| // | |
| // Copyright (c) 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. | |
| // | |
| // MalformedShader_test.cpp: | |
| // Tests that malformed shaders fail compilation. | |
| // | |
| #include "angle_gl.h" | |
| #include "gtest/gtest.h" | |
| #include "GLSLANG/ShaderLang.h" | |
| #include "compiler/translator/TranslatorESSL.h" | |
| using namespace sh; | |
| class MalformedShaderTest : public testing::Test | |
| { | |
| public: | |
| MalformedShaderTest() : mExtraCompileOptions(0) {} | |
| protected: | |
| virtual void SetUp() | |
| { | |
| ShBuiltInResources resources; | |
| sh::InitBuiltInResources(&resources); | |
| mTranslator = new TranslatorESSL(GL_FRAGMENT_SHADER, SH_GLES3_SPEC); | |
| ASSERT_TRUE(mTranslator->Init(resources)); | |
| } | |
| virtual void TearDown() | |
| { | |
| delete mTranslator; | |
| } | |
| // Return true when compilation succeeds | |
| bool compile(const std::string& shaderString) | |
| { | |
| const char *shaderStrings[] = { shaderString.c_str() }; | |
| bool compilationSuccess = | |
| mTranslator->compile(shaderStrings, 1, SH_INTERMEDIATE_TREE | mExtraCompileOptions); | |
| TInfoSink &infoSink = mTranslator->getInfoSink(); | |
| mInfoLog = infoSink.info.c_str(); | |
| return compilationSuccess; | |
| } | |
| bool hasWarning() const | |
| { | |
| return mInfoLog.find("WARNING: ") != std::string::npos; | |
| } | |
| protected: | |
| std::string mInfoLog; | |
| TranslatorESSL *mTranslator; | |
| ShCompileOptions mExtraCompileOptions; | |
| }; | |
| class MalformedVertexShaderTest : public MalformedShaderTest | |
| { | |
| public: | |
| MalformedVertexShaderTest() {} | |
| protected: | |
| void SetUp() override | |
| { | |
| ShBuiltInResources resources; | |
| sh::InitBuiltInResources(&resources); | |
| mTranslator = new TranslatorESSL(GL_VERTEX_SHADER, SH_GLES3_SPEC); | |
| ASSERT_TRUE(mTranslator->Init(resources)); | |
| } | |
| }; | |
| class MalformedWebGL2ShaderTest : public MalformedShaderTest | |
| { | |
| public: | |
| MalformedWebGL2ShaderTest() {} | |
| protected: | |
| void SetUp() override | |
| { | |
| ShBuiltInResources resources; | |
| sh::InitBuiltInResources(&resources); | |
| mTranslator = new TranslatorESSL(GL_FRAGMENT_SHADER, SH_WEBGL2_SPEC); | |
| ASSERT_TRUE(mTranslator->Init(resources)); | |
| } | |
| }; | |
| class MalformedWebGL1ShaderTest : public MalformedShaderTest | |
| { | |
| public: | |
| MalformedWebGL1ShaderTest() {} | |
| protected: | |
| void SetUp() override | |
| { | |
| ShBuiltInResources resources; | |
| sh::InitBuiltInResources(&resources); | |
| mTranslator = new TranslatorESSL(GL_FRAGMENT_SHADER, SH_WEBGL_SPEC); | |
| ASSERT_TRUE(mTranslator->Init(resources)); | |
| } | |
| }; | |
| class MalformedVertexShaderGLES31Test : public MalformedShaderTest | |
| { | |
| public: | |
| MalformedVertexShaderGLES31Test() {} | |
| private: | |
| void SetUp() override | |
| { | |
| ShBuiltInResources resources; | |
| sh::InitBuiltInResources(&resources); | |
| mTranslator = new TranslatorESSL(GL_VERTEX_SHADER, SH_GLES3_1_SPEC); | |
| ASSERT_TRUE(mTranslator->Init(resources)); | |
| } | |
| }; | |
| class MalformedFragmentShaderGLES31Test : public MalformedShaderTest | |
| { | |
| public: | |
| MalformedFragmentShaderGLES31Test() {} | |
| private: | |
| void SetUp() override | |
| { | |
| ShBuiltInResources resources; | |
| sh::InitBuiltInResources(&resources); | |
| mTranslator = new TranslatorESSL(GL_FRAGMENT_SHADER, SH_GLES3_1_SPEC); | |
| ASSERT_TRUE(mTranslator->Init(resources)); | |
| } | |
| }; | |
| class MalformedComputeShaderTest : public MalformedShaderTest | |
| { | |
| public: | |
| MalformedComputeShaderTest() {} | |
| private: | |
| void SetUp() override | |
| { | |
| ShBuiltInResources resources; | |
| sh::InitBuiltInResources(&resources); | |
| mTranslator = new TranslatorESSL(GL_COMPUTE_SHADER, SH_GLES3_1_SPEC); | |
| ASSERT_TRUE(mTranslator->Init(resources)); | |
| } | |
| }; | |
| // This is a test for a bug that used to exist in ANGLE: | |
| // Calling a function with all parameters missing should not succeed. | |
| TEST_F(MalformedShaderTest, FunctionParameterMismatch) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "float fun(float a) {\n" | |
| " return a * 2.0;\n" | |
| "}\n" | |
| "void main() {\n" | |
| " float ff = fun();\n" | |
| " gl_FragColor = vec4(ff);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Functions can't be redeclared as variables in the same scope (ESSL 1.00 section 4.2.7) | |
| TEST_F(MalformedShaderTest, RedeclaringFunctionAsVariable) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "float fun(float a) {\n" | |
| " return a * 2.0;\n" | |
| "}\n" | |
| "float fun;\n" | |
| "void main() {\n" | |
| " gl_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Functions can't be redeclared as structs in the same scope (ESSL 1.00 section 4.2.7) | |
| TEST_F(MalformedShaderTest, RedeclaringFunctionAsStruct) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "float fun(float a) {\n" | |
| " return a * 2.0;\n" | |
| "}\n" | |
| "struct fun { float a; };\n" | |
| "void main() {\n" | |
| " gl_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Functions can't be redeclared with different qualifiers (ESSL 1.00 section 6.1.0) | |
| TEST_F(MalformedShaderTest, RedeclaringFunctionWithDifferentQualifiers) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "float fun(out float a);\n" | |
| "float fun(float a) {\n" | |
| " return a * 2.0;\n" | |
| "}\n" | |
| "void main() {\n" | |
| " gl_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Assignment and equality are undefined for structures containing arrays (ESSL 1.00 section 5.7) | |
| TEST_F(MalformedShaderTest, CompareStructsContainingArrays) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "struct s { float a[3]; };\n" | |
| "void main() {\n" | |
| " s a;\n" | |
| " s b;\n" | |
| " bool c = (a == b);\n" | |
| " gl_FragColor = vec4(c ? 1.0 : 0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Assignment and equality are undefined for structures containing arrays (ESSL 1.00 section 5.7) | |
| TEST_F(MalformedShaderTest, AssignStructsContainingArrays) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "struct s { float a[3]; };\n" | |
| "void main() {\n" | |
| " s a;\n" | |
| " s b;\n" | |
| " b.a[0] = 0.0;\n" | |
| " a = b;\n" | |
| " gl_FragColor = vec4(a.a[0]);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Assignment and equality are undefined for structures containing samplers (ESSL 1.00 sections 5.7 and 5.9) | |
| TEST_F(MalformedShaderTest, CompareStructsContainingSamplers) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "struct s { sampler2D foo; };\n" | |
| "uniform s a;\n" | |
| "uniform s b;\n" | |
| "void main() {\n" | |
| " bool c = (a == b);\n" | |
| " gl_FragColor = vec4(c ? 1.0 : 0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Samplers are not allowed as l-values (ESSL 3.00 section 4.1.7), our interpretation is that this | |
| // extends to structs containing samplers. ESSL 1.00 spec is clearer about this. | |
| TEST_F(MalformedShaderTest, AssignStructsContainingSamplers) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "struct s { sampler2D foo; };\n" | |
| "uniform s a;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " s b;\n" | |
| " b = a;\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // This is a regression test for a particular bug that was in ANGLE. | |
| // It also verifies that ESSL3 functionality doesn't leak to ESSL1. | |
| TEST_F(MalformedShaderTest, ArrayWithNoSizeInInitializerList) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "void main() {\n" | |
| " float a[2], b[];\n" | |
| " gl_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Const variables need an initializer. | |
| TEST_F(MalformedShaderTest, ConstVarNotInitialized) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " const float a;\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Const variables need an initializer. In ESSL1 const structs containing | |
| // arrays are not allowed at all since it's impossible to initialize them. | |
| // Even though this test is for ESSL3 the only thing that's critical for | |
| // ESSL1 is the non-initialization check that's used for both language versions. | |
| // Whether ESSL1 compilation generates the most helpful error messages is a | |
| // secondary concern. | |
| TEST_F(MalformedShaderTest, ConstStructNotInitialized) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "struct S {\n" | |
| " float a[3];\n" | |
| "};\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " const S b;\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Const variables need an initializer. In ESSL1 const arrays are not allowed | |
| // at all since it's impossible to initialize them. | |
