xref: /aosp_15_r20/external/angle/src/tests/compiler_tests/QualificationOrderESSL31_test.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1 //
2 // Copyright 2016 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // QualificationOrderESSL31_test.cpp:
7 //   OpenGL ES 3.1 removes the strict order of qualifiers imposed by the grammar.
8 //   This file contains tests for invalid order and usage of qualifiers in GLSL ES 3.10.
9 
10 #include "gtest/gtest.h"
11 
12 #include "GLSLANG/ShaderLang.h"
13 #include "angle_gl.h"
14 #include "tests/test_utils/ShaderCompileTreeTest.h"
15 #include "tests/test_utils/compiler_test.h"
16 
17 using namespace sh;
18 
19 class QualificationVertexShaderTestESSL31 : public ShaderCompileTreeTest
20 {
21   public:
QualificationVertexShaderTestESSL31()22     QualificationVertexShaderTestESSL31() {}
23 
24   protected:
getShaderType() const25     ::GLenum getShaderType() const override { return GL_VERTEX_SHADER; }
getShaderSpec() const26     ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; }
27 
findSymbolInAST(const ImmutableString & symbolName)28     const TIntermSymbol *findSymbolInAST(const ImmutableString &symbolName)
29     {
30         return FindSymbolNode(mASTRoot, symbolName);
31     }
32 };
33 
34 // GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct.
TEST_F(QualificationVertexShaderTestESSL31,CentroidOut)35 TEST_F(QualificationVertexShaderTestESSL31, CentroidOut)
36 {
37     const std::string &shaderString =
38         "#version 310 es\n"
39         "precision lowp float;\n"
40         "out centroid float something;\n"
41         "void main(){\n"
42         "   something = 1.0;\n"
43         "}\n";
44     if (!compile(shaderString))
45     {
46         FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
47     }
48     else
49     {
50         const TIntermSymbol *node = findSymbolInAST(ImmutableString("something"));
51         ASSERT_NE(nullptr, node);
52 
53         const TType &type = node->getType();
54         EXPECT_EQ(EvqCentroidOut, type.getQualifier());
55     }
56 }
57 
58 // GLSL ES 3.10 has relaxed checks on qualifier order. Any order is correct.
TEST_F(QualificationVertexShaderTestESSL31,AllQualifiersMixed)59 TEST_F(QualificationVertexShaderTestESSL31, AllQualifiersMixed)
60 {
61     const std::string &shaderString =
62         "#version 310 es\n"
63         "precision lowp float;\n"
64         "highp out invariant centroid flat vec4 something;\n"
65         "void main(){\n"
66         "}\n";
67     if (!compile(shaderString))
68     {
69         FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
70     }
71     else
72     {
73         const TIntermSymbol *node = findSymbolInAST(ImmutableString("something"));
74         ASSERT_NE(nullptr, node);
75 
76         const TType &type = node->getType();
77         EXPECT_TRUE(type.isInvariant());
78         EXPECT_EQ(EvqFlatOut, type.getQualifier());
79         EXPECT_EQ(EbpHigh, type.getPrecision());
80     }
81 }
82 
83 // GLSL ES 3.10 allows multiple layout qualifiers to be specified.
TEST_F(QualificationVertexShaderTestESSL31,MultipleLayouts)84 TEST_F(QualificationVertexShaderTestESSL31, MultipleLayouts)
85 {
86     const std::string &shaderString =
87         "#version 310 es\n"
88         "precision lowp float;\n"
89         "in layout(location=1) layout(location=2) vec4 something;\n"
90         "void main(){\n"
91         "}\n";
92     if (!compile(shaderString))
93     {
94         FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
95     }
96     else
97     {
98         const TIntermSymbol *node = findSymbolInAST(ImmutableString("something"));
99         ASSERT_NE(nullptr, node);
100 
101         const TType &type = node->getType();
102         EXPECT_EQ(EvqVertexIn, type.getQualifier());
103         EXPECT_EQ(2, type.getLayoutQualifier().location);
104     }
105 }
106 
107 // The test checks layout qualifier overriding when multiple layouts are specified.
TEST_F(QualificationVertexShaderTestESSL31,MultipleLayoutsInterfaceBlock)108 TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock)
109 {
110     const std::string &shaderString =
111         "#version 310 es\n"
112         "precision lowp float;\n"
113         "out float someValue;\n"
114         "layout(shared) layout(std140) layout(column_major) uniform MyInterface\n"
115         "{ vec4 something; } MyInterfaceName;\n"
116         "void main(){\n"
117         "   someValue = MyInterfaceName.something.r;\n"
118         "}\n";
119     if (!compile(shaderString))
120     {
121         FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
122     }
123     else
124     {
125         const TIntermSymbol *node = findSymbolInAST(ImmutableString("MyInterfaceName"));
126         ASSERT_NE(nullptr, node);
127 
128         const TType &type                = node->getType();
129         TLayoutQualifier layoutQualifier = type.getLayoutQualifier();
130         EXPECT_EQ(EbsStd140, layoutQualifier.blockStorage);
131         EXPECT_EQ(EmpColumnMajor, layoutQualifier.matrixPacking);
132     }
133 }
134 
135 // The test checks layout qualifier overriding when multiple layouts are specified.
TEST_F(QualificationVertexShaderTestESSL31,MultipleLayoutsInterfaceBlock2)136 TEST_F(QualificationVertexShaderTestESSL31, MultipleLayoutsInterfaceBlock2)
137 {
138     const std::string &shaderString =
139         "#version 310 es\n"
140         "precision lowp float;\n"
141         "out float someValue;\n"
142         "layout(row_major) layout(std140) layout(shared) uniform MyInterface\n"
143         "{ vec4 something; } MyInterfaceName;\n"
144         "void main(){\n"
145         "   someValue = MyInterfaceName.something.r;\n"
146         "}\n";
147     if (!compile(shaderString))
148     {
149         FAIL() << "Shader compilation failed, expecting success" << mInfoLog;
150     }
151     else
152     {
153         const TIntermSymbol *node = findSymbolInAST(ImmutableString("MyInterfaceName"));
154         ASSERT_NE(nullptr, node);
155 
156         const TType &type                = node->getType();
157         TLayoutQualifier layoutQualifier = type.getLayoutQualifier();
158         EXPECT_EQ(EbsShared, layoutQualifier.blockStorage);
159         EXPECT_EQ(EmpRowMajor, layoutQualifier.matrixPacking);
160     }
161 }
162