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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/deqp/data/gles2/shaders/linkage.test | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/deqp/data/gles2/shaders/linkage.test')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/deqp/data/gles2/shaders/linkage.test | 1715 |
1 files changed, 1715 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/deqp/data/gles2/shaders/linkage.test b/dom/canvas/test/webgl-conf/checkout/deqp/data/gles2/shaders/linkage.test new file mode 100644 index 0000000000..319a85858b --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/deqp/data/gles2/shaders/linkage.test @@ -0,0 +1,1715 @@ +# not declared in vertex shader, declared in fragment shader +case varying_1 + desc "varying declared in fragment shader, no reference in vertex shader" + values { output float out0 = 1.0; } + vertex "" + ${VERTEX_DECLARATIONS} + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + varying mediump float var; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = 1.0; + ${FRAGMENT_OUTPUT} + } + "" +end + +# declared in vertex shader, no reference in frag shader +case varying_2 + desc "varying declared in vertex shader, no reference in fragment shader" + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump float var; + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + void main() + { + gl_FragColor = vec4(1.0); + } + "" +end + +# declared in vertex shader, declared in frag shader +case varying_3 + desc "varying declared in both vertex and fragment shader, but not used" + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump float var; + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + varying mediump float var; + void main() + { + gl_FragColor = vec4(1.0); + } + "" +end + +# declared in vertex shader, static use in frag shader +case varying_4 + desc "varying declared in both shaders, statically used in fragment shader" + values { uniform bool u_false = false; } + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump float var; + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + varying mediump float var; + uniform bool u_false; + void main() + { + if (u_false) + gl_FragColor = vec4(var); + else + gl_FragColor = vec4(1.0); + } + "" +end + +# static use in vertex shader, no reference in fragment shader +case varying_5 + desc "varying declared and statically used in vertex shader, no reference in fragment shader" + values { uniform bool u_false = false; } + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump float var; + void main() + { + if (u_false) + var = 1.0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + void main() + { + gl_FragColor = vec4(1.0); + } + "" +end + +# static use in vertex shader, declared in fragment shader +case varying_6 + desc "varying declared and statically used in vertex shader, only declared in fragment shader" + values { uniform bool u_false = false; } + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump float var; + void main() + { + if (u_false) + var = 1.0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + varying mediump float var; + void main() + { + gl_FragColor = vec4(1.0); + } + "" +end + +# static use in vertex shader, used in fragment shader +case varying_7 + desc "varying statically used in both vertex and fragment shader" + values { uniform bool u_false = false; } + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump float var; + void main() + { + if (u_false) + var = 1.0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + ${FRAGMENT_DECLARATIONS} + varying mediump float var; + void main() + { + if (u_false) + gl_FragColor = vec4(var); + else + gl_FragColor = vec4(1.0); + } + "" +end + +case varying_type_float + desc "varying of type float" + values + { + input float in0 = [ -1.25 | -25.65 | 1.0 | 2.25 | 3.4 | 16.0 ]; + output float out0 = [ -1.25 | -25.65 | 1.0 | 2.25 | 3.4 | 16.0 ]; + } + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump float var; + void main() + { + var = in0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying float var; + void main() + { + out0 = var; + ${FRAGMENT_OUTPUT} + } + "" +end + +case varying_type_vec2 + desc "varying of type vec2" + values + { + input vec2 in0 = [ vec2(-1.25, 1.25) | vec2(-25.65, -7.25) | vec2(0.0, 1.0) | vec2(2.25, 2.25) | vec2(3.4, 9.5) | vec2(16.0, 32.0) ]; + output vec2 out0 = [ vec2(-1.25, 1.25) | vec2(-25.65, -7.25) | vec2(0.0, 1.0) | vec2(2.25, 2.25) | vec2(3.4, 9.5) | vec2(16.0, 32.0) ]; + } + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump vec2 var; + void main() + { + var = in0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying vec2 var; + void main() + { + out0 = var; + ${FRAGMENT_OUTPUT} + } + "" +end + +case varying_type_vec3 + desc "varying of type vec3" + values + { + input vec3 in0 = [ vec3(-1.25, 1.25, -9.5) | vec3(-25.65, -7.25, 14.21) | vec3(0.0, 1.0, -1.0) | vec3(2.25, 2.25, 22.5) | vec3(3.4, 9.5, 19.5) | vec3(16.0, 32.0, -64.0) ]; + output vec3 out0 = [ vec3(-1.25, 1.25, -9.5) | vec3(-25.65, -7.25, 14.21) | vec3(0.0, 1.0, -1.0) | vec3(2.25, 2.25, 22.5) | vec3(3.4, 9.5, 19.5) | vec3(16.0, 