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-rw-r--r--gfx/wr/webrender/tests/angle_shader_validation.rs75
1 files changed, 75 insertions, 0 deletions
diff --git a/gfx/wr/webrender/tests/angle_shader_validation.rs b/gfx/wr/webrender/tests/angle_shader_validation.rs
new file mode 100644
index 0000000000..d6fe618de0
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+++ b/gfx/wr/webrender/tests/angle_shader_validation.rs
@@ -0,0 +1,75 @@
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+extern crate mozangle;
+extern crate webrender;
+extern crate webrender_build;
+
+use mozangle::shaders::{BuiltInResources, Output, ShaderSpec, ShaderValidator};
+use webrender_build::shader::{ShaderFeatureFlags, ShaderVersion, build_shader_strings, get_shader_features};
+
+// from glslang
+const FRAGMENT_SHADER: u32 = 0x8B30;
+const VERTEX_SHADER: u32 = 0x8B31;
+
+#[test]
+fn validate_shaders() {
+ mozangle::shaders::initialize().unwrap();
+
+ let resources = BuiltInResources::default();
+ let vs_validator =
+ ShaderValidator::new(VERTEX_SHADER, ShaderSpec::Gles3, Output::Essl, &resources).unwrap();
+
+ let fs_validator =
+ ShaderValidator::new(FRAGMENT_SHADER, ShaderSpec::Gles3, Output::Essl, &resources).unwrap();
+
+ for (shader, configs) in get_shader_features(ShaderFeatureFlags::GLES) {
+ for config in configs {
+ let features = config.split(",").filter(|f| !f.is_empty()).collect::<Vec<_>>();
+
+ let (vs, fs) = build_shader_strings(
+ ShaderVersion::Gles,
+ &features,
+ shader,
+ &|f| webrender::get_unoptimized_shader_source(f, None)
+ );
+
+ let full_shader_name = format!("{} {}", shader, config);
+ validate(&vs_validator, &full_shader_name, vs);
+ validate(&fs_validator, &full_shader_name, fs);
+ }
+ }
+}
+
+fn validate(validator: &ShaderValidator, name: &str, source: String) {
+ // Check for each `switch` to have a `default`, see
+ // https://github.com/servo/webrender/wiki/Driver-issues#lack-of-default-case-in-a-switch
+ assert_eq!(source.matches("switch").count(), source.matches("default:").count(),
+ "Shader '{}' doesn't have all `switch` covered with `default` cases", name);
+ // Run Angle validator
+ match validator.compile_and_translate(&[&source]) {
+ Ok(_) => {
+ // Ensure that the shader uses at most 16 varying vectors. This counts the number of
+ // vectors assuming that the driver does not perform additional packing. The spec states
+ // that the driver should pack varyings, however, on some Adreno 3xx devices we have
+ // observed that this is not the case. See bug 1695912.
+ let varying_vectors = validator.get_num_unpacked_varying_vectors();
+ let max_varying_vectors = 16;
+ assert!(
+ varying_vectors <= max_varying_vectors,
+ "Shader {} uses {} varying vectors. Max allowed {}",
+ name, varying_vectors, max_varying_vectors
+ );
+
+ println!("Shader translated succesfully: {}", name);
+ }
+ Err(_) => {
+ panic!(
+ "Shader compilation failed: {}\n{}",
+ name,
+ validator.info_log()
+ );
+ }
+ }
+}