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kc3-lang/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp

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  • Author : Shahbaz Youssefi
    Date : 2021-01-06 23:20:36
    Hash : 157ddfdc
    Message : Build compiler_tests only if GLSL or ESSL build is enabled Most of these tests use TranslatorGLSL or TranslatorESSL (often through ShaderCompileTreeTest). In specialized builds that disable GLSL and ESSL shader generation, disable these unit tests. Bug: chromium:1161513 Change-Id: Ib87e651706f141a41ffdaebfb0cbe5168582e341 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2613202 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/tests/compiler_tests/QualificationOrderESSL31_test.cpp
  • //
    // Copyright 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.
    //
    // QualificationOrderESSL31_test.cpp:
    //   OpenGL ES 3.1 removes the strict order of qualifiers imposed by the grammar.
    //   This file contains tests for invalid order and usage of qualifiers in GLSL ES 3.10.
    
    #include "gtest/gtest.h"
    
    #include "GLSLANG/ShaderLang.h"
    #include "angle_gl.h"
    #include "tests/test_utils/ShaderCompileTreeTest.h"
    #include "tests/test_utils/compiler_test.h"
    
    using namespace sh;
    
    class QualificationVertexShaderTestESSL31 : public ShaderCompileTreeTest
    {
      public:
        QualificationVertexShaderTestESSL31() {}
    
      protected:
        ::GLenum getShaderType() const override { return GL_VERTEX_SHADER; }
        ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; }
    
        const TIntermSymbol *findSymbolInAST(const ImmutableString &symbolName)
        {
            return FindSymbolNode(mASTRoot, symbolName);
        }
    };
    
    // GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct.
    TEST_F(QualificationVertexShaderTestESSL31, CentroidOut)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "precision lowp float;\n"
            "out centroid float something;\n"
            "void main(){\n"
            "   something = 1.0;\n"
            "}\n";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
        }
        else
        {
            const TIntermSymbol *node = findSymbolInAST(ImmutableString("something"));
            ASSERT_NE(nullptr, node);
    
            const TType &type = node->getType();
            EXPECT_EQ(EvqCentroidOut, type.getQualifier());
        }
    }
    
    // GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct.
    TEST_F(QualificationVertexShaderTestESSL31, AllQualifiersMixed)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "precision lowp float;\n"
            "highp out invariant centroid flat vec4 something;\n"
            "void main(){\n"
            "}\n";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
        }
        else
        {
            const TIntermSymbol *node = findSymbolInAST(ImmutableString("something"));
            ASSERT_NE(nullptr, node);
    
            const TType &type = node->getType();
            EXPECT_TRUE(type.isInvariant());
            EXPECT_EQ(EvqFlatOut, type.getQualifier());
            EXPECT_EQ(EbpHigh, type.getPrecision());
        }
    }
    
    // GLSL ES 3.10 allows multiple layout qualifiers to be specified.
    TEST_F(QualificationVertexShaderTestESSL31, MultipleLayouts)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "precision lowp float;\n"
            "in layout(location=1) layout(location=2) vec4 something;\n"
            "void main(){\n"
            "}\n";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
        }
        else
        {
            const TIntermSymbol *node = findSymbolInAST(ImmutableString("something"));
            ASSERT_NE(nullptr, node);
    
            const TType &type = node->getType();
            EXPECT_EQ(EvqVertexIn, type.getQualifier());
            EXPECT_EQ(2, type.getLayoutQualifier().location);
        }
    }
    
    // The test checks layout qualifier overriding when multiple layouts are specified.
    TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "precision lowp float;\n"
            "out float someValue;\n"
            "layout(shared) layout(std140) layout(column_major) uniform MyInterface\n"
            "{ vec4 something; } MyInterfaceName;\n"
            "void main(){\n"
            "   someValue = MyInterfaceName.something.r;\n"
            "}\n";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
        }
        else
        {
            const TIntermSymbol *node = findSymbolInAST(ImmutableString("MyInterfaceName"));
            ASSERT_NE(nullptr, node);
    
            const TType &type                = node->getType();
            TLayoutQualifier layoutQualifier = type.getLayoutQualifier();
            EXPECT_EQ(EbsStd140, layoutQualifier.blockStorage);
            EXPECT_EQ(EmpColumnMajor, layoutQualifier.matrixPacking);
        }
    }
    
    // The test checks layout qualifier overriding when multiple layouts are specified.
    TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock2)
    {
        const std::string &shaderString =
            "#version 310 es\n"
            "precision lowp float;\n"
            "out float someValue;\n"
            "layout(row_major) layout(std140) layout(shared) uniform MyInterface\n"
            "{ vec4 something; } MyInterfaceName;\n"
            "void main(){\n"
            "   someValue = MyInterfaceName.something.r;\n"
            "}\n";
        if (!compile(shaderString))
        {
            FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
        }
        else
        {
            const TIntermSymbol *node = findSymbolInAST(ImmutableString("MyInterfaceName"));
            ASSERT_NE(nullptr, node);
    
            const TType &type                = node->getType();
            TLayoutQualifier layoutQualifier = type.getLayoutQualifier();
            EXPECT_EQ(EbsShared, layoutQualifier.blockStorage);
            EXPECT_EQ(EmpRowMajor, layoutQualifier.matrixPacking);
        }
    }