| // Even though this test is for ESSL3 the only thing that's critical for | |
| // ESSL1 is the non-initialization check that's used for both language versions. | |
| // Whether ESSL1 compilation generates the most helpful error messages is a | |
| // secondary concern. | |
| TEST_F(MalformedShaderTest, ConstArrayNotInitialized) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " const float a[3];\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Block layout qualifiers can't be used on non-block uniforms (ESSL 3.00 section 4.3.8.3) | |
| TEST_F(MalformedShaderTest, BlockLayoutQualifierOnRegularUniform) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "layout(packed) uniform mat2 x;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Block layout qualifiers can't be used on non-block uniforms (ESSL 3.00 section 4.3.8.3) | |
| TEST_F(MalformedShaderTest, BlockLayoutQualifierOnUniformWithEmptyDecl) | |
| { | |
| // Yes, the comma in the declaration below is not a typo. | |
| // Empty declarations are allowed in GLSL. | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "layout(packed) uniform mat2, x;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Arrays of arrays are not allowed (ESSL 3.00 section 4.1.9) | |
| TEST_F(MalformedShaderTest, ArraysOfArrays1) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " float[5] a[3];\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Arrays of arrays are not allowed (ESSL 3.00 section 4.1.9) | |
| TEST_F(MalformedShaderTest, ArraysOfArrays2) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " float[2] a, b[3];\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Implicitly sized arrays need to be initialized (ESSL 3.00 section 4.1.9) | |
| TEST_F(MalformedShaderTest, UninitializedImplicitArraySize) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " float[] a;\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // An operator can only form a constant expression if all the operands are constant expressions | |
| // - even operands of ternary operator that are never evaluated. (ESSL 3.00 section 4.3.3) | |
| TEST_F(MalformedShaderTest, TernaryOperatorNotConstantExpression) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform bool u;\n" | |
| "void main() {\n" | |
| " const bool a = true ? true : u;\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Ternary operator can't operate on arrays (ESSL 3.00 section 5.7) | |
| TEST_F(MalformedShaderTest, TernaryOperatorOnArrays) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " float[1] a = float[1](0.0);\n" | |
| " float[1] b = float[1](1.0);\n" | |
| " float[1] c = true ? a : b;\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Ternary operator can't operate on structs (ESSL 3.00 section 5.7) | |
| TEST_F(MalformedShaderTest, TernaryOperatorOnStructs) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "struct S { float foo; };\n" | |
| "void main() {\n" | |
| " S a = S(0.0);\n" | |
| " S b = S(1.0);\n" | |
| " S c = true ? a : b;\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Array length() returns a constant signed integral expression (ESSL 3.00 section 4.1.9) | |
| // Assigning it to unsigned should result in an error. | |
| TEST_F(MalformedShaderTest, AssignArrayLengthToUnsigned) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " int[1] arr;\n" | |
| " uint l = arr.length();\n" | |
| " my_FragColor = vec4(float(l));\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3) | |
| // Initializing with a varying should be an error. | |
| TEST_F(MalformedShaderTest, AssignVaryingToGlobal) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "varying float a;\n" | |
| "float b = a * 2.0;\n" | |
| "void main() {\n" | |
| " gl_FragColor = vec4(b);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Global variable initializers need to be constant expressions (ESSL 3.00 section 4.3) | |
| // Initializing with an uniform should be an error. | |
| TEST_F(MalformedShaderTest, AssignUniformToGlobalESSL3) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "uniform float a;\n" | |
| "float b = a * 2.0;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(b);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3) | |
| // Initializing with an uniform should generate a warning | |
| // (we don't generate an error on ESSL 1.00 because of legacy compatibility) | |
| TEST_F(MalformedShaderTest, AssignUniformToGlobalESSL1) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "uniform float a;\n" | |
| "float b = a * 2.0;\n" | |
| "void main() {\n" | |
| " gl_FragColor = vec4(b);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| if (!hasWarning()) | |
| { | |
| FAIL() << "Shader compilation succeeded without warnings, expecting warning " << mInfoLog; | |
| } | |
| } | |
| else | |
| { | |
| FAIL() << "Shader compilation failed, expecting success with warning " << mInfoLog; | |
| } | |
| } | |
| // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3) | |
| // Initializing with an user-defined function call should be an error. | |
| TEST_F(MalformedShaderTest, AssignFunctionCallToGlobal) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "float foo() { return 1.0; }\n" | |
| "float b = foo();\n" | |
| "void main() {\n" | |
| " gl_FragColor = vec4(b);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3) | |
| // Initializing with an assignment to another global should be an error. | |
| TEST_F(MalformedShaderTest, AssignAssignmentToGlobal) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "float c = 1.0;\n" | |
| "float b = (c = 0.0);\n" | |
| "void main() {\n" | |
| " gl_FragColor = vec4(b);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3) | |
| // Initializing with incrementing another global should be an error. | |
| TEST_F(MalformedShaderTest, AssignIncrementToGlobal) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "float c = 1.0;\n" | |
| "float b = (c++);\n" | |
| "void main() {\n" | |
| " gl_FragColor = vec4(b);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3) | |
| // Initializing with a texture lookup function call should be an error. | |
| TEST_F(MalformedShaderTest, AssignTexture2DToGlobal) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "uniform mediump sampler2D s;\n" | |
| "float b = texture2D(s, vec2(0.5, 0.5)).x;\n" | |
| "void main() {\n" | |
| " gl_FragColor = vec4(b);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Global variable initializers need to be constant expressions (ESSL 3.00 section 4.3) | |
| // Initializing with a non-constant global should be an error. | |
| TEST_F(MalformedShaderTest, AssignNonConstGlobalToGlobal) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "float a = 1.0;\n" | |
| "float b = a * 2.0;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(b);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Global variable initializers need to be constant expressions (ESSL 3.00 section 4.3) | |
| // Initializing with a constant global should be fine. | |
| TEST_F(MalformedShaderTest, AssignConstGlobalToGlobal) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "const float a = 1.0;\n" | |
| "float b = a * 2.0;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(b);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Statically assigning to both gl_FragData and gl_FragColor is forbidden (ESSL 1.00 section 7.2) | |
| TEST_F(MalformedShaderTest, WriteBothFragDataAndFragColor) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "void foo() {\n" | |
| " gl_FragData[0].a++;\n" | |
| "}\n" | |
| "void main() {\n" | |
| " gl_FragColor.x += 0.0;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Version directive must be on the first line (ESSL 3.00 section 3.3) | |
| TEST_F(MalformedShaderTest, VersionOnSecondLine) | |
| { | |
| const std::string &shaderString = | |
| "\n" | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Layout qualifier can only appear in global scope (ESSL 3.00 section 4.3.8) | |
| TEST_F(MalformedShaderTest, LayoutQualifierInCondition) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "uniform vec4 u;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " int i = 0;\n" | |
| " for (int j = 0; layout(location = 0) bool b = false; ++j) {\n" | |
| " ++i;\n" | |
| " }\n" | |
| " my_FragColor = u;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Layout qualifier can only appear where specified (ESSL 3.00 section 4.3.8) | |
| TEST_F(MalformedShaderTest, LayoutQualifierInFunctionReturnType) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "uniform vec4 u;\n" | |
| "out vec4 my_FragColor;\n" | |
| "layout(location = 0) vec4 foo() {\n" | |
| " return u;\n" | |
| "}\n" | |
| "void main() {\n" | |
| " my_FragColor = foo();\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // If there is more than one output, the location must be specified for all outputs. | |
