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kc3-lang/angle/tests/angle_tests/GLSLTest.cpp

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  • Author : Geoff Lang
    Date : 2014-10-23 11:08:16
    Hash : 0d3683c4
    Message : Update ANGLE_platform_angle to allow requesting of Renderer versions. Added enums to allow users to request major and minor versions of the underlying API and if a WARP device is used. BUG=angle:490 Change-Id: I0bfb2ac8d327da28a47cc8e6346300e47ab9538c Reviewed-on: https://chromium-review.googlesource.com/225081 Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • tests/angle_tests/GLSLTest.cpp
  • #include "ANGLETest.h"
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_TYPED_TEST_CASE(GLSLTest, ES2_D3D9, ES2_D3D11);
    
    template<typename T>
    class GLSLTest : public ANGLETest
    {
    protected:
        GLSLTest() : ANGLETest(T::GetGlesMajorVersion(), T::GetPlatform())
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            mSimpleVSSource = SHADER_SOURCE
            (
                attribute vec4 inputAttribute;
                void main()
                {
                    gl_Position = inputAttribute;
                }
            );
        }
    
        std::string GenerateVaryingType(GLint vectorSize)
        {
            char varyingType[10];
    
            if (vectorSize == 1)
            {
                sprintf(varyingType, "float");
            }
            else
            {
                sprintf(varyingType, "vec%d", vectorSize);
            }
    
            return std::string(varyingType);
        }
    
        std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id)
        {
            char buff[100];
    
            if (arraySize == 1)
            {
                sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id);
            }
            else
            {
                sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize);
            }
    
            return std::string(buff);
        }
    
        std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id)
        {
            std::string returnString;
            char buff[100];
    
            if (arraySize == 1)
            {
                sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str());
                returnString += buff;
            }
            else
            {
                for (int i = 0; i < arraySize; i++)
                {
                    sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str());
                    returnString += buff;
                }
            }
    
            return returnString;
        }
    
        std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id)
        {
            if (arraySize == 1)
            {
                char buff[100];
                sprintf(buff, "v%d + ", id);
                return std::string(buff);
            }
            else
            {
                std::string returnString;
                for (int i = 0; i < arraySize; i++)
                {
                    char buff[100];
                    sprintf(buff, "v%d[%d] + ", id, i);
                    returnString += buff;
                }
                return returnString;
            }
        }
    
        void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, std::string* fragmentShader, std::string* vertexShader)
        {
            // Generate a string declaring the varyings, to share between the fragment shader and the vertex shader.
            std::string varyingDeclaration;
    
            unsigned int varyingCount = 0;
    
            for (GLint i = 0; i < floatCount; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < floatArrayCount; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < vec2Count; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < vec2ArrayCount; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < vec3Count; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount);
                varyingCount += 1;
            }
    
            for (GLint i = 0; i < vec3ArrayCount; i++)
            {
                varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount);
                varyingCount += 1;
            }
    
            // Generate the vertex shader
            vertexShader->clear();
            vertexShader->append(varyingDeclaration);
            vertexShader->append("\nvoid main()\n{\n");
    
            unsigned int currentVSVarying = 0;
    
            for (GLint i = 0; i < floatCount; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < floatArrayCount; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < vec2Count; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < vec2ArrayCount; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < vec3Count; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying));
                currentVSVarying += 1;
            }
    
            for (GLint i = 0; i < vec3ArrayCount; i++)
            {
                vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying));
                currentVSVarying += 1;
            }
    
            vertexShader->append("}\n");
    
            // Generate the fragment shader
            fragmentShader->clear();
            fragmentShader->append("precision highp float;\n");
            fragmentShader->append(varyingDeclaration);
            fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n");
    
            unsigned int currentFSVarying = 0;
    
            // Make use of the float varyings
            fragmentShader->append("\tretColor += vec4(");
    
            for (GLint i = 0; i < floatCount; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
                currentFSVarying += 1;
            }
    
            for (GLint i = 0; i < floatArrayCount; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
                currentFSVarying += 1;
            }
    
            fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n");
    
            // Make use of the vec2 varyings
            fragmentShader->append("\tretColor += vec4(");
    
            for (GLint i = 0; i < vec2Count; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
                currentFSVarying += 1;
            }
    
            for (GLint i = 0; i < vec2ArrayCount; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
                currentFSVarying += 1;
            }
    
            fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n");
    
            // Make use of the vec3 varyings
            fragmentShader->append("\tretColor += vec4(");
    
            for (GLint i = 0; i < vec3Count; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
                currentFSVarying += 1;
            }
    
            for (GLint i = 0; i < vec3ArrayCount; i++)
            {
                fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
                currentFSVarying += 1;
            }
    
            fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n");
            fragmentShader->append("\tgl_FragColor = retColor;\n}");
        }
    
        std::string mSimpleVSSource;
    };
    
