|
| 1 | +// |
| 2 | +// Copyright 2019 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 | +// MatrixTest: |
| 7 | +// Test various shader matrix variable declarations. |
| 8 | + |
| 9 | +#include <vector> |
| 10 | +#include "test_utils/ANGLETest.h" |
| 11 | +#include "test_utils/gl_raii.h" |
| 12 | + |
| 13 | +using namespace angle; |
| 14 | + |
| 15 | +namespace |
| 16 | +{ |
| 17 | + |
| 18 | +class MatrixTest31 : public ANGLETest |
| 19 | +{ |
| 20 | + protected: |
| 21 | + MatrixTest31() |
| 22 | + { |
| 23 | + setWindowWidth(64); |
| 24 | + setWindowHeight(64); |
| 25 | + setConfigRedBits(8); |
| 26 | + setConfigGreenBits(8); |
| 27 | + setConfigBlueBits(8); |
| 28 | + setConfigAlphaBits(8); |
| 29 | + } |
| 30 | +}; |
| 31 | + |
| 32 | +TEST_P(MatrixTest31, Mat3Varying) |
| 33 | +{ |
| 34 | + constexpr char kVS[] = R"(#version 310 es |
| 35 | +precision mediump float; |
| 36 | +
|
| 37 | +in vec4 a_position; |
| 38 | +
|
| 39 | +layout(location=0) out mat3 matrix; |
| 40 | +layout(location=3) out vec3 vector; |
| 41 | +
|
| 42 | +void main() |
| 43 | +{ |
| 44 | + matrix = mat3(1.0); |
| 45 | + vector = vec3(1.0); |
| 46 | + gl_Position = a_position; |
| 47 | +})"; |
| 48 | + |
| 49 | + constexpr char kFS[] = R"(#version 310 es |
| 50 | +precision mediump float; |
| 51 | +
|
| 52 | +layout(location=0) in mat3 matrix; |
| 53 | +layout(location=3) in vec3 vector; |
| 54 | +
|
| 55 | +out vec4 oColor; |
| 56 | +
|
| 57 | +void main() |
| 58 | +{ |
| 59 | + oColor = vec4(matrix[0], 1.0); |
| 60 | +})"; |
| 61 | + |
| 62 | + ANGLE_GL_PROGRAM(program, kVS, kFS); |
| 63 | + glUseProgram(program); |
| 64 | + drawQuad(program, "a_position", 0.5f); |
| 65 | + EXPECT_GL_NO_ERROR(); |
| 66 | +} |
| 67 | + |
| 68 | +TEST_P(MatrixTest31, Mat3VaryingBadLocation) |
| 69 | +{ |
| 70 | + constexpr char kVS[] = R"(#version 310 es |
| 71 | +precision mediump float; |
| 72 | +
|
| 73 | +in vec4 a_position; |
| 74 | +
|
| 75 | +layout(location=0) out mat3 matrix; |
| 76 | +layout(location=2) out vec3 vector; |
| 77 | +
|
| 78 | +void main() |
| 79 | +{ |
| 80 | + matrix = mat3(1.0); |
| 81 | + vector = vec3(1.0); |
| 82 | + gl_Position = a_position; |
| 83 | +})"; |
| 84 | + |
| 85 | + GLProgram program; |
| 86 | + |
| 87 | + GLuint vs = glCreateShader(GL_VERTEX_SHADER); |
| 88 | + const char *sourceVsArray[1] = {kVS}; |
| 89 | + glShaderSource(vs, 1, sourceVsArray, nullptr); |
| 90 | + glCompileShader(vs); |
| 91 | + GLint compileResult; |
| 92 | + glGetShaderiv(vs, GL_COMPILE_STATUS, &compileResult); |
| 93 | + EXPECT_GL_FALSE(compileResult); |
| 94 | +} |
| 95 | + |
| 96 | +TEST_P(MatrixTest31, Mat3x4Varying) |
| 97 | +{ |
| 98 | + constexpr char kVS[] = R"(#version 310 es |
| 99 | +precision mediump float; |
| 100 | +
|
| 101 | +in vec4 a_position; |
| 102 | +
|
| 103 | +layout(location=0) out mat3x4 matrix; |
| 104 | +layout(location=3) out vec3 vector; |
| 105 | +
|
| 106 | +void main() |
| 107 | +{ |
| 108 | + matrix = mat3x4(1.0); |
| 109 | + vector = vec3(1.0); |
| 110 | + gl_Position = a_position; |
| 111 | +})"; |
| 112 | + |
| 113 | + constexpr char kFS[] = R"(#version 310 es |
| 114 | +precision mediump float; |
| 115 | +
|
| 116 | +layout(location=0) in mat3x4 matrix; |
| 117 | +layout(location=3) in vec3 vector; |
| 118 | +
|
| 119 | +out vec4 oColor; |
| 120 | +
|
| 121 | +void main() |
| 122 | +{ |
| 123 | + oColor = vec4(matrix[0]); |
