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// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/shader_translator.h"
#include "base/containers/contains.h"
#include "build/build_config.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/gl/gl_bindings.h"
namespace gpu {
namespace gles2 {
class ShaderTranslatorTest : public testing::Test {
public:
ShaderTranslatorTest() = default;
~ShaderTranslatorTest() override = default;
protected:
void SetUp() override {
#if BUILDFLAG(IS_WIN) && defined(ARCH_CPU_ARM64)
GTEST_SKIP() << "Angle doesn't support OpenGL on Windows";
#else
ShBuiltInResources resources;
sh::InitBuiltInResources(&resources);
resources.MaxExpressionComplexity = 32;
resources.MaxCallStackDepth = 32;
vertex_translator_ = new ShaderTranslator();
fragment_translator_ = new ShaderTranslator();
ASSERT_TRUE(vertex_translator_->Init(GL_VERTEX_SHADER, SH_GLES2_SPEC,
&resources, SH_ESSL_OUTPUT, {},
false));
ASSERT_TRUE(fragment_translator_->Init(GL_FRAGMENT_SHADER, SH_GLES2_SPEC,
&resources, SH_ESSL_OUTPUT, {},
false));
#endif // BUILDFLAG(IS_WIN) && defined(ARCH_CPU_ARM64)
}
void TearDown() override {
vertex_translator_ = nullptr;
fragment_translator_ = nullptr;
}
scoped_refptr<ShaderTranslator> vertex_translator_;
scoped_refptr<ShaderTranslator> fragment_translator_;
};
class ES3ShaderTranslatorTest : public testing::Test {
public:
ES3ShaderTranslatorTest() = default;
~ES3ShaderTranslatorTest() override = default;
protected:
void SetUp() override {
#if BUILDFLAG(IS_WIN) && defined(ARCH_CPU_ARM64)
GTEST_SKIP() << "Angle doesn't support OpenGL on Windows";
#else
ShBuiltInResources resources;
sh::InitBuiltInResources(&resources);
resources.MaxExpressionComplexity = 32;
resources.MaxCallStackDepth = 32;
vertex_translator_ = new ShaderTranslator();
fragment_translator_ = new ShaderTranslator();
ASSERT_TRUE(vertex_translator_->Init(GL_VERTEX_SHADER, SH_GLES3_SPEC,
&resources, SH_ESSL_OUTPUT, {},
false));
ASSERT_TRUE(fragment_translator_->Init(GL_FRAGMENT_SHADER, SH_GLES3_SPEC,
&resources, SH_ESSL_OUTPUT, {},
false));
#endif // BUILDFLAG(IS_WIN) && defined(ARCH_CPU_ARM64)
}
void TearDown() override {
vertex_translator_ = nullptr;
fragment_translator_ = nullptr;
}
scoped_refptr<ShaderTranslator> vertex_translator_;
scoped_refptr<ShaderTranslator> fragment_translator_;
};
TEST_F(ShaderTranslatorTest, ValidVertexShader) {
const char* shader =
"void main() {\n"
" gl_Position = vec4(1.0);\n"
"}";
// A valid shader should be successfully translated.
std::string info_log, translated_source;
int shader_version;
AttributeMap attrib_map;
UniformMap uniform_map;
VaryingMap varying_map;
InterfaceBlockMap interface_block_map;
OutputVariableList output_variable_list;
EXPECT_TRUE(vertex_translator_->Translate(
shader, &info_log, &translated_source, &shader_version, &attrib_map,
&uniform_map, &varying_map, &interface_block_map, &output_variable_list));
// Info log must be NULL.
EXPECT_TRUE(info_log.empty());
// Translated shader must be valid and non-empty.
ASSERT_FALSE(translated_source.empty());
// There should be no attributes, uniforms, and only one built-in
// varying: gl_Position.
EXPECT_TRUE(attrib_map.empty());
EXPECT_TRUE(uniform_map.empty());
EXPECT_TRUE(interface_block_map.empty());
EXPECT_EQ(1u, varying_map.size());
EXPECT_TRUE(output_variable_list.empty());
}
TEST_F(ShaderTranslatorTest, InvalidVertexShader) {
const char* bad_shader = "foo-bar";
const char* good_shader =
"void main() {\n"
" gl_Position = vec4(1.0);\n"
"}";
// An invalid shader should fail.
std::string info_log, translated_source;
int shader_version;
AttributeMap attrib_map;
UniformMap uniform_map;
VaryingMap varying_map;
InterfaceBlockMap interface_block_map;
OutputVariableList output_variable_list;
EXPECT_FALSE(vertex_translator_->Translate(
bad_shader, &info_log, &translated_source, &shader_version, &attrib_map,
&uniform_map, &varying_map, &interface_block_map, &output_variable_list));
// Info log must be valid and non-empty.
