds even more constants, aggravating the situation. In this change, the interface to passing compile flags is reworked. A struct is passed (instead of a bitmask) that has one bit for each flag. This can be indefinitely extended. Additionally, the constants needed by metal and PLS are also placed in this struct. In turn, the backends can set these options directly, and don't have to hack them into Caps to further get hacked into ShBuiltInResources. Bug: angleproject:7559 Change-Id: If93f1e1b8818ad3a0ac708ab04ab93b4b397d114 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3812562 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ARB_texture_rectangle_test.cpp:
// Test for the ARB_texture_rectangle extension
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/ShaderCompileTreeTest.h"
using namespace sh;
class ARBTextureRectangleTestNoExt : public ShaderCompileTreeTest
{
protected:
::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
ShShaderSpec getShaderSpec() const override { return SH_GLES3_SPEC; }
};
class ARBTextureRectangleTest : public ARBTextureRectangleTestNoExt
{
protected:
void initResources(ShBuiltInResources *resources) override
{
resources->ARB_texture_rectangle = 1;
}
};
// Check that if the extension is not supported, trying to use the features without having an
// extension directive fails.
TEST_F(ARBTextureRectangleTestNoExt, NewTypeAndBuiltinsWithoutExtensionDirective)
{
const std::string &shaderString =
R"(
precision mediump float;
uniform sampler2DRect tex;
void main()
{
vec4 color = texture2DRect(tex, vec2(1.0));
color = texture2DRectProj(tex, vec3(1.0));
color = texture2DRectProj(tex, vec4(1.0));
})";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Check that if the extension is not supported, trying to use the features fails.
TEST_F(ARBTextureRectangleTestNoExt, NewTypeAndBuiltinsWithExtensionDirective)
{
const std::string &shaderString =
R"(
#extension GL_ARB_texture_rectangle : enable
precision mediump float;
uniform sampler2DRect tex;
void main()
{
vec4 color = texture2DRect(tex, vec2(1.0));
color = texture2DRectProj(tex, vec3(1.0));
color = texture2DRectProj(tex, vec4(1.0));
})";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Check that new types and builtins are usable even with the #extension directive
// Issue #15 of ARB_texture_rectangle explains that the extension was specified before the
// #extension mechanism was in place so it doesn't require explicit enabling.
TEST_F(ARBTextureRectangleTest, NewTypeAndBuiltinsWithoutExtensionDirective)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform sampler2DRect tex;\n"
"void main() {\n"
" vec4 color = texture2DRect(tex, vec2(1.0));"
" color = texture2DRectProj(tex, vec3(1.0));"
" color = texture2DRectProj(tex, vec4(1.0));"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Test valid usage of the new types and builtins
TEST_F(ARBTextureRectangleTest, NewTypeAndBuiltingsWithExtensionDirective)
{
const std::string &shaderString =
"#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"uniform sampler2DRect tex;\n"
"void main() {\n"
" vec4 color = texture2DRect(tex, vec2(1.0));"
" color = texture2DRectProj(tex, vec3(1.0));"
" color = texture2DRectProj(tex, vec4(1.0));"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Check that it is not possible to pass a sampler2DRect where sampler2D is expected, and vice versa
TEST_F(ARBTextureRectangleTest, Rect2DVs2DMismatch)
{
const std::string &shaderString1 =
"#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"uniform sampler2DRect tex;\n"
"void main() {\n"
" vec4 color = texture2D(tex, vec2(1.0));"
"}\n";
if (compile(shaderString1))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
const std::string &shaderString2 =
"#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" vec4 color = texture2DRect(tex, vec2(1.0));"
"}\n";
if (compile(shaderString2))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Disabling ARB_texture_rectangle in GLSL should work, even if it is enabled by default.
// See ARB_texture_rectangle spec: "a shader can still include all variations of #extension
// GL_ARB_texture_rectangle in its source code"
TEST_F(ARBTextureRectangleTest, DisableARBTextureRectangle)
{
const std::string &shaderString =
R"(
#extension GL_ARB_texture_rectangle : disable
precision mediump float;
uniform sampler2DRect s;
void main()
{})";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// The compiler option to disable ARB_texture_rectangle should prevent shaders from
// enabling it.
TEST_F(ARBTextureRectangleTest, CompilerOption)
{
const std::string &shaderString =
R"(
#extension GL_ARB_texture_rectangle : enable
precision mediump float;
uniform sampler2DRect s;
void main() {})";
mCompileOptions.disableARBTextureRectangle = true;
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// The compiler option to disable ARB_texture_rectangle should be toggleable.
TEST_F(ARBTextureRectangleTest, ToggleCompilerOption)
{
const std::string &shaderString =
R"(
precision mediump float;
uniform sampler2DRect s;
void main() {})";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
mCompileOptions.disableARBTextureRectangle = true;
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
mCompileOptions.disableARBTextureRectangle = false;
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}