this->shader = rzalloc(this->mem_ctx, gl_shader);
this->shader->Type = this->shader_type;
+ this->shader->Stage = _mesa_shader_enum_to_shader_stage(this->shader_type);
this->state =
- new(mem_ctx) _mesa_glsl_parse_state(&this->ctx, this->shader->Type,
+ new(mem_ctx) _mesa_glsl_parse_state(&this->ctx, this->shader->Stage,
this->shader);
_mesa_glsl_initialize_types(this->state);
foreach_list(node, &this->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if (var->mode != ir_var_uniform && var->mode != ir_var_system_value)
+ if (var->data.mode != ir_var_uniform && var->data.mode != ir_var_system_value)
continue;
- EXPECT_FALSE(var->explicit_location);
- EXPECT_EQ(-1, var->location);
+ EXPECT_FALSE(var->data.explicit_location);
+ EXPECT_EQ(-1, var->data.location);
}
}
foreach_list(node, &this->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if (var->mode != ir_var_auto)
+ if (var->data.mode != ir_var_auto)
continue;
- EXPECT_FALSE(var->explicit_location);
- EXPECT_EQ(-1, var->location);
- EXPECT_TRUE(var->read_only);
+ EXPECT_FALSE(var->data.explicit_location);
+ EXPECT_EQ(-1, var->data.location);
+ EXPECT_TRUE(var->data.read_only);
}
}
foreach_list(node, &this->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- switch (var->mode) {
+ switch (var->data.mode) {
case ir_var_auto:
case ir_var_uniform:
case ir_var_shader_in:
default:
ADD_FAILURE() << "Built-in variable " << var->name
- << " has an invalid mode " << int(var->mode);
+ << " has an invalid mode " << int(var->data.mode);
break;
}
}
foreach_list(node, &this->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if (var->mode != ir_var_shader_in)
+ if (var->data.mode != ir_var_shader_in)
continue;
- EXPECT_TRUE(var->explicit_location);
- EXPECT_NE(-1, var->location);
- EXPECT_GT(VERT_ATTRIB_GENERIC0, var->location);
- EXPECT_EQ(0u, var->location_frac);
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
+ EXPECT_GT(VERT_ATTRIB_GENERIC0, var->data.location);
+ EXPECT_EQ(0u, var->data.location_frac);
}
}
foreach_list(node, &this->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if (var->mode != ir_var_shader_out)
+ if (var->data.mode != ir_var_shader_out)
continue;
- EXPECT_TRUE(var->explicit_location);
- EXPECT_NE(-1, var->location);
- EXPECT_GT(VARYING_SLOT_VAR0, var->location);
- EXPECT_EQ(0u, var->location_frac);
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
+ EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
+ EXPECT_EQ(0u, var->data.location_frac);
/* Several varyings only exist in the fragment shader. Be sure that no
* outputs with these locations exist.
*/
- EXPECT_NE(VARYING_SLOT_PNTC, var->location);
- EXPECT_NE(VARYING_SLOT_FACE, var->location);
- EXPECT_NE(VARYING_SLOT_PRIMITIVE_ID, var->location);
+ EXPECT_NE(VARYING_SLOT_PNTC, var->data.location);
+ EXPECT_NE(VARYING_SLOT_FACE, var->data.location);
+ EXPECT_NE(VARYING_SLOT_PRIMITIVE_ID, var->data.location);
}
}
foreach_list(node, &this->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if (var->mode != ir_var_shader_in)
+ if (var->data.mode != ir_var_shader_in)
continue;
- EXPECT_TRUE(var->explicit_location);
- EXPECT_NE(-1, var->location);
- EXPECT_GT(VARYING_SLOT_VAR0, var->location);
- EXPECT_EQ(0u, var->location_frac);
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
+ EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
+ EXPECT_EQ(0u, var->data.location_frac);
/* Several varyings only exist in the vertex / geometry shader. Be sure
* that no inputs with these locations exist.
