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

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  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/compiler_tests/EXT_YUV_target_test.cpp
  • //
    // Copyright 2017 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.
    //
    // EXT_YUV_target.cpp:
    //   Test for EXT_YUV_target implementation.
    //
    
    #include "tests/test_utils/ShaderExtensionTest.h"
    
    using EXTYUVTargetTest = sh::ShaderExtensionTest;
    
    namespace
    {
    const char EXTYTPragma[] = "#extension GL_EXT_YUV_target : require\n";
    
    const char ESSL300_SimpleShader[] =
        "precision mediump float;\n"
        "uniform __samplerExternal2DY2YEXT uSampler;\n"
        "out vec4 fragColor;\n"
        "void main() { \n"
        "    fragColor = vec4(1.0);\n"
        "}\n";
    
    // Shader that samples the texture and writes to FragColor.
    const char ESSL300_FragColorShader[] =
        "precision mediump float;\n"
        "uniform __samplerExternal2DY2YEXT uSampler;\n"
        "layout(yuv) out vec4 fragColor;\n"
        "void main() { \n"
        "    fragColor = texture(uSampler, vec2(0.0));\n"
        "}\n";
    
    // Shader that specifies yuv layout qualifier multiple times.
    const char ESSL300_YUVQualifierMultipleTimesShader[] =
        "precision mediump float;\n"
        "layout(yuv, yuv, yuv) out vec4 fragColor;\n"
        "void main() { \n"
        "}\n";
    
    // Shader that specifies yuv layout qualifier for not output fails to compile.
    const char ESSL300_YUVQualifierFailureShader1[] =
        "precision mediump float;\n"
        "layout(yuv) in vec4 fragColor;\n"
        "void main() { \n"
        "}\n";
    
    const char ESSL300_YUVQualifierFailureShader2[] =
        "precision mediump float;\n"
        "layout(yuv) uniform;\n"
        "layout(yuv) uniform Transform {\n"
        "     mat4 M1;\n"
        "}\n"
        "void main() { \n"
        "}\n";
    
    // Shader that specifies yuv layout qualifier with location fails to compile.
    const char ESSL300_LocationAndYUVFailureShader[] =
        "precision mediump float;\n"
        "layout(location = 0, yuv) out vec4 fragColor;\n"
        "void main() { \n"
        "}\n";
    
    // Shader that specifies yuv layout qualifier with multiple color outputs fails to compile.
    const char ESSL300_MultipleColorAndYUVOutputsFailureShader1[] =
        "precision mediump float;\n"
        "layout(yuv) out vec4 fragColor;\n"
        "layout out vec4 fragColor1;\n"
        "void main() { \n"
        "}\n";
    
    const char ESSL300_MultipleColorAndYUVOutputsFailureShader2[] =
        "precision mediump float;\n"
        "layout(yuv) out vec4 fragColor;\n"
        "layout(location = 1) out vec4 fragColor1;\n"
        "void main() { \n"
        "}\n";
    
    // Shader that specifies yuv layout qualifier with depth output fails to compile.
    const char ESSL300_DepthAndYUVOutputsFailureShader[] =
        "precision mediump float;\n"
        "layout(yuv) out vec4 fragColor;\n"
        "void main() { \n"
        "    gl_FragDepth = 1.0f;\n"
        "}\n";
    
    // Shader that specifies yuv layout qualifier with multiple outputs fails to compile.
    const char ESSL300_MultipleYUVOutputsFailureShader[] =
        "precision mediump float;\n"
        "layout(yuv) out vec4 fragColor;\n"
        "layout(yuv) out vec4 fragColor1;\n"
        "void main() { \n"
        "}\n";
    
    // Shader that specifies yuvCscStandartEXT type and associated values.
    const char ESSL300_YuvCscStandardEXTShader[] =
        R"(precision mediump float;
        yuvCscStandardEXT;
        yuvCscStandardEXT conv;
        yuvCscStandardEXT conv1 = itu_601;
        yuvCscStandardEXT conv2 = itu_601_full_range;
        yuvCscStandardEXT conv3 = itu_709;
        const yuvCscStandardEXT conv4 = itu_709;
    
        uniform int u;
        out vec4 my_color;
    
        yuvCscStandardEXT conv_standard()
        {
            switch(u)
            {
                case 1:
                    return conv1;
                case 2:
                    return conv2;
                case 3:
                    return conv3;
                default:
                    return conv;
            }
        }
        bool is_itu_601(inout yuvCscStandardEXT csc)
        {
            csc = itu_601;
            return csc == itu_601;
        }
        bool is_itu_709(yuvCscStandardEXT csc)
        {
            return csc == itu_709;
        }
        void main()
        {
            yuvCscStandardEXT conv = conv_standard();
            bool csc_check1 = is_itu_601(conv);
            bool csc_check2 = is_itu_709(itu_709);
            if (csc_check1 && csc_check2) {
                my_color = vec4(0, 1, 0, 1);
            }
        })";
    