ASSERT_FALSE(info_log.empty());
// Translated shader must be NULL.
EXPECT_TRUE(translated_source.empty());
// There should be no attributes, uniforms, varyings, interface block or
// name mapping.
EXPECT_TRUE(attrib_map.empty());
EXPECT_TRUE(uniform_map.empty());
EXPECT_TRUE(varying_map.empty());
EXPECT_TRUE(interface_block_map.empty());
EXPECT_TRUE(output_variable_list.empty());
// Try a good shader after bad.
info_log.clear();
EXPECT_TRUE(vertex_translator_->Translate(
good_shader, &info_log, &translated_source, &shader_version, &attrib_map,
&uniform_map, &varying_map, &interface_block_map, &output_variable_list));
EXPECT_TRUE(info_log.empty());
EXPECT_FALSE(translated_source.empty());
EXPECT_TRUE(interface_block_map.empty());
}
TEST_F(ShaderTranslatorTest, ValidFragmentShader) {
const char* shader =
"void main() {\n"
" gl_FragColor = vec4(1.0);\n"
"}";
// A valid shader should be successfully translated.
std::string info_log, translated_source;
int shader_version;
AttributeMap attrib_map;
UniformMap uniform_map;
VaryingMap varying_map;
InterfaceBlockMap interface_block_map;
OutputVariableList output_variable_list;
EXPECT_TRUE(fragment_translator_->Translate(
shader, &info_log, &translated_source, &shader_version, &attrib_map,
&uniform_map, &varying_map, &interface_block_map, &output_variable_list));
// Info log must be NULL.
EXPECT_TRUE(info_log.empty());
// Translated shader must be valid and non-empty.
ASSERT_FALSE(translated_source.empty());
// There should be no attributes, uniforms, varyings, interface block or
// name mapping.
EXPECT_TRUE(attrib_map.empty());
EXPECT_TRUE(uniform_map.empty());
EXPECT_TRUE(varying_map.empty());
EXPECT_TRUE(interface_block_map.empty());
// gl_FragColor.
EXPECT_EQ(1u, output_variable_list.size());
}
TEST_F(ShaderTranslatorTest, InvalidFragmentShader) {
const char* shader = "foo-bar";
std::string info_log, translated_source;
int shader_version;
AttributeMap attrib_map;
UniformMap uniform_map;
VaryingMap varying_map;
InterfaceBlockMap interface_block_map;
OutputVariableList output_variable_list;
// An invalid shader should fail.
EXPECT_FALSE(fragment_translator_->Translate(
shader, &info_log, &translated_source, &shader_version, &attrib_map,
&uniform_map, &varying_map, &interface_block_map, &output_variable_list));
// Info log must be valid and non-empty.
EXPECT_FALSE(info_log.empty());
// Translated shader must be NULL.
EXPECT_TRUE(translated_source.empty());
// There should be no attributes, uniforms, varyings, interface block or
// name mapping.
EXPECT_TRUE(attrib_map.empty());
EXPECT_TRUE(uniform_map.empty());
EXPECT_TRUE(varying_map.empty());
EXPECT_TRUE(output_variable_list.empty());
}
TEST_F(ShaderTranslatorTest, GetAttributes) {
const char* shader =
"attribute vec4 vPosition;\n"
"void main() {\n"
" gl_Position = vPosition;\n"
"}";
std::string info_log, translated_source;
int shader_version;
AttributeMap attrib_map;
UniformMap uniform_map;
VaryingMap varying_map;
InterfaceBlockMap interface_block_map;
OutputVariableList output_variable_list;
EXPECT_TRUE(vertex_translator_->Translate(
shader, &info_log, &translated_source, &shader_version, &attrib_map,
&uniform_map, &varying_map, &interface_block_map, &output_variable_list));
// Info log must be NULL.
EXPECT_TRUE(info_log.empty());
// Translated shader must be valid and non-empty.
EXPECT_FALSE(translated_source.empty());
// There should be no uniforms.
EXPECT_TRUE(uniform_map.empty());
// There should be no interface blocks.
