// // Copyright 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. // // ShaderValidation_test.cpp: // Tests that malformed shaders fail compilation, and that correct shaders pass compilation. // #include "GLSLANG/ShaderLang.h" #include "angle_gl.h" #include "gtest/gtest.h" #include "tests/test_utils/ShaderCompileTreeTest.h" using namespace sh; // Tests that don't target a specific version of the API spec (sometimes there are minor // differences). They choose the shader spec version with version directives. class FragmentShaderValidationTest : public ShaderCompileTreeTest { public: FragmentShaderValidationTest() {} protected: ::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; } ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; } }; // Tests that don't target a specific version of the API spec (sometimes there are minor // differences). They choose the shader spec version with version directives. class VertexShaderValidationTest : public ShaderCompileTreeTest { public: VertexShaderValidationTest() {} protected: ::GLenum getShaderType() const override { return GL_VERTEX_SHADER; } ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; } }; class WebGL2FragmentShaderValidationTest : public ShaderCompileTreeTest { public: WebGL2FragmentShaderValidationTest() {} protected: ::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; } ShShaderSpec getShaderSpec() const override { return SH_WEBGL2_SPEC; } }; class WebGL1FragmentShaderValidationTest : public ShaderCompileTreeTest { public: WebGL1FragmentShaderValidationTest() {} protected: ::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; } ShShaderSpec getShaderSpec() const override { return SH_WEBGL_SPEC; } }; class ComputeShaderValidationTest : public ShaderCompileTreeTest { public: ComputeShaderValidationTest() {} protected: ::GLenum getShaderType() const override { return GL_COMPUTE_SHADER; } ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; } }; class ComputeShaderEnforcePackingValidationTest : public ComputeShaderValidationTest { public: ComputeShaderEnforcePackingValidationTest() {} protected: void initResources(ShBuiltInResources *resources) override { resources->MaxComputeUniformComponents = kMaxComputeUniformComponents; // We need both MaxFragmentUniformVectors and MaxFragmentUniformVectors smaller than // MaxComputeUniformComponents / 4. resources->MaxVertexUniformVectors = 16; resources->MaxFragmentUniformVectors = 16; } void SetUp() override { mExtraCompileOptions |= (SH_VARIABLES | SH_ENFORCE_PACKING_RESTRICTIONS); ShaderCompileTreeTest::SetUp(); } // It is unnecessary to use a very large MaxComputeUniformComponents in this test. static constexpr GLint kMaxComputeUniformComponents = 128; }; class GeometryShaderValidationTest : public ShaderCompileTreeTest { public: GeometryShaderValidationTest() {} protected: void initResources(ShBuiltInResources *resources) override { resources->EXT_geometry_shader = 1; } ::GLenum getShaderType() const override { return GL_GEOMETRY_SHADER_EXT; } ShShaderSpec getShaderSpec() const override { return SH_GLES3_1_SPEC; } }; class FragmentShaderEXTGeometryShaderValidationTest : public FragmentShaderValidationTest { public: FragmentShaderEXTGeometryShaderValidationTest() {} protected: void initResources(ShBuiltInResources *resources) override { resources->EXT_geometry_shader = 1; } }; // 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(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Functions can't be redeclared as variables in the same scope (ESSL 1.00 section 4.2.7) TEST_F(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Functions can't be redeclared as structs in the same scope (ESSL 1.00 section 4.2.7) TEST_F(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Functions can't be redeclared with different qualifiers (ESSL 1.00 section 6.1.0) TEST_F(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Assignment and equality are undefined for structures containing arrays (ESSL 1.00 section 5.7) TEST_F(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Assignment and equality are undefined for structures containing arrays (ESSL 1.00 section 5.7) TEST_F(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Assignment and equality are undefined for structures containing samplers (ESSL 1.00 sections 5.7 // and 5.9) TEST_F(FragmentShaderValidationTest, 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:\n" << 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(FragmentShaderValidationTest, 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:\n" << 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(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Const variables need an initializer. TEST_F(FragmentShaderValidationTest, 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:\n" << 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(FragmentShaderValidationTest, 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:\n" << 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(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Block layout qualifiers can't be used on non-block uniforms (ESSL 3.00 section 4.3.8.3) TEST_F(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Block layout qualifiers can't be used on non-block uniforms (ESSL 3.00 section 4.3.8.3) TEST_F(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Arrays of arrays are not allowed (ESSL 3.00 section 4.1.9) TEST_F(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Arrays of arrays are not allowed (ESSL 3.00 section 4.1.9) TEST_F(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Arrays of arrays are not allowed (ESSL 3.00 section 4.1.9). Test this in a struct. TEST_F(FragmentShaderValidationTest, ArraysOfArraysInStruct) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "struct S {\n" " float[2] foo[3];\n" "};\n" "void main() {\n" " my_FragColor = vec4(1.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test invalid dimensionality of implicitly sized array constructor arguments. TEST_F(FragmentShaderValidationTest, TooHighDimensionalityOfImplicitlySizedArrayOfArraysConstructorArguments) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main() {\n" " float[][] a = float[][](float[1][1](float[1](1.0)), float[1][1](float[1](2.0)));\n" " my_FragColor = vec4(a[0][0]);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test invalid dimensionality of implicitly sized array constructor arguments. TEST_F(FragmentShaderValidationTest, TooLowDimensionalityOfImplicitlySizedArrayOfArraysConstructorArguments) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main() {\n" " float[][][] a = float[][][](float[2](1.0, 2.0), float[2](3.0, 4.0));\n" " my_FragColor = vec4(a[0][0][0]);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Implicitly sized arrays need to be initialized (ESSL 3.00 section 4.1.9) TEST_F(FragmentShaderValidationTest, 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:\n" << 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(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Ternary operator can't operate on arrays (ESSL 3.00 section 5.7) TEST_F(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Ternary operator can't operate on structs (ESSL 3.00 section 5.7) TEST_F(FragmentShaderValidationTest, 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:\n" << 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(FragmentShaderValidationTest, 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:\n" << 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(FragmentShaderValidationTest, 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:\n" << 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(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3) // Initializing with an uniform used to generate a warning on ESSL 1.00 because of legacy // compatibility, but that causes dEQP to fail (which expects an error) TEST_F(FragmentShaderValidationTest, 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)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3) // Initializing with an user-defined function call should be an error. TEST_F(FragmentShaderValidationTest, AssignFunctionCallToGlobal) { const std::string &shaderString = "precision mediump float;\n" "float foo() { return 1.0; }\n" "float b = foo();\n" "void main() {\n" " gl_FragColor = vec4(b);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3) // Initializing with an assignment to another global should be an error. TEST_F(FragmentShaderValidationTest, AssignAssignmentToGlobal) { const std::string &shaderString = "precision mediump float;\n" "float c = 1.0;\n" "float b = (c = 0.0);\n" "void main() {\n" " gl_FragColor = vec4(b);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3) // Initializing with incrementing another global should be an error. TEST_F(FragmentShaderValidationTest, AssignIncrementToGlobal) { const std::string &shaderString = "precision mediump float;\n" "float c = 1.0;\n" "float b = (c++);\n" "void main() {\n" " gl_FragColor = vec4(b);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Global variable initializers need to be constant expressions (ESSL 1.00 section 4.3) // Initializing with a texture lookup function call should be an error. TEST_F(FragmentShaderValidationTest, AssignTexture2DToGlobal) { const std::string &shaderString = "precision mediump float;\n" "uniform mediump sampler2D s;\n" "float b = texture2D(s, vec2(0.5, 0.5)).x;\n" "void main() {\n" " gl_FragColor = vec4(b);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << 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(FragmentShaderValidationTest, 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:\n" << 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(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Statically assigning to both gl_FragData and gl_FragColor is forbidden (ESSL 1.00 section 7.2) TEST_F(FragmentShaderValidationTest, 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:\n" << mInfoLog; } } // Version directive must be on the first line (ESSL 3.00 section 3.3) TEST_F(FragmentShaderValidationTest, VersionOnSecondLine) { const std::string &shaderString = "\n" "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main() {\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Layout qualifier can only appear in global scope (ESSL 3.00 section 4.3.8) TEST_F(FragmentShaderValidationTest, LayoutQualifierInCondition) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "uniform vec4 u;\n" "out vec4 my_FragColor;\n" "void main() {\n" " int i = 0;\n" " for (int j = 0; layout(location = 0) bool b = false; ++j) {\n" " ++i;\n" " }\n" " my_FragColor = u;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Layout qualifier can only appear where specified (ESSL 3.00 section 4.3.8) TEST_F(FragmentShaderValidationTest, LayoutQualifierInFunctionReturnType) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "uniform vec4 u;\n" "out vec4 my_FragColor;\n" "layout(location = 0) vec4 foo() {\n" " return u;\n" "}\n" "void main() {\n" " my_FragColor = foo();\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // If there is more than one output, the location must be specified for all outputs. // (ESSL 3.00.04 section 4.3.8.2) TEST_F(FragmentShaderValidationTest, TwoOutputsNoLayoutQualifiers) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "uniform vec4 u;\n" "out vec4 my_FragColor;\n" "out vec4 my_SecondaryFragColor;\n" "void main() {\n" " my_FragColor = vec4(1.0);\n" " my_SecondaryFragColor = vec4(0.5);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // (ESSL 3.00.04 section 4.3.8.2) TEST_F(FragmentShaderValidationTest, TwoOutputsFirstLayoutQualifier) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "uniform vec4 u;\n" "layout(location = 0) out vec4 my_FragColor;\n" "out vec4 my_SecondaryFragColor;\n" "void main() {\n" " my_FragColor = vec4(1.0);\n" " my_SecondaryFragColor = vec4(0.5);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // (ESSL 3.00.04 section 4.3.8.2) TEST_F(FragmentShaderValidationTest, TwoOutputsSecondLayoutQualifier) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "uniform vec4 u;\n" "out vec4 my_FragColor;\n" "layout(location = 0) out vec4 my_SecondaryFragColor;\n" "void main() {\n" " my_FragColor = vec4(1.0);\n" " my_SecondaryFragColor = vec4(0.5);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Uniforms can be arrays (ESSL 3.00 section 4.3.5) TEST_F(FragmentShaderValidationTest, UniformArray) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "uniform vec4[2] u;\n" "out vec4 my_FragColor;\n" "void main() {\n" " my_FragColor = u[0];\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Fragment shader input variables cannot be arrays of structs (ESSL 3.00 section 4.3.4) TEST_F(FragmentShaderValidationTest, FragmentInputArrayOfStructs) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "struct S {\n" " vec4 foo;\n" "};\n" "in S i[2];\n" "out vec4 my_FragColor;\n" "void main() {\n" " my_FragColor = i[0].foo;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Vertex shader inputs can't be arrays (ESSL 3.00 section 4.3.4) // This test is testing the case where the array brackets are after the variable name, so // the arrayness isn't known when the type and qualifiers are initially parsed. TEST_F(VertexShaderValidationTest, VertexShaderInputArray) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "in vec4 i[2];\n" "void main() {\n" " gl_Position = i[0];\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Vertex shader inputs can't be arrays (ESSL 3.00 section 4.3.4) // This test is testing the case where the array brackets are after the type. TEST_F(VertexShaderValidationTest, VertexShaderInputArrayType) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "in vec4[2] i;\n" "void main() {\n" " gl_Position = i[0];\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Fragment shader inputs can't contain booleans (ESSL 3.00 section 4.3.4) TEST_F(FragmentShaderValidationTest, FragmentShaderInputStructWithBool) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "struct S {\n" " bool foo;\n" "};\n" "in S s;\n" "out vec4 my_FragColor;\n" "void main() {\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Fragment shader inputs without a flat qualifier can't contain integers (ESSL 3.00 section 4.3.4) TEST_F(FragmentShaderValidationTest, FragmentShaderInputStructWithInt) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "struct S {\n" " int foo;\n" "};\n" "in S s;\n" "out vec4 my_FragColor;\n" "void main() {\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Selecting a field of a vector that's the result of dynamic indexing a constant array should work. TEST_F(FragmentShaderValidationTest, ShaderSelectingFieldOfVectorIndexedFromArray) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "uniform int i;\n" "void main() {\n" " float f = vec2[1](vec2(0.0, 0.1))[i].x;\n" " my_FragColor = vec4(f);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Passing an array into a function and then passing a value from that array into another function // should work. This is a regression test for a bug where the mangled name of a TType was not // properly updated when determining the type resulting from array indexing. TEST_F(FragmentShaderValidationTest, ArrayValueFromFunctionParameterAsParameter) { const