Hash :
7c8567a3
        
        Author :
  
        
        Date :
2018-02-20T15:44:07
        
      
Always add most extension symbols to symbol table An error will be generated either way if the extension symbols are used incorrectly since each use of an extension function or variable checks whether the extension is enabled. We now also track extension in unmangled built-in names, so that redefining built-ins of extensions that are not enabled can be supported. This includes refactoring the shader extension tests to share a common helper class ShaderExtensionTest. BUG=angleproject:2267 TEST=angle_unittests Change-Id: I9cc5e9bd62fa07796e69256a6a9a493531a62446 Reviewed-on: https://chromium-review.googlesource.com/926526 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2018 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.
//
// GlFragDataNotModified_test.cpp:
//   Test that the properties of built-in gl_FragData are not modified when a shader is compiled
//   multiple times.
//
#include "tests/test_utils/ShaderCompileTreeTest.h"
namespace
{
class GlFragDataNotModifiedTest : public sh::ShaderCompileTreeTest
{
  public:
    GlFragDataNotModifiedTest() {}
  protected:
    void initResources(ShBuiltInResources *resources) override
    {
        resources->MaxDrawBuffers   = 4;
        resources->EXT_draw_buffers = 1;
    }
    ::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
    ShShaderSpec getShaderSpec() const override { return SH_GLES2_SPEC; }
};
// Test a bug where we could modify the value of a builtin variable.
TEST_F(GlFragDataNotModifiedTest, BuiltinRewritingBug)
{
    const std::string &shaderString =
        "#extension GL_EXT_draw_buffers : require\n"
        "precision mediump float;\n"
        "void main() {\n"
        "    gl_FragData[gl_MaxDrawBuffers] = vec4(0.0);\n"
        "}";
    if (compile(shaderString))
    {
        FAIL() << "Shader compilation succeeded, expecting failure\n";
    }
    if (compile(shaderString))
    {
        FAIL() << "Shader compilation succeeded, expecting failure\n";
    }
}
}  // anonymous namespace