    TYPED_TEST(GLSLTest, NamelessScopedStructs)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
    
            void main()
            {
                struct
                {
                    float q;
                } b;
    
                gl_FragColor = vec4(1, 0, 0, 1);
                gl_FragColor.a += b.q;
            }
        );
    
        GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, ScopedStructsOrderBug)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
    
            struct T
            {
                float f;
            };
    
            void main()
            {
                T a;
    
                struct T
                {
                    float q;
                };
    
                T b;
    
                gl_FragColor = vec4(1, 0, 0, 1);
                gl_FragColor.a += a.f;
                gl_FragColor.a += b.q;
            }
        );
    
        GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, ScopedStructsBug)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
    
            struct T_0
            {
                float f;
            };
    
            void main()
            {
                gl_FragColor = vec4(1, 0, 0, 1);
    
                struct T
                {
                    vec2 v;
                };
    
                T_0 a;
                T b;
    
                gl_FragColor.a += a.f;
                gl_FragColor.a += b.v.x;
            }
        );
    
        GLuint program = CompileProgram(mSimpleVSSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, DxPositionBug)
    {
        const std::string &vertexShaderSource = SHADER_SOURCE
        (
            attribute vec4 inputAttribute;
            varying float dx_Position;
            void main()
            {
                gl_Position = vec4(inputAttribute);
                dx_Position = 0.0;
            }
        );
    
        const std::string &fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
    
            varying float dx_Position;
    
            void main()
            {
                gl_FragColor = vec4(dx_Position, 0, 0, 1);
            }
        );
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, ElseIfRewriting)
    {
        const std::string &vertexShaderSource =
            "attribute vec4 a_position;\n"
            "varying float v;\n"
            "void main() {\n"
            "  gl_Position = a_position;\n"
            "  v = 1.0;\n"
            "  if (a_position.x <= 0.5) {\n"
            "    v = 0.0;\n"
            "  } else if (a_position.x >= 0.5) {\n"
            "    v = 2.0;\n"
            "  }\n"
            "}\n";
    
        const std::string &fragmentShaderSource =
            "precision highp float;\n"
            "varying float v;\n"
            "void main() {\n"
            "  vec4 color = vec4(1.0, 0.0, 0.0, 1.0);\n"
            "  if (v >= 1.0) color = vec4(0.0, 1.0, 0.0, 1.0);\n"
            "  if (v >= 2.0) color = vec4(0.0, 0.0, 1.0, 1.0);\n"
            "  gl_FragColor = color;\n"
            "}\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        ASSERT_NE(0u, program);
    
        drawQuad(program, "a_position", 0.5f);
        swapBuffers();
    
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
        EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255);
    }
    
    TYPED_TEST(GLSLTest, TwoElseIfRewriting)
    {
        const std::string &vertexShaderSource =
            "attribute vec4 a_position;\n"
            "varying float v;\n"
            "void main() {\n"
            "  gl_Position = a_position;\n"
            "  if (a_position.x == 0.0) {\n"
            "    v = 1.0;\n"
            "  } else if (a_position.x > 0.5) {\n"
            "    v = 0.0;\n"
            "  } else if (a_position.x > 0.75) {\n"
            "    v = 0.5;\n"
            "  }\n"
            "}\n";
    
        const std::string &fragmentShaderSource =
            "precision highp float;\n"
            "varying float v;\n"
            "void main() {\n"
            "  gl_FragColor = vec4(v, 0.0, 0.0, 1.0);\n"
            "}\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, InvariantVaryingOut)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
            varying float v_varying;
            void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
        );
    
        const std::string vertexShaderSource = SHADER_SOURCE
        (
            attribute vec4 a_position;
            invariant varying float v_varying;
            void main() { v_varying = a_position.x; gl_Position = a_position; }
        );
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, FrontFacingAndVarying)
    {
        const std::string vertexShaderSource = SHADER_SOURCE
        (
            attribute vec4 a_position;
            varying float v_varying;
            void main()
            {
                v_varying = a_position.x;
                gl_Position = a_position;
            }
        );
    