| // (ESSL 3.00.04 section 4.3.8.2) | |
| TEST_F(MalformedShaderTest, TwoOutputsNoLayoutQualifiers) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "uniform vec4 u;\n" | |
| "out vec4 my_FragColor;\n" | |
| "out vec4 my_SecondaryFragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| " my_SecondaryFragColor = vec4(0.5);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // (ESSL 3.00.04 section 4.3.8.2) | |
| TEST_F(MalformedShaderTest, TwoOutputsFirstLayoutQualifier) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "uniform vec4 u;\n" | |
| "layout(location = 0) out vec4 my_FragColor;\n" | |
| "out vec4 my_SecondaryFragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| " my_SecondaryFragColor = vec4(0.5);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // (ESSL 3.00.04 section 4.3.8.2) | |
| TEST_F(MalformedShaderTest, TwoOutputsSecondLayoutQualifier) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "uniform vec4 u;\n" | |
| "out vec4 my_FragColor;\n" | |
| "layout(location = 0) out vec4 my_SecondaryFragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(1.0);\n" | |
| " my_SecondaryFragColor = vec4(0.5);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Uniforms can be arrays (ESSL 3.00 section 4.3.5) | |
| TEST_F(MalformedShaderTest, UniformArray) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "uniform vec4[2] u;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = u[0];\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Fragment shader input variables cannot be arrays of structs (ESSL 3.00 section 4.3.4) | |
| TEST_F(MalformedShaderTest, FragmentInputArrayOfStructs) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "struct S {\n" | |
| " vec4 foo;\n" | |
| "};\n" | |
| "in S i[2];\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = i[0].foo;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Vertex shader inputs can't be arrays (ESSL 3.00 section 4.3.4) | |
| // This test is testing the case where the array brackets are after the variable name, so | |
| // the arrayness isn't known when the type and qualifiers are initially parsed. | |
| TEST_F(MalformedVertexShaderTest, VertexShaderInputArray) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "in vec4 i[2];\n" | |
| "void main() {\n" | |
| " gl_Position = i[0];\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Vertex shader inputs can't be arrays (ESSL 3.00 section 4.3.4) | |
| // This test is testing the case where the array brackets are after the type. | |
| TEST_F(MalformedVertexShaderTest, VertexShaderInputArrayType) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "in vec4[2] i;\n" | |
| "void main() {\n" | |
| " gl_Position = i[0];\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Fragment shader inputs can't contain booleans (ESSL 3.00 section 4.3.4) | |
| TEST_F(MalformedShaderTest, FragmentShaderInputStructWithBool) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "struct S {\n" | |
| " bool foo;\n" | |
| "};\n" | |
| "in S s;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Fragment shader inputs without a flat qualifier can't contain integers (ESSL 3.00 section 4.3.4) | |
| TEST_F(MalformedShaderTest, FragmentShaderInputStructWithInt) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "struct S {\n" | |
| " int foo;\n" | |
| "};\n" | |
| "in S s;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Selecting a field of a vector that's the result of dynamic indexing a constant array should work. | |
| TEST_F(MalformedShaderTest, ShaderSelectingFieldOfVectorIndexedFromArray) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform int i;\n" | |
| "void main() {\n" | |
| " float f = vec2[1](vec2(0.0, 0.1))[i].x;\n" | |
| " my_FragColor = vec4(f);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Passing an array into a function and then passing a value from that array into another function | |
| // should work. This is a regression test for a bug where the mangled name of a TType was not | |
| // properly updated when determining the type resulting from array indexing. | |
| TEST_F(MalformedShaderTest, ArrayValueFromFunctionParameterAsParameter) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "uniform float u;\n" | |
| "float foo(float f) {\n" | |
| " return f * 2.0;\n" | |
| "}\n" | |
| "float bar(float[2] f) {\n" | |
| " return foo(f[0]);\n" | |
| "}\n" | |
| "void main()\n" | |
| "{\n" | |
| " float arr[2];\n" | |
| " arr[0] = u;\n" | |
| " gl_FragColor = vec4(bar(arr));\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Test that out-of-range integer literal generates an error in ESSL 3.00. | |
| TEST_F(MalformedShaderTest, OutOfRangeIntegerLiteral) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "precision highp int;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| " my_FragColor = vec4(0x100000000);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that vector field selection from a value taken from an array constructor is accepted as a | |
| // constant expression. | |
| TEST_F(MalformedShaderTest, FieldSelectionFromVectorArrayConstructorIsConst) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " const float f = vec2[1](vec2(0.0, 1.0))[0].x;\n" | |
| " my_FragColor = vec4(f);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Test that structure field selection from a value taken from an array constructor is accepted as a | |
| // constant expression. | |
| TEST_F(MalformedShaderTest, FieldSelectionFromStructArrayConstructorIsConst) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "struct S { float member; };\n" | |
| "void main()\n" | |
| "{\n" | |
| " const float f = S[1](S(0.0))[0].member;\n" | |
| " my_FragColor = vec4(f);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Test that a reference to a const array is accepted as a constant expression. | |
| TEST_F(MalformedShaderTest, ArraySymbolIsConst) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " const float[2] arr = float[2](0.0, 1.0);\n" | |
| " const float f = arr[0];\n" | |
| " my_FragColor = vec4(f);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Test that using an array constructor in a parameter to a built-in function is accepted as a | |
| // constant expression. | |
| TEST_F(MalformedShaderTest, BuiltInFunctionAppliedToArrayConstructorIsConst) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " const float f = sin(float[2](0.0, 1.0)[0]);\n" | |
| " my_FragColor = vec4(f);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Test that using an array constructor in a parameter to a built-in function is accepted as a | |
| // constant expression. | |
| TEST_F(MalformedShaderTest, BuiltInFunctionWithMultipleParametersAppliedToArrayConstructorIsConst) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " const float f = pow(1.0, float[2](0.0, 1.0)[0]);\n" | |
| " my_FragColor = vec4(f);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Test that using an array constructor in a parameter to a constructor is accepted as a constant | |
| // expression. | |
| TEST_F(MalformedShaderTest, ConstructorWithMultipleParametersAppliedToArrayConstructorIsConst) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " const vec2 f = vec2(1.0, float[2](0.0, 1.0)[0]);\n" | |
| " my_FragColor = vec4(f.x);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Test that using an array constructor in an operand of the ternary selection operator is accepted | |
| // as a constant expression. | |
| TEST_F(MalformedShaderTest, TernaryOperatorAppliedToArrayConstructorIsConst) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " const float f = true ? float[2](0.0, 1.0)[0] : 1.0;\n" | |
| " my_FragColor = vec4(f);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Test that a ternary operator with one unevaluated non-constant operand is not a constant | |
| // expression. | |
| TEST_F(MalformedShaderTest, TernaryOperatorNonConstantOperand) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "uniform float u;\n" | |
| "void main()\n" | |
| "{\n" | |
| " const float f = true ? 1.0 : u;\n" | |
| " gl_FragColor = vec4(f);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that a sampler can't be used in constructor argument list | |
| TEST_F(MalformedShaderTest, SamplerInConstructorArguments) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "uniform sampler2D s;\n" | |
| "void main()\n" | |
| "{\n" | |
| " vec2 v = vec2(0.0, s);\n" | |
| " gl_FragColor = vec4(v, 0.0, 0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that void can't be used in constructor argument list | |
| TEST_F(MalformedShaderTest, VoidInConstructorArguments) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "void foo() {}\n" | |
| "void main()\n" | |
| "{\n" | |
| " vec2 v = vec2(0.0, foo());\n" | |
