/*
* 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();
}