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
            varying float v_varying;
            void main()
            {
                vec4 c;
    
                if (gl_FrontFacing)
                {
                    c = vec4(v_varying, 0, 0, 1.0);
                }
                else
                {
                    c = vec4(0, v_varying, 0, 1.0);
                }
                gl_FragColor = c;
            }
        );
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, InvariantVaryingIn)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
            invariant varying float v_varying;
            void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
        );
    
        const std::string vertexShaderSource = SHADER_SOURCE
        (
            attribute vec4 a_position;
            varying float v_varying;
            void main() { v_varying = a_position.x; gl_Position = a_position; }
        );
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, InvariantVaryingBoth)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
            invariant varying float v_varying;
            void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
        );
    
        const std::string vertexShaderSource = SHADER_SOURCE
        (
            attribute vec4 a_position;
            invariant varying float v_varying;
            void main() { v_varying = a_position.x; gl_Position = a_position; }
        );
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, InvariantGLPosition)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
            varying float v_varying;
            void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
        );
    
        const std::string vertexShaderSource = SHADER_SOURCE
        (
            attribute vec4 a_position;
            invariant gl_Position;
            varying float v_varying;
            void main() { v_varying = a_position.x; gl_Position = a_position; }
        );
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, InvariantAll)
    {
        const std::string fragmentShaderSource = SHADER_SOURCE
        (
            precision mediump float;
            varying float v_varying;
            void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
        );
    
        const std::string vertexShaderSource =
            "#pragma STDGL invariant(all)\n"
            "attribute vec4 a_position;\n"
            "varying float v_varying;\n"
            "void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, MaxVaryingVec3)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        std::string fragmentShaderSource;
        std::string vertexShaderSource;
    
        GenerateGLSLWithVaryings(0, 0, 0, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource);
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, MaxVaryingVec3Array)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        std::string fragmentShaderSource;
        std::string vertexShaderSource;
    
        GenerateGLSLWithVaryings(0, 0, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource);
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Disabled because of a failure in D3D9
    TYPED_TEST(GLSLTest, DISABLED_MaxVaryingVec3AndOneFloat)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        std::string fragmentShaderSource;
        std::string vertexShaderSource;
    
        GenerateGLSLWithVaryings(1, 0, 0, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource);
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Disabled because of a failure in D3D9
    TYPED_TEST(GLSLTest, DISABLED_MaxVaryingVec3ArrayAndOneFloatArray)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        std::string fragmentShaderSource;
        std::string vertexShaderSource;
    
        GenerateGLSLWithVaryings(0, 1, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource);
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Disabled because of a failure in D3D9
    TYPED_TEST(GLSLTest, DISABLED_TwiceMaxVaryingVec2)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        std::string fragmentShaderSource;
        std::string vertexShaderSource;
    
        GenerateGLSLWithVaryings(0, 0, 2 * maxVaryings, 0, 0, 0, &fragmentShaderSource, &vertexShaderSource);
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    // Disabled because of a failure in D3D9
    TYPED_TEST(GLSLTest, DISABLED_MaxVaryingVec2Arrays)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        std::string fragmentShaderSource;
        std::string vertexShaderSource;
    
        GenerateGLSLWithVaryings(0, 0, 0, maxVaryings, 0, 0, &fragmentShaderSource, &vertexShaderSource);
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_NE(0u, program);
    }
    
    TYPED_TEST(GLSLTest, MaxPlusOneVaryingVec3)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        std::string fragmentShaderSource;
        std::string vertexShaderSource;
    
        GenerateGLSLWithVaryings(0, 0, 0, 0, maxVaryings + 1, 0, &fragmentShaderSource, &vertexShaderSource);
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    TYPED_TEST(GLSLTest, MaxPlusOneVaryingVec3Array)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        std::string fragmentShaderSource;
        std::string vertexShaderSource;
    
        GenerateGLSLWithVaryings(0, 0, 0, 0, 0, maxVaryings / 2 + 1, &fragmentShaderSource, &vertexShaderSource);
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    TYPED_TEST(GLSLTest, MaxVaryingVec3AndOneVec2)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        std::string fragmentShaderSource;
        std::string vertexShaderSource;
    
        GenerateGLSLWithVaryings(0, 0, 1, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource);
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    TYPED_TEST(GLSLTest, MaxPlusOneVaryingVec2)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        std::string fragmentShaderSource;
        std::string vertexShaderSource;
    
        GenerateGLSLWithVaryings(0, 0, 2 * maxVaryings + 1, 0, 0, 0, &fragmentShaderSource, &vertexShaderSource);
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }
    
    TYPED_TEST(GLSLTest, MaxVaryingVec3ArrayAndMaxPlusOneFloatArray)
    {
        GLint maxVaryings = 0;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        std::string fragmentShaderSource;
        std::string vertexShaderSource;
    
        GenerateGLSLWithVaryings(0, maxVaryings / 2 + 1, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource);
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        EXPECT_EQ(0u, program);
    }