blob: 415299599b52307cee7f6563c704436478eb30f1 [file] [log] [blame]
//
// Copyright 2017 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// AppendixALimitations_test.cpp:
// Tests for validating ESSL 1.00 Appendix A limitations.
//
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/ShaderCompileTreeTest.h"
using namespace sh;
class AppendixALimitationsTest : public ShaderCompileTreeTest
{
public:
AppendixALimitationsTest() {}
protected:
::GLenum getShaderType() const override { return GL_FRAGMENT_SHADER; }
ShShaderSpec getShaderSpec() const override { return SH_WEBGL_SPEC; }
};
// Test an invalid shader where a for loop index is used as an out parameter.
TEST_F(AppendixALimitationsTest, IndexAsFunctionOutParameter)
{
const std::string &shaderString =
"precision mediump float;\n"
"void fun(out int a)\n"
"{\n"
" a = 2;\n"
"}\n"
"void main()\n"
"{\n"
" for (int i = 0; i < 2; ++i)\n"
" {\n"
" fun(i);\n"
" }\n"
" gl_FragColor = vec4(0.0);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Test an invalid shader where a for loop index is used as an inout parameter.
TEST_F(AppendixALimitationsTest, IndexAsFunctionInOutParameter)
{
const std::string &shaderString =
"precision mediump float;\n"
"void fun(int b, inout int a)\n"
"{\n"
" a += b;\n"
"}\n"
"void main()\n"
"{\n"
" for (int i = 0; i < 2; ++i)\n"
" {\n"
" fun(2, i);\n"
" }\n"
" gl_FragColor = vec4(0.0);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Test a valid shader where a for loop index is used as an in parameter in a function that also has
// an out parameter.
TEST_F(AppendixALimitationsTest, IndexAsFunctionInParameter)
{
const std::string &shaderString =
"precision mediump float;\n"
"void fun(int b, inout int a)\n"
"{\n"
" a += b;\n"
"}\n"
"void main()\n"
"{\n"
" for (int i = 0; i < 2; ++i)\n"
" {\n"
" int a = 1;"
" fun(i, a);\n"
" }\n"
" gl_FragColor = vec4(0.0);\n"
"}\n";
if (!compile(shaderString))
{
FAIL() << "Shader compilation failed, expecting success:\n" << mInfoLog;
}
}
// Test an invalid shader where a for loop index is used as a target of assignment.
TEST_F(AppendixALimitationsTest, IndexAsTargetOfAssignment)
{
const std::string &shaderString =
"precision mediump float;\n"
"void main()\n"
"{\n"
" for (int i = 0; i < 2; ++i)\n"
" {\n"
" i = 2;\n"
" }\n"
" gl_FragColor = vec4(0.0);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}
// Test an invalid shader where a for loop index is incremented inside the loop.
TEST_F(AppendixALimitationsTest, IndexIncrementedInLoopBody)
{
const std::string &shaderString =
"precision mediump float;\n"
"void main()\n"
"{\n"
" for (int i = 0; i < 2; ++i)\n"
" {\n"
" ++i;\n"
" }\n"
" gl_FragColor = vec4(0.0);\n"
"}\n";
if (compile(shaderString))
{
FAIL() << "Shader compilation succeeded, expecting failure:\n" << mInfoLog;
}
}