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-rw-r--r--src/compiler/glsl/tests/builtin_variable_test.cpp393
1 files changed, 393 insertions, 0 deletions
diff --git a/src/compiler/glsl/tests/builtin_variable_test.cpp b/src/compiler/glsl/tests/builtin_variable_test.cpp
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+++ b/src/compiler/glsl/tests/builtin_variable_test.cpp
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+/*
+ * Copyright © 2013 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+#include <gtest/gtest.h>
+#include "standalone_scaffolding.h"
+#include "main/compiler.h"
+#include "main/mtypes.h"
+#include "main/macros.h"
+#include "ir.h"
+#include "glsl_parser_extras.h"
+#include "glsl_symbol_table.h"
+
+class common_builtin : public ::testing::Test {
+public:
+ common_builtin(GLenum shader_type)
+ : shader_type(shader_type)
+ {
+ /* empty */
+ }
+
+ virtual void SetUp();
+ virtual void TearDown();
+
+ void string_starts_with_prefix(const char *str, const char *prefix);
+ void names_start_with_gl();
+ void uniforms_and_system_values_dont_have_explicit_location();
+ void constants_are_constant();
+ void no_invalid_variable_modes();
+
+ GLenum shader_type;
+ struct _mesa_glsl_parse_state *state;
+ struct gl_shader *shader;
+ void *mem_ctx;
+ gl_context ctx;
+ exec_list ir;
+};
+
+void
+common_builtin::SetUp()
+{
+ this->mem_ctx = ralloc_context(NULL);
+ this->ir.make_empty();
+
+ initialize_context_to_defaults(&this->ctx, API_OPENGL_COMPAT);
+
+ this->shader = rzalloc(this->mem_ctx, gl_shader);
+ this->shader->Type = this->shader_type;
+ this->shader->Stage = _mesa_shader_enum_to_shader_stage(this->shader_type);
+
+ this->state =
+ new(mem_ctx) _mesa_glsl_parse_state(&this->ctx, this->shader->Stage,
+ this->shader);
+
+ _mesa_glsl_initialize_types(this->state);
+ _mesa_glsl_initialize_variables(&this->ir, this->state);
+}
+
+void
+common_builtin::TearDown()
+{
+ ralloc_free(this->mem_ctx);
+ this->mem_ctx = NULL;
+}
+
+void
+common_builtin::string_starts_with_prefix(const char *str, const char *prefix)
+{
+ const size_t len = strlen(prefix);
+ char *const name_prefix = new char[len + 1];
+
+ strncpy(name_prefix, str, len);
+ name_prefix[len] = '\0';
+ EXPECT_STREQ(prefix, name_prefix) << "Bad name " << str;
+
+ delete [] name_prefix;
+}
+
+void
+common_builtin::names_start_with_gl()
+{
+ foreach_in_list(ir_instruction, node, &this->ir) {
+ ir_variable *const var = node->as_variable();
+
+ string_starts_with_prefix(var->name, "gl_");
+ }
+}
+
+void
+common_builtin::uniforms_and_system_values_dont_have_explicit_location()
+{
+ foreach_in_list(ir_instruction, node, &this->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if (var->data.mode != ir_var_uniform && var->data.mode != ir_var_system_value)
+ continue;
+
+ EXPECT_FALSE(var->data.explicit_location);
+ EXPECT_EQ(-1, var->data.location);
+ }
+}
+
+void
+common_builtin::constants_are_constant()
+{
+ foreach_in_list(ir_instruction, node, &this->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if (var->data.mode != ir_var_auto)
+ continue;
+
+ EXPECT_FALSE(var->data.explicit_location);
+ EXPECT_EQ(-1, var->data.location);
+ EXPECT_TRUE(var->data.read_only);
+ }
+}
+
+void
+common_builtin::no_invalid_variable_modes()
+{
+ foreach_in_list(ir_instruction, node, &this->ir) {
+ ir_variable *const var = node->as_variable();
+
+ switch (var->data.mode) {
+ case ir_var_auto:
+ case ir_var_uniform:
+ case ir_var_shader_in:
+ case ir_var_shader_out:
+ case ir_var_system_value:
+ break;
+
+ default:
+ ADD_FAILURE() << "Built-in variable " << var->name
+ << " has an invalid mode " << int(var->data.mode);
+ break;
+ }
+ }
+}
+
+/************************************************************/
+
+class vertex_builtin : public common_builtin {
+public:
+ vertex_builtin()
+ : common_builtin(GL_VERTEX_SHADER)
+ {
+ /* empty */
+ }
+};
+
+TEST_F(vertex_builtin, names_start_with_gl)
+{
+ common_builtin::names_start_with_gl();
+}
+
+TEST_F(vertex_builtin, inputs_have_explicit_location)
+{
+ foreach_in_list(ir_instruction, node, &this->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if (var->data.mode != ir_var_shader_in)
+ continue;
+
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
+ EXPECT_GT(VERT_ATTRIB_GENERIC0, var->data.location);
+ EXPECT_EQ(0u, var->data.location_frac);
+ }
+}
+
+TEST_F(vertex_builtin, outputs_have_explicit_location)
+{
+ foreach_in_list(ir_instruction, node, &this->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if (var->data.mode != ir_var_shader_out)
+ continue;
+
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
+ EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
+ EXPECT_EQ(0u, var->data.location_frac);
+
+ /* Several varyings only exist in the fragment shader. Be sure that no
+ * outputs with these locations exist.