std::string &shaderString = "precision mediump float;\n" "uniform float u;\n" "float foo(float f) {\n" " return f * 2.0;\n" "}\n" "float bar(float[2] f) {\n" " return foo(f[0]);\n" "}\n" "void main()\n" "{\n" " float arr[2];\n" " arr[0] = u;\n" " gl_FragColor = vec4(bar(arr));\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that out-of-range integer literal generates an error in ESSL 3.00. TEST_F(FragmentShaderValidationTest, OutOfRangeIntegerLiteral) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "precision highp int;\n" "out vec4 my_FragColor;\n" "void main() {\n" " my_FragColor = vec4(0x100000000);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that vector field selection from a value taken from an array constructor is accepted as a // constant expression. TEST_F(FragmentShaderValidationTest, FieldSelectionFromVectorArrayConstructorIsConst) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " const float f = vec2[1](vec2(0.0, 1.0))[0].x;\n" " my_FragColor = vec4(f);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that structure field selection from a value taken from an array constructor is accepted as a // constant expression. TEST_F(FragmentShaderValidationTest, FieldSelectionFromStructArrayConstructorIsConst) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "struct S { float member; };\n" "void main()\n" "{\n" " const float f = S[1](S(0.0))[0].member;\n" " my_FragColor = vec4(f);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that a reference to a const array is accepted as a constant expression. TEST_F(FragmentShaderValidationTest, ArraySymbolIsConst) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " const float[2] arr = float[2](0.0, 1.0);\n" " const float f = arr[0];\n" " my_FragColor = vec4(f);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that using an array constructor in a parameter to a built-in function is accepted as a // constant expression. TEST_F(FragmentShaderValidationTest, BuiltInFunctionAppliedToArrayConstructorIsConst) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " const float f = sin(float[2](0.0, 1.0)[0]);\n" " my_FragColor = vec4(f);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that using an array constructor in a parameter to a built-in function is accepted as a // constant expression. TEST_F(FragmentShaderValidationTest, BuiltInFunctionWithMultipleParametersAppliedToArrayConstructorIsConst) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " const float f = pow(1.0, float[2](0.0, 1.0)[0]);\n" " my_FragColor = vec4(f);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that using an array constructor in a parameter to a constructor is accepted as a constant // expression. TEST_F(FragmentShaderValidationTest, ConstructorWithMultipleParametersAppliedToArrayConstructorIsConst) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " const vec2 f = vec2(1.0, float[2](0.0, 1.0)[0]);\n" " my_FragColor = vec4(f.x);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that using an array constructor in an operand of the ternary selection operator is accepted // as a constant expression. TEST_F(FragmentShaderValidationTest, TernaryOperatorAppliedToArrayConstructorIsConst) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " const float f = true ? float[2](0.0, 1.0)[0] : 1.0;\n" " my_FragColor = vec4(f);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that a ternary operator with one unevaluated non-constant operand is not a constant // expression. TEST_F(FragmentShaderValidationTest, TernaryOperatorNonConstantOperand) { const std::string &shaderString = "precision mediump float;\n" "uniform float u;\n" "void main()\n" "{\n" " const float f = true ? 1.0 : u;\n" " gl_FragColor = vec4(f);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a sampler can't be used in constructor argument list TEST_F(FragmentShaderValidationTest, SamplerInConstructorArguments) { const std::string &shaderString = "precision mediump float;\n" "uniform sampler2D s;\n" "void main()\n" "{\n" " vec2 v = vec2(0.0, s);\n" " gl_FragColor = vec4(v, 0.0, 0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that void can't be used in constructor argument list TEST_F(FragmentShaderValidationTest, VoidInConstructorArguments) { const std::string &shaderString = "precision mediump float;\n" "void foo() {}\n" "void main()\n" "{\n" " vec2 v = vec2(0.0, foo());\n" " gl_FragColor = vec4(v, 0.0, 0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a shader passing a struct into a constructor of array of structs with 1 element works. TEST_F(FragmentShaderValidationTest, SingleStructArrayConstructor) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "uniform float u;\n" "struct S { float member; };\n" "void main()\n" "{\n" " S[1] sarr = S[1](S(u));\n" " my_FragColor = vec4(sarr[0].member);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that a shader with empty constructor parameter list is not accepted. TEST_F(FragmentShaderValidationTest, EmptyArrayConstructor) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "uniform float u;\n" "const float[] f = f[]();\n" "void main()\n" "{\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that indexing fragment outputs with a non-constant expression is forbidden, even if ANGLE // is able to constant fold the index expression. ESSL 3.00 section 4.3.6. TEST_F(FragmentShaderValidationTest, DynamicallyIndexedFragmentOutput) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "uniform int a;\n" "out vec4[2] my_FragData;\n" "void main()\n" "{\n" " my_FragData[true ? 0 : a] = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that indexing a uniform buffer array with a non-constant expression is forbidden, even if // ANGLE is able to constant fold the index expression. ESSL 3.00 section 4.3.7. TEST_F(FragmentShaderValidationTest, DynamicallyIndexedUniformBuffer) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform int a; uniform B { vec4 f; } blocks[2]; out vec4 my_FragColor; void main() { my_FragColor = blocks[true ? 0 : a].f; })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that indexing a storage buffer array with a non-constant expression is forbidden, even if // ANGLE is able to constant fold the index expression. ESSL 3.10 section 4.3.9. TEST_F(FragmentShaderValidationTest, DynamicallyIndexedStorageBuffer) { const std::string &shaderString = R"(#version 310 es precision mediump float; uniform int a; layout(std140) buffer B { vec4 f; } blocks[2]; out vec4 my_FragColor; void main() { my_FragColor = blocks[true ? 0 : a].f; })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that indexing a sampler array with a non-constant expression is forbidden, even if ANGLE is // able to constant fold the index expression. ESSL 3.00 section 4.1.7.1. TEST_F(FragmentShaderValidationTest, DynamicallyIndexedSampler) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform int a; uniform sampler2D s[2]; out vec4 my_FragColor; void main() { my_FragColor = texture(s[true ? 0 : a], vec2(0)); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that indexing an image array with a non-constant expression is forbidden, even if ANGLE is // able to constant fold the index expression. ESSL 3.10 section 4.1.7.2. TEST_F(FragmentShaderValidationTest, DynamicallyIndexedImage) { const std::string &shaderString = R"(#version 310 es precision mediump float; uniform int a; layout(rgba32f) uniform highp readonly image2D image[2]; out vec4 my_FragColor; void main() { my_FragColor = imageLoad(image[true ? 0 : a], ivec2(0)); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a shader that uses a struct definition in place of a struct constructor does not // compile. See GLSL ES 1.00 section 5.4.3. TEST_F(FragmentShaderValidationTest, StructConstructorWithStructDefinition) { const std::string &shaderString = "precision mediump float;\n" "void main()\n" "{\n" " struct s { float f; } (0.0);\n" " gl_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that indexing gl_FragData with a non-constant expression is forbidden in WebGL 2.0, even // when ANGLE is able to constant fold the index. // WebGL 2.0 spec section 'GLSL ES 1.00 Fragment Shader Output' TEST_F(WebGL2FragmentShaderValidationTest, IndexFragDataWithNonConstant) { const std::string &shaderString = "precision mediump float;\n" "void main()\n" "{\n" " for (int i = 0; i < 2; ++i) {\n" " gl_FragData[true ? 0 : i] = vec4(0.0);\n" " }\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << 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 WebGL compatibility) TEST_F(WebGL2FragmentShaderValidationTest, 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:\n" << mInfoLog; } } else { FAIL() << "Shader compilation failed, expecting success with warning:\n" << mInfoLog; } } // Test that deferring global variable init works with an empty main(). TEST_F(WebGL2FragmentShaderValidationTest, DeferGlobalVariableInitWithEmptyMain) { const std::string &shaderString = "precision mediump float;\n" "uniform float u;\n" "float foo = u;\n" "void main() {}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that a non-constant texture offset is not accepted for textureOffset. // ESSL 3.00 section 8.8 TEST_F(FragmentShaderValidationTest, TextureOffsetNonConst) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "uniform vec3 u_texCoord;\n" "uniform mediump sampler3D u_sampler;\n" "uniform int x;\n" "void main()\n" "{\n" " my_FragColor = textureOffset(u_sampler, u_texCoord, ivec3(x, 3, -8));\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a non-constant texture offset is not accepted for textureProjOffset with bias. // ESSL 3.00 section 8.8 TEST_F(FragmentShaderValidationTest, TextureProjOffsetNonConst) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "uniform vec4 u_texCoord;\n" "uniform mediump sampler3D u_sampler;\n" "uniform int x;\n" "void main()\n" "{\n" " my_FragColor = textureProjOffset(u_sampler, u_texCoord, ivec3(x, 3, -8), 0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that an out-of-range texture offset is not accepted. // GLES 3.0.4 section 3.8.10 specifies that out-of-range offset has undefined behavior. TEST_F(FragmentShaderValidationTest, TextureLodOffsetOutOfRange) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "uniform vec3 u_texCoord;\n" "uniform mediump sampler3D u_sampler;\n" "void main()\n" "{\n" " my_FragColor = textureLodOffset(u_sampler, u_texCoord, 0.0, ivec3(0, 0, 8));\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that default precision qualifier for uint is not accepted. // ESSL 3.00.4 section 4.5.4: Only allowed for float, int and sampler types. TEST_F(FragmentShaderValidationTest, DefaultPrecisionUint) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "precision mediump uint;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that sampler3D needs to be precision qualified. // ESSL 3.00.4 section 4.5.4: New ESSL 3.00 sampler types don't have predefined precision. TEST_F(FragmentShaderValidationTest, NoPrecisionSampler3D) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "uniform sampler3D s;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that using a non-constant expression in a for loop initializer is forbidden in WebGL 1.0, // even when ANGLE is able to constant fold the initializer. // ESSL 1.00 Appendix A. TEST_F(WebGL1FragmentShaderValidationTest, NonConstantLoopIndex) { const std::string &shaderString = "precision mediump float;\n" "uniform int u;\n" "void main()\n" "{\n" " for (int i = (true ? 1 : u); i < 5; ++i) {\n" " gl_FragColor = vec4(0.0);\n" " }\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << 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 WebGL compatibility) TEST_F(WebGL1FragmentShaderValidationTest, 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:\n" << mInfoLog; } } else { FAIL() << "Shader compilation failed, expecting success with warning:\n" << mInfoLog; } } // Test that deferring global variable init works with an empty main(). TEST_F(WebGL1FragmentShaderValidationTest, DeferGlobalVariableInitWithEmptyMain) { const std::string &shaderString = "precision mediump float;\n" "uniform float u;\n" "float foo = u;\n" "void main() {}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Check that indices that are not integers are rejected. // The check should be done even if ESSL 1.00 Appendix A limitations are not applied. TEST_F(FragmentShaderValidationTest, NonIntegerIndex) { const std::string &shaderString = "precision mediump float;\n" "void main()\n" "{\n" " float f[3];\n" " const float i = 2.0;\n" " gl_FragColor = vec4(f[i]);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // ESSL1 shaders with a duplicate function prototype should be rejected. // ESSL 1.00.17 section 4.2.7. TEST_F(FragmentShaderValidationTest, DuplicatePrototypeESSL1) { const std::string &shaderString = "precision mediump float;\n" "void foo();\n" "void foo();\n" "void foo() {}\n" "void main()\n" "{\n" " gl_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // ESSL3 shaders with a duplicate function prototype should be allowed. // ESSL 3.00.4 section 4.2.3. TEST_F(FragmentShaderValidationTest, DuplicatePrototypeESSL3) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void foo();\n" "void foo();\n" "void foo() {}\n" "void main()\n" "{\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Shaders with a local function prototype should be rejected. // ESSL 3.00.4 section 4.2.4. TEST_F(FragmentShaderValidationTest, LocalFunctionPrototype) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " void foo();\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // ESSL 3.00 fragment shaders can not use #pragma STDGL invariant(all). // ESSL 3.00.4 section 4.6.1. Does not apply to other versions of ESSL. TEST_F(FragmentShaderValidationTest, ESSL300FragmentInvariantAll) { const std::string &shaderString = "#version 300 es\n" "#pragma STDGL invariant(all)\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Built-in functions can be overloaded in ESSL 1.00. TEST_F(FragmentShaderValidationTest, ESSL100BuiltInFunctionOverload) { const std::string &shaderString = "precision mediump float;\n" "int sin(int x)\n" "{\n" " return int(sin(float(x)));\n" "}\n" "void main()\n" "{\n" " gl_FragColor = vec4(sin(1));" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Built-in functions can not be overloaded in ESSL 3.00. TEST_F(FragmentShaderValidationTest, ESSL300BuiltInFunctionOverload) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "int sin(int x)\n" "{\n" " return int(sin(float(x)));\n" "}\n" "void main()\n" "{\n" " my_FragColor = vec4(sin(1));" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Multiplying a 4x2 matrix with a 4x2 matrix should not work. TEST_F(FragmentShaderValidationTest, CompoundMultiplyMatrixIdenticalNonSquareDimensions) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " mat4x2 foo;\n" " foo *= mat4x2(4.0);\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Multiplying a matrix with 2 columns and 4 rows with a 2x2 matrix should work. TEST_F(FragmentShaderValidationTest, CompoundMultiplyMatrixValidNonSquareDimensions) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " mat2x4 foo;\n" " foo *= mat2x2(4.0);\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Covers a bug where we would set the incorrect result size on an