// // Copyright 2020 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. // // EXT_shadow_samplers_test.cpp: // Test for EXT_shadow_samplers // #include "tests/test_utils/ShaderExtensionTest.h" using EXTShadowSamplersTest = sh::ShaderExtensionTest; namespace { const char EXTPragma[] = "#extension GL_EXT_shadow_samplers : require\n"; // Shader calling shadow2DEXT() const char ESSL100_ShadowSamplersShader[] = R"( precision mediump float; varying vec3 texCoord0v; uniform sampler2DShadow tex; void main() { float color = shadow2DEXT(tex, texCoord0v); })"; // Extension flag is required to compile properly. Expect failure when it is // not present. TEST_P(EXTShadowSamplersTest, CompileFailsWithoutExtension) { mResources.EXT_shadow_samplers = 0; InitializeCompiler(); EXPECT_FALSE(TestShaderCompile(EXTPragma)); } // Extension directive is required to compile properly. Expect failure when // it is not present. TEST_P(EXTShadowSamplersTest, CompileFailsWithExtensionWithoutPragma) { mResources.EXT_shadow_samplers = 1; InitializeCompiler(); EXPECT_FALSE(TestShaderCompile("")); } // With extension flag and extension directive, compiling succeeds. // Also test that the extension directive state is reset correctly. TEST_P(EXTShadowSamplersTest, CompileSucceedsWithExtensionAndPragma) { mResources.EXT_shadow_samplers = 1; InitializeCompiler(); EXPECT_TRUE(TestShaderCompile(EXTPragma)); // Test reset functionality. EXPECT_FALSE(TestShaderCompile("")); EXPECT_TRUE(TestShaderCompile(EXTPragma)); } // The SL #version 100 shaders that are correct work similarly // in both GL2 and GL3, with and without the version string. INSTANTIATE_TEST_SUITE_P(CorrectESSL100Shaders, EXTShadowSamplersTest, Combine(Values(SH_GLES2_SPEC), Values(sh::ESSLVersion100), Values(ESSL100_ShadowSamplersShader))); } // anonymous namespace