| " gl_FragColor = vec4(v, 0.0, 0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that a shader passing a struct into a constructor of array of structs with 1 element works. | |
| TEST_F(MalformedShaderTest, SingleStructArrayConstructor) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform float u;\n" | |
| "struct S { float member; };\n" | |
| "void main()\n" | |
| "{\n" | |
| " S[1] sarr = S[1](S(u));\n" | |
| " my_FragColor = vec4(sarr[0].member);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Test that a shader with empty constructor parameter list is not accepted. | |
| TEST_F(MalformedShaderTest, EmptyArrayConstructor) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform float u;\n" | |
| "const float[] f = f[]();\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that indexing fragment outputs with a non-constant expression is forbidden, even if ANGLE | |
| // is able to constant fold the index expression. ESSL 3.00 section 4.3.6. | |
| TEST_F(MalformedShaderTest, DynamicallyIndexedFragmentOutput) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "uniform int a;\n" | |
| "out vec4[2] my_FragData;\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragData[true ? 0 : a] = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that indexing an interface block array with a non-constant expression is forbidden, even if | |
| // ANGLE is able to constant fold the index expression. ESSL 3.00 section 4.3.7. | |
| TEST_F(MalformedShaderTest, DynamicallyIndexedInterfaceBlock) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "uniform int a;\n" | |
| "uniform B\n" | |
| "{\n" | |
| " vec4 f;\n" | |
| "}\n" | |
| "blocks[2];\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = blocks[true ? 0 : a].f;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that a shader that uses a struct definition in place of a struct constructor does not | |
| // compile. See GLSL ES 1.00 section 5.4.3. | |
| TEST_F(MalformedShaderTest, StructConstructorWithStructDefinition) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "void main()\n" | |
| "{\n" | |
| " struct s { float f; } (0.0);\n" | |
| " gl_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that indexing gl_FragData with a non-constant expression is forbidden in WebGL 2.0, even | |
| // when ANGLE is able to constant fold the index. | |
| // WebGL 2.0 spec section 'GLSL ES 1.00 Fragment Shader Output' | |
| TEST_F(MalformedWebGL2ShaderTest, IndexFragDataWithNonConstant) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "void main()\n" | |
| "{\n" | |
| " for (int i = 0; i < 2; ++i) {\n" | |
| " gl_FragData[true ? 0 : i] = vec4(0.0);\n" | |
| " }\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that a non-constant texture offset is not accepted for textureOffset. | |
| // ESSL 3.00 section 8.8 | |
| TEST_F(MalformedShaderTest, TextureOffsetNonConst) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform vec3 u_texCoord;\n" | |
| "uniform mediump sampler3D u_sampler;\n" | |
| "uniform int x;\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = textureOffset(u_sampler, u_texCoord, ivec3(x, 3, -8));\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that a non-constant texture offset is not accepted for textureProjOffset with bias. | |
| // ESSL 3.00 section 8.8 | |
| TEST_F(MalformedShaderTest, TextureProjOffsetNonConst) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform vec4 u_texCoord;\n" | |
| "uniform mediump sampler3D u_sampler;\n" | |
| "uniform int x;\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = textureProjOffset(u_sampler, u_texCoord, ivec3(x, 3, -8), 0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that an out-of-range texture offset is not accepted. | |
| // GLES 3.0.4 section 3.8.10 specifies that out-of-range offset has undefined behavior. | |
| TEST_F(MalformedShaderTest, TextureLodOffsetOutOfRange) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform vec3 u_texCoord;\n" | |
| "uniform mediump sampler3D u_sampler;\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = textureLodOffset(u_sampler, u_texCoord, 0.0, ivec3(0, 0, 8));\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that default precision qualifier for uint is not accepted. | |
| // ESSL 3.00.4 section 4.5.4: Only allowed for float, int and sampler types. | |
| TEST_F(MalformedShaderTest, DefaultPrecisionUint) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump uint;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that sampler3D needs to be precision qualified. | |
| // ESSL 3.00.4 section 4.5.4: New ESSL 3.00 sampler types don't have predefined precision. | |
| TEST_F(MalformedShaderTest, NoPrecisionSampler3D) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "uniform sampler3D s;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that using a non-constant expression in a for loop initializer is forbidden in WebGL 1.0, | |
| // even when ANGLE is able to constant fold the initializer. | |
| // ESSL 1.00 Appendix A. | |
| TEST_F(MalformedWebGL1ShaderTest, NonConstantLoopIndex) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "uniform int u;\n" | |
| "void main()\n" | |
| "{\n" | |
| " for (int i = (true ? 1 : u); i < 5; ++i) {\n" | |
| " gl_FragColor = vec4(0.0);\n" | |
| " }\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Check that indices that are not integers are rejected. | |
| // The check should be done even if ESSL 1.00 Appendix A limitations are not applied. | |
| TEST_F(MalformedShaderTest, NonIntegerIndex) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "void main()\n" | |
| "{\n" | |
| " float f[3];\n" | |
| " const float i = 2.0;\n" | |
| " gl_FragColor = vec4(f[i]);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // ESSL1 shaders with a duplicate function prototype should be rejected. | |
| // ESSL 1.00.17 section 4.2.7. | |
| TEST_F(MalformedShaderTest, DuplicatePrototypeESSL1) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "void foo();\n" | |
| "void foo();\n" | |
| "void foo() {}\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // ESSL3 shaders with a duplicate function prototype should be allowed. | |
| // ESSL 3.00.4 section 4.2.3. | |
| TEST_F(MalformedShaderTest, DuplicatePrototypeESSL3) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void foo();\n" | |
| "void foo();\n" | |
| "void foo() {}\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Shaders with a local function prototype should be rejected. | |
| // ESSL 3.00.4 section 4.2.4. | |
| TEST_F(MalformedShaderTest, LocalFunctionPrototype) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " void foo();\n" | |
| " my_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // ESSL 3.00 fragment shaders can not use #pragma STDGL invariant(all). | |
| // ESSL 3.00.4 section 4.6.1. Does not apply to other versions of ESSL. | |
| TEST_F(MalformedShaderTest, ESSL300FragmentInvariantAll) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "#pragma STDGL invariant(all)\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Built-in functions can be overloaded in ESSL 1.00. | |
| TEST_F(MalformedShaderTest, ESSL100BuiltInFunctionOverload) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "int sin(int x)\n" | |
| "{\n" | |
| " return int(sin(float(x)));\n" | |
| "}\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = vec4(sin(1));" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Built-in functions can not be overloaded in ESSL 3.00. | |
| TEST_F(MalformedShaderTest, ESSL300BuiltInFunctionOverload) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "int sin(int x)\n" | |
| "{\n" | |
| " return int(sin(float(x)));\n" | |
| "}\n" | |
| "void main()\n" | |
| "{\n" | |
| " my_FragColor = vec4(sin(1));" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Multiplying a 4x2 matrix with a 4x2 matrix should not work. | |
| TEST_F(MalformedShaderTest, CompoundMultiplyMatrixIdenticalNonSquareDimensions) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " mat4x2 foo;\n" | |
| " foo *= mat4x2(4.0);\n" | |
| " my_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Multiplying a matrix with 2 columns and 4 rows with a 2x2 matrix should work. | |
| TEST_F(MalformedShaderTest, CompoundMultiplyMatrixValidNonSquareDimensions) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " mat2x4 foo;\n" | |
| " foo *= mat2x2(4.0);\n" | |
| " my_FragColor = vec4(0.0);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Covers a bug where we would set the incorrect result size on an out-of-bounds vector swizzle. | |
| TEST_F(MalformedShaderTest, OutOfBoundsVectorSwizzle) | |
| { | |
| const std::string &shaderString = | |
| "void main() {\n" | |
| " vec2(0).qq;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Covers a bug where strange preprocessor defines could trigger asserts. | |