EXPECT_TRUE(interface_block_map.empty());
// There should be one attribute with following characteristics:
// name:vPosition type:GL_FLOAT_VEC4 size:0.
EXPECT_EQ(1u, attrib_map.size());
// The shader translator adds a "_u" prefix to user-defined names.
AttributeMap::const_iterator iter = attrib_map.find("_uvPosition");
EXPECT_TRUE(iter != attrib_map.end());
EXPECT_EQ(static_cast<GLenum>(GL_FLOAT_VEC4), iter->second.type);
EXPECT_EQ(0u, iter->second.getOutermostArraySize());
EXPECT_EQ("vPosition", iter->second.name);
}
TEST_F(ShaderTranslatorTest, GetUniforms) {
const char* shader =
"precision mediump float;\n"
"struct Foo {\n"
" vec4 color[1];\n"
"};\n"
"struct Bar {\n"
" Foo foo;\n"
"};\n"
"uniform Bar bar[2];\n"
"void main() {\n"
" gl_FragColor = bar[0].foo.color[0] + bar[1].foo.color[0];\n"
"}";
std::string info_log, translated_source;
int shader_version;
AttributeMap attrib_map;
UniformMap uniform_map;
VaryingMap varying_map;
InterfaceBlockMap interface_block_map;
OutputVariableList output_variable_list;
EXPECT_TRUE(fragment_translator_->Translate(
shader, &info_log, &translated_source, &shader_version, &attrib_map,
&uniform_map, &varying_map, &interface_block_map, &output_variable_list));
// Info log must be NULL.
EXPECT_TRUE(info_log.empty());
// Translated shader must be valid and non-empty.
EXPECT_FALSE(translated_source.empty());
// There should be no attributes.
EXPECT_TRUE(attrib_map.empty());
// There should be no interface blocks.
EXPECT_TRUE(interface_block_map.empty());
// There should be two uniforms with following characteristics:
// 1. name:bar[0].foo.color[0] type:GL_FLOAT_VEC4 size:1
// 2. name:bar[1].foo.color[0] type:GL_FLOAT_VEC4 size:1
// However, there will be only one entry "bar" in the map.
EXPECT_EQ(1u, uniform_map.size());
// The shader translator adds a "_u" prefix to user-defined names.
UniformMap::const_iterator iter = uniform_map.find("_ubar");
EXPECT_TRUE(iter != uniform_map.end());
// First uniform.
const sh::ShaderVariable* info;
std::string original_name;
EXPECT_TRUE(iter->second.findInfoByMappedName("_ubar[0]._ufoo._ucolor[0]",
&info, &original_name));
EXPECT_EQ(static_cast<GLenum>(GL_FLOAT_VEC4), info->type);
EXPECT_EQ(1u, info->getOutermostArraySize());
EXPECT_STREQ("color", info->name.c_str());
EXPECT_STREQ("bar[0].foo.color[0]", original_name.c_str());
// Second uniform.
EXPECT_TRUE(iter->second.findInfoByMappedName("_ubar[1]._ufoo._ucolor[0]",
&info, &original_name));
EXPECT_EQ(static_cast<GLenum>(GL_FLOAT_VEC4), info->type);
EXPECT_EQ(1u, info->getOutermostArraySize());
EXPECT_STREQ("color", info->name.c_str());
EXPECT_STREQ("bar[1].foo.color[0]", original_name.c_str());
EXPECT_EQ(1u, output_variable_list.size());
ASSERT_TRUE(output_variable_list.size() > 0);
EXPECT_EQ(output_variable_list[0].mappedName, "gl_FragColor");
}
TEST_F(ES3ShaderTranslatorTest, InvalidInterfaceBlocks) {
const char* shader =
"#version 300 es\n"
"precision mediump float;\n"
"layout(location=0) out vec4 oColor;\n"
"uniform Color {\n"
" float red;\n"
" float green;\n"
" float blue;\n"
"};\n"
"uniform Color2 {\n"
" float R;\n"
" float green;\n"
" float B;\n"
"};\n"
"void main() {\n"
" oColor = vec4(red * R, green * green, blue * B, 1.0);\n"
"}";
std::string info_log, translated_source;
int shader_version;
AttributeMap attrib_map;
UniformMap uniform_map;
VaryingMap varying_map;
InterfaceBlockMap interface_block_map;
OutputVariableList output_variable_list;
EXPECT_FALSE(fragment_translator_->Translate(
shader, &info_log, &translated_source, &shader_version, &attrib_map,
&uniform_map, &varying_map, &interface_block_map, &output_variable_list));
// Info log must be valid and non-empty.
