blob: edfc0a85a4ce3772e455b609042098ec70c8aa29 [file] [log] [blame]
# 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