    // Shader that specifies yuvCscStandartEXT type constructor fails to compile.
    const char ESSL300_YuvCscStandartdEXTConstructFailureShader1[] =
        "precision mediump float;\n"
        "yuvCscStandardEXT conv = yuvCscStandardEXT();\n"
        "void main() { \n"
        "}\n";
    
    const char ESSL300_YuvCscStandartdEXTConstructFailureShader2[] =
        "precision mediump float;\n"
        "yuvCscStandardEXT conv = yuvCscStandardEXT(itu_601);\n"
        "void main() { \n"
        "}\n";
    
    // Shader that specifies yuvCscStandartEXT type conversion fails to compile.
    const char ESSL300_YuvCscStandartdEXTConversionFailureShader1[] =
        "precision mediump float;\n"
        "yuvCscStandardEXT conv = false;\n"
        "void main() { \n"
        "}\n";
    
    const char ESSL300_YuvCscStandartdEXTConversionFailureShader2[] =
        "precision mediump float;\n"
        "yuvCscStandardEXT conv = 0;\n"
        "void main() { \n"
        "}\n";
    
    const char ESSL300_YuvCscStandartdEXTConversionFailureShader3[] =
        "precision mediump float;\n"
        "yuvCscStandardEXT conv = 2.0f;\n"
        "void main() { \n"
        "}\n";
    
    const char ESSL300_YuvCscStandartdEXTConversionFailureShader4[] =
        "precision mediump float;\n"
        "yuvCscStandardEXT conv = itu_601 | itu_709;\n"
        "void main() { \n"
        "}\n";
    
    const char ESSL300_YuvCscStandartdEXTConversionFailureShader5[] =
        "precision mediump float;\n"
        "yuvCscStandardEXT conv = itu_601 & 3.0f;\n"
        "void main() { \n"
        "}\n";
    
    // Shader that specifies yuvCscStandartEXT type qualifiers fails to compile.
    const char ESSL300_YuvCscStandartdEXTQualifiersFailureShader1[] =
        "precision mediump float;\n"
        "in yuvCscStandardEXT conv = itu_601;\n"
        "void main() { \n"
        "}\n";
    
    const char ESSL300_YuvCscStandartdEXTQualifiersFailureShader2[] =
        "precision mediump float;\n"
        "out yuvCscStandardEXT conv = itu_601;\n"
        "void main() { \n"
        "}\n";
    
    const char ESSL300_YuvCscStandartdEXTQualifiersFailureShader3[] =
        "precision mediump float;\n"
        "uniform yuvCscStandardEXT conv = itu_601;\n"
        "void main() { \n"
        "}\n";
    
    // Shader that specifies yuv_to_rgb() and rgb_to_yuv() built-in functions.
    const char ESSL300_BuiltInFunctionsShader[] =
        R"(precision mediump float;
        yuvCscStandardEXT conv = itu_601;
    
        out vec4 my_color;
    
        void main()
        {
            vec3 yuv = rgb_2_yuv(vec3(0.0f), conv);
            vec3 rgb = yuv_2_rgb(yuv, itu_601);
            my_color = vec4(rgb, 1.0);
        })";
    
    const char ESSL300_OverloadRgb2Yuv[] =
        R"(precision mediump float;
        float rgb_2_yuv(float x) { return x + 1.0; }
    
        in float i;
        out float o;
    
        void main()
        {
            o = rgb_2_yuv(i);
        })";
    
    const char ESSL300_OverloadYuv2Rgb[] =
        R"(precision mediump float;
        float yuv_2_rgb(float x) { return x + 1.0; }
    
        in float i;
        out float o;
    
        void main()
        {
            o = yuv_2_rgb(i);
        })";
    
    // Extension flag is required to compile properly. Expect failure when it is
    // not present.
    TEST_P(EXTYUVTargetTest, CompileFailsWithoutExtension)
    {
        mResources.EXT_YUV_target = 0;
        InitializeCompiler();
        EXPECT_FALSE(TestShaderCompile(EXTYTPragma));
    }
    
    // Extension directive is required to compile properly. Expect failure when
    // it is not present.
    TEST_P(EXTYUVTargetTest, CompileFailsWithExtensionWithoutPragma)
    {
        mResources.EXT_YUV_target = 1;
        InitializeCompiler();
        EXPECT_FALSE(TestShaderCompile(""));
    }
    
