# 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