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//
// Copyright 2024 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.
//
// Tests for shader interpolation qualifiers
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
constexpr int kPixelColorThreshhold = 8;
class ShaderOpTest : public ANGLETest<>
{
protected:
ShaderOpTest() : ANGLETest()
{
setWindowWidth(256);
setWindowHeight(256);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
setConfigStencilBits(8);
setMultisampleEnabled(0);
}
};
// Simplified test from dEQP-GLES2.functional.fragment_ops.interaction.basic_shader.22
// Test that vulkan drivers correctly handle the constant expression spirv generated by ANGLE
TEST_P(ShaderOpTest, ConstantExpression)
{
const char *vertSrc = R"(
attribute vec4 pos;
void main()
{
gl_Position = pos;
}
)";
// ANGLE and glslang translate below expression in fragment shader differently
// vec4 c = vec4(1.0, 0.5, 0.5, 0.75)
// ANGLE:
// %constVec4 = OpConstantComposite %vec4 %const1 %const2 %const2 %const3
// %var = OpVariable %PrivateVec4Pointer Private %constVec4
// %loadedVal = OpLoad %vec4 %var
// OpStore %gl_fragColor %loadedVal
// glslang:
// %constVec4 = OpConstantComposite %vec4 %const1 %const2 %const2 %const3
// %var = OpVariable %PrivateVec4Pointer Private
// OpStore %var %constVec4
// %loadedVal = OpLoad %vec4 %var
// OpStore %gl_fragColor %loadedVal
// Both are valid spirv instructions.
// Tests should pass with spirv generated by ANGLE.
// Note: setting forceDeferNonConstGlobalInitializers to true will make ANGLE generate the same
// spirv instruction for the constant expression as glslang.
const char *fragSrc = R"(
precision mediump float;
vec4 c = vec4(1.0, 0.5, 0.5, 0.75);
void main()
{
gl_FragColor = c;
}
)";
ANGLE_GL_PROGRAM(program, vertSrc, fragSrc);
glUseProgram(program);
std::array<GLfloat, 16> attribPosData = {1, 1, 0.5, 1, -1, 1, 0.5, 1,
1, -1, 0.5, 1, -1, -1, 0.5, 1};
GLint attribPosLoc = glGetAttribLocation(1, "pos");
ASSERT(attribPosLoc >= 0);
glEnableVertexAttribArray(attribPosLoc);
glVertexAttribPointer(attribPosLoc, 4, GL_FLOAT, GL_FALSE, 0, attribPosData.data());
const uint16_t indices[] = {0, 1, 2, 2, 1, 3};
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, &indices[0]);
EXPECT_PIXEL_COLOR_NEAR(64, 64, GLColor(255, 125, 125, 190), kPixelColorThreshhold);
}
// Simplified test from dEQP-GLES2.functional.shaders.random.all_features.fragment.12
// Test that vulkan drivers correctly handle the constant expression spirv generated by ANGLE
// Difference beween this test and ConstantExpression test is there is a uniform in fragment shader
// in this test, and with this extra element the ANGLE spirv can trigger an error in
// vkCreateGraphicsPipelines on some drivers.
TEST_P(ShaderOpTest, ConstantExpressionComparedWithUniform)
{
const char *vertSrc = R"(
attribute vec4 pos;
void main()
{
gl_Position = pos;
}
)";
// ANGLE and glslang translate below expression in fragment shader differently
// int k = (5) * (1)
// ANGLE:
// %k = OpVariable %_ptr_Private_int_0 Private %int_5 // declare Private OpVariable with
// initializer
// ... some other instructions
// %main = OpFunction %void None %62
// %67 = OpLoad %int %k
// ... some other instructions
// glslang:
// %k = OpVariable %_ptr_Private_int_0 Private // declare Private OpVariable without initializer
// ... some other instructions
// %main = OpFunction %void None %62
// OpStore %k %int_5 // Assign the value to the Private OpVariable in the main function
// %67 = OpLoad %int %k
// ... some other instructions
// Both are valid spirv instructions.
// Tests should pass with spirv generated by ANGLE
// Note: setting forceDeferNonConstGlobalInitializers to true will make ANGLE generate the same
// spirv instruction for the constant expression as glslang.
const char *fragSrc = R"(
precision mediump float;
int k = (5) * (1);
uniform mediump int o;
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
if (o >= k)
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
}
)";
ANGLE_GL_PROGRAM(program, vertSrc, fragSrc);
glUseProgram(program);
EXPECT_GL_NO_ERROR();
std::array<GLfloat, 16> attribPosData = {1, 1, 0.5, 1, -1, 1, 0.5, 1,
1, -1, 0.5, 1, -1, -1, 0.5, 1};
GLint attribPosLoc = glGetAttribLocation(1, "pos");
ASSERT(attribPosLoc >= 0);
glEnableVertexAttribArray(attribPosLoc);
glVertexAttribPointer(attribPosLoc, 4, GL_FLOAT, GL_FALSE, 0, attribPosData.data());
EXPECT_GL_NO_ERROR();
GLint uniformOLocation = glGetUniformLocation(program, "o");
ASSERT(uniformOLocation >= 0);
GLint uniformOValue = 4;
glUniform1i(uniformOLocation, uniformOValue);
const uint16_t indices[] = {0, 1, 2, 2, 1, 3};
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, &indices[0]);
EXPECT_GL_NO_ERROR();
EXPECT_PIXEL_COLOR_NEAR(64, 64, GLColor(255, 255, 255, 255), kPixelColorThreshhold);
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ShaderOpTest);
ANGLE_INSTANTIATE_TEST_ES2(ShaderOpTest);