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authorIan Romanick <[email protected]>2013-10-03 15:05:44 -0700
committerIan Romanick <[email protected]>2013-10-22 15:23:30 -0700
commitd05202900bcbe2d0bb8dabcbb3048f3a31b82bbd (patch)
treea2c827d26ae4c540ce52c008f3cb81428e0d8421
parent78b70ceae1c0155b3f832cb052dfb6fff3530ff4 (diff)
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 <[email protected]> Reviewed-by: Paul Berry <[email protected]>
-rw-r--r--src/glsl/Makefile.am1
-rw-r--r--src/glsl/tests/builtin_variable_test.cpp224
2 files changed, 225 insertions, 0 deletions
diff --git a/src/glsl/Makefile.am b/src/glsl/Makefile.am
index f43f49d67c1..80949fb2741 100644
--- a/src/glsl/Makefile.am
+++ b/src/glsl/Makefile.am
@@ -59,6 +59,7 @@ tests_general_ir_test_SOURCES = \
$(top_srcdir)/src/mesa/program/prog_hash_table.c\
$(top_srcdir)/src/mesa/program/symbol_table.c \
$(GLSL_SRCDIR)/standalone_scaffolding.cpp \
+ tests/builtin_variable_test.cpp \
tests/general_ir_test.cpp
tests_general_ir_test_CFLAGS = \
$(PTHREAD_CFLAGS)
diff --git a/src/glsl/tests/builtin_variable_test.cpp b/src/glsl/tests/builtin_variable_test.cpp
new file mode 100644
index 00000000000..af0ba1e69c7
--- /dev/null
+++ b/src/glsl/tests/builtin_variable_test.cpp
@@ -0,0 +1,224 @@
+/*
+ * 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 "ralloc.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->state =
+ new(mem_ctx) _mesa_glsl_parse_state(&this->ctx, this->shader->Type,
+ 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_list(node, &this->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ string_starts_with_prefix(var->name, "gl_");
+ }
+}
+
+void
+common_builtin::uniforms_and_system_values_dont_have_explicit_location()
+{
+ foreach_list(node, &this->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (var->mode != ir_var_uniform && var->mode != ir_var_system_value)
+ continue;
+
+ EXPECT_FALSE(var->explicit_location);
+ EXPECT_EQ(-1, var->location);
+ }
+}
+
+void
+common_builtin::constants_are_constant()
+{
+ foreach_list(node, &this->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (var->mode != ir_var_auto)
+ continue;
+
+ EXPECT_FALSE(var->explicit_location);
+ EXPECT_EQ(-1, var->location);
+ EXPECT_TRUE(var->read_only);
+ }
+}
+
+void
+common_builtin::no_invalid_variable_modes()
+{
+ foreach_list(node, &this->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ switch (var->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->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_list(node, &this->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (var->mode != ir_var_shader_in)
+ continue;
+
+ EXPECT_TRUE(var->explicit_location);
+ EXPECT_NE(-1, var->location);
+ EXPECT_GT(VERT_ATTRIB_GENERIC0, var->location);
+ EXPECT_EQ(0u, var->location_frac);
+ }
+}
+
+TEST_F(vertex_builtin, outputs_have_explicit_location)
+{
+ foreach_list(node, &this->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (var->mode != ir_var_shader_out)
+ continue;
+
+ EXPECT_TRUE(var->explicit_location);
+ EXPECT_NE(-1, var->location);
+ EXPECT_GT(VARYING_SLOT_VAR0, var->location);
+ EXPECT_EQ(0u, var->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->location);
+ EXPECT_NE(VARYING_SLOT_FACE, var->location);
+ EXPECT_NE(VARYING_SLOT_PRIMITIVE_ID, var->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();
+}