*/
- EXPECT_TRUE(_mesa_varying_slot_in_fs((gl_varying_slot) var->location));
+ EXPECT_TRUE(_mesa_varying_slot_in_fs((gl_varying_slot) var->data.location));
}
}
foreach_list(node, &this->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if (var->mode != ir_var_shader_out)
+ if (var->data.mode != ir_var_shader_out)
continue;
- EXPECT_TRUE(var->explicit_location);
- EXPECT_NE(-1, var->location);
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
/* gl_FragData[] has location FRAG_RESULT_DATA0. Locations beyond that
* are invalid.
*/
- EXPECT_GE(FRAG_RESULT_DATA0, var->location);
+ EXPECT_GE(FRAG_RESULT_DATA0, var->data.location);
- EXPECT_EQ(0u, var->location_frac);
+ EXPECT_EQ(0u, var->data.location_frac);
}
}
{
common_builtin::no_invalid_variable_modes();
}
+
+/********************************************************************/
+
+class geometry_builtin : public common_builtin {
+public:
+ geometry_builtin()
+ : common_builtin(GL_GEOMETRY_SHADER)
+ {
+ /* empty */
+ }
+};
+
+TEST_F(geometry_builtin, names_start_with_gl)
+{
+ common_builtin::names_start_with_gl();
+}
+
+TEST_F(geometry_builtin, inputs_have_explicit_location)
+{
+ foreach_list(node, &this->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (var->data.mode != ir_var_shader_in)
+ continue;
+
+ if (var->is_interface_instance()) {
+ EXPECT_STREQ("gl_in", var->name);
+ EXPECT_FALSE(var->data.explicit_location);
+ EXPECT_EQ(-1, var->data.location);
+
+ ASSERT_TRUE(var->type->is_array());
+
+ const glsl_type *const instance_type = var->type->fields.array;
+
+ for (unsigned i = 0; i < instance_type->length; i++) {
+ const glsl_struct_field *const input =
+ &instance_type->fields.structure[i];
+
+ string_starts_with_prefix(input->name, "gl_");
+ EXPECT_NE(-1, input->location);
+ EXPECT_GT(VARYING_SLOT_VAR0, input->location);
+
+ /* Several varyings only exist in the fragment shader. Be sure
+ * that no inputs with these locations exist.
+ */
+ EXPECT_NE(VARYING_SLOT_PNTC, input->location);
+ EXPECT_NE(VARYING_SLOT_FACE, input->location);
+ }
+ } else {
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
+ EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
+ EXPECT_EQ(0u, var->data.location_frac);
+ }
+
+ /* Several varyings only exist in the fragment shader. Be sure that no
+ * inputs with these locations exist.
+ */
+ EXPECT_NE(VARYING_SLOT_PNTC, var->data.location);
+ EXPECT_NE(VARYING_SLOT_FACE, var->data.location);
+ }
+}
+
+TEST_F(geometry_builtin, outputs_have_explicit_location)
+{
+ foreach_list(node, &this->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (var->data.mode != ir_var_shader_out)
+ continue;
+
+ EXPECT_TRUE(var->data.explicit_location);
+ EXPECT_NE(-1, var->data.location);
+ EXPECT_GT(VARYING_SLOT_VAR0, var->data.location);
+ EXPECT_EQ(0u, var->data.location_frac);
+
+ /* Several varyings only exist in the fragment shader. Be sure that no
+ * outputs with these locations exist.
+ */
+ EXPECT_NE(VARYING_SLOT_PNTC, var->data.location);
+ EXPECT_NE(VARYING_SLOT_FACE, var->data.location);
+ }
+}
+
+TEST_F(geometry_builtin, uniforms_and_system_values_dont_have_explicit_location)
+{
+ common_builtin::uniforms_and_system_values_dont_have_explicit_location();
+}
+
+TEST_F(geometry_builtin, constants_are_constant)
+{
+ common_builtin::constants_are_constant();
+}
+
+TEST_F(geometry_builtin, no_invalid_variable_modes)
+{
+ common_builtin::no_invalid_variable_modes();
+}