| // | |
| // 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); | |
| } | |
| } |