| TEST_F(MalformedShaderTest, DefineWithSemicolon) | |
| { | |
| const std::string &shaderString = | |
| "#define Def; highp\n" | |
| "uniform Def vec2 a;\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Covers a bug in our parsing of malformed shift preprocessor expressions. | |
| TEST_F(MalformedShaderTest, LineDirectiveUndefinedShift) | |
| { | |
| const std::string &shaderString = "#line x << y"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Covers a bug in our parsing of malformed shift preprocessor expressions. | |
| TEST_F(MalformedShaderTest, LineDirectiveNegativeShift) | |
| { | |
| const std::string &shaderString = "#line x << -1"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // gl_MaxImageUnits is only available in ES 3.1 shaders. | |
| TEST_F(MalformedShaderTest, MaxImageUnitsInES3Shader) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 myOutput;" | |
| "void main() {\n" | |
| " float ff = float(gl_MaxImageUnits);\n" | |
| " myOutput = vec4(ff);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // struct += struct is an invalid operation. | |
| TEST_F(MalformedShaderTest, StructCompoundAssignStruct) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 myOutput;\n" | |
| "struct S { float foo; };\n" | |
| "void main() {\n" | |
| " S a, b;\n" | |
| " a += b;\n" | |
| " myOutput = vec4(0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // struct == different struct is an invalid operation. | |
| TEST_F(MalformedShaderTest, StructEqDifferentStruct) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 myOutput;\n" | |
| "struct S { float foo; };\n" | |
| "struct S2 { float foobar; };\n" | |
| "void main() {\n" | |
| " S a;\n" | |
| " S2 b;\n" | |
| " a == b;\n" | |
| " myOutput = vec4(0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Compute shaders are not supported in versions lower than 310. | |
| TEST_F(MalformedComputeShaderTest, Version100) | |
| { | |
| const std::string &shaderString = | |
| "void main()\n" | |
| "layout(local_size_x=1) in;\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Compute shaders are not supported in versions lower than 310. | |
| TEST_F(MalformedComputeShaderTest, Version300) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "void main()\n" | |
| "layout(local_size_x=1) in;\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Compute shaders should have work group size specified. However, it is not a compile time error | |
| // to not have the size specified, but rather a link time one. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, NoWorkGroupSizeSpecified) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Work group size is less than 1. It should be at least 1. | |
| // GLSL ES 3.10 Revision 4, 7.1.3 Compute Shader Special Variables | |
| // The spec is not clear whether having a local size qualifier equal zero | |
| // is correct. | |
| // TODO (mradev): Ask people from Khronos to clarify the spec. | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeTooSmallXdimension) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 0) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Work group size is correct for the x and y dimensions, but not for the z dimension. | |
| // GLSL ES 3.10 Revision 4, 7.1.3 Compute Shader Special Variables | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeTooSmallZDimension) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 4, local_size_y = 6, local_size_z = 0) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Work group size is bigger than the minimum in the x dimension. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeTooBigXDimension) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 9989899) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Work group size is bigger than the minimum in the y dimension. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeTooBigYDimension) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5, local_size_y = 9989899) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Work group size is definitely bigger than the minimum in the z dimension. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeTooBigZDimension) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5, local_size_y = 5, local_size_z = 9989899) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Work group size specified through macro expansion. | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeMacro) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "#define MYDEF(x) x" | |
| "layout(local_size_x = MYDEF(127)) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Work group size specified as an unsigned integer. | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeUnsignedInteger) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 123u) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Work group size specified in hexadecimal. | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeHexadecimal) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 0x3A) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // local_size_x is -1 in hexadecimal format. | |
| // -1 is used as unspecified value in the TLayoutQualifier structure. | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeMinusOneHexadecimal) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 0xFFFFFFFF) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Work group size specified in octal. | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeOctal) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 013) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Work group size is negative. It is specified in hexadecimal. | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeNegativeHexadecimal) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 0xFFFFFFEC) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Multiple work group layout qualifiers with differing values. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, DifferingLayoutQualifiers) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5, local_size_x = 6) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Multiple work group input variables with differing local size values. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, MultipleInputVariablesDifferingLocalSize) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5, local_size_y = 6) in;\n" | |
| "layout(local_size_x = 5, local_size_y = 7) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Multiple work group input variables with differing local size values. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, MultipleInputVariablesDifferingLocalSize2) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "layout(local_size_x = 5, local_size_y = 7) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Multiple work group input variables with the same local size values. It should compile. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, MultipleInputVariablesSameLocalSize) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5, local_size_y = 6) in;\n" | |
| "layout(local_size_x = 5, local_size_y = 6) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Multiple work group input variables with the same local size values. It should compile. | |
| // Since the default value is 1, it should compile. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, MultipleInputVariablesSameLocalSize2) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "layout(local_size_x = 5, local_size_y = 1) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Multiple work group input variables with the same local size values. It should compile. | |
| // Since the default value is 1, it should compile. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, MultipleInputVariablesSameLocalSize3) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5, local_size_y = 1) in;\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Specifying row_major qualifier in a work group size layout. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, RowMajorInComputeInputLayout) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5, row_major) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // local size layout can be used only with compute input variables | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, UniformComputeInputLayout) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5) uniform;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // local size layout can be used only with compute input variables | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, UniformBufferComputeInputLayout) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5) uniform SomeBuffer { vec4 something; };\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // local size layout can be used only with compute input variables | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, StructComputeInputLayout) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5) struct SomeBuffer { vec4 something; };\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // local size layout can be used only with compute input variables | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, StructBodyComputeInputLayout) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "struct S {\n" | |
