| /* |
| * Copyright 2016 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "SkSLCompiler.h" |
| |
| #include "Test.h" |
| |
| #if SK_SUPPORT_GPU |
| |
| static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Settings& settings, |
| const char* expected, SkSL::Program::Inputs* inputs, |
| SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) { |
| SkSL::Compiler compiler; |
| SkString output; |
| std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkString(src), settings); |
| if (!program) { |
| SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str()); |
| } |
| REPORTER_ASSERT(r, program); |
| *inputs = program->fInputs; |
| REPORTER_ASSERT(r, compiler.toGLSL(*program, &output)); |
| if (program) { |
| SkString skExpected(expected); |
| if (output != skExpected) { |
| SkDebugf("GLSL MISMATCH:\nsource:\n%s\n\nexpected:\n'%s'\n\nreceived:\n'%s'", src, |
| expected, output.c_str()); |
| } |
| REPORTER_ASSERT(r, output == skExpected); |
| } |
| } |
| |
| static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& caps, |
| const char* expected, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) { |
| SkSL::Program::Settings settings; |
| settings.fCaps = ∩︀ |
| SkSL::Program::Inputs inputs; |
| test(r, src, settings, expected, &inputs, kind); |
| } |
| |
| DEF_TEST(SkSLHelloWorld, r) { |
| test(r, |
| "void main() { sk_FragColor = vec4(0.75); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(0.75);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLControl, r) { |
| test(r, |
| "void main() {" |
| "if (sqrt(2) > 5) { sk_FragColor = vec4(0.75); } else { discard; }" |
| "int i = 0;" |
| "while (i < 10) sk_FragColor *= 0.5;" |
| "do { sk_FragColor += 0.01; } while (sk_FragColor.x < 0.75);" |
| "for (int i = 0; i < 10; i++) {" |
| "if (i % 2 == 1) break; else continue;" |
| "}" |
| "return;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " if (sqrt(2.0) > 5.0) {\n" |
| " sk_FragColor = vec4(0.75);\n" |
| " } else {\n" |
| " discard;\n" |
| " }\n" |
| " int i = 0;\n" |
| " while (true) sk_FragColor *= 0.5;\n" |
| " do {\n" |
| " sk_FragColor += 0.01;\n" |
| " } while (sk_FragColor.x < 0.75);\n" |
| " for (int i = 0;i < 10; i++) {\n" |
| " if (i % 2 == 1) break; else continue;\n" |
| " }\n" |
| " return;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLFunctions, r) { |
| test(r, |
| "float foo(float v[2]) { return v[0] * v[1]; }" |
| "void bar(inout float x) { float y[2], z; y[0] = x; y[1] = x * 2; z = foo(y); x = z; }" |
| "void main() { float x = 10; bar(x); sk_FragColor = vec4(x); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "float foo(in float v[2]) {\n" |
| " return v[0] * v[1];\n" |
| "}\n" |
| "void bar(inout float x) {\n" |
| " float y[2], z;\n" |
| " y[0] = x;\n" |
| " y[1] = x * 2.0;\n" |
| " z = foo(y);\n" |
| " x = z;\n" |
| "}\n" |
| "void main() {\n" |
| " float x = 10.0;\n" |
| " bar(10.0);\n" |
| " sk_FragColor = vec4(10.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLOperators, r) { |
| test(r, |
| "void main() {" |
| "float x = 1, y = 2;" |
| "int z = 3;" |
| "x = x - x + y * z * x * (y - z);" |
| "y = x / y / z;" |
| "z = (z / 2 % 3 << 4) >> 2 << 1;" |
| "bool b = (x > 4) == x < 2 || 2 >= sqrt(2) && y <= z;" |
| "x += 12;" |
| "x -= 12;" |
| "x *= y /= z = 10;" |
| "b ||= false;" |
| "b &&= true;" |
| "b ^^= false;" |
| "z |= 0;" |
| "z &= -1;" |
| "z ^= 0;" |
| "z >>= 2;" |