out-of-bounds vector swizzle. TEST_F(FragmentShaderValidationTest, OutOfBoundsVectorSwizzle) { const std::string &shaderString = "void main() {\n" " vec2(0).qq;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Covers a bug where strange preprocessor defines could trigger asserts. TEST_F(FragmentShaderValidationTest, DefineWithSemicolon) { const std::string &shaderString = "#define Def; highp\n" "uniform Def vec2 a;\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Covers a bug in our parsing of malformed shift preprocessor expressions. TEST_F(FragmentShaderValidationTest, LineDirectiveUndefinedShift) { const std::string &shaderString = "#line x << y"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Covers a bug in our parsing of malformed shift preprocessor expressions. TEST_F(FragmentShaderValidationTest, LineDirectiveNegativeShift) { const std::string &shaderString = "#line x << -1"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // gl_MaxImageUnits is only available in ES 3.1 shaders. TEST_F(FragmentShaderValidationTest, MaxImageUnitsInES3Shader) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 myOutput;" "void main() {\n" " float ff = float(gl_MaxImageUnits);\n" " myOutput = vec4(ff);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // struct += struct is an invalid operation. TEST_F(FragmentShaderValidationTest, StructCompoundAssignStruct) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 myOutput;\n" "struct S { float foo; };\n" "void main() {\n" " S a, b;\n" " a += b;\n" " myOutput = vec4(0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // struct == different struct is an invalid operation. TEST_F(FragmentShaderValidationTest, StructEqDifferentStruct) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 myOutput;\n" "struct S { float foo; };\n" "struct S2 { float foobar; };\n" "void main() {\n" " S a;\n" " S2 b;\n" " a == b;\n" " myOutput = vec4(0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Compute shaders are not supported in versions lower than 310. TEST_F(ComputeShaderValidationTest, Version100) { const std::string &shaderString = R"(void main() { })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Compute shaders are not supported in versions lower than 310. TEST_F(ComputeShaderValidationTest, Version300) { const std::string &shaderString = R"(#version 300 es void main() { })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Compute shaders should have work group size specified. However, it is not a compile time error // to not have the size specified, but rather a link time one. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, NoWorkGroupSizeSpecified) { const std::string &shaderString = "#version 310 es\n" "void main()\n" "{\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that workgroup size declaration doesn't accept variable declaration. TEST_F(ComputeShaderValidationTest, NoVariableDeclrationAfterWorkGroupSize) { constexpr char kShaderString[] = R"(#version 310 es layout(local_size_x = 1) in vec4 x; void main() { })"; if (compile(kShaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Work group size is less than 1. It should be at least 1. // GLSL ES 3.10 Revision 4, 7.1.3 Compute Shader Special Variables // The spec is not clear whether having a local size qualifier equal zero // is correct. // TODO (mradev): Ask people from Khronos to clarify the spec. TEST_F(ComputeShaderValidationTest, WorkGroupSizeTooSmallXdimension) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 0) in;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Work group size is correct for the x and y dimensions, but not for the z dimension. // GLSL ES 3.10 Revision 4, 7.1.3 Compute Shader Special Variables TEST_F(ComputeShaderValidationTest, WorkGroupSizeTooSmallZDimension) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 4, local_size_y = 6, local_size_z = 0) in;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Work group size is bigger than the minimum in the x dimension. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, WorkGroupSizeTooBigXDimension) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 9989899) in;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Work group size is bigger than the minimum in the y dimension. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, WorkGroupSizeTooBigYDimension) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5, local_size_y = 9989899) in;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Work group size is definitely bigger than the minimum in the z dimension. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, WorkGroupSizeTooBigZDimension) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5, local_size_y = 5, local_size_z = 9989899) in;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Work group size specified through macro expansion. TEST_F(ComputeShaderValidationTest, WorkGroupSizeMacro) { const std::string &shaderString = "#version 310 es\n" "#define MYDEF(x) x" "layout(local_size_x = MYDEF(127)) in;\n" "void main()\n" "{\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Work group size specified as an unsigned integer. TEST_F(ComputeShaderValidationTest, WorkGroupSizeUnsignedInteger) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 123u) in;\n" "void main()\n" "{\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Work group size specified in hexadecimal. TEST_F(ComputeShaderValidationTest, WorkGroupSizeHexadecimal) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 0x3A) in;\n" "void main()\n" "{\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // local_size_x is -1 in hexadecimal format. // -1 is used as unspecified value in the TLayoutQualifier structure. TEST_F(ComputeShaderValidationTest, WorkGroupSizeMinusOneHexadecimal) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 0xFFFFFFFF) in;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Work group size specified in octal. TEST_F(ComputeShaderValidationTest, WorkGroupSizeOctal) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 013) in;\n" "void main()\n" "{\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Work group size is negative. It is specified in hexadecimal. TEST_F(ComputeShaderValidationTest, WorkGroupSizeNegativeHexadecimal) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 0xFFFFFFEC) in;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Multiple work group layout qualifiers with differing values. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, DifferingLayoutQualifiers) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5, local_size_x = 6) in;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Multiple work group input variables with differing local size values. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, MultipleInputVariablesDifferingLocalSize) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5, local_size_y = 6) in;\n" "layout(local_size_x = 5, local_size_y = 7) in;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Multiple work group input variables with differing local size values. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, MultipleInputVariablesDifferingLocalSize2) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5) in;\n" "layout(local_size_x = 5, local_size_y = 7) in;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Multiple work group input variables with the same local size values. It should compile. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, MultipleInputVariablesSameLocalSize) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5, local_size_y = 6) in;\n" "layout(local_size_x = 5, local_size_y = 6) in;\n" "void main()\n" "{\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Multiple work group input variables with the same local size values. It should compile. // Since the default value is 1, it should compile. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, MultipleInputVariablesSameLocalSize2) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5) in;\n" "layout(local_size_x = 5, local_size_y = 1) in;\n" "void main()\n" "{\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Multiple work group input variables with the same local size values. It should compile. // Since the default value is 1, it should compile. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, MultipleInputVariablesSameLocalSize3) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5, local_size_y = 1) in;\n" "layout(local_size_x = 5) in;\n" "void main()\n" "{\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Specifying row_major qualifier in a work group size layout. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, RowMajorInComputeInputLayout) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5, row_major) in;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // local size layout can be used only with compute input variables // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, UniformComputeInputLayout) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5) uniform;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // local size layout can be used only with compute input variables // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, UniformBufferComputeInputLayout) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5) uniform SomeBuffer { vec4 something; };\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // local size layout can be used only with compute input variables // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, StructComputeInputLayout) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5) struct SomeBuffer { vec4 something; };\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // local size layout can be used only with compute input variables // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, StructBodyComputeInputLayout) { const std::string &shaderString = "#version 310 es\n" "struct S {\n" " layout(local_size_x = 12) vec4 foo;\n" "};\n" "void main()" "{" "}"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // local size layout can be used only with compute input variables // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, TypeComputeInputLayout) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5) vec4;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Invalid use of the out storage qualifier in a compute shader. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, InvalidOutStorageQualifier) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 15) in;\n" "out vec4 myOutput;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Invalid use of the out storage qualifier in a compute shader. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, InvalidOutStorageQualifier2) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 15) in;\n" "out myOutput;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Invalid use of the in storage qualifier. Can be only used to describe the local block size. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, InvalidInStorageQualifier) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 15) in;\n" "in vec4 myInput;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Invalid use of the in storage qualifier. Can be only used to describe the local block size. // The test checks a different part of the GLSL grammar than what InvalidInStorageQualifier checks. // GLSL ES 3.10 Revision 4, 4.4.1.1 Compute Shader Inputs TEST_F(ComputeShaderValidationTest, InvalidInStorageQualifier2) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 15) in;\n" "in myInput;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The local_size layout qualifier is only available in compute shaders. TEST_F(VertexShaderValidationTest, InvalidUseOfLocalSizeX) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 15) in vec4 myInput;\n" "out vec4 myOutput;\n" "void main() {\n" " myOutput = myInput;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The local_size layout qualifier is only available in compute shaders. TEST_F(FragmentShaderValidationTest, InvalidUseOfLocalSizeX) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 15) in vec4 myInput;\n" "out vec4 myOutput;\n" "void main() {\n" " myOutput = myInput;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The local_size layout qualifier is only available in compute shaders. TEST_F(GeometryShaderValidationTest, InvalidUseOfLocalSizeX) { const std::string &shaderString1 = R"(#version 310 es #extension GL_EXT_geometry_shader : require layout (points, local_size_x = 15) in; layout (points, max_vertices = 2) out; void main() { })"; const std::string &shaderString2 = R"(#version 310 es #extension GL_EXT_geometry_shader : require layout (points) in; layout (invocations = 2, local_size_x = 15) in; layout (points, max_vertices = 2) out; void main() { })"; const std::string &shaderString3 = R"(#version 310 es #extension GL_EXT_geometry_shader : require layout (points) in; layout (points, local_size_x = 15, max_vertices = 2) out; void main() { })"; const std::string &shaderString4 = R"(#version 310 es #extension GL_EXT_geometry_shader : require layout (points) in; layout (points) out; layout (max_vertices = 2, local_size_x = 15) out; void main() { })"; if (compile(shaderString1) || compile(shaderString2) || compile(shaderString3) || compile(shaderString4)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It is a compile time error to use the gl_WorkGroupSize constant if // the local size has not been declared yet. // GLSL ES 3.10 Revision 4, 7.1.3 Compute Shader Special Variables TEST_F(ComputeShaderValidationTest, InvalidUsageOfWorkGroupSize) { const std::string &shaderString = "#version 310 es\n" "void main()\n" "{\n" " uvec3 WorkGroupSize = gl_WorkGroupSize;\n" "}\n" "layout(local_size_x = 12) in;\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The test covers the compute shader built-in variables and constants. TEST_F(ComputeShaderValidationTest, CorrectUsageOfComputeBuiltins) { const std::string &shaderString = R"(#version 310 es layout(local_size_x=4, local_size_y=3, local_size_z=2) in; layout(rgba32ui) uniform highp writeonly uimage2D imageOut; void main() { uvec3 temp1 = gl_NumWorkGroups; uvec3 temp2 = gl_WorkGroupSize; uvec3 temp3 = gl_WorkGroupID; uvec3 temp4 = gl_LocalInvocationID; uvec3 temp5 = gl_GlobalInvocationID; uint temp6 = gl_LocalInvocationIndex; imageStore(imageOut, ivec2(0), uvec4(temp1 + temp2 + temp3 + temp4 + temp5, temp6)); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // It is illegal to write to a special variable. TEST_F(ComputeShaderValidationTest, SpecialVariableNumWorkGroups) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 12) in;\n" "void main()\n" "{\n" " gl_NumWorkGroups = uvec3(1); \n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It is illegal to write to a special variable. TEST_F(ComputeShaderValidationTest, SpecialVariableWorkGroupID) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 12) in;\n" "void main()\n" "{\n" " gl_WorkGroupID = uvec3(1); \n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It is illegal to write to a special variable. TEST_F(ComputeShaderValidationTest, SpecialVariableLocalInvocationID) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 12) in;\n" "void main()\n" "{\n" " gl_LocalInvocationID = uvec3(1); \n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It