ASSERT_FALSE(info_log.empty());
// Translated shader must be NULL.
EXPECT_TRUE(translated_source.empty());
// There should be no attributes, uniforms, varyings, interface block or
// name mapping.
EXPECT_TRUE(attrib_map.empty());
EXPECT_TRUE(uniform_map.empty());
EXPECT_TRUE(varying_map.empty());
EXPECT_TRUE(interface_block_map.empty());
}
TEST_F(ES3ShaderTranslatorTest, GetInterfaceBlocks) {
const char* shader =
"#version 300 es\n"
"precision mediump float;\n"
"layout(location=0) out vec4 oColor;\n"
"uniform Color {\n"
" float red;\n"
" float green;\n"
" float blue;\n"
"};\n"
"void main() {\n"
" oColor = vec4(red, green, blue, 1.0);\n"
"}";
std::string info_log, translated_source;
int shader_version;
AttributeMap attrib_map;
UniformMap uniform_map;
VaryingMap varying_map;
InterfaceBlockMap interface_block_map;
OutputVariableList output_variable_list;
EXPECT_TRUE(fragment_translator_->Translate(
shader, &info_log, &translated_source, &shader_version, &attrib_map,
&uniform_map, &varying_map, &interface_block_map, &output_variable_list));
// Info log must be NULL.
EXPECT_TRUE(info_log.empty());
// Translated shader must be valid and non-empty.
EXPECT_FALSE(translated_source.empty());
// There should be no attributes.
EXPECT_TRUE(attrib_map.empty());
// There should be one block in interface_block_map
EXPECT_EQ(1u, interface_block_map.size());
InterfaceBlockMap::const_iterator iter;
for (iter = interface_block_map.begin();
iter != interface_block_map.end(); ++iter) {
if (iter->second.name == "Color")
break;
}
EXPECT_TRUE(iter != interface_block_map.end());
}
TEST_F(ShaderTranslatorTest, OptionsString) {
scoped_refptr<ShaderTranslator> translator_1 = new ShaderTranslator();
scoped_refptr<ShaderTranslator> translator_2 = new ShaderTranslator();
scoped_refptr<ShaderTranslator> translator_3 = new ShaderTranslator();
ShBuiltInResources resources;
sh::InitBuiltInResources(&resources);
ShCompileOptions with_init_output_variables{};
with_init_output_variables.initOutputVariables = true;
ASSERT_TRUE(translator_1->Init(GL_VERTEX_SHADER, SH_GLES2_SPEC, &resources,
SH_GLSL_150_CORE_OUTPUT, {}, false));
ASSERT_TRUE(translator_2->Init(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, &resources,
SH_GLSL_150_CORE_OUTPUT,
with_init_output_variables, false));
resources.EXT_draw_buffers = 1;
ASSERT_TRUE(translator_3->Init(GL_VERTEX_SHADER, SH_GLES2_SPEC, &resources,
SH_GLSL_150_CORE_OUTPUT, {}, false));
std::string options_1(
translator_1->GetStringForOptionsThatWouldAffectCompilation()->data);
std::string options_2(
translator_1->GetStringForOptionsThatWouldAffectCompilation()->data);
std::string options_3(
translator_2->GetStringForOptionsThatWouldAffectCompilation()->data);
std::string options_4(
translator_3->GetStringForOptionsThatWouldAffectCompilation()->data);
EXPECT_EQ(options_1, options_2);
EXPECT_NE(options_1, options_3);
EXPECT_NE(options_1, options_4);
EXPECT_NE(options_3, options_4);
}
class ShaderTranslatorOutputVersionTest
: public testing::TestWithParam<testing::tuple<const char*, const char*>> {
public:
#if BUILDFLAG(IS_WIN) && defined(ARCH_CPU_ARM64)
void SetUp() override {
GTEST_SKIP() << "Angle doesn't support OpenGL on Windows";
}
#endif
};
// crbug.com/540543
// https://bugs.chromium.org/p/angleproject/issues/detail?id=1276
// https://bugs.chromium.org/p/angleproject/issues/detail?id=1277
TEST_F(ShaderTranslatorOutputVersionTest, DISABLED_CompatibilityOutput) {
ShBuiltInResources resources;
sh::InitBuiltInResources(&resources);
ShCompileOptions compile_options{};
compile_options.objectCode = true;
ShShaderOutput shader_output_language = SH_GLSL_COMPATIBILITY_OUTPUT;
scoped_refptr<ShaderTranslator> vertex_translator = new ShaderTranslator();