+ */
+ EXPECT_NE(VARYING_SLOT_PNTC, var->data.location);
+ EXPECT_NE(VARYING_SLOT_FACE, var->data.location);
+ EXPECT_NE(VARYING_SLOT_PRIMITIVE_ID, var->data.location);
+ }
+}
+
+TEST_F(vertex_builtin, uniforms_and_system_values_dont_have_explicit_location)
+{
+ common_builtin::uniforms_and_system_values_dont_have_explicit_location();
+}
+
+TEST_F(vertex_builtin, constants_are_constant)
+{
+ common_builtin::constants_are_constant();
+}
+
+TEST_F(vertex_builtin, no_invalid_variable_modes)
+{
+ common_builtin::no_invalid_variable_modes();
+}
+
+/********************************************************************/
+
+class fragment_builtin : public common_builtin {
+public:
+ fragment_builtin()
+ : common_builtin(GL_FRAGMENT_SHADER)
+ {
+ /* empty */
+ }
+};
+
+TEST_F(fragment_builtin, names_start_with_gl)
+{
+ common_builtin::names_start_with_gl();
+}
+
+TEST_F(fragment_builtin, inputs_have_explicit_location)
+{
+ foreach_in_list(ir_instruction, node, &this->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if (var->data.mode != ir_var_shader_in)
+ continue;
+
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
+ EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
+ EXPECT_EQ(0u, var->data.location_frac);
+
+ /* Several varyings only exist in the vertex / geometry shader. Be sure
+ * that no inputs with these locations exist.
+ */
+ EXPECT_TRUE(_mesa_varying_slot_in_fs((gl_varying_slot) var->data.location));
+ }
+}
+
+TEST_F(fragment_builtin, outputs_have_explicit_location)
+{
+ foreach_in_list(ir_instruction, node, &this->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if (var->data.mode != ir_var_shader_out)
+ continue;
+
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
+
+ /* gl_FragData[] has location FRAG_RESULT_DATA0. Locations beyond that
+ * are invalid.
+ */
+ EXPECT_GE(FRAG_RESULT_DATA0, var->data.location);
+
+ EXPECT_EQ(0u, var->data.location_frac);
+ }
+}
+
+TEST_F(fragment_builtin, uniforms_and_system_values_dont_have_explicit_location)
+{
+ common_builtin::uniforms_and_system_values_dont_have_explicit_location();
+}
+
+TEST_F(fragment_builtin, constants_are_constant)
+{
+ common_builtin::constants_are_constant();
+}
+
+TEST_F(fragment_builtin, no_invalid_variable_modes)
+{
+ common_builtin::no_invalid_variable_modes();
+}
+
+/********************************************************************/
+
+class geometry_builtin : public common_builtin {
+public:
+ geometry_builtin()
+ : common_builtin(GL_GEOMETRY_SHADER)
+ {
+ /* empty */
+ }
+};
+
+TEST_F(geometry_builtin, names_start_with_gl)
+{
+ common_builtin::names_start_with_gl();
+}
+
+TEST_F(geometry_builtin, inputs_have_explicit_location)
+{
+ foreach_in_list(ir_instruction, node, &this->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if (var->data.mode != ir_var_shader_in)
+ continue;
+
+ if (var->is_interface_instance()) {
+ EXPECT_STREQ("gl_in", var->name);
+ EXPECT_FALSE(var->data.explicit_location);
+ EXPECT_EQ(-1, var->data.location);
+
+ ASSERT_TRUE(var->type->is_array());
+
+ const glsl_type *const instance_type = var->type->fields.array;
+
+ for (unsigned i = 0; i < instance_type->length; i++) {
+ const glsl_struct_field *const input =
+ &instance_type->fields.structure[i];
+
+ string_starts_with_prefix(input->name, "gl_");
+ EXPECT_NE(-1, input->location);
+ EXPECT_GT(VARYING_SLOT_VAR0, input->location);
+
+ /* Several varyings only exist in the fragment shader. Be sure
+ * that no inputs with these locations exist.
+ */
+ EXPECT_NE(VARYING_SLOT_PNTC, input->location);
+ EXPECT_NE(VARYING_SLOT_FACE, input->location);
+ }
+ } else {
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
+ EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
+ EXPECT_EQ(0u, var->data.location_frac);
+ }
+
+ /* Several varyings only exist in the fragment shader. Be sure that no
+ * inputs with these locations exist.
+ */
+ EXPECT_NE(VARYING_SLOT_PNTC, var->data.location);
+ EXPECT_NE(VARYING_SLOT_FACE, var->data.location);
+ }
+}
+
+TEST_F(geometry_builtin, outputs_have_explicit_location)
+{
+ foreach_in_list(ir_instruction, node, &this->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if (var->data.mode != ir_var_shader_out)
+ continue;
+
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
+ EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
+ EXPECT_EQ(0u, var->data.location_frac);
+
+ /* Several varyings only exist in the fragment shader. Be sure that no
+ * outputs with these locations exist.
+ */
+ EXPECT_NE(VARYING_SLOT_PNTC, var->data.location);
+ EXPECT_NE(VARYING_SLOT_FACE, var->data.location);
+ }
+}
+
+TEST_F(geometry_builtin, uniforms_and_system_values_dont_have_explicit_location)
+{
+ common_builtin::uniforms_and_system_values_dont_have_explicit_location();
+}
+
+TEST_F(geometry_builtin, constants_are_constant)
+{
+ common_builtin::constants_are_constant();
+}
+
+TEST_F(geometry_builtin, no_invalid_variable_modes)
+{
+ common_builtin::no_invalid_variable_modes();
+}