glsl/tests: Verify vertex shader built-ins generated by _mesa_glsl_initialize_variables
Checks that the variables generated meet certain criteria. - Vertex shader inputs have an explicit location. - Vertex shader outputs have an explicit location. - Fragment shader-only varying locations are not used. - Vertex shader uniforms and system values don't have an explicit location. - Vertex shader constants don't have an explicit location and are read-only. - No other kinds of vertex variables exist. It does not verify that an specific variables exist. v2: Fix memory management mistakes in common_builtin::string_starts_with_prefix. Clean up error message reporting in common_builtin::no_invalid_variable_modes. Both suggested by Paul. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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@@ -59,6 +59,7 @@ tests_general_ir_test_SOURCES = \
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$(top_srcdir)/src/mesa/program/prog_hash_table.c\
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$(top_srcdir)/src/mesa/program/symbol_table.c \
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$(GLSL_SRCDIR)/standalone_scaffolding.cpp \
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tests/builtin_variable_test.cpp \
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tests/general_ir_test.cpp
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tests_general_ir_test_CFLAGS = \
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$(PTHREAD_CFLAGS)
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224
src/glsl/tests/builtin_variable_test.cpp
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src/glsl/tests/builtin_variable_test.cpp
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@@ -0,0 +1,224 @@
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/*
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* Copyright © 2013 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include <gtest/gtest.h>
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#include "standalone_scaffolding.h"
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#include "main/compiler.h"
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#include "main/mtypes.h"
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#include "main/macros.h"
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#include "ralloc.h"
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#include "ir.h"
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#include "glsl_parser_extras.h"
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#include "glsl_symbol_table.h"
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class common_builtin : public ::testing::Test {
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public:
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common_builtin(GLenum shader_type)
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: shader_type(shader_type)
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{
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/* empty */
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}
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virtual void SetUp();
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virtual void TearDown();
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void string_starts_with_prefix(const char *str, const char *prefix);
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void names_start_with_gl();
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void uniforms_and_system_values_dont_have_explicit_location();
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void constants_are_constant();
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void no_invalid_variable_modes();
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GLenum shader_type;
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struct _mesa_glsl_parse_state *state;
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struct gl_shader *shader;
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void *mem_ctx;
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gl_context ctx;
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exec_list ir;
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};
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void
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common_builtin::SetUp()
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{
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this->mem_ctx = ralloc_context(NULL);
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this->ir.make_empty();
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initialize_context_to_defaults(&this->ctx, API_OPENGL_COMPAT);
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this->shader = rzalloc(this->mem_ctx, gl_shader);
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this->shader->Type = this->shader_type;
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this->state =
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new(mem_ctx) _mesa_glsl_parse_state(&this->ctx, this->shader->Type,
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this->shader);
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_mesa_glsl_initialize_types(this->state);
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_mesa_glsl_initialize_variables(&this->ir, this->state);
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}
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void
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common_builtin::TearDown()
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{
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ralloc_free(this->mem_ctx);
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this->mem_ctx = NULL;
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}
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void
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common_builtin::string_starts_with_prefix(const char *str, const char *prefix)
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{
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const size_t len = strlen(prefix);
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char *const name_prefix = new char[len + 1];
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strncpy(name_prefix, str, len);
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name_prefix[len] = '\0';
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EXPECT_STREQ(prefix, name_prefix) << "Bad name " << str;
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delete [] name_prefix;
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}
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void
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common_builtin::names_start_with_gl()
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{
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foreach_list(node, &this->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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string_starts_with_prefix(var->name, "gl_");
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}
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}
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void
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common_builtin::uniforms_and_system_values_dont_have_explicit_location()
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{
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foreach_list(node, &this->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var->mode != ir_var_uniform && var->mode != ir_var_system_value)
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continue;
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EXPECT_FALSE(var->explicit_location);
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EXPECT_EQ(-1, var->location);
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}
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}
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void
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common_builtin::constants_are_constant()
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{
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foreach_list(node, &this->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var->mode != ir_var_auto)
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continue;
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EXPECT_FALSE(var->explicit_location);
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EXPECT_EQ(-1, var->location);
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EXPECT_TRUE(var->read_only);
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}
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}
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void
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common_builtin::no_invalid_variable_modes()
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{
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foreach_list(node, &this->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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switch (var->mode) {
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case ir_var_auto:
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case ir_var_uniform:
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case ir_var_shader_in:
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case ir_var_shader_out:
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case ir_var_system_value:
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break;
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default:
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ADD_FAILURE() << "Built-in variable " << var->name
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<< " has an invalid mode " << int(var->mode);
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break;
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}
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}
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}
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/************************************************************/
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class vertex_builtin : public common_builtin {
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public:
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vertex_builtin()
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: common_builtin(GL_VERTEX_SHADER)
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{
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/* empty */
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}
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};
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TEST_F(vertex_builtin, names_start_with_gl)
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{
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common_builtin::names_start_with_gl();
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}
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TEST_F(vertex_builtin, inputs_have_explicit_location)
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{
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foreach_list(node, &this->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var->mode != ir_var_shader_in)
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continue;
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EXPECT_TRUE(var->explicit_location);
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EXPECT_NE(-1, var->location);
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EXPECT_GT(VERT_ATTRIB_GENERIC0, var->location);
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EXPECT_EQ(0u, var->location_frac);
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}
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}
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TEST_F(vertex_builtin, outputs_have_explicit_location)
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{
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foreach_list(node, &this->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var->mode != ir_var_shader_out)
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continue;
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EXPECT_TRUE(var->explicit_location);
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EXPECT_NE(-1, var->location);
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EXPECT_GT(VARYING_SLOT_VAR0, var->location);
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EXPECT_EQ(0u, var->location_frac);
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/* Several varyings only exist in the fragment shader. Be sure that no
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* outputs with these locations exist.
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*/
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EXPECT_NE(VARYING_SLOT_PNTC, var->location);
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EXPECT_NE(VARYING_SLOT_FACE, var->location);
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EXPECT_NE(VARYING_SLOT_PRIMITIVE_ID, var->location);
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}
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}
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TEST_F(vertex_builtin, uniforms_and_system_values_dont_have_explicit_location)
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{
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common_builtin::uniforms_and_system_values_dont_have_explicit_location();
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}
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TEST_F(vertex_builtin, constants_are_constant)
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{
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common_builtin::constants_are_constant();
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}
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TEST_F(vertex_builtin, no_invalid_variable_modes)
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{
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common_builtin::no_invalid_variable_modes();
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}
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