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1 //
2 // Copyright 2015 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 // ShCompile_test.cpp
7 //   Test the sh::Compile interface with different parameters.
8 //
9 
10 #include <clocale>
11 #include "GLSLANG/ShaderLang.h"
12 #include "angle_gl.h"
13 #include "common/angleutils.h"
14 #include "common/platform.h"
15 #include "gtest/gtest.h"
16 
17 class ShCompileTest : public testing::Test
18 {
19   public:
ShCompileTest()20     ShCompileTest() {}
21 
22   protected:
SetUp()23     void SetUp() override
24     {
25         sh::InitBuiltInResources(&mResources);
26         mCompiler = sh::ConstructCompiler(GL_FRAGMENT_SHADER, SH_WEBGL_SPEC,
27                                           SH_GLSL_COMPATIBILITY_OUTPUT, &mResources);
28         ASSERT_TRUE(mCompiler != nullptr) << "Compiler could not be constructed.";
29     }
30 
TearDown()31     void TearDown() override
32     {
33         if (mCompiler)
34         {
35             sh::Destruct(mCompiler);
36             mCompiler = nullptr;
37         }
38     }
39 
testCompile(const char ** shaderStrings,int stringCount,bool expectation)40     void testCompile(const char **shaderStrings, int stringCount, bool expectation)
41     {
42         ShCompileOptions options      = SH_OBJECT_CODE | SH_VARIABLES | SH_INIT_OUTPUT_VARIABLES;
43         bool success                  = sh::Compile(mCompiler, shaderStrings, stringCount, options);
44         const std::string &compileLog = sh::GetInfoLog(mCompiler);
45         EXPECT_EQ(expectation, success) << compileLog;
46     }
47 
48     ShBuiltInResources mResources;
49 
50     class ScopedRestoreDefaultLocale : angle::NonCopyable
51     {
52       public:
53         ScopedRestoreDefaultLocale();
54         ~ScopedRestoreDefaultLocale();
55 
56       private:
57         std::locale defaultLocale;
58     };
59 
60   public:
61     ShHandle mCompiler;
62 };
63 
ScopedRestoreDefaultLocale()64 ShCompileTest::ScopedRestoreDefaultLocale::ScopedRestoreDefaultLocale()
65 {
66     defaultLocale = std::locale();
67 }
68 
~ScopedRestoreDefaultLocale()69 ShCompileTest::ScopedRestoreDefaultLocale::~ScopedRestoreDefaultLocale()
70 {
71     std::locale::global(defaultLocale);
72 }
73 
74 class ShCompileComputeTest : public ShCompileTest
75 {
76   public:
ShCompileComputeTest()77     ShCompileComputeTest() {}
78 
79   protected:
SetUp()80     void SetUp() override
81     {
82         sh::InitBuiltInResources(&mResources);
83         mCompiler = sh::ConstructCompiler(GL_COMPUTE_SHADER, SH_WEBGL3_SPEC,
84                                           SH_GLSL_COMPATIBILITY_OUTPUT, &mResources);
85         ASSERT_TRUE(mCompiler != nullptr) << "Compiler could not be constructed.";
86     }
87 };
88 
89 // Test calling sh::Compile with compute shader source string.
TEST_F(ShCompileComputeTest,ComputeShaderString)90 TEST_F(ShCompileComputeTest, ComputeShaderString)
91 {
92     constexpr char kComputeShaderString[] =
93         R"(#version 310 es
94         layout(local_size_x=1) in;
95         void main()
96         {
97         })";
98 
99     const char *shaderStrings[] = {kComputeShaderString};
100 
101     testCompile(shaderStrings, 1, true);
102 }
103 
104 // Test calling sh::Compile with more than one shader source string.
TEST_F(ShCompileTest,MultipleShaderStrings)105 TEST_F(ShCompileTest, MultipleShaderStrings)
106 {
107     const std::string &shaderString1 =
108         "precision mediump float;\n"
109         "void main() {\n";
110     const std::string &shaderString2 =
111         "    gl_FragColor = vec4(0.0);\n"
112         "}";
113 
114     const char *shaderStrings[] = {shaderString1.c_str(), shaderString2.c_str()};
115 
116     testCompile(shaderStrings, 2, true);
117 }
118 
119 // Test calling sh::Compile with a tokens split into different shader source strings.