is illegal to write to a special variable. TEST_F(ComputeShaderValidationTest, SpecialVariableGlobalInvocationID) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 12) in;\n" "void main()\n" "{\n" " gl_GlobalInvocationID = uvec3(1); \n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It is illegal to write to a special variable. TEST_F(ComputeShaderValidationTest, SpecialVariableLocalInvocationIndex) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 12) in;\n" "void main()\n" "{\n" " gl_LocalInvocationIndex = 1; \n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It is illegal to write to a special variable. TEST_F(ComputeShaderValidationTest, SpecialVariableWorkGroupSize) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 12) in;\n" "void main()\n" "{\n" " gl_WorkGroupSize = uvec3(1); \n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It is illegal to apply an unary operator to a sampler. TEST_F(FragmentShaderValidationTest, SamplerUnaryOperator) { const std::string &shaderString = "precision mediump float;\n" "uniform sampler2D s;\n" "void main()\n" "{\n" " -s;\n" " gl_FragColor = vec4(0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Invariant cannot be used with a work group size declaration. TEST_F(ComputeShaderValidationTest, InvariantBlockSize) { const std::string &shaderString = "#version 310 es\n" "invariant layout(local_size_x = 15) in;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Invariant cannot be used with a non-output variable in ESSL3. TEST_F(FragmentShaderValidationTest, InvariantNonOuput) { const std::string &shaderString = "#version 300 es\n" "invariant int value;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Invariant cannot be used with a non-output variable in ESSL3. // ESSL 3.00.6 section 4.8: This applies even if the declaration is empty. TEST_F(FragmentShaderValidationTest, InvariantNonOuputEmptyDeclaration) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "invariant in float;\n" "void main() {}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Invariant declaration should follow the following format "invariant ". // Test having an incorrect qualifier in the invariant declaration. TEST_F(FragmentShaderValidationTest, InvariantDeclarationWithStorageQualifier) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 foo;\n" "invariant centroid foo;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Invariant declaration should follow the following format "invariant ". // Test having an incorrect precision qualifier in the invariant declaration. TEST_F(FragmentShaderValidationTest, InvariantDeclarationWithPrecisionQualifier) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 foo;\n" "invariant highp foo;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Invariant declaration should follow the following format "invariant ". // Test having an incorrect layout qualifier in the invariant declaration. TEST_F(FragmentShaderValidationTest, InvariantDeclarationWithLayoutQualifier) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 foo;\n" "invariant layout(location=0) foo;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Variable declaration with both invariant and layout qualifiers is not valid in the formal grammar // provided in the ESSL 3.00 spec. ESSL 3.10 starts allowing this combination, but ESSL 3.00 should // still disallow it. TEST_F(FragmentShaderValidationTest, VariableDeclarationWithInvariantAndLayoutQualifierESSL300) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "invariant layout(location = 0) out vec4 my_FragColor;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Bit shift with a rhs value > 31 has an undefined result in the GLSL spec. Detecting an undefined // result at compile time should not generate an error either way. // ESSL 3.00.6 section 5.9. TEST_F(FragmentShaderValidationTest, ShiftBy32) { const std::string &shaderString = R"(#version 300 es precision mediump float; out uint my_out; void main() { my_out = 1u << 32u; })"; if (compile(shaderString)) { if (!hasWarning()) { FAIL() << "Shader compilation succeeded without warnings, expecting warning:\n" << mInfoLog; } } else { FAIL() << "Shader compilation failed, expecting success with warning:\n" << mInfoLog; } } // Bit shift with a rhs value < 0 has an undefined result in the GLSL spec. Detecting an undefined // result at compile time should not generate an error either way. // ESSL 3.00.6 section 5.9. TEST_F(FragmentShaderValidationTest, ShiftByNegative) { const std::string &shaderString = R"(#version 300 es precision mediump float; out uint my_out; void main() { my_out = 1u << (-1); })"; if (compile(shaderString)) { if (!hasWarning()) { FAIL() << "Shader compilation succeeded without warnings, expecting warning:\n" << mInfoLog; } } else { FAIL() << "Shader compilation failed, expecting success with warning:\n" << mInfoLog; } } // Test that pruning empty declarations from loop init expression works. TEST_F(FragmentShaderValidationTest, EmptyDeclarationAsLoopInit) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " int i = 0;\n" " for (int; i < 3; i++)\n" " {\n" " my_FragColor = vec4(i);\n" " }\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // r32f, r32i, r32ui do not require either the writeonly or readonly memory qualifiers. // GLSL ES 3.10, Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, ImageR32FNoMemoryQualifier) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "in vec4 myInput;\n" "layout(r32f) uniform image2D myImage;\n" "void main() {\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Images which do not have r32f, r32i or r32ui as internal format, must have readonly or writeonly // specified. // GLSL ES 3.10, Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, ImageRGBA32FWithIncorrectMemoryQualifier) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "in vec4 myInput;\n" "layout(rgba32f) uniform image2D myImage;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It is a compile-time error to call imageStore when the image is qualified as readonly. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, StoreInReadOnlyImage) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "in vec4 myInput;\n" "layout(r32f) uniform readonly image2D myImage;\n" "void main() {\n" " imageStore(myImage, ivec2(0), vec4(1.0));\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It is a compile-time error to call imageLoad when the image is qualified as writeonly. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, LoadFromWriteOnlyImage) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "in vec4 myInput;\n" "layout(r32f) uniform writeonly image2D myImage;\n" "void main() {\n" " imageLoad(myImage, ivec2(0));\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It is a compile-time error to call imageStore when the image is qualified as readonly. // Test to make sure this is validated correctly for images in arrays. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, StoreInReadOnlyImageArray) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "in vec4 myInput;\n" "layout(r32f) uniform readonly image2D myImage[2];\n" "void main() {\n" " imageStore(myImage[0], ivec2(0), vec4(1.0));\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It is a compile-time error to call imageStore when the image is qualified as readonly. // Test to make sure that checking this doesn't crash when validating an image in a struct. // Image in a struct in itself isn't accepted by the parser, but error recovery still results in // an image in the struct. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, StoreInReadOnlyImageInStruct) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "in vec4 myInput;\n" "uniform struct S {\n" " layout(r32f) readonly image2D myImage;\n" "} s;\n" "void main() {\n" " imageStore(s.myImage, ivec2(0), vec4(1.0));\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // A valid declaration and usage of an image3D. TEST_F(FragmentShaderValidationTest, ValidImage3D) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image3D;\n" "in vec4 myInput;\n" "layout(rgba32f) uniform readonly image3D myImage;\n" "void main() {\n" " imageLoad(myImage, ivec3(0));\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // A valid declaration and usage of an imageCube. TEST_F(FragmentShaderValidationTest, ValidImageCube) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump imageCube;\n" "in vec4 myInput;\n" "layout(rgba32f) uniform readonly imageCube myImage;\n" "void main() {\n" " imageLoad(myImage, ivec3(0));\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // A valid declaration and usage of an image2DArray. TEST_F(FragmentShaderValidationTest, ValidImage2DArray) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2DArray;\n" "in vec4 myInput;\n" "layout(rgba32f) uniform readonly image2DArray myImage;\n" "void main() {\n" " imageLoad(myImage, ivec3(0));\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Images cannot be l-values. // GLSL ES 3.10 Revision 4, 4.1.7 Opaque Types TEST_F(FragmentShaderValidationTest, ImageLValueFunctionDefinitionInOut) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "void myFunc(inout image2D someImage) {}\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Cannot assign to images. // GLSL ES 3.10 Revision 4, 4.1.7 Opaque Types TEST_F(FragmentShaderValidationTest, ImageAssignment) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(rgba32f) uniform readonly image2D myImage;\n" "layout(rgba32f) uniform readonly image2D myImage2;\n" "void main() {\n" " myImage = myImage2;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Passing an image qualifier to a function should not be able to discard the readonly qualifier. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, ReadOnlyQualifierMissingInFunctionArgument) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(rgba32f) uniform readonly image2D myImage;\n" "void myFunc(in image2D someImage) {}\n" "void main() {\n" " myFunc(myImage);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Passing an image qualifier to a function should not be able to discard the readonly qualifier. // Test with an image from an array. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, ReadOnlyQualifierMissingInFunctionArgumentArray) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(rgba32f) uniform readonly image2D myImage[2];\n" "void myFunc(in image2D someImage) {}\n" "void main() {\n" " myFunc(myImage[0]);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Passing an image qualifier to a function should not be able to discard the readonly qualifier. // Test that validation doesn't crash on this for an image in a struct. // Image in a struct in itself isn't accepted by the parser, but error recovery still results in // an image in the struct. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, ReadOnlyQualifierMissingInFunctionArgumentStruct) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "uniform struct S {\n" " layout(r32f) readonly image2D myImage;\n" "} s;\n" "void myFunc(in image2D someImage) {}\n" "void main() {\n" " myFunc(s.myImage);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Passing an image qualifier to a function should not be able to discard the writeonly qualifier. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, WriteOnlyQualifierMissingInFunctionArgument) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(rgba32f) uniform writeonly image2D myImage;\n" "void myFunc(in image2D someImage) {}\n" "void main() {\n" " myFunc(myImage);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Passing an image parameter as an argument to another function should not be able to discard the // writeonly qualifier. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, DiscardWriteonlyInFunctionBody) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(rgba32f) uniform writeonly image2D myImage;\n" "void myFunc1(in image2D someImage) {}\n" "void myFunc2(in writeonly image2D someImage) { myFunc1(someImage); }\n" "void main() {\n" " myFunc2(myImage);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The memory qualifiers for the image declaration and function argument match and the test should // pass. TEST_F(FragmentShaderValidationTest, CorrectImageMemoryQualifierSpecified) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(r32f) uniform image2D myImage;\n" "void myFunc(in image2D someImage) {}\n" "void main() {\n" " myFunc(myImage);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // The test adds additional qualifiers to the argument in the function header. // This is correct since no memory qualifiers are discarded upon the function call. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, CorrectImageMemoryQualifierSpecified2) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(r32f) uniform image2D myImage;\n" "void myFunc(in readonly writeonly image2D someImage) {}\n" "void main() {\n" " myFunc(myImage);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Images are not allowed in structs. // GLSL ES 3.10 Revision 4, 4.1.8 Structures TEST_F(FragmentShaderValidationTest, ImageInStruct) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "struct myStruct { layout(r32f) image2D myImage; };\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Images are not allowed in interface blocks. // GLSL ES 3.10 Revision 4, 4.3.9 Interface Blocks TEST_F(FragmentShaderValidationTest, ImageInInterfaceBlock) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "uniform myBlock { layout(r32f) image2D myImage; };\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Readonly used with an interface block. TEST_F(FragmentShaderValidationTest, ReadonlyWithInterfaceBlock) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "uniform readonly myBlock { float something; };\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Readonly used with an invariant. TEST_F(FragmentShaderValidationTest, ReadonlyWithInvariant) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "out vec4 something;\n" "invariant readonly something;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Readonly used with a member of a structure. TEST_F(FragmentShaderValidationTest, ReadonlyWithStructMember) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "out vec4 something;\n" "struct MyStruct { readonly float myMember; };\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It should not be possible to use an internal format layout qualifier with an interface block. TEST_F(FragmentShaderValidationTest, ImageInternalFormatWithInterfaceBlock) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "out vec4 something;\n" "layout(rgba32f) uniform MyStruct { float myMember; };\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // It should not be possible to use an internal format layout qualifier with a uniform without a // type. TEST_F(FragmentShaderValidationTest, ImageInternalFormatInGlobalLayoutQualifier) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "out vec4 something;\n" "layout(rgba32f) uniform;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // ESSL 1.00 section 4.1.7. // Samplers are not allowed as operands for most operations. Test this for ternary operator. TEST_F(FragmentShaderValidationTest, SamplerAsTernaryOperand) { const std::string &shaderString = "precision mediump float;\n" "uniform bool u;\n" "uniform sampler2D s1;\n" "uniform sampler2D s2;\n" "void main() {\n" " gl_FragColor = texture2D(u ? s1 : s2, vec2(0, 0));\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // ESSL 1.00.17 section 4.5.2. // ESSL 3.00.6 section 4.5.3. // Precision must be specified for floats. Test this with a declaration with no qualifiers. TEST_F(FragmentShaderValidationTest, FloatDeclarationNoQualifiersNoPrecision) { const std::string &shaderString = "vec4 foo = vec4(0.0);\n" "void main()\n" "{\n" " gl_FragColor = foo;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Check compiler doesn't crash on incorrect unsized array declarations. TEST_F(FragmentShaderValidationTest, IncorrectUnsizedArray) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "float foo[] = 0.0;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " foo[0] = 1.0;\n" " my_FragColor = vec4(foo[0]);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Check compiler doesn't crash when a bvec is on the right hand side of a logical operator. // ESSL 3.00.6 section 5.9. TEST_F(FragmentShaderValidationTest, LogicalOpRHSIsBVec) { const std::string &shaderString = "#version 300 es\n" "void main()\n" "{\n" " bool b;\n" " bvec3 b3;\n" " b && b3;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Check compiler doesn't crash when there's an unsized array constructor with no parameters. // ESSL 3.00.6 section 4.1.9: Array size must be greater than zero. TEST_F(FragmentShaderValidationTest, UnsizedArrayConstructorNoParameters) { const std::string &shaderString = "#version 300 es\n" "void main()\n" "{\n" " int[]();\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Passing an image parameter as an argument to another function should not be able to discard the // coherent qualifier. TEST_F(FragmentShaderValidationTest, CoherentQualifierMissingInFunctionArgument) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(r32f) uniform coherent image2D myImage;\n" "void myFunc(in image2D someImage) {}\n" "void main() {\n" " myFunc(myImage);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Passing an image parameter as an argument to another function should not be able to discard the // volatile qualifier. TEST_F(FragmentShaderValidationTest, VolatileQualifierMissingInFunctionArgument) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(r32f) uniform volatile image2D myImage;\n" "void myFunc(in image2D someImage) {}\n" "void main() {\n" " myFunc(myImage);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The restrict qualifier can be discarded from a function argument. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, RestrictQualifierDiscardedInFunctionArgument) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(r32f) uniform restrict image2D myImage;\n" "void myFunc(in image2D someImage) {}\n" "void main() {\n" " myFunc(myImage);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Function image arguments can be overqualified. // GLSL ES 3.10 Revision 4, 4.9 Memory Access Qualifiers TEST_F(FragmentShaderValidationTest, OverqualifyingImageParameter) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(r32f) uniform image2D myImage;\n" "void myFunc(in coherent volatile image2D someImage) {}\n" "void main() {\n" " myFunc(myImage);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that work group size can be used to size arrays. // GLSL ES 3.10.4 section 7.1.3 Compute Shader Special Variables TEST_F(ComputeShaderValidationTest, WorkGroupSizeAsArraySize) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5, local_size_y = 3, local_size_z = 1) in;\n" "void main()\n" "{\n" " int[gl_WorkGroupSize.x] a = int[5](0, 0, 0, 0, 0);\n" " int[gl_WorkGroupSize.y] b = int[3](0, 0, 0);\n" " int[gl_WorkGroupSize.z] c = int[1](0);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Shared memory variables cannot be used inside a vertex shader. // GLSL ES 3.10 Revision 4, 4.3.8 Shared Variables TEST_F(VertexShaderValidationTest, VertexShaderSharedMemory) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "in vec4 i;\n" "shared float myShared[10];\n" "void main() {\n" " gl_Position = i;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Shared memory variables cannot be used inside a fragment shader. // GLSL ES 3.10 Revision 4, 4.3.8 Shared Variables TEST_F(FragmentShaderValidationTest, FragmentShaderSharedMemory) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "shared float myShared[10];\n" "out vec4 color;\n" "void main() {\n" " color = vec4(1.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Shared memory cannot be combined with any other storage qualifier. TEST_F(ComputeShaderValidationTest, UniformSharedMemory) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 5) in;\n" "uniform shared float myShared[100];\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Correct usage of shared memory variables. TEST_F(ComputeShaderValidationTest, CorrectUsageOfSharedMemory) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 5) in;\n" "shared float myShared[100];\n" "void main() {\n" " myShared[gl_LocalInvocationID.x] = 1.0;\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Shared memory variables cannot be initialized. // GLSL ES 3.10 Revision 4, 4.3.8 Shared Variables TEST_F(ComputeShaderValidationTest, SharedVariableInitialization) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 5) in;\n" "shared int myShared = 0;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Local variables cannot be qualified as shared. // GLSL ES 3.10 Revision 4, 4.3 Storage Qualifiers TEST_F(ComputeShaderValidationTest, SharedMemoryInFunctionBody) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 5) in;\n" "void func() {\n" " shared int myShared;\n" "}\n" "void main() {\n" " func();\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Struct members cannot be qualified as shared. TEST_F(ComputeShaderValidationTest, SharedMemoryInStruct) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 5) in;\n" "struct MyStruct {\n" " shared int myShared;\n" "};\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Interface block members cannot be qualified as shared. TEST_F(ComputeShaderValidationTest, SharedMemoryInInterfaceBlock) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 5) in;\n" "uniform Myblock {\n" " shared int myShared;\n" "};\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The shared qualifier cannot be used with any other qualifier. TEST_F(ComputeShaderValidationTest, SharedWithInvariant) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 5) in;\n" "invariant shared int myShared;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The shared qualifier cannot be used with any other qualifier. TEST_F(ComputeShaderValidationTest, SharedWithMemoryQualifier) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 5) in;\n" "readonly shared int myShared;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The shared qualifier cannot be used with any other qualifier. TEST_F(ComputeShaderValidationTest, SharedGlobalLayoutDeclaration) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 5) in;\n" "layout(row_major) shared mat4;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Declaring a function with the same name as a built-in from a higher ESSL version should not cause // a redeclaration error. TEST_F(FragmentShaderValidationTest, BuiltinESSL31FunctionDeclaredInESSL30Shader) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "void imageSize() {}\n" "void main() {\n" " imageSize();\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Attempting to declare num_views without enabling OVR_multiview. TEST_F(VertexShaderValidationTest, InvalidNumViews) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "layout (num_views = 2) in;\n" "void main() {\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // memoryBarrierShared is only available in a compute shader. // GLSL ES 3.10 Revision 4, 8.15 Shader Memory Control Functions TEST_F(FragmentShaderValidationTest, InvalidUseOfMemoryBarrierShared) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "void main() {\n" " memoryBarrierShared();\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // groupMemoryBarrier is only available in a compute shader. // GLSL ES 3.10 Revision 4, 8.15 Shader Memory Control Functions TEST_F(FragmentShaderValidationTest, InvalidUseOfGroupMemoryBarrier) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "void main() {\n" " groupMemoryBarrier();\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // barrier can be used in a compute shader. // GLSL ES 3.10 Revision 4, 8.14 Shader Invocation Control Functions TEST_F(ComputeShaderValidationTest, ValidUseOfBarrier) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 15) in;\n" "void main() {\n" " barrier();\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success " << mInfoLog; } } // memoryBarrierImage() can be used in all GLSL ES 3.10 shaders. // GLSL ES 3.10 Revision 4, 8.15 Shader Memory Control Functions TEST_F(FragmentShaderValidationTest, ValidUseOfMemoryBarrierImageInFragmentShader) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision highp image2D;\n" "layout(r32f) uniform image2D myImage;\n" "void main() {\n" " imageStore(myImage, ivec2(0), vec4(1.0));\n" " memoryBarrierImage();\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success " << mInfoLog; } } // checks that gsampler2DMS is not supported in version lower than 310 TEST_F(FragmentShaderValidationTest, Sampler2DMSInESSL300Shader) { const std::string &shaderString = "#version 300 es\n" "uniform highp sampler2DMS s;\n" "void main() {}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Declare main() with incorrect parameters. // ESSL 3.00.6 section 6.1 Function Definitions. TEST_F(FragmentShaderValidationTest, InvalidMainPrototypeParameters) { const std::string &shaderString = "#version 300 es\n" "void main(int a);\n" "void main() {}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Regression test for a crash in the empty constructor of unsized array // of a structure with non-basic fields fields. Test with "void". TEST_F(FragmentShaderValidationTest, VoidFieldStructUnsizedArrayEmptyConstructor) { const std::string &shaderString = "#version 300 es\n" "struct S {void a;};" "void main() {S s[] = S[]();}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Regression test for a crash in the empty constructor of unsized array // of a structure with non-basic fields fields. Test with something other than "void". TEST_F(FragmentShaderValidationTest, SamplerFieldStructUnsizedArrayEmptyConstructor) { const std::string &shaderString = "#version 300 es\n" "struct S {sampler2D a;};" "void main() {S s[] = S[]();}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Checks that odd array initialization syntax is an error, and does not produce // an ASSERT failure. TEST_F(VertexShaderValidationTest, InvalidArrayConstruction) { const std::string &shaderString = "struct S { mediump float i; mediump int ggb; };\n" "void main() {\n" " S s[2];\n" " s = S[](s.x, 0.0);\n" " gl_Position = vec4(1, 0, 0, 1);\n" "}"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Correct usage of image binding layout qualifier. TEST_F(ComputeShaderValidationTest, CorrectImageBindingLayoutQualifier) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump image2D;\n" "layout(local_size_x = 5) in;\n" "layout(binding = 1, rgba32f) writeonly uniform image2D myImage;\n" "void main()\n" "{\n" " imageStore(myImage, ivec2(gl_LocalInvocationID.xy), vec4(1.0));\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success " << mInfoLog; } } // Incorrect use of "binding" on a global layout qualifier. TEST_F(ComputeShaderValidationTest, IncorrectGlobalBindingLayoutQualifier) { const std::string &shaderString = "#version 310 es\n" "layout(local_size_x = 5, binding = 0) in;\n" "void main() {}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Incorrect use of "binding" on a struct field layout qualifier. TEST_F(ComputeShaderValidationTest, IncorrectStructFieldBindingLayoutQualifier) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(local_size_x = 1) in;\n" "struct S\n" "{\n" " layout(binding = 0) float f;\n" "};\n" "void main() {}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Variable binding layout qualifier is set to a negative value. 0xffffffff wraps around to -1 // according to the integer parsing rules. TEST_F(FragmentShaderValidationTest, ImageBindingUnitNegative) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(rgba32f, binding = 0xffffffff) writeonly uniform mediump image2D myImage;\n" "out vec4 outFrag;\n" "void main()\n" "{\n" " outFrag = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Image binding layout qualifier value is greater than the maximum image binding. TEST_F(FragmentShaderValidationTest, ImageBindingUnitTooBig) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(rgba32f, binding = 9999) writeonly uniform mediump image2D myImage;\n" "out vec4 outFrag;\n" "void main()\n" "{\n" " outFrag = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Uniform variable binding is set on a non-opaque type. TEST_F(FragmentShaderValidationTest, NonOpaqueUniformBinding) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(binding = 0) uniform float myFloat;\n" "out vec4 outFrag;\n" "void main()\n" "{\n" " outFrag = vec4(myFloat);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Uniform variable binding is set on a sampler type. // ESSL 3.10 section 4.4.5 Opaque Uniform Layout Qualifiers. TEST_F(FragmentShaderValidationTest, SamplerUniformBinding) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(binding = 0) uniform mediump sampler2D mySampler;\n" "out vec4 outFrag;\n" "void main()\n" "{\n" " outFrag = vec4(0.0);\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success " << mInfoLog; } } // Uniform variable binding is set on a sampler type in an ESSL 3.00 shader. // The binding layout qualifier was added in ESSL 3.10, so this is incorrect. TEST_F(FragmentShaderValidationTest, SamplerUniformBindingESSL300) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "layout(binding = 0) uniform mediump sampler2D mySampler;\n" "out vec4 outFrag;\n" "void main()\n" "{\n" " outFrag = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Attempting to construct a struct containing a void array should fail without asserting. TEST_F(FragmentShaderValidationTest, ConstructStructContainingVoidArray) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 outFrag;\n" "struct S\n" "{\n" " void A[1];\n" "} s = S();\n" "void main()\n" "{\n" " outFrag = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure " << mInfoLog; } } // Uniforms can't have location in ESSL 3.00. // Test this with an empty declaration (ESSL 3.00.6 section 4.8: The combinations of qualifiers that // cause compile-time or link-time errors are the same whether or not the declaration is empty). TEST_F(FragmentShaderValidationTest, UniformLocationEmptyDeclaration) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "layout(location=0) uniform float;\n" "void main() {}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test function parameters of opaque type can't be l-value too. TEST_F(FragmentShaderValidationTest, OpaqueParameterCanNotBeLValue) { const std::string &shaderString = "#version 310 