121 lines
3.7 KiB
C++
121 lines
3.7 KiB
C++
//
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// Copyright (c) 2015 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// Pack_Unpack_test.cpp:
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// Tests for the emulating pack_unpack functions for GLSL.
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//
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#include "angle_gl.h"
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#include "gtest/gtest.h"
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#include "GLSLANG/ShaderLang.h"
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#include "tests/test_utils/compiler_test.h"
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namespace
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{
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class PackUnpackTest : public MatchOutputCodeTest
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{
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public:
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PackUnpackTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_GLSL_400_CORE_OUTPUT) {}
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};
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// Check if PackSnorm2x16 Emulation for GLSL < 4.2 compile correctly.
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TEST_F(PackUnpackTest, PackSnorm2x16Emulation)
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{
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const std::string &shaderString =
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"#version 300 es\n"
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"precision mediump float;\n"
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"layout(location = 0) out mediump vec4 fragColor;"
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"void main() {\n"
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" vec2 v;\n"
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" uint u = packSnorm2x16(v);\n"
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" fragColor = vec4(0.0);\n"
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"}\n";
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compile(shaderString);
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ASSERT_TRUE(foundInCode("uint webgl_packSnorm2x16_emu(vec2 v)"));
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}
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// Check if UnpackSnorm2x16 Emulation for GLSL < 4.2 compile correctly.
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TEST_F(PackUnpackTest, UnpackSnorm2x16Emulation)
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{
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const std::string &shaderString =
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"#version 300 es\n"
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"precision mediump float;\n"
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"layout(location = 0) out mediump vec4 fragColor;"
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"void main() {\n"
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" uint u;\n"
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" vec2 v=unpackSnorm2x16(u);\n"
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" fragColor = vec4(0.0);\n"
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"}\n";
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compile(shaderString);
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ASSERT_TRUE(foundInCode("vec2 webgl_unpackSnorm2x16_emu(uint u)"));
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}
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// Check if PackUnorm2x16 Emulation for GLSL < 4.1 compiles correctly.
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TEST_F(PackUnpackTest, PackUnorm2x16Emulation)
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{
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const std::string &shaderString =
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"#version 300 es\n"
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"precision mediump float;\n"
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"layout(location = 0) out mediump vec4 fragColor;"
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"void main() {\n"
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" vec2 v;\n"
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" uint u = packUnorm2x16(v);\n"
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" fragColor = vec4(0.0);\n"
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"}\n";
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compile(shaderString);
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ASSERT_TRUE(foundInCode("uint webgl_packUnorm2x16_emu(vec2 v)"));
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}
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// Check if UnpackSnorm2x16 Emulation for GLSL < 4.1 compiles correctly.
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TEST_F(PackUnpackTest, UnpackUnorm2x16Emulation)
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{
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const std::string &shaderString =
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"#version 300 es\n"
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"precision mediump float;\n"
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"layout(location = 0) out mediump vec4 fragColor;"
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"void main() {\n"
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" uint u;\n"
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" vec2 v=unpackUnorm2x16(u);\n"
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" fragColor = vec4(0.0);\n"
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"}\n";
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compile(shaderString);
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ASSERT_TRUE(foundInCode("vec2 webgl_unpackUnorm2x16_emu(uint u)"));
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}
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// Check if PackHalf2x16 Emulation for GLSL < 4.2 compiles correctly.
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TEST_F(PackUnpackTest, PackHalf2x16Emulation)
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{
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const std::string &shaderString =
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"#version 300 es\n"
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"precision mediump float;\n"
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"layout(location = 0) out mediump vec4 fragColor;"
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"void main() {\n"
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" vec2 v;\n"
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" uint u=packHalf2x16(v);\n"
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" fragColor = vec4(0.0);\n"
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"}\n";
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compile(shaderString);
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ASSERT_TRUE(foundInCode("uint webgl_packHalf2x16_emu(vec2 v)"));
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}
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// Check if UnpackHalf2x16 Emulation for GLSL < 4.2 compiles correctly.
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TEST_F(PackUnpackTest, UnpackHalf2x16Emulation)
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{
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const std::string &shaderString =
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"#version 300 es\n"
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"precision mediump float;\n"
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"layout(location = 0) out mediump vec4 fragColor;"
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"void main() {\n"
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" uint u;\n"
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" vec2 v=unpackHalf2x16(u);\n"
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" fragColor = vec4(0.0);\n"
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"}\n";
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compile(shaderString);
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ASSERT_TRUE(foundInCode("vec2 webgl_unpackHalf2x16_emu(uint u)"));
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}
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} // namespace
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