/* * 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 #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(); } /********************************************************************/ 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_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(VARYING_SLOT_VAR0, var->location); EXPECT_EQ(0u, var->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->location)); } } TEST_F(fragment_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); /* gl_FragData[] has location FRAG_RESULT_DATA0. Locations beyond that * are invalid. */ EXPECT_GE(FRAG_RESULT_DATA0, var->location); EXPECT_EQ(0u, var->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_list(node, &this->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); if (var->mode != ir_var_shader_in) continue; if (var->is_interface_instance()) { EXPECT_STREQ("gl_in", var->name); EXPECT_FALSE(var->explicit_location); EXPECT_EQ(-1, var->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->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 * inputs with these locations exist. */ EXPECT_NE(VARYING_SLOT_PNTC, var->location); EXPECT_NE(VARYING_SLOT_FACE, var->location); } } TEST_F(geometry_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); } } 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(); }