32.0, -64.0) ]; + } + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump vec3 var; + void main() + { + var = in0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying vec3 var; + void main() + { + out0 = var; + ${FRAGMENT_OUTPUT} + } + "" +end + +case varying_type_vec4 + desc "varying of type vec4" + values + { + input vec4 in0 = [ vec4(-1.25, 1.25, -9.5, -12.2) | vec4(-25.65, -7.25, 14.21, -77.7) | vec4(0.0, 1.0, -1.0, 2.0) | vec4(2.25, 2.25, 22.5, 225.0) | vec4(3.4, 9.5, 19.5, 29.5) | vec4(16.0, 32.0, -64.0, -128.0) ]; + output vec4 out0 = [ vec4(-1.25, 1.25, -9.5, -12.2) | vec4(-25.65, -7.25, 14.21, -77.7) | vec4(0.0, 1.0, -1.0, 2.0) | vec4(2.25, 2.25, 22.5, 225.0) | vec4(3.4, 9.5, 19.5, 29.5) | vec4(16.0, 32.0, -64.0, -128.0) ]; + } + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump vec4 var; + void main() + { + var = in0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying vec4 var; + void main() + { + out0 = var; + ${FRAGMENT_OUTPUT} + } + "" +end + +case varying_type_mat2 + desc "varying of type mat2" + values + { + input mat2 in0 = [ mat2(1.0, 1.0, 1.0, 1.0) | mat2(-1.25, 1.25, -9.5, -12.2) | mat2(-25.65, -7.25, 14.21, -77.7) | mat2(0.0, 1.0, -1.0, 2.0) | mat2(2.25, 2.25, 22.5, 225.0) | mat2(3.4, 9.5, 19.5, 29.5) | mat2(16.0, 32.0, -64.0, -128.0) ]; + output mat2 out0 = [ mat2(1.0, 1.0, 1.0, 1.0) | mat2(-1.25, 1.25, -9.5, -12.2) | mat2(-25.65, -7.25, 14.21, -77.7) | mat2(0.0, 1.0, -1.0, 2.0) | mat2(2.25, 2.25, 22.5, 225.0) | mat2(3.4, 9.5, 19.5, 29.5) | mat2(16.0, 32.0, -64.0, -128.0) ]; + } + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump mat2 var; + void main() + { + var = in0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying mat2 var; + void main() + { + out0 = var; + ${FRAGMENT_OUTPUT} + } + "" +end + +case varying_type_mat3 + desc "varying of type mat3" + values + { + input mat3 in0 = [ mat3(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 9.9) | mat3(0.0, 1.0, -1.0, 2.0, 2.25, 2.25, 22.5, 225.0, -9.9) | mat3(3.4, 9.5, 19.5, 29.5, 16.0, 32.0, -64.0, -128.0, 256.0) ]; + output mat3 out0 = [ mat3(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 9.9) | mat3(0.0, 1.0, -1.0, 2.0, 2.25, 2.25, 22.5, 225.0, -9.9) | mat3(3.4, 9.5, 19.5, 29.5, 16.0, 32.0, -64.0, -128.0, 256.0) ]; + } + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump mat3 var; + void main() + { + var = in0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying mat3 var; + void main() + { + out0 = var; + ${FRAGMENT_OUTPUT} + } + "" +end + +case varying_type_mat4 + desc "varying of type mat4" + values + { + input mat4 in0 = [ mat4(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 0.0, 1.0, -1.0, 2.0, 2.25, 2.25, 22.5, 225.0) ]; + output mat4 out0 = [ mat4(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 0.0, 1.0, -1.0, 2.0, 2.25, 2.25, 22.5, 225.0) ]; + } + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump mat4 var; + void main() + { + var = in0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying mat4 var; + void main() + { + out0 = var; + ${FRAGMENT_OUTPUT} + } + "" +end + +# differing precision tests +case varying_differing_precision_1 + desc "varying declared as highp in vertex shader, but mediump in fragment shader" + values + { + input float in0 = [ -1.25 | -25.55 | 1.0 | 2.25 | 3.4 | 16.0 ]; + output float out0 = [ -1.25 | -25.55 | 1.0 | 2.25 | 3.4 | 16.0 ]; + } + + vertex "" + ${VERTEX_DECLARATIONS} + varying highp float var; + void main() + { + var = in0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying mediump float var; + void main() + { + out0 = var; + ${FRAGMENT_OUTPUT} + } + "" +end + +# differing precision tests +case varying_differing_precision_2 + desc "varying declared as highp in vertex shader, but lowp in fragment shader" + values + { + input float in0 = [ -1.25 | -25.56 | 1.0 | 2.25 | 3.4 | 16.0 ]; + output float out0 = [ -1.25 | -25.56 | 1.0 | 2.25 | 3.4 | 16.0 ]; + } + + vertex "" + ${VERTEX_DECLARATIONS} + varying highp vec2 var; + void main() + { + var = vec2(in0, 2.0*in0); + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying lowp vec2 var; + void main() + { + out0 = var.y - var.x; + ${FRAGMENT_OUTPUT} + } + "" +end + +# differing precision tests +case varying_differing_precision_3 + desc "varying declared as lowp in vertex shader, but mediump in fragment shader" + values + { + input float in0 = [ -1.25 | -25.0 | 1.0 | 2.25 | 3.4 | 16.0 ]; + output float out0 = [ -1.25 | -25.0 | 1.0 | 2.25 | 3.4 | 16.0 ]; + } + + vertex "" + ${VERTEX_DECLARATIONS} + varying lowp vec4 var; + void main() + { + var = vec4(in0, 2.0*in0, -in0, -in0); + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying mediump vec4 var; + void main() + { + out0 = var.x + var.y + var.z + var.w; + ${FRAGMENT_OUTPUT} + } + "" +end + +# mismatched type, static use but no runtime use in the fragment shader +case varying_type_mismatch_1 + desc "varying type mismatch (float vs. vec2), static use but no runtime use in the fragment shader" + expect link_fail + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump float var; + void main() + { + var = 2.0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + varying mediump vec2 var; + void main() + { + if (false) + { + gl_FragColor = vec4(var.y); + } + else + { + ${FRAG_COLOR} = vec4(1.0); + } + } + "" +end + +# mismatched type, varyings used +case varying_type_mismatch_2 + desc "varying type mismatch (float vs. vec2)" + expect link_fail + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump float var; + void main() + { + var = 2.0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + varying mediump vec2 var; + void main() + { + gl_FragColor = var.xyyx; + } + "" +end + +# no declaration in vertex shader, but static use in fragment +case varying_illegal_usage_1 + desc "varying not declared in vertex shader, but statically used in fragment shader" + expect link_fail + vertex "" + ${VERTEX_DECLARATIONS} + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + varying mediump float var; + void main() + { + gl_FragColor = vec4(var); + } + "" +end + +# integer varyings not allowed +case invalid_varying_type_int + desc "integer varying used" + expect compile_fail + vertex "" + ${VERTEX_DECLARATIONS} + varying mediump int var; + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + varying mediump int var; + void main() + { + gl_FragColor = vec4(1.0); + } + "" +end + +# bool varyings not allowed +case invalid_varying_type_bool + desc "boolean varying used" + expect compile_fail + vertex "" + ${VERTEX_DECLARATIONS} + varying bool var; + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + varying bool var; + void main() + { + gl_FragColor = vec4(1.0); + } + "" +end + +# struct varyings not allowed +case invalid_varying_type_struct + desc "struct varying used" + expect compile_fail + vertex "" + ${VERTEX_DECLARATIONS} + varying struct { mediump float foo; } var; + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + varying struct { mediump float foo; } var; + void main() + { + gl_FragColor = vec4(1.0); + } + "" +end + +case varying_readback_1 + desc "read back (an already written) varying in the vertex shader" + values + { + input float in0 = [ 1.0 | 0.0 | -2.0 | 10.0 ]; + output float out0 = [ 3.0 | 0.0 | -6.0 | 30.0 ]; + } + vertex "" + precision mediump float; + ${VERTEX_DECLARATIONS} + varying float var1; + varying float var2; + + void main() + { + var1 = in0; + var2 = var1 + in0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying float var1; + varying float var2; + + void main() + { + out0 = var1 + var2; + ${FRAGMENT_OUTPUT} + } + "" +end + +case varying_writeback_1 + desc "write back a varying in the fragment shader" + expect compile_fail + vertex "" + precision mediump float; + ${VERTEX_DECLARATIONS} + varying float var1; + varying float var2; + + void main() + { + var1 = in0; + var2 = var1 + in0; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + ${FRAGMENT_DECLARATIONS} + varying float var1; + varying float var2; + + void main() + { + var2 = var1; + out0 = var1; + ${FRAGMENT_OUTPUT} + } + "" +end + +# Struct linkage handling +case uniform_struct + desc "Same uniform struct in both shaders" + values { + uniform float val.a = 1.0; + uniform float val.b = 2.0; + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump float a; mediump float b;}; + uniform Struct val; + varying mediump float dummy; + void main() + { + dummy = val.a + val.b; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump float a; mediump float b;}; + uniform Struct val; + varying mediump float dummy; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = val.b + val.a; + out0 = out0 + dummy; + out0 = out0 - dummy; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_vertex_only + desc "Uniform struct declared in both, used only in vertex." + values { + uniform float val.a = 1.0; + uniform float val.b = 2.0; + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump float a; mediump float b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a + val.b; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump float a; mediump float b;}; + uniform Struct val; + varying mediump float res; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = res; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_fragment_only + desc "Uniform struct declared in both, used only in fragment." + values { + uniform float val.a = 1.0; + uniform float val.b = 2.0; + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump float a; mediump float b;}; + uniform Struct val; + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump float a; mediump float b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = val.a + val.b; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_partial + desc "Uniform struct declared in both, used partially in both." + values { + uniform float val.a = 1.0; + uniform float val.b = 2.0; + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump float a; mediump float b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump float a; mediump float b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.b; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_vec4 + desc "Same uniform struct in both shaders. Datatype vec4" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump vec4 b;}; + uniform Struct val; + varying mediump float dummy; + void main() + { + dummy = val.a.x + val.b.y; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump vec4 b;}; + uniform Struct val; + varying mediump float dummy; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = val.b.y + val.a.x; + out0 = out0 + dummy; + out0 = out0 - dummy; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_vertex_only_vec4 + desc "Uniform struct declared in both, used only in vertex. Datatype vec4 " + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump vec4 b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a.x + val.b.y; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump vec4 b;}; + uniform Struct val; + varying mediump float res; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = res; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_fragment_only_vec4 + desc "Uniform struct declared in both, used only in fragment. Datatype vec4" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump vec4 b;}; + uniform Struct val; + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump vec4 b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = val.a.x + val.b.y; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_partial_vec4 + desc "Uniform struct declared in both, used partially in both. Datatype vec4" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump vec4 b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a.x; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump vec4 b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.b.y; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_vec4_vec3 + desc "Same uniform struct in both shaders. Datatype vec4 and vec3" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform vec3 val.b = vec3(1.0, 2.0, 3.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump vec3 b;}; + uniform Struct val; + varying mediump float dummy; + void main() + { + dummy = val.a.x + val.b.y; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump vec3 b;}; + uniform Struct val; + varying mediump float dummy; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = val.b.y + val.a.x; + out0 = out0 + dummy; + out0 = out0 - dummy; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_vertex_only_vec4_vec3 + desc "Uniform struct declared in both, used only in vertex. Datatype vec4 and vec3" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform vec3 val.b = vec3(1.0, 2.0, 3.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump vec3 b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a.x + val.b.y; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump vec3 b;}; + uniform Struct val; + varying mediump float res; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = res; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_fragment_only_vec4_vec3 + desc "Uniform struct declared in both, used only in fragment. Datatype vec4 and vec3" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform vec3 val.b = vec3(1.0, 2.0, 3.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump vec3 b;}; + uniform Struct val; + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump vec3 b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = val.a.x + val.b.y; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_partial_vec4_vec3 + desc "Uniform struct declared in both, used partially in both. Datatype vec4 and vec3" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform vec3 val.b = vec3(1.0, 2.0, 3.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump vec3 b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a.x; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump vec3 b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.b.y; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_vec4_float + desc "Same uniform struct in both shaders. Datatype vec4 and float" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform float val.b = 2.0; + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump float b;}; + uniform Struct val; + varying mediump float dummy; + void main() + { + dummy = val.a.x + val.b; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump float b;}; + uniform Struct val; + varying mediump float dummy; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = val.b + val.a.x; + out0 = out0 + dummy; + out0 = out0 - dummy; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_vertex_only_vec4_float + desc "Uniform struct declared in both, used only in vertex. Datatype vec4 and float" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform float val.b = 2.0; + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump float b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a.x + val.b; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump float b;}; + uniform Struct val; + varying mediump float res; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = res; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_fragment_only_vec4_float + desc "Uniform struct declared in both, used only in fragment. Datatype vec4 and float" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform float val.b = 