es\n" "uniform sampler2D s;\n" "void foo(sampler2D as) {\n" " as = s;\n" "}\n" "void main() {}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test samplers must not be operands in expressions, except for array indexing, structure field // selection and parentheses(ESSL 3.00 Secion 4.1.7). TEST_F(FragmentShaderValidationTest, InvalidExpressionForSamplerOperands) { const std::string &shaderString = "#version 300 es\n" "uniform sampler2D s;\n" "uniform sampler2D s2;\n" "void main() {\n" " s + s2;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test interface blocks as invalid operands to a binary expression. TEST_F(FragmentShaderValidationTest, InvalidInterfaceBlockBinaryExpression) { const std::string &shaderString = "#version 300 es\n" "uniform U\n" "{\n" " int foo; \n" "} u;\n" "void main()\n" "{\n" " u + u;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test interface block as an invalid operand to an unary expression. TEST_F(FragmentShaderValidationTest, InvalidInterfaceBlockUnaryExpression) { const std::string &shaderString = "#version 300 es\n" "uniform U\n" "{\n" " int foo; \n" "} u;\n" "void main()\n" "{\n" " +u;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test interface block as an invalid operand to a ternary expression. // Note that the spec is not very explicit on this, but it makes sense to forbid this. TEST_F(FragmentShaderValidationTest, InvalidInterfaceBlockTernaryExpression) { const std::string &shaderString = "#version 300 es\n" "uniform U\n" "{\n" " int foo; \n" "} u;\n" "void main()\n" "{\n" " true ? u : u;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that "buffer" and "shared" are valid identifiers in version lower than GLSL ES 3.10. TEST_F(FragmentShaderValidationTest, BufferAndSharedAsIdentifierOnES3) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 my_out; void main() { int buffer = 1; int shared = 2; my_out = vec4(buffer + shared); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that a struct can not be used as a constructor argument for a scalar. TEST_F(FragmentShaderValidationTest, StructAsBoolConstructorArgument) { const std::string &shaderString = "precision mediump float;\n" "struct my_struct\n" "{\n" " float f;\n" "};\n" "my_struct a = my_struct(1.0);\n" "void main(void)\n" "{\n" " bool test = bool(a);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a compute shader can be compiled with MAX_COMPUTE_UNIFORM_COMPONENTS uniform // components. TEST_F(ComputeShaderEnforcePackingValidationTest, MaxComputeUniformComponents) { GLint uniformVectorCount = kMaxComputeUniformComponents / 4; std::ostringstream ostream; ostream << "#version 310 es\n" "layout(local_size_x = 1) in;\n"; for (GLint i = 0; i < uniformVectorCount; ++i) { ostream << "uniform vec4 u_value" << i << ";\n"; } ostream << "void main()\n" "{\n"; for (GLint i = 0; i < uniformVectorCount; ++i) { ostream << " vec4 v" << i << " = u_value" << i << ";\n"; } ostream << "}\n"; if (!compile(ostream.str())) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that a function can't be declared with a name starting with "gl_". Note that it's important // that the function is not being called. TEST_F(FragmentShaderValidationTest, FunctionDeclaredWithReservedName) { const std::string &shaderString = "precision mediump float;\n" "void gl_();\n" "void main()\n" "{\n" " gl_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a function can't be defined with a name starting with "gl_". Note that it's important // that the function is not being called. TEST_F(FragmentShaderValidationTest, FunctionDefinedWithReservedName) { const std::string &shaderString = "precision mediump float;\n" "void gl_()\n" "{\n" "}\n" "void main()\n" "{\n" " gl_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that ops with mismatching operand types are disallowed and don't result in an assert. // This makes sure that constant folding doesn't fetch invalid union values in case operand types // mismatch. TEST_F(FragmentShaderValidationTest, InvalidOpsWithConstantOperandsDontAssert) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " float f1 = 0.5 / 2;\n" " float f2 = true + 0.5;\n" " float f3 = float[2](0.0, 1.0)[1.0];\n" " float f4 = float[2](0.0, 1.0)[true];\n" " float f5 = true ? 1.0 : 0;\n" " float f6 = 1.0 ? 1.0 : 2.0;\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that case labels with invalid types don't assert TEST_F(FragmentShaderValidationTest, CaseLabelsWithInvalidTypesDontAssert) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "uniform int i;\n" "void main()\n" "{\n" " float f = 0.0;\n" " switch (i)\n" " {\n" " case 0u:\n" " f = 0.0;\n" " case true:\n" " f = 1.0;\n" " case 2.0:\n" " f = 2.0;\n" " }\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that using an array as an index is not allowed. TEST_F(FragmentShaderValidationTest, ArrayAsIndex) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " int i[2] = int[2](0, 1);\n" " float f[2] = float[2](2.0, 3.0);\n" " my_FragColor = vec4(f[i]);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that using an array as an array size is not allowed. TEST_F(FragmentShaderValidationTest, ArrayAsArraySize) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void main()\n" "{\n" " const int i[2] = int[2](1, 2);\n" " float f[i];\n" " my_FragColor = vec4(f[0]);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The input primitive layout qualifier is only available in geometry shaders. TEST_F(VertexShaderValidationTest, InvalidUseOfInputPrimitives) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(points) in vec4 myInput;\n" "out vec4 myOutput;\n" "void main() {\n" " myOutput = myInput;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The input primitive layout qualifier is only available in geometry shaders. TEST_F(FragmentShaderValidationTest, InvalidUseOfInputPrimitives) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout(points) in vec4 myInput;\n" "out vec4 myOutput;\n" "void main() {\n" " myOutput = myInput;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The input primitive layout qualifier is only available in geometry shaders. TEST_F(ComputeShaderValidationTest, InvalidUseOfInputPrimitives) { const std::string &shaderString = "#version 310 es\n" "layout(points, local_size_x = 12) in;\n" "void main()\n" "{\n" " uvec3 WorkGroupSize = gl_WorkGroupSize;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The output primitive layout qualifier is only available in geometry shaders. TEST_F(VertexShaderValidationTest, InvalidUseOfOutputPrimitives) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "in vec4 myInput;\n" "layout(points) out vec4 myOutput;\n" "void main() {\n" " myOutput = myInput;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The output primitive layout qualifier is only available in geometry shaders. TEST_F(FragmentShaderValidationTest, InvalidUseOfOutputPrimitives) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "in vec4 myInput;\n" "layout(points) out vec4 myOutput;\n" "void main() {\n" " myOutput = myInput;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The 'invocations' layout qualifier is only available in geometry shaders. TEST_F(VertexShaderValidationTest, InvalidUseOfInvocations) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout (invocations = 3) in vec4 myInput;\n" "out vec4 myOutput;\n" "void main() {\n" " myOutput = myInput;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The 'invocations' layout qualifier is only available in geometry shaders. TEST_F(FragmentShaderValidationTest, InvalidUseOfInvocations) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout (invocations = 3) in vec4 myInput;\n" "out vec4 myOutput;\n" "void main() {\n" " myOutput = myInput;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The 'invocations' layout qualifier is only available in geometry shaders. TEST_F(ComputeShaderValidationTest, InvalidUseOfInvocations) { const std::string &shaderString = "#version 310 es\n" "layout(invocations = 3, local_size_x = 12) in;\n" "void main()\n" "{\n" " uvec3 WorkGroupSize = gl_WorkGroupSize;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The 'max_vertices' layout qualifier is only available in geometry shaders. TEST_F(VertexShaderValidationTest, InvalidUseOfMaxVertices) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "in vec4 myInput;\n" "layout(max_vertices = 3) out vec4 myOutput;\n" "void main() {\n" " myOutput = myInput;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // The 'max_vertices' layout qualifier is only available in geometry shaders. TEST_F(FragmentShaderValidationTest, InvalidUseOfMaxVertices) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "in vec4 myInput;\n" "layout(max_vertices = 3) out vec4 myOutput;\n" "void main() {\n" " myOutput = myInput;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that using the same variable name twice in function parameters fails without crashing. TEST_F(FragmentShaderValidationTest, RedefinedParamInFunctionHeader) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "out vec4 my_FragColor;\n" "void foo(int a, float a)\n" "{\n" " return;\n" "}\n" "void main()\n" "{\n" " my_FragColor = vec4(0.0);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that using gl_ViewportIndex is not allowed in an ESSL 3.10 shader. TEST_F(VertexShaderValidationTest, ViewportIndexInESSL310) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "void main()\n" "{\n" " gl_Position = vec4(gl_ViewportIndex);\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that gl_PrimitiveID is valid in fragment shader with 'GL_EXT_geometry_shader' declared. TEST_F(FragmentShaderEXTGeometryShaderValidationTest, PrimitiveIDWithExtension) { const std::string &shaderString = R"(#version 310 es #extension GL_EXT_geometry_shader : require precision mediump float; layout(location = 0) out mediump vec4 fragColor; void main(void) { vec4 data = vec4(0.1, 0.2, 0.3, 0.4); float value = data[gl_PrimitiveID % 4]; fragColor = vec4(value, 0, 0, 1); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that gl_PrimitiveID is invalid in fragment shader without 'GL_EXT_geometry_shader' declared. TEST_F(FragmentShaderEXTGeometryShaderValidationTest, PrimitiveIDWithoutExtension) { const std::string &shaderString = R"(#version 310 es precision mediump float; layout(location = 0) out mediump vec4 fragColor; void main(void) { vec4 data = vec4(0.1, 0.2, 0.3, 0.4); float value = data[gl_PrimitiveID % 4]; fragColor = vec4(value, 0, 0, 1); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that gl_PrimitiveID cannot be l-value in fragment shader. TEST_F(FragmentShaderEXTGeometryShaderValidationTest, AssignValueToPrimitiveID) { const std::string &shaderString = R"(#version 310 es #extension GL_EXT_geometry_shader : require precision mediump float; layout(location = 0) out mediump vec4 fragColor; void main(void) { gl_PrimitiveID = 1; fragColor = vec4(1.0, 0.0, 0.0, 1.0); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that gl_Layer is valid in fragment shader with 'GL_EXT_geometry_shader' declared. TEST_F(FragmentShaderEXTGeometryShaderValidationTest, LayerWithExtension) { const std::string &shaderString = R"(#version 310 es #extension GL_EXT_geometry_shader : require precision mediump float; layout(location = 0) out mediump vec4 fragColor; void main(void) { vec4 data = vec4(0.1, 0.2, 0.3, 0.4); float value = data[gl_Layer % 4]; fragColor = vec4(value, 0, 0, 1); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that gl_Layer is invalid in fragment shader without 'GL_EXT_geometry_shader' declared. TEST_F(FragmentShaderEXTGeometryShaderValidationTest, LayerWithoutExtension) { const std::string &shaderString = R"(#version 310 es precision mediump float; layout(location = 0) out mediump vec4 fragColor; void main(void) { vec4 data = vec4(0.1, 0.2, 0.3, 0.4); float value = data[gl_Layer % 4]; fragColor = vec4(value, 0, 0, 1); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that gl_Layer cannot be l-value in fragment shader. TEST_F(FragmentShaderEXTGeometryShaderValidationTest, AssignValueToLayer) { const std::string &shaderString = R"(#version 310 es #extension GL_EXT_geometry_shader : require precision mediump float; layout(location = 0) out mediump vec4 fragColor; void main(void) { gl_Layer = 1; fragColor = vec4(1.0, 0.0, 0.0, 1.0); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that all built-in constants defined in GL_EXT_geometry_shader can be used in fragment shader // with 'GL_EXT_geometry_shader' declared. TEST_F(FragmentShaderEXTGeometryShaderValidationTest, GeometryShaderBuiltInConstants) { const std::string &kShaderHeader = R"(#version 310 es #extension GL_EXT_geometry_shader : require precision mediump float; layout(location = 0) out mediump vec4 fragColor; void main(void) { int val = )"; const std::array kGeometryShaderBuiltinConstants = {{ "gl_MaxGeometryInputComponents", "gl_MaxGeometryOutputComponents", "gl_MaxGeometryImageUniforms", "gl_MaxGeometryTextureImageUnits", "gl_MaxGeometryOutputVertices", "gl_MaxGeometryTotalOutputComponents", "gl_MaxGeometryUniformComponents", "gl_MaxGeometryAtomicCounters", "gl_MaxGeometryAtomicCounterBuffers", }}; const std::string &kShaderTail = R"(; fragColor = vec4(val, 0, 0, 1); })"; for (const std::string &kGSBuiltinConstant : kGeometryShaderBuiltinConstants) { std::ostringstream ostream; ostream << kShaderHeader << kGSBuiltinConstant << kShaderTail; if (!compile(ostream.str())) { FAIL() << "Shader compilation failed, expecting success: \n" << mInfoLog; } } } // Test that any built-in constants defined in GL_EXT_geometry_shader cannot be used in fragment // shader without 'GL_EXT_geometry_shader' declared. TEST_F(FragmentShaderEXTGeometryShaderValidationTest, GeometryShaderBuiltInConstantsWithoutExtension) { const std::string &kShaderHeader = "#version 310 es\n" "precision mediump float;\n" "layout(location = 0) out mediump vec4 fragColor;\n" "void main(void)\n" "{\n" " int val = "; const std::array kGeometryShaderBuiltinConstants = {{ "gl_MaxGeometryInputComponents", "gl_MaxGeometryOutputComponents", "gl_MaxGeometryImageUniforms", "gl_MaxGeometryTextureImageUnits", "gl_MaxGeometryOutputVertices", "gl_MaxGeometryTotalOutputComponents", "gl_MaxGeometryUniformComponents", "gl_MaxGeometryAtomicCounters", "gl_MaxGeometryAtomicCounterBuffers", }}; const std::string &kShaderTail = ";\n" " fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" "}\n"; for (const std::string &kGSBuiltinConstant : kGeometryShaderBuiltinConstants) { std::ostringstream ostream; ostream << kShaderHeader << kGSBuiltinConstant << kShaderTail; if (compile(ostream.str())) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } } // Test that declaring and using an interface block with 'const' qualifier is not allowed. TEST_F(VertexShaderValidationTest, InterfaceBlockUsingConstQualifier) { const std::string &shaderString = "#version 310 es\n" "const block\n" "{\n" " vec2 value;\n" "} ConstBlock[2];\n" "void main()\n" "{\n" " int i = 0;\n" " vec2 value1 = ConstBlock[i].value;\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that using shader io blocks without declaration of GL_EXT_shader_io_block is not allowed. TEST_F(VertexShaderValidationTest, IOBlockWithoutExtension) { const std::string &shaderString = R"(#version 310 es out block { vec2 