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glsl/tests: Verify geometry shader built-ins generated by _mesa_glsl_initialize_variables
Checks that the variables generated meet certain criteria. - Geometry shader inputs have an explicit location. - Geometry shader outputs have an explicit location. - Fragment shader-only varying locations are not used. - Geometry shader uniforms and system values don't have an explicit location. - Geometry shader constants don't have an explicit location and are read-only. - No other kinds of geometry variables exist. It does not verify that an specific variables exist. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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@ -293,3 +293,101 @@ TEST_F(fragment_builtin, no_invalid_variable_modes)
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{
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common_builtin::no_invalid_variable_modes();
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}
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/********************************************************************/
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class geometry_builtin : public common_builtin {
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public:
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geometry_builtin()
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: common_builtin(GL_GEOMETRY_SHADER)
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{
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/* empty */
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}
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};
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TEST_F(geometry_builtin, names_start_with_gl)
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{
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common_builtin::names_start_with_gl();
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}
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TEST_F(geometry_builtin, inputs_have_explicit_location)
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{
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foreach_list(node, &this->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var->mode != ir_var_shader_in)
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continue;
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if (var->is_interface_instance()) {
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EXPECT_STREQ("gl_in", var->name);
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EXPECT_FALSE(var->explicit_location);
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EXPECT_EQ(-1, var->location);
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ASSERT_TRUE(var->type->is_array());
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const glsl_type *const instance_type = var->type->fields.array;
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for (unsigned i = 0; i < instance_type->length; i++) {
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const glsl_struct_field *const input =
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&instance_type->fields.structure[i];
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string_starts_with_prefix(input->name, "gl_");
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EXPECT_NE(-1, input->location);
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EXPECT_GT(VARYING_SLOT_VAR0, input->location);
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/* Several varyings only exist in the fragment shader. Be sure
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* that no inputs with these locations exist.
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*/
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EXPECT_NE(VARYING_SLOT_PNTC, input->location);
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EXPECT_NE(VARYING_SLOT_FACE, input->location);
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}
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} else {
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EXPECT_TRUE(var->explicit_location);
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EXPECT_NE(-1, var->location);
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EXPECT_GT(VARYING_SLOT_VAR0, var->location);
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EXPECT_EQ(0u, var->location_frac);
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}
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/* Several varyings only exist in the fragment shader. Be sure that no
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* inputs with these locations exist.
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*/
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EXPECT_NE(VARYING_SLOT_PNTC, var->location);
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EXPECT_NE(VARYING_SLOT_FACE, var->location);
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}
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}
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TEST_F(geometry_builtin, outputs_have_explicit_location)
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{
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foreach_list(node, &this->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var->mode != ir_var_shader_out)
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continue;
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EXPECT_TRUE(var->explicit_location);
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EXPECT_NE(-1, var->location);
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EXPECT_GT(VARYING_SLOT_VAR0, var->location);
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EXPECT_EQ(0u, var->location_frac);
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/* Several varyings only exist in the fragment shader. Be sure that no
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* outputs with these locations exist.
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*/
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EXPECT_NE(VARYING_SLOT_PNTC, var->location);
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EXPECT_NE(VARYING_SLOT_FACE, var->location);
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}
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}
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TEST_F(geometry_builtin, uniforms_and_system_values_dont_have_explicit_location)
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{
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common_builtin::uniforms_and_system_values_dont_have_explicit_location();
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}
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TEST_F(geometry_builtin, constants_are_constant)
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{
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common_builtin::constants_are_constant();
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}
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TEST_F(geometry_builtin, no_invalid_variable_modes)
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{
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common_builtin::no_invalid_variable_modes();
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}
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