| "z <<= 4;" |
| "z %= 5;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = 1.0, y = 2.0;\n" |
| " int z = 3;\n" |
| " x = -6.0;\n" |
| " y = -1.0;\n" |
| " z = 8;\n" |
| " bool b = false == true || 2.0 >= sqrt(2.0) && true;\n" |
| " x += 12.0;\n" |
| " x -= 12.0;\n" |
| " x *= (y /= float(z = 10));\n" |
| " b ||= false;\n" |
| " b &&= true;\n" |
| " b ^^= false;\n" |
| " z |= 0;\n" |
| " z &= -1;\n" |
| " z ^= 0;\n" |
| " z >>= 2;\n" |
| " z <<= 4;\n" |
| " z %= 5;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLMatrices, r) { |
| test(r, |
| "void main() {" |
| "mat2x4 x = mat2x4(1);" |
| "mat3x2 y = mat3x2(1, 0, 0, 1, vec2(2, 2));" |
| "mat3x4 z = x * y;" |
| "vec3 v1 = mat3(1) * vec3(1);" |
| "vec3 v2 = vec3(1) * mat3(1);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " mat2x4 x = mat2x4(1.0);\n" |
| " mat3x2 y = mat3x2(1.0, 0.0, 0.0, 1.0, vec2(2.0, 2.0));\n" |
| " mat3x4 z = x * y;\n" |
| " vec3 v1 = mat3(1.0) * vec3(1.0);\n" |
| " vec3 v2 = vec3(1.0) * mat3(1.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLInterfaceBlock, r) { |
| test(r, |
| "uniform testBlock {" |
| "float x;" |
| "float y[2];" |
| "layout(binding=12) mat3x2 z;" |
| "bool w;" |
| "};" |
| "void main() {" |
| " sk_FragColor = vec4(x, y[0], y[1], 0);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform testBlock {\n" |
| " float x;\n" |
| " float[2] y;\n" |
| " layout (binding = 12) mat3x2 z;\n" |
| " bool w;\n" |
| "};\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(x, y[0], y[1], 0.0);\n" |
| "}\n"); |
| test(r, |
| "uniform testBlock {" |
| "float x;" |
| "} test;" |
| "void main() {" |
| " sk_FragColor = vec4(test.x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform testBlock {\n" |
| " float x;\n" |
| "} test;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(test.x);\n" |
| "}\n"); |
| test(r, |
| "uniform testBlock {" |
| "float x;" |
| "} test[2];" |
| "void main() {" |
| " sk_FragColor = vec4(test[1].x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform testBlock {\n" |
| " float x;\n" |
| "} test[2];\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(test[1].x);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLStructs, r) { |
| test(r, |
| "struct A {" |
| "int x;" |
| "int y;" |
| "} a1, a2;" |
| "A a3;" |
| "struct B {" |
| "float x;" |
| "float y[2];" |
| "layout(binding=1) A z;" |
| "};" |
| "B b1, b2, b3;" |
| "void main() {" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "struct A {\n" |
| " int x;\n" |
| " int y;\n" |
| "} a1, a2;\n" |
| "A a3;\n" |
| "struct B {\n" |
| " float x;\n" |
| " float[2] y;\n" |
| " layout (binding = 1) A z;\n" |
| "} b1, b2, b3;\n" |
| "void main() {\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLVersion, r) { |
| test(r, |
| "in float test; void main() { sk_FragColor = vec4(0.75); }", |
| *SkSL::ShaderCapsFactory::Version450Core(), |
| "#version 450 core\n" |
| "out vec4 sk_FragColor;\n" |
| "in float test;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(0.75);\n" |
| "}\n"); |
| test(r, |
| "in float test; void main() { sk_FragColor = vec4(0.75); }", |
| *SkSL::ShaderCapsFactory::Version110(), |
| "#version 110\n" |
| "varying float test;\n" |
| "void main() {\n" |
| " gl_FragColor = vec4(0.75);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLUsesPrecisionModifiers, r) { |
| test(r, |
| "void main() { float x = 0.75; highp float y = 1; }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = 0.75;\n" |
