| // |
| // 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" |
| |
| class MalformedShaderTest : public testing::Test |
| { |
| public: |
| MalformedShaderTest() {} |
| |
| protected: |
| virtual void SetUp() |
| { |
| ShBuiltInResources resources; |
| ShInitBuiltInResources(&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); |
| 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; |
| |
| private: |
| TranslatorESSL *mTranslator; |
| }; |
| |
| // 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 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; |
| } |
| } |