| 124 | +})"; |
| 125 | + |
| 126 | + ANGLE_GL_PROGRAM(program, kVS, kFS); |
| 127 | + glUseProgram(program); |
| 128 | + drawQuad(program, "a_position", 0.5f); |
| 129 | + EXPECT_GL_NO_ERROR(); |
| 130 | +} |
| 131 | + |
| 132 | +TEST_P(MatrixTest31, Mat3x4VaryingBadLocation) |
| 133 | +{ |
| 134 | + constexpr char kVS[] = R"(#version 310 es |
| 135 | +precision mediump float; |
| 136 | +
|
| 137 | +in vec4 a_position; |
| 138 | +
|
| 139 | +layout(location=0) out mat3x4 matrix; |
| 140 | +layout(location=2) out vec3 vector; |
| 141 | +
|
| 142 | +void main() |
| 143 | +{ |
| 144 | + matrix = mat3x4(1.0); |
| 145 | + vector = vec3(1.0); |
| 146 | + gl_Position = a_position; |
| 147 | +})"; |
| 148 | + |
| 149 | + GLProgram program; |
| 150 | + |
| 151 | + GLuint vs = glCreateShader(GL_VERTEX_SHADER); |
| 152 | + const char *sourceVsArray[1] = {kVS}; |
| 153 | + glShaderSource(vs, 1, sourceVsArray, nullptr); |
| 154 | + glCompileShader(vs); |
| 155 | + GLint compileResult; |
| 156 | + glGetShaderiv(vs, GL_COMPILE_STATUS, &compileResult); |
| 157 | + EXPECT_GL_FALSE(compileResult); |
| 158 | +} |
| 159 | + |
| 160 | +TEST_P(MatrixTest31, Mat3x4ArrayVarying) |
| 161 | +{ |
| 162 | + constexpr char kVS[] = R"(#version 310 es |
| 163 | +precision mediump float; |
| 164 | +
|
| 165 | +in vec4 a_position; |
| 166 | +
|
| 167 | +layout(location=0) out mat3x4[2] matrix; |
| 168 | +layout(location=6) out vec3 vector; |
| 169 | +
|
| 170 | +void main() |
| 171 | +{ |
| 172 | + matrix[0] = mat3x4(1.0); |
| 173 | + matrix[1] = mat3x4(1.0); |
| 174 | + vector = vec3(1.0); |
| 175 | + gl_Position = a_position; |
| 176 | +})"; |
| 177 | + |
| 178 | + constexpr char kFS[] = R"(#version 310 es |
| 179 | +precision mediump float; |
| 180 | +
|
| 181 | +layout(location=0) in mat3x4[2] matrix; |
| 182 | +layout(location=6) in vec3 vector; |
| 183 | +
|
| 184 | +out vec4 oColor; |
| 185 | +
|
| 186 | +bool isZero(vec4 value) { |
| 187 | + return value == vec4(0,0,0,0); |
| 188 | +} |
| 189 | +
|
| 190 | +void main() |
| 191 | +{ |
| 192 | + oColor = vec4(matrix[0][0]); |
| 193 | +})"; |
| 194 | + |
| 195 | + ANGLE_GL_PROGRAM(program, kVS, kFS); |
| 196 | + glUseProgram(program); |
| 197 | + drawQuad(program, "a_position", 0.5f); |
| 198 | + EXPECT_GL_NO_ERROR(); |
| 199 | +} |
| 200 | + |
| 201 | +TEST_P(MatrixTest31, Mat3x4ArrayVaryingBadLocation) |
| 202 | +{ |
| 203 | + constexpr char kVS[] = R"(#version 310 es |
| 204 | +precision mediump float; |
| 205 | +
|
| 206 | +in vec4 a_position; |
| 207 | +
|
| 208 | +layout(location=0) out mat3x4[2] matrix; |
| 209 | +layout(location=5) out vec3 vector; |
| 210 | +
|
| 211 | +void main() |
| 212 | +{ |
| 213 | + matrix[0] = mat3x4(1.0); |
| 214 | + matrix[1] = mat3x4(1.0); |
| 215 | + vector = vec3(1.0); |
| 216 | + gl_Position = a_position; |
| 217 | +})"; |
| 218 | + |
| 219 | + GLProgram program; |
| 220 | + |
| 221 | + GLuint vs = glCreateShader(GL_VERTEX_SHADER); |
| 222 | + const char *sourceVsArray[1] = {kVS}; |
| 223 | + glShaderSource(vs, 1, sourceVsArray, nullptr); |
| 224 | + glCompileShader(vs); |
| 225 | + GLint compileResult; |
| 226 | + glGetShaderiv(vs, GL_COMPILE_STATUS, &compileResult); |
| 227 | + EXPECT_GL_FALSE(compileResult); |
| 228 | +} |
| 229 | + |
| 230 | +ANGLE_INSTANTIATE_TEST_ES31(MatrixTest31); |
| 231 | + |
| 232 | +} // namespace |
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