| " float y = 1.0;\n" |
| "}\n"); |
| test(r, |
| "void main() { float x = 0.75; highp float y = 1; }", |
| *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), |
| "#version 400\n" |
| "precision highp float;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = 0.75;\n" |
| " highp float y = 1.0;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLMinAbs, r) { |
| test(r, |
| "void main() {" |
| "float x = -5;" |
| "x = min(abs(x), 6);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = -5.0;\n" |
| " x = min(abs(-5.0), 6.0);\n" |
| "}\n"); |
| |
| test(r, |
| "void main() {" |
| "float x = -5.0;" |
| "x = min(abs(x), 6.0);" |
| "}", |
| *SkSL::ShaderCapsFactory::CannotUseMinAndAbsTogether(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float minAbsHackVar0;\n" |
| " float minAbsHackVar1;\n" |
| " float x = -5.0;\n" |
| " x = ((minAbsHackVar0 = abs(-5.0)) < (minAbsHackVar1 = 6.0) ? minAbsHackVar0 : " |
| "minAbsHackVar1);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLNegatedAtan, r) { |
| test(r, |
| "void main() { vec2 x = vec2(1, 2); float y = atan(x.x, -(2 * x.y)); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " vec2 x = vec2(1.0, 2.0);\n" |
| " float y = atan(x.x, -(2.0 * x.y));\n" |
| "}\n"); |
| test(r, |
| "void main() { vec2 x = vec2(1, 2); float y = atan(x.x, -(2 * x.y)); }", |
| *SkSL::ShaderCapsFactory::MustForceNegatedAtanParamToFloat(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " vec2 x = vec2(1.0, 2.0);\n" |
| " float y = atan(x.x, -1.0 * (2.0 * x.y));\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLModifiersDeclaration, r) { |
| test(r, |
| "layout(blend_support_all_equations) out;" |
| "void main() { }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "layout (blend_support_all_equations) out ;\n" |
| "void main() {\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLHex, r) { |
| test(r, |
| "void main() {" |
| "int i1 = 0x0;" |
| "int i2 = 0x1234abcd;" |
| "int i3 = 0x7fffffff;" |
| "int i4 = 0xffffffff;" |
| "int i5 = -0xbeef;" |
| "uint u1 = 0x0;" |
| "uint u2 = 0x1234abcd;" |
| "uint u3 = 0x7fffffff;" |
| "uint u4 = 0xffffffff;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " int i1 = 0;\n" |
| " int i2 = 305441741;\n" |
| " int i3 = 2147483647;\n" |
| " int i4 = -1;\n" |
| " int i5 = -48879;\n" |
| " uint u1 = 0u;\n" |
| " uint u2 = 305441741u;\n" |
| " uint u3 = 2147483647u;\n" |
| " uint u4 = 4294967295u;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLVectorConstructors, r) { |
| test(r, |
| "vec2 v1 = vec2(1);" |
| "vec2 v2 = vec2(1, 2);" |
| "vec2 v3 = vec2(vec2(1));" |
| "vec3 v4 = vec3(vec2(1), 1.0);" |
| "ivec2 v5 = ivec2(1);" |
| "ivec2 v6 = ivec2(vec2(1, 2));" |
| "vec2 v7 = vec2(ivec2(1, 2));", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "vec2 v1 = vec2(1.0);\n" |
| "vec2 v2 = vec2(1.0, 2.0);\n" |
| "vec2 v3 = vec2(1.0);\n" |
| "vec3 v4 = vec3(vec2(1.0), 1.0);\n" |
| "ivec2 v5 = ivec2(1);\n" |
| "ivec2 v6 = ivec2(vec2(1.0, 2.0));\n" |
| "vec2 v7 = vec2(ivec2(1, 2));\n"); |
| } |
| |
| DEF_TEST(SkSLArrayConstructors, r) { |
| test(r, |
| "float test1[] = float[](1, 2, 3, 4);" |
| "vec2 test2[] = vec2[](vec2(1, 2), vec2(3, 4));" |
| "mat4 test3[] = mat4[]();", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "float test1[] = float[](1.0, 2.0, 3.0, 4.0);\n" |
