# -*- coding: utf-8 -*-
#-------------------------------------------------------------------------
# drawElements Quality Program utilities
# --------------------------------------
#
# Copyright 2015 The Android Open Source Project
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
#-------------------------------------------------------------------------
from genutil import *
allCases = []
VERTEX = "VERTEX"
FRAGMENT = "FRAGMENT"
CASE_FRAGMENT_SHADER_TEMPLATE = """
case ${{NAME}}
version 310 es
expect ${{EXPECT}}
vertex ""
#version 310 es
precision highp float;
in vec4 a_pos;
void main()
{
gl_Position = a_pos;
}
""
fragment ""
${{SOURCE}}
""
end"""[1:]
CASE_VERTEX_SHADER_TEMPLATE = """
case ${{NAME}}
version 310 es
expect ${{EXPECT}}
vertex ""
${{SOURCE}}
""
fragment ""
#version 310 es
precision highp float;
layout(location=0) out vec4 o_color;
void main()
{
o_color = vec4(1.0);
}
""
end"""[1:]
class UniformBlockCase(ShaderCase):
def __init__(self, name, shaderType, source, valid):
self.name = name
self.shaderType = shaderType
self.source = source
self.valid = valid
def __str__(self):
if self.shaderType == FRAGMENT:
sourceParams = {
"OUTPUT": "o_color",
"OUTPUT_DECLARATION": "layout(location=0) out vec4 o_color;"
}
source = fillTemplate(self.source, sourceParams)
testCaseParams = {
"NAME": self.name,
"SOURCE": source,
"EXPECT": ("build_successful" if self.valid else "compile_fail")
}
return fillTemplate(CASE_FRAGMENT_SHADER_TEMPLATE, testCaseParams)
elif self.shaderType == VERTEX:
sourceParams = {
"OUTPUT": "gl_Position",
"OUTPUT_DECLARATION": ""
}
source = fillTemplate(self.source, sourceParams)
testCaseParams = {
"NAME": self.name,
"SOURCE": source,
"EXPECT": ("build_successful" if self.valid else "compile_fail")
}
return fillTemplate(CASE_VERTEX_SHADER_TEMPLATE, testCaseParams)
assert False
def createCases(name, source, valid):
return [UniformBlockCase(name + "_vertex", VERTEX, source, valid),
UniformBlockCase(name + "_fragment", FRAGMENT, source, valid)]
repeatShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
uniform vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
layoutQualifierShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
layout(%s) uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
layoutGlobalQualifierShaderTemplate = """
#version 310 es
precision highp float;
layout(%s) uniform;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
layoutMemberQualifierShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
layout(%s) mat4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember[0];
}"""[1:]
layoutMemberVec4QualifierShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
layout(%s) vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
noInstanceNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
};
void main()
{
${{OUTPUT}} = uniformMember;
}"""[1:]
sameVariableAndInstanceNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
void main()
{
vec4 uniformBlock = vec4(0.0);
${{OUTPUT}} = uniformBlock;
}"""[1:]
sameVariableAndBlockNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
void main()
{
vec4 UniformBlock = vec4(0.0);
${{OUTPUT}} = UniformBlock + uniformBlock.uniformMember;
}"""[1:]
repeatedBlockShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlockA;
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlockB;
void main()
{
${{OUTPUT}} = uniformBlockA.uniformMember + uniformBlockB.uniformMember;
}"""[1:]
repeatedBlockNoInstanceNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
uniform UniformBlock
{
vec4 uniformMember;
};
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember + uniformMember;
}"""[1:]
structMemberShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
struct Struct
{
vec4 uniformMember;
};
uniform UniformBlock
{
Struct st;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.st.uniformMember;
}"""[1:]
layoutStructMemberQualifierShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
struct Struct
{
vec4 uniformMember;
};
uniform UniformBlock
{
layout(%s) Struct st;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.st.uniformMember;
}"""[1:]
longIdentifierBlockNameShaderTemplate = ("""
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
// Total of 1024 characters
uniform """ + ("a" * 1024) + """
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}""")[1:]
longIdentifierInstanceNameShaderTemplate = ("""
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} """ + ("a" * 1024) + """;
// Total of 1024 characters
void main()
{
${{OUTPUT}} = """ + ("a" * 1024) + """.uniformMember;
}""")[1:]
underscoreIdentifierInstanceNameShaderTemplate = ("""
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} _;
void main()
{
${{OUTPUT}} = _.uniformMember;
}""")[1:]
underscoreIdentifierBlockNameShaderTemplate = ("""
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform _
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}""")[1:]
validCases = (createCases("repeat_interface_qualifier", repeatShaderTemplate, True)
+ sum([createCases("layout_%s" % qualifier, layoutQualifierShaderTemplate % qualifier, True)