2.0; + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump float b;}; + uniform Struct val; + void main() + { + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump float b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + void main() + { + out0 = val.a.x + val.b; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_partial_vec4_float + desc "Uniform struct declared in both, used partially in both. Datatype vec4 and float" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform float val.b = 2.0; + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec4 a; mediump float b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a.x; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a; mediump float b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.b; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_partial_vec4_struct + desc "Uniform struct declared in both, used partially in both. Datatype vec4 and struct with vec4" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform vec4 val.b.c = vec4(1.0, 2.0, 3.0, 4.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Inner {mediump vec4 c;}; + struct Struct {mediump vec4 a; Inner b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a.x; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Inner {mediump vec4 c;}; + struct Struct {mediump vec4 a; Inner b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.b.c.y; + ${FRAGMENT_OUTPUT} + } + "" +end + + + +case uniform_struct_partial_vec4_vec3_struct + desc "Uniform struct declared in both, used partially in both. Datatype vec4 and struct with vec3" + values { + uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0); + uniform vec3 val.b.c = vec3(1.0, 2.0, 3.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Inner {mediump vec3 c;}; + struct Struct {mediump vec4 a; Inner b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a.x; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Inner {mediump vec3 c;}; + struct Struct {mediump vec4 a; Inner b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.b.c.y; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_partial_vec2_vec3 + desc "Uniform struct declared in both, used partially in both. Datatype vec2 and vec3" + values { + uniform vec2 val.a = vec2(1.0, 2.0); + uniform vec3 val.b = vec3(1.0, 2.0, 3.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec2 a; mediump vec3 b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a.x; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec2 a; mediump vec3 b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.b.y; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_partial_vec2_int + desc "Uniform struct declared in both, used partially in both. Datatype vec2 and int" + values { + uniform vec2 val.a = vec2(1.0, 2.0); + uniform int val.b = 2; + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec2 a; mediump int b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a.x; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec2 a; mediump int b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + float(val.b); + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_partial_int_float + desc "Uniform struct declared in both, used partially in both. Datatype int and float" + values { + uniform float val.a = 1.0; + uniform int val.b = 2; + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump float a; mediump int b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump float a; mediump int b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + float(val.b); + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_partial_bvec2_vec2 + desc "Uniform struct declared in both, used partially in both. Datatype bvec2 and vec2" + values { + uniform bvec2 val.a = bvec2(true, true); + uniform vec2 val.b = vec2(1.0, 2.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {bvec2 a; mediump vec2 b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = float(val.a.x); + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {bvec2 a; mediump vec2 b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.b.y; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_partial_ivec2_vec2 + desc "Uniform struct declared in both, used partially in both. Datatype ivec2 and vec2" + values { + uniform ivec2 val.a = ivec2(1, 2); + uniform vec2 val.b = vec2(1.0, 2.0); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump ivec2 a; mediump vec2 b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = vec2(val.a).x; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump ivec2 a; mediump vec2 b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.b.y; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_partial_ivec2_ivec2 + desc "Uniform struct declared in both, used partially in both. Datatype ivec2 and ivec2" + values { + uniform ivec2 val.a = ivec2(1, 2); + uniform ivec2 val.b = ivec2(1, 2); + output float out0 = 3.0; + } + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump ivec2 a; mediump ivec2 b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = vec2(val.a).x; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump ivec2 a; mediump ivec2 