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// Copyright (c) 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/shader_translator.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace gpu {
namespace gles2 {
class ShaderTranslatorTest : public testing::Test {
public:
ShaderTranslatorTest() {
}
~ShaderTranslatorTest() {
}
protected:
virtual void SetUp() {
ShBuiltInResources resources;
ShInitBuiltInResources(&resources);
ASSERT_TRUE(vertex_translator_.Init(
SH_VERTEX_SHADER, SH_GLES2_SPEC, &resources, false));
ASSERT_TRUE(fragment_translator_.Init(
SH_FRAGMENT_SHADER, SH_GLES2_SPEC, &resources, false));
// Post-init the results must be empty.
// Vertex translator results.
EXPECT_TRUE(vertex_translator_.translated_shader() == NULL);
EXPECT_TRUE(vertex_translator_.info_log() == NULL);
EXPECT_TRUE(vertex_translator_.attrib_map().empty());
EXPECT_TRUE(vertex_translator_.uniform_map().empty());
// Fragment translator results.
EXPECT_TRUE(fragment_translator_.translated_shader() == NULL);
EXPECT_TRUE(fragment_translator_.info_log() == NULL);
EXPECT_TRUE(fragment_translator_.attrib_map().empty());
EXPECT_TRUE(fragment_translator_.uniform_map().empty());
}
virtual void TearDown() {}
ShaderTranslator vertex_translator_;
ShaderTranslator fragment_translator_;
};
TEST_F(ShaderTranslatorTest, ValidVertexShader) {
const char* shader =
"void main() {\n"
" gl_Position = vec4(1.0);\n"
"}";
// A valid shader should be successfully translated.
EXPECT_TRUE(vertex_translator_.Translate(shader));
// Info log must be NULL.
EXPECT_TRUE(vertex_translator_.info_log() == NULL);
// Translated shader must be valid and non-empty.
EXPECT_TRUE(vertex_translator_.translated_shader() != NULL);
EXPECT_GT(strlen(vertex_translator_.translated_shader()), 0u);
// There should be no attributes or uniforms.
EXPECT_TRUE(vertex_translator_.attrib_map().empty());
EXPECT_TRUE(vertex_translator_.uniform_map().empty());
}
TEST_F(ShaderTranslatorTest, InvalidVertexShader) {
const char* bad_shader = "foo-bar";
const char* good_shader =
"void main() {\n"
" gl_Position = vec4(1.0);\n"
"}";
// An invalid shader should fail.
EXPECT_FALSE(vertex_translator_.Translate(bad_shader));
// Info log must be valid and non-empty.
EXPECT_TRUE(vertex_translator_.info_log() != NULL);
EXPECT_GT(strlen(vertex_translator_.info_log()), 0u);
// Translated shader must be NULL.
EXPECT_TRUE(vertex_translator_.translated_shader() == NULL);
// There should be no attributes or uniforms.
EXPECT_TRUE(vertex_translator_.attrib_map().empty());
EXPECT_TRUE(vertex_translator_.uniform_map().empty());
// Try a good shader after bad.
EXPECT_TRUE(vertex_translator_.Translate(good_shader));
EXPECT_TRUE(vertex_translator_.info_log() == NULL);
EXPECT_TRUE(vertex_translator_.translated_shader() != NULL);
EXPECT_GT(strlen(vertex_translator_.translated_shader()), 0u);
}
TEST_F(ShaderTranslatorTest, ValidFragmentShader) {
const char* shader =
"void main() {\n"
" gl_FragColor = vec4(1.0);\n"
"}";
// A valid shader should be successfully translated.
EXPECT_TRUE(fragment_translator_.Translate(shader));
// Info log must be NULL.
EXPECT_TRUE(fragment_translator_.info_log() == NULL);
// Translated shader must be valid and non-empty.
EXPECT_TRUE(fragment_translator_.translated_shader() != NULL);
EXPECT_GT(strlen(fragment_translator_.translated_shader()), 0u);
// There should be no attributes or uniforms.