value; } VSOutput[2]; void main() { int i = 0; vec2 value1 = VSOutput[i].value; })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that using shader io blocks without declaration of GL_EXT_shader_io_block is not allowed. TEST_F(FragmentShaderValidationTest, IOBlockWithoutExtension) { const std::string &shaderString = R"(#version 310 es precision mediump float; in block { vec4 i_color; } FSInput[2]; out vec4 o_color; void main() { int i = 0; o_color = FSInput[i].i_color; })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a shader input with 'flat' qualifier cannot be used as l-value. TEST_F(FragmentShaderValidationTest, AssignValueToFlatIn) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "flat in float value;\n" "out vec4 o_color;\n" "void main()\n" "{\n" " value = 1.0;\n" " o_color = vec4(1.0, 0.0, 0.0, 1.0);" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a shader input with 'smooth' qualifier cannot be used as l-value. TEST_F(FragmentShaderValidationTest, AssignValueToSmoothIn) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "smooth in float value;\n" "out vec4 o_color;\n" "void main()\n" "{\n" " value = 1.0;\n" " o_color = vec4(1.0, 0.0, 0.0, 1.0);" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a shader input with 'centroid' qualifier cannot be used as l-value. TEST_F(FragmentShaderValidationTest, AssignValueToCentroidIn) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "centroid in float value;\n" "out vec4 o_color;\n" "void main()\n" "{\n" " value = 1.0;\n" " o_color = vec4(1.0, 0.0, 0.0, 1.0);" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that shader compilation fails if the component argument is dynamic. TEST_F(FragmentShaderValidationTest, DynamicComponentTextureGather) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump sampler2D;\n" "uniform sampler2D tex;\n" "out vec4 o_color;\n" "uniform int uComp;\n" "void main()\n" "{\n" " o_color = textureGather(tex, vec2(0), uComp);" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that shader compilation fails if the component argument to textureGather has a negative // value. TEST_F(FragmentShaderValidationTest, TextureGatherNegativeComponent) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump sampler2D;\n" "uniform sampler2D tex;\n" "out vec4 o_color;\n" "void main()\n" "{\n" " o_color = textureGather(tex, vec2(0), -1);" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that shader compilation fails if the component argument to textureGather has a value greater // than 3. TEST_F(FragmentShaderValidationTest, TextureGatherTooGreatComponent) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump sampler2D;\n" "uniform sampler2D tex;\n" "out vec4 o_color;\n" "void main()\n" "{\n" " o_color = textureGather(tex, vec2(0), 4);" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that shader compilation fails if the offset is less than the minimum value. TEST_F(FragmentShaderValidationTest, TextureGatherTooGreatOffset) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "precision mediump sampler2D;\n" "uniform sampler2D tex;\n" "out vec4 o_color;\n" "void main()\n" "{\n" " o_color = textureGatherOffset(tex, vec2(0), ivec2(-100), 2);" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that it isn't allowed to use 'location' layout qualifier on GLSL ES 3.0 vertex shader // outputs. TEST_F(VertexShaderValidationTest, UseLocationOnVertexOutES30) { const std::string &shaderString = "#version 300 es\n" "in vec4 v1;\n" "layout (location = 1) out vec4 o_color;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that using 'location' layout qualifier on vertex shader outputs is legal in GLSL ES 3.1 // shaders. TEST_F(VertexShaderValidationTest, UseLocationOnVertexOutES31) { const std::string &shaderString = "#version 310 es\n" "in vec4 v1;\n" "layout (location = 1) out vec4 o_color1;\n" "layout (location = 2) out vec4 o_color2;\n" "out vec3 v3;\n" "void main()\n" "{\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that it isn't allowed to use 'location' layout qualifier on GLSL ES 3.0 fragment shader // inputs. TEST_F(FragmentShaderValidationTest, UseLocationOnFragmentInES30) { const std::string &shaderString = "#version 300 es\n" "precision mediump float;\n" "layout (location = 0) in vec4 v_color1;\n" "layout (location = 0) out vec4 o_color;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that using 'location' layout qualifier on fragment shader inputs is legal in GLSL ES 3.1 // shaders. TEST_F(FragmentShaderValidationTest, UseLocationOnFragmentInES31) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "layout (location = 0) in mat4 v_mat;\n" "layout (location = 4) in vec4 v_color1;\n" "in vec2 v_color2;\n" "layout (location = 0) out vec4 o_color;\n" "void main()\n" "{\n" "}\n"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that declaring outputs of a vertex shader with same location causes a compile error. TEST_F(VertexShaderValidationTest, DeclareSameLocationOnVertexOut) { const std::string &shaderString = "#version 310 es\n" "in float i_value;\n" "layout (location = 1) out vec4 o_color1;\n" "layout (location = 1) out vec4 o_color2;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that declaring inputs of a fragment shader with same location causes a compile error. TEST_F(FragmentShaderValidationTest, DeclareSameLocationOnFragmentIn) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "in float i_value;\n" "layout (location = 1) in vec4 i_color1;\n" "layout (location = 1) in vec4 i_color2;\n" "layout (location = 0) out vec4 o_color;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that the location of an element of an array conflicting with other output varyings in a // vertex shader causes a compile error. TEST_F(VertexShaderValidationTest, LocationConflictsnOnArrayElement) { const std::string &shaderString = "#version 310 es\n" "in float i_value;\n" "layout (location = 0) out vec4 o_color1[3];\n" "layout (location = 1) out vec4 o_color2;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that the location of an element of a matrix conflicting with other output varyings in a // vertex shader causes a compile error. TEST_F(VertexShaderValidationTest, LocationConflictsOnMatrixElement) { const std::string &shaderString = "#version 310 es\n" "in float i_value;\n" "layout (location = 0) out mat4 o_mvp;\n" "layout (location = 2) out vec4 o_color;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that the location of an element of a struct conflicting with other output varyings in a // vertex shader causes a compile error. TEST_F(VertexShaderValidationTest, LocationConflictsOnStructElement) { const std::string &shaderString = "#version 310 es\n" "in float i_value;\n" "struct S\n" "{\n" " float value1;\n" " vec3 value2;\n" "};\n" "layout (location = 0) out S s_in;" "layout (location = 1) out vec4 o_color;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that declaring inputs of a vertex shader with a location larger than GL_MAX_VERTEX_ATTRIBS // causes a compile error. TEST_F(VertexShaderValidationTest, AttributeLocationOutOfRange) { // Assumes 1000 >= GL_MAX_VERTEX_ATTRIBS. // Current OpenGL and Direct3D implementations support up to 32. const std::string &shaderString = "#version 300 es\n" "layout (location = 1000) in float i_value;\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a block can follow the final case in a switch statement. // GLSL ES 3.00.5 section 6 and the grammar suggest that an empty block is a statement. TEST_F(FragmentShaderValidationTest, SwitchFinalCaseHasEmptyBlock) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform int i; void main() { switch (i) { case 0: break; default: {} } })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that an empty declaration can follow the final case in a switch statement. TEST_F(FragmentShaderValidationTest, SwitchFinalCaseHasEmptyDeclaration) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform int i; void main() { switch (i) { case 0: break; default: float; } })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // The final case in a switch statement can't be empty in ESSL 3.10 either. This is the intent of // the spec though public spec in early 2018 didn't reflect this yet. TEST_F(FragmentShaderValidationTest, SwitchFinalCaseEmptyESSL310) { const std::string &shaderString = R"(#version 310 es precision mediump float; uniform int i; void main() { switch (i) { case 0: break; default: } })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that fragment shader cannot declare unsized inputs. TEST_F(FragmentShaderValidationTest, UnsizedInputs) { const std::string &shaderString = "#version 310 es\n" "precision mediump float;\n" "in float i_value[];\n" "void main()\n" "{\n" "}\n"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that unsized struct members are not allowed. TEST_F(FragmentShaderValidationTest, UnsizedStructMember) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 color; struct S { int[] foo; }; void main() { color = vec4(1.0); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that unsized parameters without a name are not allowed. // GLSL ES 3.10 section 6.1 Function Definitions. TEST_F(FragmentShaderValidationTest, UnsizedNamelessParameter) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 color; void foo(int[]); void main() { color = vec4(1.0); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that partially unsized array of arrays constructor sizes are validated. TEST_F(FragmentShaderValidationTest, PartiallyUnsizedArrayOfArraysConstructor) { const std::string &shaderString = R"(#version 310 es precision highp float; out vec4 color; void main() { int a[][] = int[2][](int[1](1)); color = vec4(a[0][0]); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that duplicate field names in a struct declarator list are validated. TEST_F(FragmentShaderValidationTest, DuplicateFieldNamesInStructDeclaratorList) { const std::string &shaderString = R"(precision mediump float; struct S { float f, f; }; void main() { gl_FragColor = vec4(1.0); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that an empty statement is not allowed in switch before the first case. TEST_F(FragmentShaderValidationTest, EmptyStatementInSwitchBeforeFirstCase) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform int u_zero; out vec4 my_FragColor; void main() { switch(u_zero) { ; case 0: my_FragColor = vec4(0.0); default: my_FragColor = vec4(1.0); } })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a nameless struct definition is not allowed as a function parameter type. // ESSL 3.00.6 section 12.10. ESSL 3.10 January 2016 section 13.10. TEST_F(FragmentShaderValidationTest, NamelessStructDefinitionAsParameterType) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 my_FragColor; float foo(struct { float field; } f) { return f.field; } void main() { my_FragColor = vec4(0, 1, 0, 1); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a named struct definition is not allowed as a function parameter type. // ESSL 3.00.6 section 12.10. ESSL 3.10 January 2016 section 13.10. TEST_F(FragmentShaderValidationTest, NamedStructDefinitionAsParameterType) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 my_FragColor; float foo(struct S { float field; } f) { return f.field; } void main() { my_FragColor = vec4(0, 1, 0, 1); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a named struct definition is not allowed as a function parameter type. // ESSL 3.00.6 section 12.10. ESSL 3.10 January 2016 section 13.10. TEST_F(FragmentShaderValidationTest, StructDefinitionAsTypeOfParameterWithoutName) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 my_FragColor; float foo(struct S { float field; } /* no parameter name */) { return 1.0; } void main() { my_FragColor = vec4(0, 1, 0, 1); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that an unsized const array doesn't assert. TEST_F(FragmentShaderValidationTest, UnsizedConstArray) { const std::string &shaderString = R"(#version 300 es void main() { const int t[]; t[0]; })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that the value passed to the mem argument of an atomic memory function can be a shared // variable. TEST_F(ComputeShaderValidationTest, AtomicAddWithSharedVariable) { const std::string &shaderString = R"(#version 310 es layout(local_size_x = 5) in; shared uint myShared; void main() { atomicAdd(myShared, 2u); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that it is acceptable to pass an element of an array to the mem argument of an atomic memory // function, as long as the underlying array is a buffer or shared variable. TEST_F(ComputeShaderValidationTest, AtomicAddWithSharedVariableArray) { const std::string &shaderString = R"(#version 310 es layout(local_size_x = 5) in; shared uint myShared[2]; void main() { atomicAdd(myShared[0], 2u); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that it is acceptable to pass a single component of a vector to the mem argument of an // atomic memory function, as long as the underlying vector is a buffer or shared variable. TEST_F(ComputeShaderValidationTest, AtomicAddWithSharedVariableVector) { const std::string &shaderString = R"(#version 310 es layout(local_size_x = 5) in; shared uvec4 myShared; void main() { atomicAdd(myShared[0], 2u); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that the value passed to the mem argument of an atomic memory function can be a buffer // variable. TEST_F(FragmentShaderValidationTest, AtomicAddWithBufferVariable) { const std::string &shaderString = R"(#version 310 es layout(std140) buffer bufferName1{ uint u1; }; void main() { atomicAdd(u1, 2u); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that it is acceptable to pass an element of an array to the mem argument of an atomic memory // function, as long as the underlying array is a buffer or shared variable. TEST_F(FragmentShaderValidationTest, AtomicAddWithBufferVariableArrayElement) { const std::string &shaderString = R"(#version 310 es layout(std140) buffer bufferName1{ uint u1[2]; }; void main() { atomicAdd(u1[0], 2u); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that it is acceptable to pass a member of a shader storage block instance to the mem // argument of an atomic memory function. TEST_F(FragmentShaderValidationTest, AtomicAddWithBufferVariableInBlockInstance) { const std::string &shaderString = R"(#version 310 es layout(std140) buffer bufferName{ uint u1; } instanceName; void main() { atomicAdd(instanceName.u1, 2u); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that it is acceptable to pass a member of a shader storage block instance array to the mem // argument of an atomic memory function. TEST_F(FragmentShaderValidationTest, AtomicAddWithBufferVariableInBlockInstanceArray) { const std::string &shaderString = R"(#version 310 es layout(std140) buffer bufferName{ uint u1; } instanceName[1]; void main() { atomicAdd(instanceName[0].u1, 2u); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that it is acceptable to pass an element of an array of a shader storage block instance to // the mem argument of an atomic memory function. TEST_F(FragmentShaderValidationTest, AtomicAddWithElementOfArrayInBlockInstance) { const std::string &shaderString = R"(#version 310 es layout(std140) buffer blockName { uint