| " layout(local_size_x = 12) vec4 foo;\n" | |
| "};\n" | |
| "void main()" | |
| "{" | |
| "}"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // local size layout can be used only with compute input variables | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, TypeComputeInputLayout) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5) vec4;\n" | |
| "void main()\n" | |
| "{\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Invalid use of the out storage qualifier in a compute shader. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, InvalidOutStorageQualifier) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 15) in;\n" | |
| "out vec4 myOutput;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Invalid use of the out storage qualifier in a compute shader. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, InvalidOutStorageQualifier2) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 15) in;\n" | |
| "out myOutput;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Invalid use of the in storage qualifier. Can be only used to describe the local block size. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, InvalidInStorageQualifier) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 15) in;\n" | |
| "in vec4 myInput;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Invalid use of the in storage qualifier. Can be only used to describe the local block size. | |
| // The test checks a different part of the GLSL grammar than what InvalidInStorageQualifier checks. | |
| // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs | |
| TEST_F(MalformedComputeShaderTest, InvalidInStorageQualifier2) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 15) in;\n" | |
| "in myInput;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // The local_size layout qualifier is only available in compute shaders. | |
| TEST_F(MalformedVertexShaderGLES31Test, InvalidUseOfLocalSizeX) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "layout(local_size_x = 15) in vec4 myInput;\n" | |
| "out vec4 myOutput;\n" | |
| "void main() {\n" | |
| " myOutput = myInput;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // The local_size layout qualifier is only available in compute shaders. | |
| TEST_F(MalformedFragmentShaderGLES31Test, InvalidUseOfLocalSizeX) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "layout(local_size_x = 15) in vec4 myInput;\n" | |
| "out vec4 myOutput;\n" | |
| "void main() {\n" | |
| " myOutput = myInput;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // It is a compile time error to use the gl_WorkGroupSize constant if | |
| // the local size has not been declared yet. | |
| // GLSL ES 3.10 Revision 4, 7.1.3 Compute Shader Special Variables | |
| TEST_F(MalformedComputeShaderTest, InvalidUsageOfWorkGroupSize) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "void main()\n" | |
| "{\n" | |
| " uvec3 WorkGroupSize = gl_WorkGroupSize;\n" | |
| "}\n" | |
| "layout(local_size_x = 12) in;\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // The test covers the compute shader built-in variables and constants. | |
| TEST_F(MalformedComputeShaderTest, CorrectUsageOfComputeBuiltins) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 12) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| " uvec3 NumWorkGroups = gl_NumWorkGroups;\n" | |
| " uvec3 WorkGroupSize = gl_WorkGroupSize;\n" | |
| " uvec3 WorkGroupID = gl_WorkGroupID;\n" | |
| " uvec3 GlobalInvocationID = gl_GlobalInvocationID;\n" | |
| " uvec3 LocalInvocationID = gl_LocalInvocationID;\n" | |
| " uint LocalInvocationIndex = gl_LocalInvocationIndex;\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // It is illegal to write to a special variable. | |
| TEST_F(MalformedComputeShaderTest, SpecialVariableNumWorkGroups) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 12) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_NumWorkGroups = uvec3(1); \n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // It is illegal to write to a special variable. | |
| TEST_F(MalformedComputeShaderTest, SpecialVariableWorkGroupID) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 12) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_WorkGroupID = uvec3(1); \n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // It is illegal to write to a special variable. | |
| TEST_F(MalformedComputeShaderTest, SpecialVariableLocalInvocationID) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 12) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_LocalInvocationID = uvec3(1); \n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // It is illegal to write to a special variable. | |
| TEST_F(MalformedComputeShaderTest, SpecialVariableGlobalInvocationID) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 12) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_GlobalInvocationID = uvec3(1); \n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // It is illegal to write to a special variable. | |
| TEST_F(MalformedComputeShaderTest, SpecialVariableLocalInvocationIndex) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 12) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_LocalInvocationIndex = 1; \n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // It is illegal to write to a special variable. | |
| TEST_F(MalformedComputeShaderTest, SpecialVariableWorkGroupSize) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 12) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_WorkGroupSize = uvec3(1); \n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // It is illegal to apply an unary operator to a sampler. | |
| TEST_F(MalformedShaderTest, SamplerUnaryOperator) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "uniform sampler2D s;\n" | |
| "void main()\n" | |
| "{\n" | |
| " -s;\n" | |
| " gl_FragColor = vec4(0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Invariant cannot be used with a work group size declaration. | |
| TEST_F(MalformedComputeShaderTest, InvariantBlockSize) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "invariant layout(local_size_x = 15) in;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Invariant cannot be used with a non-output variable in ESSL3. | |
| TEST_F(MalformedShaderTest, InvariantNonOuput) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "invariant int value;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Invariant declaration should follow the following format "invariant <out variable name>". | |
| // Test having an incorrect qualifier in the invariant declaration. | |
| TEST_F(MalformedShaderTest, InvariantDeclarationWithStorageQualifier) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 foo;\n" | |
| "invariant centroid foo;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Invariant declaration should follow the following format "invariant <out variable name>". | |
| // Test having an incorrect precision qualifier in the invariant declaration. | |
| TEST_F(MalformedShaderTest, InvariantDeclarationWithPrecisionQualifier) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 foo;\n" | |
| "invariant highp foo;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Invariant declaration should follow the following format "invariant <out variable name>". | |
| // Test having an incorrect layout qualifier in the invariant declaration. | |
| TEST_F(MalformedShaderTest, InvariantDeclarationWithLayoutQualifier) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 foo;\n" | |
| "invariant layout(location=0) foo;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Variable declaration with both invariant and layout qualifiers is not valid in the formal grammar | |
| // provided in the ESSL 3.00 spec. ESSL 3.10 starts allowing this combination, but ESSL 3.00 should | |
| // still disallow it. | |
| TEST_F(MalformedShaderTest, VariableDeclarationWithInvariantAndLayoutQualifierESSL300) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "invariant layout(location = 0) out vec4 my_FragColor;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Bit shift with a rhs value > 31 has an undefined result in the GLSL spec. We disallow it. | |
| // ESSL 3.00.6 section 5.9. | |
| TEST_F(MalformedShaderTest, ShiftBy32) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "void main() {\n" | |
