| // | |
| // Copyright 2015 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. | |
| // | |
| // FragDepth_test.cpp: | |
| // Test for GLES SL 3.0 gl_FragDepth variable implementation. | |
| // | |
| #include "GLSLANG/ShaderLang.h" | |
| #include "angle_gl.h" | |
| #include "gtest/gtest.h" | |
| namespace | |
| { | |
| const char ESSLVersion100[] = "#version 100\n"; | |
| const char ESSLVersion300[] = "#version 300 es\n"; | |
| const char EXTFDPragma[] = "#extension GL_EXT_frag_depth : require\n"; | |
| } // namespace | |
| class FragDepthTest : public testing::TestWithParam<bool> | |
| { | |
| protected: | |
| void SetUp() override | |
| { | |
| sh::InitBuiltInResources(&mResources); | |
| mCompiler = nullptr; | |
| mResources.EXT_frag_depth = GetParam(); | |
| } | |
| void TearDown() override { DestroyCompiler(); } | |
| void DestroyCompiler() | |
| { | |
| if (mCompiler) | |
| { | |
| sh::Destruct(mCompiler); | |
| mCompiler = nullptr; | |
| } | |
| } | |
| void InitializeCompiler() | |
| { | |
| DestroyCompiler(); | |
| mCompiler = sh::ConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES3_SPEC, | |
| SH_GLSL_COMPATIBILITY_OUTPUT, &mResources); | |
| ASSERT_TRUE(mCompiler != nullptr) << "Compiler could not be constructed."; | |
| } | |
| testing::AssertionResult TestShaderCompile(const char *version, | |
| const char *pragma, | |
| const char *shader) | |
| { | |
| const char *shaderStrings[] = {version, pragma, shader}; | |
| bool success = sh::Compile(mCompiler, shaderStrings, 3, {}); | |
| if (success) | |
| { | |
| return ::testing::AssertionSuccess() << "Compilation success"; | |
| } | |
| return ::testing::AssertionFailure() << sh::GetInfoLog(mCompiler); | |
| } | |
| protected: | |
| ShBuiltInResources mResources; | |
| ShHandle mCompiler; | |
| }; | |
| // The GLES SL 3.0 built-in variable gl_FragDepth fails to compile with GLES SL 1.0. | |
| TEST_P(FragDepthTest, CompileFailsESSL100) | |
| { | |
| static const char shaderString[] = | |
| "precision mediump float;\n" | |
| "void main() { \n" | |
| " gl_FragDepth = 1.0;\n" | |
| "}\n"; | |
| InitializeCompiler(); | |
| EXPECT_FALSE(TestShaderCompile(ESSLVersion100, "", shaderString)); | |
| EXPECT_FALSE(TestShaderCompile("", "", shaderString)); | |
| EXPECT_FALSE(TestShaderCompile("", EXTFDPragma, shaderString)); | |
| } | |
| // The GLES SL 3.0 built-in variable gl_FragDepth compiles with GLES SL 3.0. | |
| TEST_P(FragDepthTest, CompileSucceedsESSL300) | |
| { | |
| static const char shaderString[] = | |
| "precision mediump float;\n" | |
| "void main() { \n" | |
| " gl_FragDepth = 1.0;\n" | |
| "}\n"; | |
| InitializeCompiler(); | |
| EXPECT_TRUE(TestShaderCompile(ESSLVersion300, "", shaderString)); | |
| } | |
| // Using #extension GL_EXT_frag_depth in GLSL ES 3.0 shader fails to compile. | |
| TEST_P(FragDepthTest, ExtensionFDFailsESSL300) | |
| { | |
| static const char shaderString[] = | |
| "precision mediump float;\n" | |
| "out vec4 fragColor;\n" | |
| "void main() { \n" | |
| " fragColor = vec4(1.0);\n" | |
| "}\n"; | |
| InitializeCompiler(); | |
| EXPECT_FALSE(TestShaderCompile(ESSLVersion300, EXTFDPragma, shaderString)); | |
| } | |
| // The tests should pass regardless whether the EXT_frag_depth is on or not. | |
| INSTANTIATE_TEST_SUITE_P(FragDepthTests, FragDepthTest, testing::Values(false, true)); |