b;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + vec2(val.b).y; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_type_conflict_1 + desc "Fragment struct has one less member than fragment version" + expect link_fail + values {output float out0 = 3.0;} + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump float a; mediump float b;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump float a;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.a; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_type_conflict_2 + desc "Vertex struct has int, fragment struct has float." + expect link_fail + values {output float out0 = 3.0;} + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump int a;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = float(val.a); + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump float a;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = val.a; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_type_conflict_3 + desc "Vertex struct has vec3, fragment struct has vec4." + expect link_fail + values {output float out0 = 3.0;} + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump vec3 a;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = float(val.a.x); + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump vec4 a;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = val.a.x; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_precision_conflict_1 + desc "Vertex side struct has highp, fragment side struct mediump." + expect link_fail + values {output float out0 = 3.0;} + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {highp float a;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump float a;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = val.a; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_precision_conflict_2 + desc "Vertex side struct has mediump, fragment side struct lowp." + expect link_fail + values {output float out0 = 3.0;} + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {mediump float a;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {lowp float a;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = val.a; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_precision_conflict_3 + desc "Vertex side struct has lowp, fragment side struct mediump." + expect link_fail + values {output float out0 = 3.0;} + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {lowp float a;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {mediump float a;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = val.a; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_precision_conflict_4 + desc "Vertex side struct has lowp, fragment side struct implicit mediump." + expect link_fail + values {output float out0 = 3.0;} + vertex "" + ${VERTEX_DECLARATIONS} + struct Struct {lowp float a;}; + uniform Struct val; + varying mediump float res; + void main() + { + res = val.a; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Struct {float a;}; + uniform Struct val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = val.a; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_use_case_rip + desc "Complex Light struct from use case tests." + values { + uniform float val.constantAttenuation = 1.0; + uniform float val.quadraticAttenuation = 1.0; + output float out0 = 2.0; + } + vertex "" + struct Light + { + mediump vec3 color; + highp vec4 position; + highp vec3 direction; + mediump float constantAttenuation; + mediump float linearAttenuation; + mediump float quadraticAttenuation; + }; + ${VERTEX_DECLARATIONS} + uniform Light val; + varying mediump float res; + void main() + { + res = val.constantAttenuation; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Light + { + mediump vec3 color; + highp vec4 position; + highp vec3 direction; + mediump float constantAttenuation; + mediump float linearAttenuation; + mediump float quadraticAttenuation; + }; + struct Struct {float a;}; + uniform Light val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.quadraticAttenuation; + ${FRAGMENT_OUTPUT} + } + "" +end + +case uniform_struct_use_case_rip_sans_highp + desc "Complex Light struct from use case tests, without highp usage" + values { + uniform float val.constantAttenuation = 1.0; + uniform float val.quadraticAttenuation = 1.0; + output float out0 = 2.0; + } + vertex "" + struct Light + { + mediump vec3 color; + mediump vec4 position; + mediump vec3 direction; + mediump float constantAttenuation; + mediump float linearAttenuation; + mediump float quadraticAttenuation; + }; + ${VERTEX_DECLARATIONS} + uniform Light val; + varying mediump float res; + void main() + { + res = val.constantAttenuation; + ${VERTEX_OUTPUT} + } + "" + fragment "" + precision mediump float; + struct Light + { + mediump vec3 color; + mediump vec4 position; + mediump vec3 direction; + mediump float constantAttenuation; + mediump float linearAttenuation; + mediump float quadraticAttenuation; + }; + struct Struct {float a;}; + uniform Light val; + ${FRAGMENT_DECLARATIONS} + varying mediump float res; + void main() + { + out0 = res + val.quadraticAttenuation; + ${FRAGMENT_OUTPUT} + } + "" +end |