for qualifier in ["shared", "packed", "std140", "row_major", "column_major"]], [])
+ createCases("layout_all", layoutQualifierShaderTemplate % "shared, packed, std140, row_major, column_major", True)
+ createCases("layout_all_8_times", layoutQualifierShaderTemplate % str.join(", ", ["shared", "packed", "std140", "row_major", "column_major"] * 8), True)
+ sum([createCases("global_layout_%s" % qualifier, layoutGlobalQualifierShaderTemplate % qualifier, True)
for qualifier in ["shared", "packed", "std140", "row_major", "column_major"]], [])
+ createCases("global_layout_all", layoutGlobalQualifierShaderTemplate % "shared, packed, std140, row_major, column_major", True)
+ createCases("global_layout_all_8_times", layoutGlobalQualifierShaderTemplate % str.join(", ", ["shared", "packed", "std140", "row_major", "column_major"] * 8), True)
+ sum([createCases("member_layout_%s" % qualifier, layoutMemberQualifierShaderTemplate % qualifier, True)
for qualifier in ["row_major", "column_major"]], [])
+ sum([createCases("member_layout_%s_vec4" % qualifier, layoutMemberVec4QualifierShaderTemplate % qualifier, True)
for qualifier in ["row_major", "column_major"]], [])
+ createCases("member_layout_all", layoutMemberQualifierShaderTemplate % "row_major, column_major", True)
+ createCases("member_layout_all_8_times", layoutMemberQualifierShaderTemplate % str.join(", ", ["row_major", "column_major"] * 8), True)
+ createCases("no_instance_name", noInstanceNameShaderTemplate, True)
+ createCases("same_variable_and_block_name", sameVariableAndBlockNameShaderTemplate, True)
+ createCases("same_variable_and_instance_name", sameVariableAndInstanceNameShaderTemplate, True)
+ createCases("struct_member", structMemberShaderTemplate, True)
+ sum([createCases("struct_member_layout_%s" % qualifier, layoutStructMemberQualifierShaderTemplate % qualifier, True)
for qualifier in ["row_major", "column_major"]], [])
+ createCases("struct_member_layout_all", layoutStructMemberQualifierShaderTemplate % "row_major, column_major", True)
+ createCases("struct_member_layout_all_8_times", layoutStructMemberQualifierShaderTemplate % str.join(", ", ["row_major", "column_major"] * 8), True)
+ createCases("long_block_name", longIdentifierBlockNameShaderTemplate, True)
+ createCases("long_instance_name", longIdentifierInstanceNameShaderTemplate, True)
+ createCases("underscore_block_name", underscoreIdentifierBlockNameShaderTemplate, True)
+ createCases("underscore_instance_name", underscoreIdentifierInstanceNameShaderTemplate, True))
invalidMemberInterfaceQualifierShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
%s vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
conflictingInstanceNamesShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlockA
{
vec4 uniformMember;
} uniformBlock;
uniform UniformBlockB
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
conflictingFunctionAndInstanceNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
float uniformBlock (float x)
{
return x;
}
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
conflictingFunctionAndBlockNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
float UniformBlock (float x)
{
return x;
}
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
conflictingVariableAndInstanceNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
%s vec4 uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
conflictingVariableAndBlockNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
%s vec4 UniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
matchingInstanceAndBlockNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} UniformBlock;
void main()
{
${{OUTPUT}} = UniformBlock.uniformMember;
}"""[1:]
referenceUsingBlockNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = UniformBlock.uniformMember;
}"""[1:]
emptyBlockShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
} uniformBlock;
void main()
{
${{OUTPUT}} = vec4(0.0);
}"""[1:]
emptyLayoutShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
layout() uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
emptyGlobalLayoutShaderTemplate = """
#version 310 es
precision highp float;
layout() uniform;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
emptyMemberLayoutShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
layout() vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
invalidMemberLayoutShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
layout(%s) vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
structureDefinitionShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
struct A
{
vec4 uniformMember;
} a;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.a.uniformMember;
}"""[1:]
samplerShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
sampler2D sampler;
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
missingBlockNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
invalidNumberBlockNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform 0UniformBlock
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
invalidHashBlockNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform #UniformBlock
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
invalidDollarBlockNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform $UniformBlock
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
invalidIdentifierBlockNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform gl_UniformBlock
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}"""[1:]
tooLongIdentifierBlockNameShaderTemplate = ("""
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
// Total of 1025 characters
uniform """ + ("a" * 1025) + """
{
vec4 uniformMember;
} uniformBlock;
void main()
{
${{OUTPUT}} = uniformBlock.uniformMember;
}""")[1:]
invalidNumberInstanceNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformInstance
{
vec4 uniformMember;
} 0uniformBlock;
void main()
{
${{OUTPUT}} = 0uniformBlock.uniformMember;
}"""[1:]
invalidHashInstanceNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformInstance
{
vec4 uniformMember;
} #uniformBlock;
void main()
{
${{OUTPUT}} = #uniformBlock.uniformMember;
}"""[1:]
invalidDollarInstanceNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformInstance
{
vec4 uniformMember;
} $uniformBlock;
void main()
{
${{OUTPUT}} = $uniformBlock.uniformMember;
}"""[1:]
invalidIdentifierInstanceNameShaderTemplate = """
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} gl_uniformBlock;
void main()
{
${{OUTPUT}} = gl_uniformBlock.uniformMember;
}"""[1:]
tooLongIdentifierInstanceNameShaderTemplate = ("""
#version 310 es
precision highp float;
${{OUTPUT_DECLARATION}}
uniform UniformBlock
{
vec4 uniformMember;
} """ + ("a" * 1025) + """;
// Total of 1025 characters
void main()
{
${{OUTPUT}} = """ + ("a" * 1025) + """.uniformMember;
}""")[1:]
invalidCases = (
sum([createCases("member_%s_interface_qualifier" % qualifier, invalidMemberInterfaceQualifierShaderTemplate % qualifier, False)
for qualifier in ["in", "out", "buffer", "attribute", "varying"]], [])
+ createCases("conflicting_instance_names", conflictingInstanceNamesShaderTemplate, False)
+ createCases("conflicting_function_and_instance_name", conflictingFunctionAndInstanceNameShaderTemplate, False)
+ createCases("conflicting_function_and_block_name", conflictingFunctionAndBlockNameShaderTemplate, False)
+ sum([createCases("conflicting_%s_and_instance_name" % qualifier, conflictingVariableAndInstanceNameShaderTemplate % qualifier, False)
for qualifier in ["uniform", "in", "out"]], [])
+ sum([createCases("conflicting_%s_and_block_name" % qualifier, conflictingVariableAndBlockNameShaderTemplate % qualifier, False)
for qualifier in ["uniform", "in", "out"]], [])
+ createCases("matching_instance_and_block_name", matchingInstanceAndBlockNameShaderTemplate, False)
+ createCases("reference_using_block_name", referenceUsingBlockNameShaderTemplate, False)
+ createCases("empty_block", emptyBlockShaderTemplate, False)
+ createCases("empty_layout", emptyLayoutShaderTemplate, False)
+ createCases("empty_member_layout", emptyMemberLayoutShaderTemplate, False)
+ createCases("empty_global_layout", emptyGlobalLayoutShaderTemplate, False)
+ createCases("structure_definition", structureDefinitionShaderTemplate, False)
+ sum([createCases("member_layout_%s" % qualifier, invalidMemberLayoutShaderTemplate % qualifier, False)
for qualifier in ["shared", "packed", "std140" "std430",]], [])
+ createCases("missing_block_name", missingBlockNameShaderTemplate, False)
+ createCases("invalid_number_block_name", invalidNumberBlockNameShaderTemplate, False)
+ createCases("invalid_identifier_block_name", invalidIdentifierBlockNameShaderTemplate, False)
+ createCases("invalid_hash_block_name", invalidHashBlockNameShaderTemplate, False)
+ createCases("invalid_dollar_block_name", invalidDollarBlockNameShaderTemplate, False)
+ createCases("too_long_block_name", tooLongIdentifierBlockNameShaderTemplate, False)
+ createCases("invalid_number_instance_name", invalidNumberInstanceNameShaderTemplate, False)
+ createCases("invalid_identifier_instance_name", invalidIdentifierInstanceNameShaderTemplate, False)
+ createCases("invalid_hash_instance_name", invalidHashInstanceNameShaderTemplate, False)
+ createCases("invalid_dollar_instance_name", invalidDollarInstanceNameShaderTemplate, False)
+ createCases("repeated_block", repeatedBlockShaderTemplate, False)
+ createCases("repeated_block_no_instance_name", repeatedBlockNoInstanceNameShaderTemplate, False)
+ sum([createCases("layout_%s" % qualifier, layoutQualifierShaderTemplate % qualifier, False)
for qualifier in ["std430"]], [])
+ sum([createCases("global_layout_%s" % qualifier, layoutGlobalQualifierShaderTemplate % qualifier, False)
for qualifier in ["std430"]], [])
)
allCases.append(CaseGroup("valid", "Valid uniform interface block syntax tests.", validCases))
allCases.append(CaseGroup("invalid", "Invalid uniform interface block syntax tests.", invalidCases))
if __name__ == "__main__":
print "Generating shader case files."
writeAllCases("uniform_block.test", allCases)