blob: d33b7513f94dd0cfb9cca5228010f64937312c61 [file]
//
// 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.
//
// ShCompile_test.cpp
// Test the sh::Compile interface with different parameters.
//
#include <clocale>
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "common/platform.h"
#include "gtest/gtest.h"
class ShCompileTest : public testing::Test
{
public:
ShCompileTest() {}
protected:
void SetUp() override
{
sh::InitBuiltInResources(&mResources);
mCompiler = sh::ConstructCompiler(GL_FRAGMENT_SHADER, SH_WEBGL_SPEC,
SH_GLSL_COMPATIBILITY_OUTPUT, &mResources);
ASSERT_TRUE(mCompiler != nullptr) << "Compiler could not be constructed.";
}
void TearDown() override
{
if (mCompiler)
{
sh::Destruct(mCompiler);
mCompiler = nullptr;
}
}
void testCompile(const char **shaderStrings, int stringCount, bool expectation)
{
ShCompileOptions options = SH_OBJECT_CODE | SH_VARIABLES | SH_INIT_OUTPUT_VARIABLES;
bool success = sh::Compile(mCompiler, shaderStrings, stringCount, options);
const std::string &compileLog = sh::GetInfoLog(mCompiler);
EXPECT_EQ(expectation, success) << compileLog;
}
ShBuiltInResources mResources;
public:
ShHandle mCompiler;
};
class ShCompileComputeTest : public ShCompileTest
{
public:
ShCompileComputeTest() {}
protected:
void SetUp() override
{
sh::InitBuiltInResources(&mResources);
mCompiler = sh::ConstructCompiler(GL_COMPUTE_SHADER, SH_WEBGL3_SPEC,
SH_GLSL_COMPATIBILITY_OUTPUT, &mResources);
ASSERT_TRUE(mCompiler != nullptr) << "Compiler could not be constructed.";
}
};
// Test calling sh::Compile with compute shader source string.
TEST_F(ShCompileComputeTest, ComputeShaderString)
{
constexpr char kComputeShaderString[] =
R"(#version 310 es
layout(local_size_x=1) in;
void main()
{
})";
const char *shaderStrings[] = {kComputeShaderString};
testCompile(shaderStrings, 1, true);
}
// Test calling sh::Compile with more than one shader source string.
TEST_F(ShCompileTest, MultipleShaderStrings)
{
const std::string &shaderString1 =
"precision mediump float;\n"
"void main() {\n";
const std::string &shaderString2 =
" gl_FragColor = vec4(0.0);\n"
"}";
const char *shaderStrings[] = {shaderString1.c_str(), shaderString2.c_str()};
testCompile(shaderStrings, 2, true);
}
// Test calling sh::Compile with a tokens split into different shader source strings.
TEST_F(ShCompileTest, TokensSplitInShaderStrings)
{
const std::string &shaderString1 =
"precision mediump float;\n"
"void ma";
const std::string &shaderString2 =
"in() {\n"
"#i";
const std::string &shaderString3 =
"f 1\n"
" gl_FragColor = vec4(0.0);\n"
"#endif\n"
"}";
const char *shaderStrings[] = {shaderString1.c_str(), shaderString2.c_str(),
shaderString3.c_str()};
testCompile(shaderStrings, 3, true);
}
// Parsing floats in shaders can run afoul of locale settings.
// In de_DE, `strtof("1.9")` will yield `1.0f`. (It's expecting "1,9")
TEST_F(ShCompileTest, DecimalSepLocale)
{
const auto defaultLocale = setlocale(LC_NUMERIC, nullptr);
const auto fnSetLocale = [](const char *const name) {
return bool(setlocale(LC_NUMERIC, name));
};
const bool setLocaleToDe =
fnSetLocale("de_DE") || fnSetLocale("de-DE"); // Windows doesn't like de_DE.
// These configs don't support de_DE: android_angle_vk[32,64]_rel_ng, linux_angle_rel_ng
// Just allow those platforms to quietly fail, but require other platforms to succeed.
#if defined(ANGLE_PLATFORM_ANDROID) || defined(ANGLE_PLATFORM_LINUX)
if (!setLocaleToDe)
{
return;
}
#endif
ASSERT_TRUE(setLocaleToDe);
const char kSource[] = R"(
void main()
{
gl_FragColor = vec4(1.9);
})";
const char *parts[] = {kSource};
testCompile(parts, 1, true);
const auto &translated = sh::GetObjectCode(mCompiler);
// printf("%s\n", translated.data());
EXPECT_NE(translated.find("1.9"), std::string::npos);
fnSetLocale(defaultLocale);
}