| "vec2 test2[] = vec2[](vec2(1.0, 2.0), vec2(3.0, 4.0));\n" |
| "mat4 test3[] = mat4[]();\n"); |
| } |
| |
| DEF_TEST(SkSLDerivatives, r) { |
| test(r, |
| "void main() { float x = dFdx(1); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = dFdx(1.0);\n" |
| "}\n"); |
| test(r, |
| "void main() { float x = 1; }", |
| *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = 1.0;\n" |
| "}\n"); |
| test(r, |
| "void main() { float x = dFdx(1); }", |
| *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(), |
| "#version 400\n" |
| "#extension GL_OES_standard_derivatives : require\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = dFdx(1.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLConstantFolding, r) { |
| test(r, |
| "void main() {" |
| "float f_add = 32 + 2;" |
| "float f_sub = 32 - 2;" |
| "float f_mul = 32 * 2;" |
| "float f_div = 32 / 2;" |
| "float mixed = (12 > 2.0) ? (10 * 2 / 5 + 18 - 3) : 0;" |
| "int i_add = 32 + 2;" |
| "int i_sub = 32 - 2;" |
| "int i_mul = 32 * 2;" |
| "int i_div = 32 / 2;" |
| "int i_or = 12 | 6;" |
| "int i_and = 254 & 7;" |
| "int i_xor = 2 ^ 7;" |
| "int i_shl = 1 << 4;" |
| "int i_shr = 128 >> 2;" |
| "bool gt_it = 6 > 5;" |
| "bool gt_if = 6 > 6;" |
| "bool gt_ft = 6.0 > 5.0;" |
| "bool gt_ff = 6.0 > 6.0;" |
| "bool gte_it = 6 >= 6;" |
| "bool gte_if = 6 >= 7;" |
| "bool gte_ft = 6.0 >= 6.0;" |
| "bool gte_ff = 6.0 >= 7.0;" |
| "bool lte_it = 6 <= 6;" |
| "bool lte_if = 6 <= 5;" |
| "bool lte_ft = 6.0 <= 6.0;" |
| "bool lte_ff = 6.0 <= 5.0;" |
| "bool or_t = 1 == 1 || 2 == 8;" |
| "bool or_f = 1 > 1 || 2 == 8;" |
| "bool and_t = 1 == 1 && 2 <= 8;" |
| "bool and_f = 1 == 2 && 2 == 8;" |
| "bool xor_t = 1 == 1 ^^ 1 != 1;" |
| "bool xor_f = 1 == 1 ^^ 1 == 1;" |
| "int ternary = 10 > 5 ? 10 : 5;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float f_add = 34.0;\n" |
| " float f_sub = 30.0;\n" |
| " float f_mul = 64.0;\n" |
| " float f_div = 16.0;\n" |
| " float mixed = 19.0;\n" |
| " int i_add = 34;\n" |
| " int i_sub = 30;\n" |
| " int i_mul = 64;\n" |
| " int i_div = 16;\n" |
| " int i_or = 14;\n" |
| " int i_and = 6;\n" |
| " int i_xor = 5;\n" |
| " int i_shl = 16;\n" |
| " int i_shr = 32;\n" |
| " bool gt_it = true;\n" |
| " bool gt_if = false;\n" |
| " bool gt_ft = true;\n" |
| " bool gt_ff = false;\n" |
| " bool gte_it = true;\n" |
| " bool gte_if = false;\n" |
| " bool gte_ft = true;\n" |
| " bool gte_ff = false;\n" |
| " bool lte_it = true;\n" |
| " bool lte_if = false;\n" |
| " bool lte_ft = true;\n" |
| " bool lte_ff = false;\n" |
| " bool or_t = true;\n" |
| " bool or_f = false;\n" |
| " bool and_t = true;\n" |
| " bool and_f = false;\n" |
| " bool xor_t = true;\n" |
| " bool xor_f = false;\n" |
| " int ternary = 10;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLStaticIf, r) { |
| test(r, |
| "void main() {" |
| "int x;" |
| "if (true) x = 1;" |
| "if (2 > 1) x = 2; else x = 3;" |
| "if (1 > 2) x = 4; else x = 5;" |
| "if (false) x = 6;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " int x;\n" |
| " x = 1;\n" |
| " x = 2;\n" |
| " x = 5;\n" |
| " {\n" |
| " }\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLCaps, r) { |
| test(r, |
| "void main() {" |
| "int x;" |
| "if (sk_Caps.externalTextureSupport) x = 1;" |
| "if (sk_Caps.fbFetchSupport) x = 2;" |
| "if (sk_Caps.dropsTileOnZeroDivide && sk_Caps.texelFetchSupport) x = 3;" |
| "if (sk_Caps.dropsTileOnZeroDivide && sk_Caps.canUseAnyFunctionInShader) x = 4;" |
