Commit a1f6dc95 by Yuly Novikov Committed by Commit Bot

Varying invariance must match between shaders in ESSL 1.00

While in ESSL 3.00 invariant is allowed only for out varyings. Verify that, and update test expectations. BUG=angleproject:1293 TEST=GLSLTest*.Invariant* Change-Id: I5cab6c68f2b94ea2179719119668d905fe7a9b3d Reviewed-on: https://chromium-review.googlesource.com/352743Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
parent cfa48d37
......@@ -1628,6 +1628,8 @@ bool Program::linkVaryings(InfoLog &infoLog,
const Shader *vertexShader,
const Shader *fragmentShader)
{
ASSERT(vertexShader->getShaderVersion() == fragmentShader->getShaderVersion());
const std::vector<sh::Varying> &vertexVaryings = vertexShader->getVaryings();
const std::vector<sh::Varying> &fragmentVaryings = fragmentShader->getVaryings();
......@@ -1646,7 +1648,8 @@ bool Program::linkVaryings(InfoLog &infoLog,
if (output.name == input.name)
{
ASSERT(!input.isBuiltIn());
if (!linkValidateVaryings(infoLog, output.name, input, output))
if (!linkValidateVaryings(infoLog, output.name, input, output,
vertexShader->getShaderVersion()))
{
return false;
}
......@@ -2103,7 +2106,11 @@ bool Program::linkValidateUniforms(InfoLog &infoLog, const std::string &uniformN
return true;
}
bool Program::linkValidateVaryings(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying)
bool Program::linkValidateVaryings(InfoLog &infoLog,
const std::string &varyingName,
const sh::Varying &vertexVarying,
const sh::Varying &fragmentVarying,
int shaderVersion)
{
if (!linkValidateVariablesBase(infoLog, varyingName, vertexVarying, fragmentVarying, false))
{
......@@ -2112,7 +2119,15 @@ bool Program::linkValidateVaryings(InfoLog &infoLog, const std::string &varyingN
if (!sh::InterpolationTypesMatch(vertexVarying.interpolation, fragmentVarying.interpolation))
{
infoLog << "Interpolation types for " << varyingName << " differ between vertex and fragment shaders";
infoLog << "Interpolation types for " << varyingName
<< " differ between vertex and fragment shaders.";
return false;
}
if (shaderVersion == 100 && vertexVarying.isInvariant != fragmentVarying.isInvariant)
{
infoLog << "Invariance for " << varyingName
<< " differs between vertex and fragment shaders.";
return false;
}
......
......@@ -366,7 +366,11 @@ class Program final : angle::NonCopyable, public LabeledObject
const sh::ShaderVariable &fragmentVariable,
bool validatePrecision);
static bool linkValidateVaryings(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying);
static bool linkValidateVaryings(InfoLog &infoLog,
const std::string &varyingName,
const sh::Varying &vertexVarying,
const sh::Varying &fragmentVarying,
int shaderVersion);
bool linkValidateTransformFeedback(InfoLog &infoLog,
const std::vector<const sh::Varying *> &linkedVaryings,
const Caps &caps) const;
......
......@@ -624,67 +624,6 @@ TEST_P(GLSLTest, TwoElseIfRewriting)
EXPECT_NE(0u, program);
}
// Verify that linking shaders declaring different shading language versions fails.
TEST_P(GLSLTest_ES3, VersionMismatch)
{
const std::string fragmentShaderSource100 =
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource100 =
"attribute vec4 a_position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
const std::string fragmentShaderSource300 =
"#version 300 es\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource300 =
"#version 300 es\n"
"in vec4 a_position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource300, fragmentShaderSource100);
EXPECT_EQ(0u, program);
program = CompileProgram(vertexShaderSource100, fragmentShaderSource300);
EXPECT_EQ(0u, program);
}
TEST_P(GLSLTest, InvariantVaryingOut)
{
// TODO(geofflang): Some OpenGL drivers have compile errors when varyings do not have matching
// invariant attributes (http://anglebug.com/1293)
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
varying float v_varying;
void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
);
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 a_position;
invariant varying float v_varying;
void main() { v_varying = a_position.x; gl_Position = a_position; }
);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, FrontFacingAndVarying)
{
EGLPlatformParameters platform = GetParam().eglParameters;
......@@ -736,91 +675,214 @@ TEST_P(GLSLTest, FrontFacingAndVarying)
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, InvariantVaryingIn)
// Verify that linking shaders declaring different shading language versions fails.
TEST_P(GLSLTest_ES3, VersionMismatch)
{
// TODO(geofflang): Some OpenGL drivers have compile errors when varyings do not have matching
// invariant attributes (http://anglebug.com/1293)
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
const std::string fragmentShaderSource100 =
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource100 =
"attribute vec4 a_position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
const std::string fragmentShaderSource300 =
"#version 300 es\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource300 =
"#version 300 es\n"
"in vec4 a_position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource300, fragmentShaderSource100);
EXPECT_EQ(0u, program);
program = CompileProgram(vertexShaderSource100, fragmentShaderSource300);
EXPECT_EQ(0u, program);
}
// Verify that declaring varying as invariant only in vertex shader fails in ESSL 1.00.
