Hash :
1d9dcc24
Author :
Date :
2017-01-19T11:25:32
Make AST path always include the current node being traversed AST traversers tend to sometimes call traverse() functions manually during PreVisit. Change TIntermTraverser so that even if this happens, all the nodes are automatically added to the traversal path, instead of having to add them manually in each individual AST traverser. This also makes calling getParentNode() return the correct node during InVisit. This does cause the same node being added to the traversal path twice in some cases, where nodes are repeatedly traversed, like in OutputHLSL, but this should not have adverse side effects. The more common case is that the traverse() function is called on the children of the node being currently traversed. This fixes a bug in OVR_multiview validation, which did not previously call incrementDepth and decrementDepth when it should have. BUG=angleproject:1725 TEST=angle_unittests, angle_end2end_tests Change-Id: I6ae762eef760509ebe853eefa37dac28c16e7a9b Reviewed-on: https://chromium-review.googlesource.com/430732 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 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.
//
// WEBGL_multiview_test.cpp:
// Test that shaders with gl_ViewID_OVR are validated correctly.
//
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "tests/test_utils/ShaderCompileTreeTest.h"
using namespace sh;
class WEBGLMultiviewVertexShaderTest : public ShaderCompileTreeTest
{
public:
WEBGLMultiviewVertexShaderTest() {}
protected:
::GLenum getShaderType() const override { return GL_VERTEX_SHADER; }
ShShaderSpec getShaderSpec() const override { return SH_WEBGL3_SPEC; }
void initResources(ShBuiltInResources *resources) override
{
resources->OVR_multiview = 1;
resources->MaxViewsOVR = 4;
}
};
class WEBGLMultiviewFragmentShaderTest : public ShaderCompileTreeTest
{
public:
WEBGLMultiviewFragmentShaderTest() {}
protected:
::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
ShShaderSpec getShaderSpec() const override { return SH_WEBGL3_SPEC; }
void initResources(ShBuiltInResources *resources) override
{
resources->OVR_multiview = 1;
resources->MaxViewsOVR = 4;
}
};
// Invalid combination of extensions (restricted in the WEBGL_multiview spec).
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidBothMultiviewAndMultiview2)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"#extension GL_OVR_multiview2 : enable\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0;\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Invalid combination of non-matching num_views declarations.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidNumViewsMismatch)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"layout(num_views = 1) in;\n"
"void main()\n"
"{\n"
" gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0;\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Invalid value zero for num_views.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidNumViewsZero)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 0) in;\n"
"void main()\n"
"{\n"
" gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0;\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Too large value for num_views.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidNumViewsGreaterThanMax)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 5) in;\n"
"void main()\n"
"{\n"
" gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0;\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Valid use of gl_ViewID_OVR in a ternary operator.
TEST_F(WEBGLMultiviewVertexShaderTest, ValidViewIDInTernary)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"layout(num_views = 2) in; // Duplicated on purpose\n"
"void main()\n"
"{\n"
" gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0;\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Valid use of gl_ViewID_OVR in an if statement.
TEST_F(WEBGLMultiviewVertexShaderTest, ValidViewIDInIf)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u)\n"
" {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" else\n"
" {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Valid normal write of gl_Position in addition to the write that's dependent on gl_ViewID_OVR.
TEST_F(WEBGLMultiviewVertexShaderTest, ValidWriteOfGlPosition)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" if (0u == gl_ViewID_OVR)\n"
" {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" else\n"
" {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" gl_Position = vec4(1, 1, 1, 1);\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Invalid assignment to gl_Position.y inside if dependent on gl_ViewID_OVR.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidGlPositionAssignmentInIf)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u)\n"
" {\n"
" gl_Position.y = 1.0;\n"
" }\n"
" else\n"
" {\n"
" gl_Position.y = 1.0;\n"
" }\n"
" gl_Position.xzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Invalid multiple assignments inside if dependent on gl_ViewID_OVR.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidMultipleGlPositionXAssignmentsInIf)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u)\n"
" {\n"
" gl_Position.x = 1.0;\n"
" gl_Position.x = 2.0;\n"
" }\n"
" else\n"
" {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Invalid read of gl_Position
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidReadOfGlPosition)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u) {\n"
" gl_Position.x = 1.0;\n"
" } else {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
" float f = gl_Position.y;\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Read gl_Position when the shader does not refer to gl_ViewID_OVR.
TEST_F(WEBGLMultiviewVertexShaderTest, ValidReadOfGlPosition)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"uniform float u;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(0, 0, 0, 1);\n"
" gl_Position.y = gl_Position.x * u;\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Read gl_FragCoord in a OVR_multiview fragment shader.
TEST_F(WEBGLMultiviewFragmentShaderTest, InvalidReadOfFragCoord)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"precision highp float;\n"
"out vec4 outColor;\n"
"void main()\n"
"{\n"
" outColor = vec4(gl_FragCoord.xy, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Read gl_ViewID_OVR in an OVR_multiview fragment shader.
TEST_F(WEBGLMultiviewFragmentShaderTest, InvalidReadOfViewID)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"precision highp float;\n"
"out vec4 outColor;\n"
"void main()\n"
"{\n"
" outColor = vec4(gl_ViewID_OVR, 0, 0, 1);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Tricky invalid read of view ID.
TEST_F(WEBGLMultiviewVertexShaderTest, InvalidConsumingExpressionForAssignGLPositionX)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"layout(num_views = 2) in;\n"
"void main()\n"
"{\n"
" float f = (gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0);\n"
" gl_Position.yzw = vec3(f, f, f);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Using the OVR_multiview2 extension directive lifts restrictions of OVR_multiview.
TEST_F(WEBGLMultiviewVertexShaderTest, RestrictionsLiftedMultiview2)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview2 : require\n"
"layout(num_views = 2) in;\n"
"out float out_f;\n"
"void main()\n"
"{\n"
" if (gl_ViewID_OVR == 0u)\n"
" {\n"
" gl_Position.x = 1.0;\n"
" gl_Position.x = 2.0;\n"
" }\n"
" else\n"
" {\n"
" gl_Position.x = 1.0;\n"
" }\n"
" gl_Position.yzw = vec3(0, 0, 1);\n"
" gl_Position += vec4(1, 0, 0, 1);\n"
" out_f = float(gl_ViewID_OVR * 2u);\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Correct use of GL_OVR_multiview macros.
TEST_F(WEBGLMultiviewVertexShaderTest, ValidUseOfExtensionMacros)
{
const std::string &shaderString =
"#version 300 es\n"
"#ifdef GL_OVR_multiview\n"
"#ifdef GL_OVR_multiview2\n"
"#if (GL_OVR_multiview == 1) && (GL_OVR_multiview2 == 1)\n"
"void main()\n"
"{\n"
" gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n"
"}\n"
"#endif\n"
"#endif\n"
"#endif\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Test that the parent node is tracked correctly when validating assignment to gl_Position.
TEST_F(WEBGLMultiviewVertexShaderTest, AssignmentWithViewIDInsideAssignment)
{
const std::string &shaderString =
"#version 300 es\n"
"#extension GL_OVR_multiview : require\n"
"void main()\n"
"{\n"
" gl_Position.y = (gl_Position.x = (gl_ViewID_OVR == 0u) ? 1.0 : 0.0);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}