| "}", |
| *SkSL::ShaderCapsFactory::VariousCaps(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " int x;\n" |
| " x = 1;\n" |
| " {\n" |
| " }\n" |
| " x = 3;\n" |
| " {\n" |
| " }\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLTexture, r) { |
| test(r, |
| "uniform sampler1D one;" |
| "uniform sampler2D two;" |
| "void main() {" |
| "vec4 a = texture(one, 0);" |
| "vec4 b = texture(two, vec2(0));" |
| "vec4 c = texture(one, vec2(0));" |
| "vec4 d = texture(two, vec3(0));" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform sampler1D one;\n" |
| "uniform sampler2D two;\n" |
| "void main() {\n" |
| " vec4 a = texture(one, 0.0);\n" |
| " vec4 b = texture(two, vec2(0.0));\n" |
| " vec4 c = textureProj(one, vec2(0.0));\n" |
| " vec4 d = textureProj(two, vec3(0.0));\n" |
| "}\n"); |
| test(r, |
| "uniform sampler1D one;" |
| "uniform sampler2D two;" |
| "void main() {" |
| "vec4 a = texture(one, 0);" |
| "vec4 b = texture(two, vec2(0));" |
| "vec4 c = texture(one, vec2(0));" |
| "vec4 d = texture(two, vec3(0));" |
| "}", |
| *SkSL::ShaderCapsFactory::Version110(), |
| "#version 110\n" |
| "uniform sampler1D one;\n" |
| "uniform sampler2D two;\n" |
| "void main() {\n" |
| " vec4 a = texture1D(one, 0.0);\n" |
| " vec4 b = texture2D(two, vec2(0.0));\n" |
| " vec4 c = texture1DProj(one, vec2(0.0));\n" |
| " vec4 d = texture2DProj(two, vec3(0.0));\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLOffset, r) { |
| test(r, |
| "struct Test {" |
| "layout(offset = 0) int x;" |
| "layout(offset = 4) int y;" |
| "int z;" |
| "} test;", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "struct Test {\n" |
| " layout (offset = 0) int x;\n" |
| " layout (offset = 4) int y;\n" |
| " int z;\n" |
| "} test;\n"); |
| } |
| |
| DEF_TEST(SkSLFragCoord, r) { |
| SkSL::Program::Settings settings; |
| settings.fFlipY = true; |
| sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::FragCoordsOld(); |
| settings.fCaps = caps.get(); |
| SkSL::Program::Inputs inputs; |
| test(r, |
| "void main() { sk_FragColor.xy = sk_FragCoord.xy; }", |
| settings, |
| "#version 110\n" |
| "#extension GL_ARB_fragment_coord_conventions : require\n" |
| "layout(origin_upper_left) in vec4 gl_FragCoord;\n" |
| "void main() {\n" |
| " gl_FragColor.xy = gl_FragCoord.xy;\n" |
| "}\n", |
| &inputs); |
| REPORTER_ASSERT(r, !inputs.fRTHeight); |
| |
| caps = SkSL::ShaderCapsFactory::FragCoordsNew(); |
| settings.fCaps = caps.get(); |
| test(r, |
| "void main() { sk_FragColor.xy = sk_FragCoord.xy; }", |
| settings, |
| "#version 400\n" |
| "layout(origin_upper_left) in vec4 gl_FragCoord;\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.xy = gl_FragCoord.xy;\n" |
| "}\n", |
| &inputs); |
| REPORTER_ASSERT(r, !inputs.fRTHeight); |
| |
| caps = SkSL::ShaderCapsFactory::Default(); |
| settings.fCaps = caps.get(); |
| test(r, |
| "void main() { sk_FragColor.xy = sk_FragCoord.xy; }", |
| settings, |
| "#version 400\n" |
| "uniform float u_skRTHeight;\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " vec2 _sktmpCoord = gl_FragCoord.xy;\n" |
| " vec4 sk_FragCoord = vec4(_sktmpCoord.x, u_skRTHeight - _sktmpCoord.y, 1.0, 1.0);\n" |
| " sk_FragColor.xy = sk_FragCoord.xy;\n" |
| "}\n", |
| &inputs); |
| REPORTER_ASSERT(r, inputs.fRTHeight); |
| |
| settings.fFlipY = false; |
| test(r, |
| "void main() { sk_FragColor.xy = sk_FragCoord.xy; }", |