TEST_P(GLSLTest, InvariantVaryingOut)
{
const std::string fragmentShaderSource =
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"attribute vec4 a_position;\n"
"invariant varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that declaring varying as invariant only in vertex shader succeeds in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantVaryingOut)
{
// TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader
// for varyings which are invariant in vertex shader (http://anglebug.com/1293)
if (isOpenGL())
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
invariant varying float v_varying;
void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
);
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 a_position;
varying float v_varying;
void main() { v_varying = a_position.x; gl_Position = a_position; }
);
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 a_position;\n"
"invariant out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that declaring varying as invariant only in fragment shader fails in ESSL 1.00.
TEST_P(GLSLTest, InvariantVaryingIn)
{
const std::string fragmentShaderSource =
"precision mediump float;\n"
"invariant varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"attribute vec4 a_position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that declaring varying as invariant only in fragment shader fails in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantVaryingIn)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"invariant in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 a_position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that declaring varying as invariant in both shaders succeeds in ESSL 1.00.
TEST_P(GLSLTest, InvariantVaryingBoth)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
invariant varying float v_varying;
void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
);
const std::string fragmentShaderSource =
"precision mediump float;\n"
"invariant varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 a_position;
invariant varying float v_varying;
void main() { v_varying = a_position.x; gl_Position = a_position; }
);
const std::string vertexShaderSource =
"attribute vec4 a_position;\n"
"invariant varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that declaring varying as invariant in both shaders fails in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantVaryingBoth)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"invariant in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 a_position;\n"
"invariant out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that declaring gl_Position as invariant succeeds in ESSL 1.00.
TEST_P(GLSLTest, InvariantGLPosition)
{
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
varying float v_varying;
void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
);
const std::string fragmentShaderSource =
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource = SHADER_SOURCE
(
attribute vec4 a_position;
invariant gl_Position;
varying float v_varying;
void main() { v_varying = a_position.x; gl_Position = a_position; }
);
const std::string vertexShaderSource =
"attribute vec4 a_position;\n"
"invariant gl_Position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
// Verify that declaring gl_Position as invariant succeeds in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantGLPosition)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 a_position;\n"
"invariant gl_Position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, InvariantAll)
// Verify that using invariant(all) in both shaders succeeds in ESSL 1.00.
TEST_P(GLSLTest, InvariantAllBoth)
{
// TODO(geofflang): Some OpenGL drivers have compile errors when varyings do not have matching
// invariant attributes (http://anglebug.com/1293)
if (getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
// TODO: ESSL 1.00 -> GLSL 1.20 translation should add "invariant" in fragment shader
// for varyings which are invariant in vertex shader individually,
// and remove invariant(all) from fragment shader (http://anglebug.com/1293)
if (isOpenGL())
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
const std::string fragmentShaderSource = SHADER_SOURCE
(
precision mediump float;
varying float v_varying;
void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }
);
const std::string fragmentShaderSource =
"#pragma STDGL invariant(all)\n"
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#pragma STDGL invariant(all)\n"
......@@ -832,6 +894,115 @@ TEST_P(GLSLTest, InvariantAll)
EXPECT_NE(0u, program);
}
// Verify that using invariant(all) in both shaders fails in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantAllBoth)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"#pragma STDGL invariant(all)\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"#pragma STDGL invariant(all)\n"
"in vec4 a_position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that using invariant(all) only in fragment shader fails in ESSL 1.00.
TEST_P(GLSLTest, InvariantAllIn)
{
const std::string fragmentShaderSource =
"#pragma STDGL invariant(all)\n"
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"attribute vec4 a_position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that using invariant(all) only in fragment shader fails in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantAllIn)
{
const std::string fragmentShaderSource =
"#version 300 es\n"
"#pragma STDGL invariant(all)\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"in vec4 a_position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that using invariant(all) only in vertex shader fails in ESSL 1.00.
TEST_P(GLSLTest, InvariantAllOut)
{
const std::string fragmentShaderSource =
"precision mediump float;\n"
"varying float v_varying;\n"
"void main() { gl_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#pragma STDGL invariant(all)\n"
"attribute vec4 a_position;\n"
"varying float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_EQ(0u, program);
}
// Verify that using invariant(all) only in vertex shader succeeds in ESSL 3.00.
TEST_P(GLSLTest_ES3, InvariantAllOut)
{
// TODO: ESSL 3.00 -> GLSL 1.20 translation should add "invariant" in fragment shader
// for varyings which are invariant in vertex shader,
// because of invariant(all) being used in vertex shader (http://anglebug.com/1293)
if (isOpenGL())
{
std::cout << "Test disabled on OpenGL." << std::endl;
return;
}
const std::string fragmentShaderSource =
"#version 300 es\n"
"precision mediump float;\n"
"in float v_varying;\n"
"out vec4 my_FragColor;\n"
"void main() { my_FragColor = vec4(v_varying, 0, 0, 1.0); }\n";
const std::string vertexShaderSource =
"#version 300 es\n"
"#pragma STDGL invariant(all)\n"
"in vec4 a_position;\n"
"out float v_varying;\n"
"void main() { v_varying = a_position.x; gl_Position = a_position; }\n";
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
TEST_P(GLSLTest, MaxVaryingVec4)
{
#if defined(__APPLE__)
......
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