ASSERT_TRUE(vertex_translator->Init(GL_VERTEX_SHADER, SH_GLES2_SPEC,
&resources, shader_output_language,
compile_options,
false));
scoped_refptr<ShaderTranslator> fragment_translator = new ShaderTranslator();
ASSERT_TRUE(fragment_translator->Init(GL_FRAGMENT_SHADER, SH_GLES2_SPEC,
&resources, shader_output_language,
compile_options,
false));
std::string translated_source;
int shader_version;
{
const char* kShader =
"attribute vec4 vPosition;\n"
"void main() {\n"
"}";
EXPECT_TRUE(vertex_translator->Translate(
kShader, nullptr, &translated_source, &shader_version, nullptr, nullptr,
nullptr, nullptr, nullptr));
EXPECT_TRUE(translated_source.find("#version") == std::string::npos);
if (!base::Contains(translated_source, "gl_Position =")) {
ADD_FAILURE() << "Did not find gl_Position initialization.";
LOG(ERROR) << "Generated output:\n" << translated_source;
}
}
{
const char* kShader =
"#pragma STDGL invariant(all)\n"
"precision mediump float;\n"
"varying vec4 v_varying;\n"
"void main() {\n"
" gl_FragColor = v_varying;\n"
"}\n";
EXPECT_TRUE(fragment_translator->Translate(
kShader, nullptr, &translated_source, &shader_version, nullptr, nullptr,
nullptr, nullptr, nullptr));
EXPECT_TRUE(base::Contains(translated_source, "#version 120"));
if (base::Contains(translated_source, "#pragma STDGL invariant(all)")) {
ADD_FAILURE() << "Found forbidden pragma.";
LOG(ERROR) << "Generated output:\n" << translated_source;
}
}
}
TEST_P(ShaderTranslatorOutputVersionTest, HasCorrectOutputGLSLVersion) {
// Test that translating to a shader targeting certain OpenGL context version
// (version string in test param tuple index 0) produces a GLSL shader that
// contains correct version string for that context (version directive
// in test param tuple index 1).
const char* kShader =
"attribute vec4 vPosition;\n"
"void main() {\n"
" gl_Position = vPosition;\n"
"}";
scoped_refptr<ShaderTranslator> translator = new ShaderTranslator();
ShBuiltInResources resources;
sh::InitBuiltInResources(&resources);
ShCompileOptions compile_options{};
compile_options.objectCode = true;
ASSERT_TRUE(translator->Init(GL_VERTEX_SHADER, SH_GLES2_SPEC, &resources,
SH_ESSL_OUTPUT, compile_options, false));
std::string translated_source;
int shader_version;
EXPECT_TRUE(translator->Translate(kShader, nullptr, &translated_source,
&shader_version, nullptr, nullptr, nullptr,
nullptr, nullptr));
std::string expected_version_directive = testing::get<1>(GetParam());
if (expected_version_directive.empty()) {
EXPECT_TRUE(!base::Contains(translated_source, "#version"))
<< "Translation was:\n"
<< translated_source;
} else {
EXPECT_TRUE(base::Contains(translated_source, expected_version_directive))
<< "Translation was:\n"
<< translated_source;
}
}
// For some compilers, using make_tuple("a", "bb") would end up
// instantiating make_tuple<char[1], char[2]>. This does not work.
namespace {
testing::tuple<const char*, const char*> make_gl_glsl_tuple(
const char* gl_version,
const char* glsl_version_directive) {
return testing::make_tuple(gl_version, glsl_version_directive);
}
}
// Test data for the above test. Check that for the OpenGL ES output
// contexts, the shader is such that GLSL 1.0 is used. The translator
// selects GLSL 1.0 by not output any version at the moment, though we
// do not know if that would be correct for the future OpenGL ES specs.
INSTANTIATE_TEST_SUITE_P(
OpenGLESContexts,
ShaderTranslatorOutputVersionTest,
testing::Values(make_gl_glsl_tuple("opengl es 2.0", ""),
make_gl_glsl_tuple("opengl es 3.0", ""),
make_gl_glsl_tuple("opengl es 3.1", ""),
make_gl_glsl_tuple("opengl es 3.2", "")));
} // namespace gles2
} // namespace gpu
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