| " uint u = 1u << 32u;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Test that deferring global variable init works with an empty main(). | |
| TEST_F(MalformedShaderTest, DeferGlobalVariableInitWithEmptyMain) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "uniform float u;\n" | |
| "float foo = u;\n" | |
| "void main() {}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Test that pruning empty declarations from loop init expression works. | |
| TEST_F(MalformedShaderTest, EmptyDeclarationAsLoopInit) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " int i = 0;\n" | |
| " for (int; i < 3; i++)\n" | |
| " {\n" | |
| " my_FragColor = vec4(i);\n" | |
| " }\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // r32f, r32i, r32ui do not require either the writeonly or readonly memory qualifiers. | |
| // GLSL ES 3.10, Revision 4, 4.9 Memory Access Qualifiers | |
| TEST_F(MalformedFragmentShaderGLES31Test, ImageR32FNoMemoryQualifier) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "in vec4 myInput;\n" | |
| "layout(r32f) uniform image2D myImage;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Images which do not have r32f, r32i or r32ui as internal format, must have readonly or writeonly | |
| // specified. | |
| // GLSL ES 3.10, Revision 4, 4.9 Memory Access Qualifiers | |
| TEST_F(MalformedFragmentShaderGLES31Test, ImageR32FWithCorrectMemoryQualifier) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "in vec4 myInput;\n" | |
| "layout(rgba32f) uniform image2D myImage;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // It is a compile-time error to call imageStore when the image is qualified as readonly. | |
| // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers | |
| TEST_F(MalformedFragmentShaderGLES31Test, StoreInReadOnlyImage) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "in vec4 myInput;\n" | |
| "layout(r32f) uniform readonly image2D myImage;\n" | |
| "void main() {\n" | |
| " imageStore(myImage, ivec2(0), vec4(1.0));\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // It is a compile-time error to call imageLoad when the image is qualified as writeonly. | |
| // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers | |
| TEST_F(MalformedFragmentShaderGLES31Test, LoadFromWriteOnlyImage) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "in vec4 myInput;\n" | |
| "layout(r32f) uniform writeonly image2D myImage;\n" | |
| "void main() {\n" | |
| " imageLoad(myImage, ivec2(0));\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // A valid declaration and usage of an image3D. | |
| TEST_F(MalformedFragmentShaderGLES31Test, ValidImage3D) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image3D;\n" | |
| "in vec4 myInput;\n" | |
| "layout(rgba32f) uniform readonly image3D myImage;\n" | |
| "void main() {\n" | |
| " imageLoad(myImage, ivec3(0));\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // A valid declaration and usage of an imageCube. | |
| TEST_F(MalformedFragmentShaderGLES31Test, ValidImageCube) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump imageCube;\n" | |
| "in vec4 myInput;\n" | |
| "layout(rgba32f) uniform readonly imageCube myImage;\n" | |
| "void main() {\n" | |
| " imageLoad(myImage, ivec3(0));\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // A valid declaration and usage of an image2DArray. | |
| TEST_F(MalformedFragmentShaderGLES31Test, ValidImage2DArray) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2DArray;\n" | |
| "in vec4 myInput;\n" | |
| "layout(rgba32f) uniform readonly image2DArray myImage;\n" | |
| "void main() {\n" | |
| " imageLoad(myImage, ivec3(0));\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Images cannot be l-values. | |
| // GLSL ES 3.10 Revision 4, 4.1.7 Opaque Types | |
| TEST_F(MalformedFragmentShaderGLES31Test, ImageLValueFunctionDefinitionInOut) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "void myFunc(inout image2D someImage) {}\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Cannot assign to images. | |
| // GLSL ES 3.10 Revision 4, 4.1.7 Opaque Types | |
| TEST_F(MalformedFragmentShaderGLES31Test, ImageAssignment) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "layout(rgba32f) uniform readonly image2D myImage;\n" | |
| "layout(rgba32f) uniform readonly image2D myImage2;\n" | |
| "void main() {\n" | |
| " myImage = myImage2;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Passing an image qualifier to a function should not be able to discard the readonly qualifier. | |
| // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers | |
| TEST_F(MalformedFragmentShaderGLES31Test, ReadOnlyQualifierMissingInFunctionArgument) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "layout(rgba32f) uniform readonly image2D myImage;\n" | |
| "void myFunc(in image2D someImage) {}\n" | |
| "void main() {\n" | |
| " myFunc(myImage);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Passing an image qualifier to a function should not be able to discard the writeonly qualifier. | |
| // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers | |
| TEST_F(MalformedFragmentShaderGLES31Test, WriteOnlyQualifierMissingInFunctionArgument) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "layout(rgba32f) uniform writeonly image2D myImage;\n" | |
| "void myFunc(in image2D someImage) {}\n" | |
| "void main() {\n" | |
| " myFunc(myImage);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Passing an image parameter as an argument to another function should not be able to discard the | |
| // writeonly qualifier. | |
| // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers | |
| TEST_F(MalformedFragmentShaderGLES31Test, DiscardWriteonlyInFunctionBody) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "layout(rgba32f) uniform writeonly image2D myImage;\n" | |
| "void myFunc1(in image2D someImage) {}\n" | |
| "void myFunc2(in writeonly image2D someImage) { myFunc1(someImage); }\n" | |
| "void main() {\n" | |
| " myFunc2(myImage);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // The memory qualifiers for the image declaration and function argument match and the test should | |
| // pass. | |
| TEST_F(MalformedFragmentShaderGLES31Test, CorrectImageMemoryQualifierSpecified) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "layout(r32f) uniform image2D myImage;\n" | |
| "void myFunc(in image2D someImage) {}\n" | |
| "void main() {\n" | |
| " myFunc(myImage);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // The test adds additional qualifiers to the argument in the function header. | |
| // This is correct since no memory qualifiers are discarded upon the function call. | |
| // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers | |
| TEST_F(MalformedFragmentShaderGLES31Test, CorrectImageMemoryQualifierSpecified2) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "layout(r32f) uniform image2D myImage;\n" | |
| "void myFunc(in readonly writeonly image2D someImage) {}\n" | |
| "void main() {\n" | |
| " myFunc(myImage);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Images are not allowed in structs. | |
| // GLSL ES 3.10 Revision 4, 4.1.8 Structures | |
| TEST_F(MalformedFragmentShaderGLES31Test, ImageInStruct) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "struct myStruct { layout(r32f) image2D myImage; };\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Images are not allowed in interface blocks. | |
| // GLSL ES 3.10 Revision 4, 4.3.9 Interface Blocks | |
| TEST_F(MalformedFragmentShaderGLES31Test, ImageInInterfaceBlock) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "uniform myBlock { layout(r32f) image2D myImage; };\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Readonly used with an interface block. | |
| TEST_F(MalformedFragmentShaderGLES31Test, ReadonlyWithInterfaceBlock) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "uniform readonly myBlock { float something; };\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Readonly used with an invariant. | |
| TEST_F(MalformedFragmentShaderGLES31Test, ReadonlyWithInvariant) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 something;\n" | |
| "invariant readonly something;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Readonly used with a member of a structure. | |
| TEST_F(MalformedFragmentShaderGLES31Test, ReadonlyWithStructMember) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 something;\n" | |
| "struct MyStruct { readonly float myMember; };\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // It should not be possible to use an internal format layout qualifier with an interface block. | |
| TEST_F(MalformedFragmentShaderGLES31Test, ImageInternalFormatWithInterfaceBlock) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 something;\n" | |