    // With extension flag and extension directive, compiling succeeds.
    // Also test that the extension directive state is reset correctly.
    TEST_P(EXTYUVTargetTest, CompileSucceedsWithExtensionAndPragma)
    {
        mResources.EXT_YUV_target = 1;
        InitializeCompiler();
        EXPECT_TRUE(TestShaderCompile(EXTYTPragma));
        // Test reset functionality.
        EXPECT_FALSE(TestShaderCompile(""));
        EXPECT_TRUE(TestShaderCompile(EXTYTPragma));
    }
    
    INSTANTIATE_TEST_SUITE_P(CorrectVariantsWithExtensionAndPragma,
                             EXTYUVTargetTest,
                             Combine(Values(SH_GLES3_SPEC),
                                     Values(sh::ESSLVersion300),
                                     Values(ESSL300_SimpleShader, ESSL300_FragColorShader)));
    
    class EXTYUVTargetCompileSuccessTest : public EXTYUVTargetTest
    {};
    
    TEST_P(EXTYUVTargetCompileSuccessTest, CompileSucceeds)
    {
        // Expect compile success.
        mResources.EXT_YUV_target = 1;
        InitializeCompiler();
        EXPECT_TRUE(TestShaderCompile(EXTYTPragma));
    }
    
    INSTANTIATE_TEST_SUITE_P(CorrectESSL300Shaders,
                             EXTYUVTargetCompileSuccessTest,
                             Combine(Values(SH_GLES3_SPEC),
                                     Values(sh::ESSLVersion300),
                                     Values(ESSL300_FragColorShader,
                                            ESSL300_YUVQualifierMultipleTimesShader,
                                            ESSL300_YuvCscStandardEXTShader,
                                            ESSL300_BuiltInFunctionsShader)));
    
    class EXTYUVTargetCompileFailureTest : public EXTYUVTargetTest
    {};
    
    TEST_P(EXTYUVTargetCompileFailureTest, CompileFails)
    {
        // Expect compile failure due to shader error, with shader having correct pragma.
        mResources.EXT_YUV_target = 1;
        InitializeCompiler();
        EXPECT_FALSE(TestShaderCompile(EXTYTPragma));
    }
    
    INSTANTIATE_TEST_SUITE_P(IncorrectESSL300Shaders,
                             EXTYUVTargetCompileFailureTest,
                             Combine(Values(SH_GLES3_SPEC),
                                     Values(sh::ESSLVersion300),
                                     Values(ESSL300_YUVQualifierFailureShader1,
                                            ESSL300_YUVQualifierFailureShader2,
                                            ESSL300_LocationAndYUVFailureShader,
                                            ESSL300_MultipleColorAndYUVOutputsFailureShader1,
                                            ESSL300_MultipleColorAndYUVOutputsFailureShader2,
                                            ESSL300_DepthAndYUVOutputsFailureShader,
                                            ESSL300_MultipleYUVOutputsFailureShader,
                                            ESSL300_YuvCscStandartdEXTConstructFailureShader1,
                                            ESSL300_YuvCscStandartdEXTConstructFailureShader2,
                                            ESSL300_YuvCscStandartdEXTConversionFailureShader1,
                                            ESSL300_YuvCscStandartdEXTConversionFailureShader2,
                                            ESSL300_YuvCscStandartdEXTConversionFailureShader3,
                                            ESSL300_YuvCscStandartdEXTConversionFailureShader4,
                                            ESSL300_YuvCscStandartdEXTConversionFailureShader5,
                                            ESSL300_YuvCscStandartdEXTQualifiersFailureShader1,
                                            ESSL300_YuvCscStandartdEXTQualifiersFailureShader2,
                                            ESSL300_YuvCscStandartdEXTQualifiersFailureShader3)));
    
    class EXTYUVNotEnabledTest : public EXTYUVTargetTest
    {};
    
    TEST_P(EXTYUVNotEnabledTest, CanOverloadConversions)
    {
        // Expect compile success with a shader that overloads functions in the EXT_YUV_target
        // extension.
        mResources.EXT_YUV_target = 0;
        InitializeCompiler();
        EXPECT_TRUE(TestShaderCompile(""));
    }
    
    INSTANTIATE_TEST_SUITE_P(CoreESSL300Shaders,
                             EXTYUVNotEnabledTest,
                             Combine(Values(SH_GLES3_SPEC),
                                     Values(sh::ESSLVersion300),
                                     Values(ESSL300_OverloadRgb2Yuv, ESSL300_OverloadYuv2Rgb)));
    
    }  // namespace