
Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Acked-by: Matt Turner <mattst88@gmail.com> Acked-by: Jose Fonseca <jfonseca@vmware.com>
394 lines
11 KiB
C++
394 lines
11 KiB
C++
/*
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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 "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->shader->Stage = _mesa_shader_enum_to_shader_stage(this->shader_type);
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this->state =
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new(mem_ctx) _mesa_glsl_parse_state(&this->ctx, this->shader->Stage,
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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_in_list(ir_instruction, node, &this->ir) {
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ir_variable *const var = 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_in_list(ir_instruction, node, &this->ir) {
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ir_variable *const var = node->as_variable();
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if (var->data.mode != ir_var_uniform && var->data.mode != ir_var_system_value)
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continue;
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EXPECT_FALSE(var->data.explicit_location);
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EXPECT_EQ(-1, var->data.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_in_list(ir_instruction, node, &this->ir) {
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ir_variable *const var = node->as_variable();
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if (var->data.mode != ir_var_auto)
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continue;
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EXPECT_FALSE(var->data.explicit_location);
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EXPECT_EQ(-1, var->data.location);
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EXPECT_TRUE(var->data.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_in_list(ir_instruction, node, &this->ir) {
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ir_variable *const var = node->as_variable();
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switch (var->data.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->data.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_in_list(ir_instruction, node, &this->ir) {
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ir_variable *const var = node->as_variable();
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if (var->data.mode != ir_var_shader_in)
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continue;
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EXPECT_TRUE(var->data.explicit_location);
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EXPECT_NE(-1, var->data.location);
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EXPECT_GT(VERT_ATTRIB_GENERIC0, var->data.location);
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EXPECT_EQ(0u, var->data.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_in_list(ir_instruction, node, &this->ir) {
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ir_variable *const var = node->as_variable();
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if (var->data.mode != ir_var_shader_out)
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continue;
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EXPECT_TRUE(var->data.explicit_location);
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EXPECT_NE(-1, var->data.location);
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EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
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EXPECT_EQ(0u, var->data.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->data.location);
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EXPECT_NE(VARYING_SLOT_FACE, var->data.location);
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EXPECT_NE(VARYING_SLOT_PRIMITIVE_ID, var->data.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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/********************************************************************/
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class fragment_builtin : public common_builtin {
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public:
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fragment_builtin()
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: common_builtin(GL_FRAGMENT_SHADER)
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{
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/* empty */
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}
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};
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TEST_F(fragment_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(fragment_builtin, inputs_have_explicit_location)
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{
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foreach_in_list(ir_instruction, node, &this->ir) {
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ir_variable *const var = node->as_variable();
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if (var->data.mode != ir_var_shader_in)
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continue;
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EXPECT_TRUE(var->data.explicit_location);
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EXPECT_NE(-1, var->data.location);
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EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
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EXPECT_EQ(0u, var->data.location_frac);
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/* Several varyings only exist in the vertex / geometry shader. Be sure
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* that no inputs with these locations exist.
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*/
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EXPECT_TRUE(_mesa_varying_slot_in_fs((gl_varying_slot) var->data.location));
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}
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}
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TEST_F(fragment_builtin, outputs_have_explicit_location)
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{
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foreach_in_list(ir_instruction, node, &this->ir) {
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ir_variable *const var = node->as_variable();
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if (var->data.mode != ir_var_shader_out)
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continue;
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EXPECT_TRUE(var->data.explicit_location);
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EXPECT_NE(-1, var->data.location);
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/* gl_FragData[] has location FRAG_RESULT_DATA0. Locations beyond that
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* are invalid.
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*/
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EXPECT_GE(FRAG_RESULT_DATA0, var->data.location);
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EXPECT_EQ(0u, var->data.location_frac);
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}
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}
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TEST_F(fragment_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(fragment_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(fragment_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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/********************************************************************/
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class geometry_builtin : public common_builtin {
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public:
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geometry_builtin()
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: common_builtin(GL_GEOMETRY_SHADER)
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{
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/* empty */
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}
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};
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TEST_F(geometry_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(geometry_builtin, inputs_have_explicit_location)
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{
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foreach_in_list(ir_instruction, node, &this->ir) {
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ir_variable *const var = node->as_variable();
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if (var->data.mode != ir_var_shader_in)
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continue;
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if (var->is_interface_instance()) {
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EXPECT_STREQ("gl_in", var->name);
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EXPECT_FALSE(var->data.explicit_location);
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EXPECT_EQ(-1, var->data.location);
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ASSERT_TRUE(var->type->is_array());
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const glsl_type *const instance_type = var->type->fields.array;
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for (unsigned i = 0; i < instance_type->length; i++) {
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const glsl_struct_field *const input =
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&instance_type->fields.structure[i];
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string_starts_with_prefix(input->name, "gl_");
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EXPECT_NE(-1, input->location);
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EXPECT_GT(VARYING_SLOT_VAR0, input->location);
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/* Several varyings only exist in the fragment shader. Be sure
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* that no inputs with these locations exist.
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*/
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EXPECT_NE(VARYING_SLOT_PNTC, input->location);
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EXPECT_NE(VARYING_SLOT_FACE, input->location);
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}
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} else {
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EXPECT_TRUE(var->data.explicit_location);
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EXPECT_NE(-1, var->data.location);
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EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
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EXPECT_EQ(0u, var->data.location_frac);
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}
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/* Several varyings only exist in the fragment shader. Be sure that no
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* inputs with these locations exist.
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*/
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EXPECT_NE(VARYING_SLOT_PNTC, var->data.location);
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EXPECT_NE(VARYING_SLOT_FACE, var->data.location);
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}
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}
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TEST_F(geometry_builtin, outputs_have_explicit_location)
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{
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foreach_in_list(ir_instruction, node, &this->ir) {
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ir_variable *const var = node->as_variable();
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if (var->data.mode != ir_var_shader_out)
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continue;
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EXPECT_TRUE(var->data.explicit_location);
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EXPECT_NE(-1, var->data.location);
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EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
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EXPECT_EQ(0u, var->data.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->data.location);
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EXPECT_NE(VARYING_SLOT_FACE, var->data.location);
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}
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}
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TEST_F(geometry_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(geometry_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(geometry_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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