| "layout(rgba32f) uniform MyStruct { float myMember; };\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // It should not be possible to use an internal format layout qualifier with a uniform without a | |
| // type. | |
| TEST_F(MalformedFragmentShaderGLES31Test, ImageInternalFormatInGlobalLayoutQualifier) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "out vec4 something;\n" | |
| "layout(rgba32f) uniform;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // ESSL 1.00 section 4.1.7. | |
| // Samplers are not allowed as operands for most operations. Test this for ternary operator. | |
| TEST_F(MalformedShaderTest, SamplerAsTernaryOperand) | |
| { | |
| const std::string &shaderString = | |
| "precision mediump float;\n" | |
| "uniform bool u;\n" | |
| "uniform sampler2D s1;\n" | |
| "uniform sampler2D s2;\n" | |
| "void main() {\n" | |
| " gl_FragColor = texture2D(u ? s1 : s2, vec2(0, 0));\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // ESSL 1.00.17 section 4.5.2. | |
| // ESSL 3.00.6 section 4.5.3. | |
| // Precision must be specified for floats. Test this with a declaration with no qualifiers. | |
| TEST_F(MalformedShaderTest, FloatDeclarationNoQualifiersNoPrecision) | |
| { | |
| const std::string &shaderString = | |
| "vec4 foo = vec4(0.0);\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_FragColor = foo;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Check compiler doesn't crash on incorrect unsized array declarations. | |
| TEST_F(MalformedShaderTest, IncorrectUnsizedArray) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision mediump float;\n" | |
| "float foo[] = 0.0;\n" | |
| "out vec4 my_FragColor;\n" | |
| "void main()\n" | |
| "{\n" | |
| " foo[0] = 1.0;\n" | |
| " my_FragColor = vec4(foo[0]);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Check compiler doesn't crash when a bvec is on the right hand side of a logical operator. | |
| // ESSL 3.00.6 section 5.9. | |
| TEST_F(MalformedShaderTest, LogicalOpRHSIsBVec) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "void main()\n" | |
| "{\n" | |
| " bool b;\n" | |
| " bvec3 b3;\n" | |
| " b && b3;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Check compiler doesn't crash when there's an unsized array constructor with no parameters. | |
| // ESSL 3.00.6 section 4.1.9: Array size must be greater than zero. | |
| TEST_F(MalformedShaderTest, UnsizedArrayConstructorNoParameters) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "void main()\n" | |
| "{\n" | |
| " int[]();\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Passing an image parameter as an argument to another function should not be able to discard the | |
| // coherent qualifier. | |
| TEST_F(MalformedFragmentShaderGLES31Test, CoherentQualifierMissingInFunctionArgument) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "layout(r32f) uniform coherent image2D myImage;\n" | |
| "void myFunc(in image2D someImage) {}\n" | |
| "void main() {\n" | |
| " myFunc(myImage);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Passing an image parameter as an argument to another function should not be able to discard the | |
| // volatile qualifier. | |
| TEST_F(MalformedFragmentShaderGLES31Test, VolatileQualifierMissingInFunctionArgument) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "layout(r32f) uniform volatile image2D myImage;\n" | |
| "void myFunc(in image2D someImage) {}\n" | |
| "void main() {\n" | |
| " myFunc(myImage);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // The restrict qualifier can be discarded from a function argument. | |
| // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers | |
| TEST_F(MalformedFragmentShaderGLES31Test, RestrictQualifierDiscardedInFunctionArgument) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "layout(r32f) uniform restrict image2D myImage;\n" | |
| "void myFunc(in image2D someImage) {}\n" | |
| "void main() {\n" | |
| " myFunc(myImage);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Function image arguments can be overqualified. | |
| // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers | |
| TEST_F(MalformedFragmentShaderGLES31Test, OverqualifyingImageParameter) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "precision mediump image2D;\n" | |
| "layout(r32f) uniform image2D myImage;\n" | |
| "void myFunc(in coherent volatile image2D someImage) {}\n" | |
| "void main() {\n" | |
| " myFunc(myImage);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Test that work group size can be used to size arrays. | |
| // GLSL ES 3.10.4 section 7.1.3 Compute Shader Special Variables | |
| TEST_F(MalformedComputeShaderTest, WorkGroupSizeAsArraySize) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "layout(local_size_x = 5, local_size_y = 3, local_size_z = 1) in;\n" | |
| "void main()\n" | |
| "{\n" | |
| " int[gl_WorkGroupSize.x] a = int[5](0, 0, 0, 0, 0);\n" | |
| " int[gl_WorkGroupSize.y] b = int[3](0, 0, 0);\n" | |
| " int[gl_WorkGroupSize.z] c = int[1](0);\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Shared memory variables cannot be used inside a vertex shader. | |
| // GLSL ES 3.10 Revision 4, 4.3.8 Shared Variables | |
| TEST_F(MalformedVertexShaderGLES31Test, VertexShaderSharedMemory) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "in vec4 i;\n" | |
| "shared float myShared[10];\n" | |
| "void main() {\n" | |
| " gl_Position = i;\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Shared memory variables cannot be used inside a fragment shader. | |
| // GLSL ES 3.10 Revision 4, 4.3.8 Shared Variables | |
| TEST_F(MalformedFragmentShaderGLES31Test, FragmentShaderSharedMemory) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "shared float myShared[10];\n" | |
| "out vec4 color;\n" | |
| "void main() {\n" | |
| " color = vec4(1.0);\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Shared memory cannot be combined with any other storage qualifier. | |
| TEST_F(MalformedComputeShaderTest, UniformSharedMemory) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "uniform shared float myShared[100];\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Correct usage of shared memory variables. | |
| TEST_F(MalformedComputeShaderTest, CorrectUsageOfSharedMemory) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "shared float myShared[100];\n" | |
| "void main() {\n" | |
| " myShared[gl_LocalInvocationID.x] = 1.0;\n" | |
| "}\n"; | |
| if (!compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation failed, expecting success " << mInfoLog; | |
| } | |
| } | |
| // Shared memory variables cannot be initialized. | |
| // GLSL ES 3.10 Revision 4, 4.3.8 Shared Variables | |
| TEST_F(MalformedComputeShaderTest, SharedVariableInitialization) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "shared int myShared = 0;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Local variables cannot be qualified as shared. | |
| // GLSL ES 3.10 Revision 4, 4.3 Storage Qualifiers | |
| TEST_F(MalformedComputeShaderTest, SharedMemoryInFunctionBody) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "void func() {\n" | |
| " shared int myShared;\n" | |
| "}\n" | |
| "void main() {\n" | |
| " func();\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Struct members cannot be qualified as shared. | |
| TEST_F(MalformedComputeShaderTest, SharedMemoryInStruct) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "struct MyStruct {\n" | |
| " shared int myShared;\n" | |
| "};\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // Interface block members cannot be qualified as shared. | |
| TEST_F(MalformedComputeShaderTest, SharedMemoryInInterfaceBlock) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "uniform Myblock {\n" | |
| " shared int myShared;\n" | |
| "};\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // The shared qualifier cannot be used with any other qualifier. | |
| TEST_F(MalformedComputeShaderTest, SharedWithInvariant) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "invariant shared int myShared;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // The shared qualifier cannot be used with any other qualifier. | |
| TEST_F(MalformedComputeShaderTest, SharedWithMemoryQualifier) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "readonly shared int myShared;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } | |
| // The shared qualifier cannot be used with any other qualifier. | |
| TEST_F(MalformedComputeShaderTest, SharedGlobalLayoutDeclaration) | |
| { | |
| const std::string &shaderString = | |
| "#version 310 es\n" | |
| "precision mediump float;\n" | |
| "layout(local_size_x = 5) in;\n" | |
| "layout(row_major) shared mat4;\n" | |
| "void main() {\n" | |
| "}\n"; | |
| if (compile(shaderString)) | |
| { | |
| FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; | |
| } | |
| } |