| settings, |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.xy = gl_FragCoord.xy;\n" |
| "}\n", |
| &inputs); |
| REPORTER_ASSERT(r, !inputs.fRTHeight); |
| } |
| |
| DEF_TEST(SkSLVertexID, r) { |
| test(r, |
| "out int id; void main() { id = sk_VertexID; }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out int id;\n" |
| "void main() {\n" |
| " id = gl_VertexID;\n" |
| "}\n", |
| SkSL::Program::kVertex_Kind); |
| } |
| |
| DEF_TEST(SkSLClipDistance, r) { |
| test(r, |
| "void main() { sk_ClipDistance[0] = 0; }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "void main() {\n" |
| " gl_ClipDistance[0] = 0.0;\n" |
| "}\n", |
| SkSL::Program::kVertex_Kind); |
| test(r, |
| "void main() { sk_FragColor = vec4(sk_ClipDistance[0]); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(gl_ClipDistance[0]);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLArrayTypes, r) { |
| test(r, |
| "void main() { vec2 x[2] = vec2[2](vec2(1), vec2(2));" |
| "vec2[2] y = vec2[2](vec2(3), vec2(4)); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " vec2 x[2] = vec2[2](vec2(1.0), vec2(2.0));\n" |
| " vec2[2] y = vec2[2](vec2(3.0), vec2(4.0));\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLGeometry, r) { |
| test(r, |
| "layout(points) in;" |
| "layout(invocations = 2) in;" |
| "layout(line_strip, max_vertices = 2) out;" |
| "void main() {" |
| "gl_Position = sk_in[0].gl_Position + vec4(-0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "gl_Position = sk_in[0].gl_Position + vec4(0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "EndPrimitive();" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "layout (points) in ;\n" |
| "layout (invocations = 2) in ;\n" |
| "layout (line_strip, max_vertices = 2) out ;\n" |
| "void main() {\n" |
| " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" |
| " EmitVertex();\n" |
| " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n" |
| " EmitVertex();\n" |
| " EndPrimitive();\n" |
| "}\n", |
| SkSL::Program::kGeometry_Kind); |
| } |
| |
| DEF_TEST(SkSLSwitch, r) { |
| test(r, |
| "void main() {" |
| " float x;" |
| " switch (1) {" |
| " case 0:" |
| " x = 0.0;" |
| " break;" |
| " case 1:" |
| " x = 1.0;" |
| " break;" |
| " default:" |
| " x = 2.0;" |
| " }" |
| " sk_FragColor = vec4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x;\n" |
| " switch (1) {\n" |
| " case 0:\n" |
| " x = 0.0;\n" |
| " break;\n" |
| " case 1:\n" |
| " x = 1.0;\n" |
| " break;\n" |
| " default:\n" |
| " x = 2.0;\n" |
| " }\n" |
| " sk_FragColor = vec4(x);\n" |
| "}\n"); |
| test(r, |
| "void main() {" |
| " float x;" |
| " switch (2) {" |
| " case 0:" |
| " x = 0.0;" |
| " case 1:" |
| " x = 1.0;" |
| " default:" |
| " x = 2.0;" |
| " }" |
| " sk_FragColor = vec4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x;\n" |
| " switch (2) {\n" |
| " case 0:\n" |
| " x = 0.0;\n" |
| " case 1:\n" |
| " x = 1.0;\n" |
| " default:\n" |
| " x = 2.0;\n" |
| " }\n" |
| " sk_FragColor = vec4(2.0);\n" |
| "}\n"); |
| test(r, |
| "void main() {" |
| " float x = 0.0;" |
| " switch (3) {" |
| " case 0:" |
| " x = 0.0;" |
| " case 1:" |
| " x = 1.0;" |
| " }" |
| " sk_FragColor = vec4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = 0.0;\n" |
| " switch (3) {\n" |
| " case 0:\n" |
| " x = 0.0;\n" |
| " case 1:\n" |
| " x = 1.0;\n" |
| " }\n" |
| " sk_FragColor = vec4(x);\n" |
| "}\n"); |
| } |
| |
| #endif |