EXPECT_TRUE(fragment_translator_.attrib_map().empty());
EXPECT_TRUE(fragment_translator_.uniform_map().empty());
}
TEST_F(ShaderTranslatorTest, InvalidFragmentShader) {
const char* shader = "foo-bar";
// An invalid shader should fail.
EXPECT_FALSE(fragment_translator_.Translate(shader));
// Info log must be valid and non-empty.
EXPECT_TRUE(fragment_translator_.info_log() != NULL);
EXPECT_GT(strlen(fragment_translator_.info_log()), 0u);
// Translated shader must be NULL.
EXPECT_TRUE(fragment_translator_.translated_shader() == NULL);
// There should be no attributes or uniforms.
EXPECT_TRUE(fragment_translator_.attrib_map().empty());
EXPECT_TRUE(fragment_translator_.uniform_map().empty());
}
TEST_F(ShaderTranslatorTest, GetAttributes) {
const char* shader =
"attribute vec4 vPosition;\n"
"void main() {\n"
" gl_Position = vPosition;\n"
"}";
EXPECT_TRUE(vertex_translator_.Translate(shader));
// Info log must be NULL.
EXPECT_TRUE(vertex_translator_.info_log() == NULL);
// Translated shader must be valid and non-empty.
EXPECT_TRUE(vertex_translator_.translated_shader() != NULL);
EXPECT_GT(strlen(vertex_translator_.translated_shader()), 0u);
// There should be no uniforms.
EXPECT_TRUE(vertex_translator_.uniform_map().empty());
// There should be one attribute with following characteristics:
// name:vPosition type:SH_FLOAT_VEC4 size:1.
const ShaderTranslator::VariableMap& attrib_map =
vertex_translator_.attrib_map();
EXPECT_EQ(1u, attrib_map.size());
ShaderTranslator::VariableMap::const_iterator iter =
attrib_map.find("vPosition");
EXPECT_TRUE(iter != attrib_map.end());
EXPECT_EQ(SH_FLOAT_VEC4, iter->second.type);
EXPECT_EQ(1, iter->second.size);
EXPECT_EQ("vPosition", iter->second.name);
}
TEST_F(ShaderTranslatorTest, GetUniforms) {
const char* shader =
"precision mediump float;\n"
"struct Foo {\n"
" vec4 color[1];\n"
"};\n"
"struct Bar {\n"
" Foo foo;\n"
"};\n"
"uniform Bar bar[2];\n"
"void main() {\n"
" gl_FragColor = bar[0].foo.color[0] + bar[1].foo.color[0];\n"
"}";
EXPECT_TRUE(fragment_translator_.Translate(shader));
// Info log must be NULL.
EXPECT_TRUE(fragment_translator_.info_log() == NULL);
// Translated shader must be valid and non-empty.
EXPECT_TRUE(fragment_translator_.translated_shader() != NULL);
EXPECT_GT(strlen(fragment_translator_.translated_shader()), 0u);
// There should be no attributes.
EXPECT_TRUE(fragment_translator_.attrib_map().empty());
// There should be two uniforms with following characteristics:
// 1. name:bar[0].foo.color[0] type:SH_FLOAT_VEC4 size:1
// 2. name:bar[1].foo.color[0] type:SH_FLOAT_VEC4 size:1
const ShaderTranslator::VariableMap& uniform_map =
fragment_translator_.uniform_map();
EXPECT_EQ(2u, uniform_map.size());
// First uniform.
ShaderTranslator::VariableMap::const_iterator iter =
uniform_map.find("bar[0].foo.color[0]");
EXPECT_TRUE(iter != uniform_map.end());
EXPECT_EQ(SH_FLOAT_VEC4, iter->second.type);
EXPECT_EQ(1, iter->second.size);
EXPECT_EQ("bar[0].foo.color[0]", iter->second.name);
// Second uniform.
iter = uniform_map.find("bar[1].foo.color[0]");
EXPECT_TRUE(iter != uniform_map.end());
EXPECT_EQ(SH_FLOAT_VEC4, iter->second.type);
EXPECT_EQ(1, iter->second.size);
EXPECT_EQ("bar[1].foo.color[0]", iter->second.name);
}
} // namespace gles2
} // namespace gpu
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