data[2]; } instanceName; void main() { atomicAdd(instanceName.data[0], 2u); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that it is not allowed to pass an atomic counter variable to the mem argument of an atomic // memory function. TEST_F(FragmentShaderValidationTest, AtomicAddWithAtomicCounter) { const std::string &shaderString = R"(#version 310 es layout(binding = 0, offset = 4) uniform atomic_uint ac; void main() { atomicAdd(ac, 2u); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that it is not allowed to pass an element of an atomic counter array to the mem argument of // an atomic memory function. TEST_F(FragmentShaderValidationTest, AtomicAddWithAtomicCounterArray) { const std::string &shaderString = R"(#version 310 es layout(binding = 0, offset = 4) uniform atomic_uint ac[2]; void main() { atomicAdd(ac[0], 2u); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that it is not allowed to pass a local uint value to the mem argument of an atomic memory // function. TEST_F(FragmentShaderValidationTest, AtomicAddWithNonStorageVariable) { const std::string &shaderString = R"(#version 310 es void main() { uint test = 1u; atomicAdd(test, 2u); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that it is acceptable to pass a swizzle of a member of a shader storage block to the mem // argument of an atomic memory function. TEST_F(FragmentShaderValidationTest, AtomicAddWithSwizzle) { const std::string &shaderString = R"(#version 310 es layout(std140) buffer bufferName{ uvec4 u1[2]; } instanceName[3]; void main() { atomicAdd(instanceName[2].u1[1].y, 2u); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that it is not allowed to pass an expression that does not constitute of indexing, field // selection or swizzle to the mem argument of an atomic memory function. TEST_F(FragmentShaderValidationTest, AtomicAddWithNonIndexNonSwizzleExpression) { const std::string &shaderString = R"(#version 310 es layout(std140) buffer bufferName{ uint u1[2]; } instanceName[3]; void main() { atomicAdd(instanceName[2].u1[1] + 1u, 2u); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that negative indexing of a matrix doesn't result in an assert. TEST_F(FragmentShaderValidationTest, MatrixNegativeIndex) { const std::string &shaderString = R"( precision mediump float; void main() { gl_FragColor = mat4(1.0)[-1]; })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Global variable initializers need to be constant expressions. Test with assigning a ternary // expression that ANGLE can fold. TEST_F(FragmentShaderValidationTest, AssignConstantFoldedFromNonConstantTernaryToGlobal) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform float u; float f = true ? 1.0 : u; out vec4 my_FragColor; void main() { my_FragColor = vec4(f); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Global variable initializers need to be constant expressions. Test with assigning a ternary // expression that ANGLE can fold. TEST_F(FragmentShaderValidationTest, AssignConstantArrayVariableFoldedFromNonConstantTernaryToGlobal) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform float u[2]; const float c[2] = float[2](1.0, 2.0); float f[2] = true ? c : u; out vec4 my_FragColor; void main() { my_FragColor = vec4(f[0], f[1], 0.0, 1.0); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test going past the struct nesting limit while simultaneously using invalid nested struct // definitions. This makes sure that the code generating an error message about going past the // struct nesting limit does not access the name of a nameless struct definition. TEST_F(WebGL1FragmentShaderValidationTest, StructNestingLimitWithNestedStructDefinitions) { const std::string &shaderString = R"( precision mediump float; struct { struct { struct { struct { struct { struct { float f; } s5; } s4; } s3; } s2; } s1; } s0; void main(void) { gl_FragColor = vec4(s0.s1.s2.s3.s4.s5.f); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that the result of a sequence operator is not a constant-expression. // ESSL 3.00 section 12.43. TEST_F(FragmentShaderValidationTest, CommaReturnsNonConstant) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 my_FragColor; void main(void) { const int i = (0, 0); my_FragColor = vec4(i); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that the result of indexing into an array constructor with some non-constant arguments is // not a constant expression. TEST_F(FragmentShaderValidationTest, IndexingIntoArrayConstructorWithNonConstantArgumentsIsNotConstantExpression) { const std::string &shaderString = R"(#version 310 es precision highp float; uniform float u; out float my_FragColor; void main() { const float f = float[2](u, 1.0)[1]; my_FragColor = f; })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that the type of an initializer of a constant variable needs to match. TEST_F(FragmentShaderValidationTest, ConstantInitializerTypeMismatch) { const std::string &shaderString = R"( precision mediump float; const float f = 0; void main() { gl_FragColor = vec4(f); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that redeclaring a built-in is an error in ESSL 1.00. ESSL 1.00.17 section 4.2.6 disallows // "redefinition" of built-ins - it's not very explicit about redeclaring them, but we treat this as // an error. The redeclaration cannot serve any purpose since it can't be accompanied by a // definition. TEST_F(FragmentShaderValidationTest, RedeclaringBuiltIn) { const std::string &shaderString = R"( precision mediump float; float sin(float x); void main() { gl_FragColor = vec4(0.0); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Redefining a built-in that is not available in the current shader stage is assumed to be not an // error. Test with redefining groupMemoryBarrier() in fragment shader. The built-in // groupMemoryBarrier() is only available in compute shaders. TEST_F(FragmentShaderValidationTest, RedeclaringBuiltInFromAnotherShaderStage) { const std::string &shaderString = R"(#version 310 es precision mediump float; out vec4 my_FragColor; float groupMemoryBarrier() { return 1.0; } void main() { my_FragColor = vec4(groupMemoryBarrier()); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that standard derivative functions that are in core ESSL 3.00 compile successfully. TEST_F(FragmentShaderValidationTest, ESSL300StandardDerivatives) { const std::string &shaderString = R"(#version 300 es precision mediump float; in vec4 iv; out vec4 my_FragColor; void main() { vec4 v4 = vec4(0.0); v4 += fwidth(iv); v4 += dFdx(iv); v4 += dFdy(iv); my_FragColor = v4; })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that vertex shader built-in gl_Position is not accessible in fragment shader. TEST_F(FragmentShaderValidationTest, GlPosition) { const std::string &shaderString = R"(#version 300 es precision mediump float; in vec4 iv; out vec4 my_FragColor; void main() { gl_Position = iv; my_FragColor = iv; })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that compute shader built-in gl_LocalInvocationID is not accessible in fragment shader. TEST_F(FragmentShaderValidationTest, GlLocalInvocationID) { const std::string &shaderString = R"(#version 310 es precision mediump float; out vec3 my_FragColor; void main() { my_FragColor = vec3(gl_LocalInvocationID); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that fragment shader built-in gl_FragCoord is not accessible in vertex shader. TEST_F(VertexShaderValidationTest, GlFragCoord) { const std::string &shaderString = R"(#version 300 es precision mediump float; void main() { gl_Position = vec4(gl_FragCoord); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a long sequence of repeated swizzling on an l-value does not cause a stack overflow. TEST_F(VertexShaderValidationTest, LValueRepeatedSwizzle) { std::stringstream shaderString; shaderString << R"(#version 300 es precision mediump float; uniform vec2 u; void main() { vec2 f; f)"; for (int i = 0; i < 1000; ++i) { shaderString << ".yx.yx"; } shaderString << R"( = vec2(0.0); })"; if (!compile(shaderString.str())) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that swizzling that contains duplicate components can't form an l-value, even if it is // swizzled again so that the final result does not contain duplicate components. TEST_F(VertexShaderValidationTest, LValueSwizzleDuplicateComponents) { const std::string &shaderString = R"(#version 300 es precision mediump float; void main() { vec2 f; (f.xxyy).xz = vec2(0.0); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that a fragment shader with nested if statements without braces compiles successfully. TEST_F(FragmentShaderValidationTest, HandleIfInnerIfStatementAlwaysTriviallyPruned) { const std::string &shaderString = R"(precision mediump float; void main() { if (true) if (false) gl_FragColor = vec4(0.0); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that a fragment shader with an if statement nested in a loop without braces compiles // successfully. TEST_F(FragmentShaderValidationTest, HandleLoopInnerIfStatementAlwaysTriviallyPruned) { const std::string &shaderString = R"(precision mediump float; void main() { while (false) if (false) gl_FragColor = vec4(0.0); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that declaring both gl_FragColor and gl_FragData invariant is not an error. The GLSL ES 1.00 // spec only disallows writing to both of them. ANGLE extends this validation to also cover reads, // but it makes sense not to treat declaring them both invariant as an error. TEST_F(FragmentShaderValidationTest, DeclareBothBuiltInFragmentOutputsInvariant) { const std::string &shaderString = R"( invariant gl_FragColor; invariant gl_FragData; precision mediump float; void main() { gl_FragColor = vec4(0.0); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that a case cannot be placed inside a block nested inside a switch statement. GLSL ES 3.10 // section 6.2. TEST_F(FragmentShaderValidationTest, CaseInsideBlock) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform int u; out vec4 my_FragColor; void main() { switch (u) { case 1: { case 0: my_FragColor = vec4(0.0); } default: my_FragColor = vec4(1.0); } })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test using a value from a constant array as a case label. TEST_F(FragmentShaderValidationTest, ValueFromConstantArrayAsCaseLabel) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform int u; const int[3] arr = int[3](2, 1, 0); out vec4 my_FragColor; void main() { switch (u) { case arr[1]: my_FragColor = vec4(0.0); case 2: case 0: default: my_FragColor = vec4(1.0); } })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test using a value from a constant array as a fragment output index. TEST_F(FragmentShaderValidationTest, ValueFromConstantArrayAsFragmentOutputIndex) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform int u; const int[3] arr = int[3](4, 1, 0); out vec4 my_FragData[2]; void main() { my_FragData[arr[1]] = vec4(0.0); my_FragData[arr[2]] = vec4(0.0); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test using a value from a constant array as an array size. TEST_F(FragmentShaderValidationTest, ValueFromConstantArrayAsArraySize) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform int u; const int[3] arr = int[3](0, 2, 0); const int[arr[1]] arr2 = int[2](2, 1); out vec4 my_FragColor; void main() { my_FragColor = vec4(arr2[1]); })"; if (!compile(shaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that an invalid struct with void fields doesn't crash or assert when used in a comma // operator. This is a regression test. TEST_F(FragmentShaderValidationTest, InvalidStructWithVoidFieldsInComma) { // The struct needed the two fields for the bug to repro. const std::string &shaderString = R"(#version 300 es precision highp float; struct T { void a[8], c; }; void main() { 0.0, T(); })"; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that layout(early_fragment_tests) in; is valid in fragment shader TEST_F(FragmentShaderValidationTest, ValidEarlyFragmentTests) { constexpr char kShaderString[] = R"(#version 310 es precision mediump float; layout(early_fragment_tests) in; out vec4 color; void main() { color = vec4(0.0); })"; if (!compile(kShaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } } // Test that layout(early_fragment_tests=x) in; is invalid TEST_F(FragmentShaderValidationTest, InvalidValueForEarlyFragmentTests) { constexpr char kShaderString[] = R"(#version 310 es precision mediump float; layout(early_fragment_tests=1) in; out vec4 color; void main() { color = vec4(0.0); })"; if (compile(kShaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that layout(early_fragment_tests) in varying; is invalid TEST_F(FragmentShaderValidationTest, InvalidEarlyFragmentTestsOnVariableDecl) { constexpr char kShaderString[] = R"(#version 310 es precision mediump float; layout(early_fragment_tests) in vec4 v; out vec4 color; void main() { color = v; })"; if (compile(kShaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that layout(early_fragment_tests) in; is invalid in vertex shader TEST_F(VertexShaderValidationTest, InvalidEarlyFragmentTests) { constexpr char kShaderString[] = R"(#version 310 es layout(early_fragment_tests) in; void main() { gl_Position = vec4(0.0); })"; if (compile(kShaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that layout(early_fragment_tests) in; is invalid in compute shader TEST_F(ComputeShaderValidationTest, InvalidEarlyFragmentTests) { constexpr char kShaderString[] = R"(#version 310 es layout(local_size_x = 1) in; layout(early_fragment_tests) in; void main() {})"; if (compile(kShaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } // Test that layout(x) in; only accepts x=early_fragment_tests. TEST_F(FragmentShaderValidationTest, NothingButEarlyFragmentTestsWithInWithoutVariableDecl) { const char *noValueQualifiers[] = { "shared", "packed", "std140", "std430", "row_major", "col_major", "location", "yuv", "rgba32f", "rgba16f", "r32f", "rgba8", "rgba8_snorm", "rgba32i", "rgba16i", "rgba8i", "r32i", "rgba32ui", "rgba16ui", "rgba8ui", "r32ui", "points", "lines", "lines_adjacency", "triangles", "triangles_adjacency", "line_strip", "triangle_strip", }; const char *withValueQualifiers[] = { "location", "binding", "offset", "local_size_x", "local_size_y", "local_size_z", "num_views", "invocations", "max_vertices", "index", }; constexpr char kShaderStringPre[] = R"(#version 310 es precision mediump float; layout()"; constexpr char kShaderStringPost[] = R"() in; out vec4 color; void main() { color = vec4(0.0); })"; // Make sure the method of constructing shaders is valid. const std::string validShaderString = kShaderStringPre + std::string("early_fragment_tests") + kShaderStringPost; if (!compile(validShaderString)) { FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog; } for (size_t i = 0; i < ArraySize(noValueQualifiers); ++i) { const std::string shaderString = kShaderStringPre + std::string(noValueQualifiers[i]) + kShaderStringPost; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } for (size_t i = 0; i < ArraySize(withValueQualifiers); ++i) { const std::string shaderString = kShaderStringPre + std::string(withValueQualifiers[i]) + "=1" + kShaderStringPost; if (compile(shaderString)) { FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog; } } }