TEST_F(ShCompileTest,TokensSplitInShaderStrings)120 TEST_F(ShCompileTest, TokensSplitInShaderStrings)
121 {
122     const std::string &shaderString1 =
123         "precision mediump float;\n"
124         "void ma";
125     const std::string &shaderString2 =
126         "in() {\n"
127         "#i";
128     const std::string &shaderString3 =
129         "f 1\n"
130         "    gl_FragColor = vec4(0.0);\n"
131         "#endif\n"
132         "}";
133 
134     const char *shaderStrings[] = {shaderString1.c_str(), shaderString2.c_str(),
135                                    shaderString3.c_str()};
136 
137     testCompile(shaderStrings, 3, true);
138 }
139 
140 // Parsing floats in shaders can run afoul of locale settings.
141 // Eg. in de_DE, `strtof("1.9")` will yield `1.0f`. (It's expecting "1,9")
TEST_F(ShCompileTest,DecimalSepLocale)142 TEST_F(ShCompileTest, DecimalSepLocale)
143 {
144     // Locale names are platform dependent, add platform-specific names of locales to be tested here
145     const std::string availableLocales[] = {
146         "de_DE",
147         "de-DE",
148         "de_DE.UTF-8",
149         "de_DE.ISO8859-1",
150         "de_DE.ISO8859-15",
151         "de_DE@euro",
152         "de_DE.88591",
153         "de_DE.88591.en",
154         "de_DE.iso88591",
155         "de_DE.ISO-8859-1",
156         "de_DE.ISO_8859-1",
157         "de_DE.iso885915",
158         "de_DE.ISO-8859-15",
159         "de_DE.ISO_8859-15",
160         "de_DE.8859-15",
161         "de_DE.8859-15@euro",
162 #if !defined(_WIN32)
163         // TODO(https://crbug.com/972372): Add this test back on Windows once the
164         // CRT no longer throws on code page sections ('ISO-8859-15@euro') that
165         // are >= 16 characters long.
166         "de_DE.ISO-8859-15@euro",
167 #endif
168         "de_DE.UTF-8@euro",
169         "de_DE.utf8",
170         "German_germany",
171         "German_Germany",
172         "German_Germany.1252",
173         "German_Germany.UTF-8",
174         "German",
175         // One ubuntu tester doesn't have a german locale, but da_DK.utf8 has similar float
176         // representation
177         "da_DK.utf8"
178     };
179 
180     const auto localeExists = [](const std::string name) {
181         return bool(setlocale(LC_ALL, name.c_str()));
182     };
183 
184     const char kSource[] = R"(
185     void main()
186     {
187         gl_FragColor = vec4(1.9);
188     })";
189     const char *parts[]  = {kSource};
190 
191     int testedLocales = 0;
192 
193     // Ensure the locale is reset after the test runs.
194     ScopedRestoreDefaultLocale restoreLocale;
195 
196     for (const std::string &locale : availableLocales)
197     {
198         // If the locale doesn't exist on the testing platform, the locale constructor will fail,
199         // throwing an exception
200         // We use setlocale() (through localeExists) to test whether a locale
201         // exists before calling the locale constructor
202         if (localeExists(locale))
203         {
204             std::locale localizedLoc(locale);
205 
206             // std::locale::global() must be used instead of setlocale() to affect new streams'
207             // default locale
208             std::locale::global(std::locale::classic());
209             sh::Compile(mCompiler, parts, 1, SH_OBJECT_CODE);
210             std::string referenceOut = sh::GetObjectCode(mCompiler);
211             EXPECT_NE(referenceOut.find("1.9"), std::string::npos)
212                 << "float formatted incorrectly with classic locale";
213 
214             sh::ClearResults(mCompiler);
215 
216             std::locale::global(localizedLoc);
217             sh::Compile(mCompiler, parts, 1, SH_OBJECT_CODE);
218             std::string localizedOut = sh::GetObjectCode(mCompiler);
219             EXPECT_NE(localizedOut.find("1.9"), std::string::npos)
220                 << "float formatted incorrectly with locale (" << localizedLoc.name() << ") set";
221 
222             ASSERT_EQ(referenceOut, localizedOut)
223                 << "different output with locale (" << localizedLoc.name() << ") set";
224 
225             testedLocales++;
226         }
227     }
228 }
229 
230 // For testing Desktop GL Shaders
231 class ShCompileDesktopGLTest : public ShCompileTest
232 {
233   public:
ShCompileDesktopGLTest()234     ShCompileDesktopGLTest() {}
235 
236   protected:
SetUp()237     void SetUp() override
238     {
239         sh::InitBuiltInResources(&mResources);
240         mCompiler = sh::ConstructCompiler(GL_FRAGMENT_SHADER, SH_GL_COMPATIBILITY_SPEC,
241                                           SH_GLSL_330_CORE_OUTPUT, &mResources);
242         ASSERT_TRUE(mCompiler != nullptr) << "Compiler could not be constructed.";
243     }
244 };
245 
246 // Test calling sh::Compile with fragment shader source string
TEST_F(ShCompileDesktopGLTest,DesktopGLString)247 TEST_F(ShCompileDesktopGLTest, DesktopGLString)
248 {
249     constexpr char kFragmentShaderString[] =
250         R"(#version 330
251         void main()
252         {
253         })";
254 
255     const char *shaderStrings[] = {kFragmentShaderString};
256 
257     testCompile(shaderStrings, 1, true);
258 }
259 
260 // Test calling sh::Compile with core version
TEST_F(ShCompileDesktopGLTest,FragmentShaderCoreVersion)261 TEST_F(ShCompileDesktopGLTest, FragmentShaderCoreVersion)
262 {
263     constexpr char kFragmentShaderString[] =
264         R"(#version 330 core
265         void main()
266         {
267         })";
268 
269     const char *shaderStrings[] = {kFragmentShaderString};
270 
271     testCompile(shaderStrings, 1, true);
272 }
273 
274 // Implicit conversions in basic operations
TEST_F(ShCompileDesktopGLTest,ImplicitConversionBasicOperation)275 TEST_F(ShCompileDesktopGLTest, ImplicitConversionBasicOperation)
276 {
277     constexpr char kFragmentShaderString[] =
278         R"(#version 330 core
279         void main()
280         {
281             //float a = 1 + 1.5;
282             //float b = 1 - 1.5;
283             //float c = 1 * 1.5;
284             //float d = 1 / 1.5;
285             //float e = 1.5 + 1;
286             //float f = 1.5 - 1;
287             float g = 1.5 * 1;
288             //float h = 1.5 / 1;
289         })";
290 
291     const char *shaderStrings[] = {kFragmentShaderString};
292 
293     testCompile(shaderStrings, 1, true);
294 }
295 
296 // Implicit conversions when assigning
TEST_F(ShCompileDesktopGLTest,ImplicitConversionAssign)297 TEST_F(ShCompileDesktopGLTest, ImplicitConversionAssign)
298 {
299     constexpr char kFragmentShaderString[] =
300         R"(#version 330 core
301         void main()
302         {
303             float a = 1;
304             uint b = 2u;
305             a = b;
306             a += b;
307             a -= b;
308             a *= b;
309             a /= b;
310         })";
311 
312     const char *shaderStrings[] = {kFragmentShaderString};
313 
314     testCompile(shaderStrings, 1, true);
315 }
316 
317 // Implicit conversions for vectors
TEST_F(ShCompileDesktopGLTest,ImplicitConversionVector)318 TEST_F(ShCompileDesktopGLTest, ImplicitConversionVector)
319 {
320     constexpr char kFragmentShaderString[] =
321         R"(#version 330 core
322         void main()
323         {
324             vec3 a;
325             ivec3 b = ivec3(1, 1, 1);
326             a = b;
327         })";
328 
329     const char *shaderStrings[] = {kFragmentShaderString};
330 
331     testCompile(shaderStrings, 1, true);
332 }
333 
334 // Implicit conversions should not convert between ints and uints
TEST_F(ShCompileDesktopGLTest,ImplicitConversionAssignFailed)335 TEST_F(ShCompileDesktopGLTest, ImplicitConversionAssignFailed)
336 {
337     constexpr char kFragmentShaderString[] =
338         R"(#version 330 core
339         void main()
340         {
341             int a = 1;
342             uint b = 2;
343             a = b;
344         })";
345 
346     const char *shaderStrings[] = {kFragmentShaderString};
347 
348     testCompile(shaderStrings, 1, false);
349 }
350 
351 // GL shaders use implicit conversions between types
352 // Testing internal implicit conversions
TEST_F(ShCompileDesktopGLTest,ImplicitConversionFunction)353 TEST_F(ShCompileDesktopGLTest, ImplicitConversionFunction)
354 {
355     constexpr char kFragmentShaderString[] =
356         R"(#version 330 core
357         void main()
358         {
359             float cosTheta = clamp(0.5,0,1);
360             float exp = pow(0.5,2);
361         })";
362 
363     const char *shaderStrings[] = {kFragmentShaderString};
364 
365     testCompile(shaderStrings, 1, true);
366 }
367