| /* |
| * 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" |
| |
| // Note that the optimizer will aggressively kill dead code and substitute constants in place of |
| // variables, so we have to jump through a few hoops to ensure that the code in these tests has the |
| // necessary side-effects to remain live. In some cases we rely on the optimizer not (yet) being |
| // smart enough to optimize around certain constructs; as the optimizer gets smarter it will |
| // undoubtedly end up breaking some of these tests. That is a good thing, as long as the new code is |
| // equivalent! |
| |
| 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; |
| SkSL::String output; |
| std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkSL::String(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) { |
| SkSL::String 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 = float4(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 = float4(0.75); } else { discard; }" |
| "int i = 0;" |
| "while (i < 10) { sk_FragColor *= 0.5; i++; }" |
| "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 (i < 10) {\n" |
| " sk_FragColor *= 0.5;\n" |
| " i++;\n" |
| " }\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 = float4(x); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "float foo(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(x);\n" |
| " sk_FragColor = vec4(x);\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;" |
| "x = (float2(sqrt(1)) , 6);" |
| "z = (float2(sqrt(1)) , 6);" |
| "}", |
| *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" |
| " x = float((vec2(sqrt(1.0)) , 6));\n" |
| " z = (vec2(sqrt(1.0)) , 6);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLMatrices, r) { |
| test(r, |
| "void main() {" |
| "float2x4 x = float2x4(1);" |
| "float3x2 y = float3x2(1, 0, 0, 1, float2(2, 2));" |
| "float3x4 z = x * y;" |
| "float3 v1 = float3x3(1) * float3(2);" |
| "float3 v2 = float3(2) * float3x3(1);" |
| "sk_FragColor = float4(z[0].x, v1 + v2);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " mat3x4 z = mat2x4(1.0) * mat3x2(1.0, 0.0, 0.0, 1.0, vec2(2.0, 2.0));\n" |
| " vec3 v1 = mat3(1.0) * vec3(2.0);\n" |
| " vec3 v2 = vec3(2.0) * mat3(1.0);\n" |
| " sk_FragColor = vec4(z[0].x, v1 + v2);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLInterfaceBlock, r) { |
| test(r, |
| "uniform testBlock {" |
| "half x;" |
| "half y[2];" |
| "layout(binding=12) half3x2 z;" |
| "bool w;" |
| "};" |
| "void main() {" |
| " sk_FragColor = half4(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 = half4(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 = half4(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 = float4(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 = float4(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() { half x = 0.75; float y = 1; x++; y++;" |
| "sk_FragColor.rg = half2(x, y); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = 0.75;\n" |
| " float y = 1.0;\n" |
| " x++;\n" |
| " y++;\n" |
| " sk_FragColor.xy = vec2(x, y);\n" |
| "}\n"); |
| test(r, |
| "void main() { half x = 0.75; float y = 1; x++; y++;" |
| "sk_FragColor.rg = half2(x, y); }", |
| *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), |
| "#version 400\n" |
| "precision mediump float;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " mediump float x = 0.75;\n" |
| " highp float y = 1.0;\n" |
| " x++;\n" |
| " y++;\n" |
| " sk_FragColor.xy = vec2(x, y);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLMinAbs, r) { |
| test(r, |
| "void main() {" |
| "float x = -5;" |
| "sk_FragColor.r = min(abs(x), 6);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = min(abs(-5.0), 6.0);\n" |
| "}\n"); |
| |
| test(r, |
| "void main() {" |
| "float x = -5.0;" |
| "sk_FragColor.r = 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" |
| " sk_FragColor.x = ((minAbsHackVar0 = abs(-5.0)) < (minAbsHackVar1 = 6.0) ? " |
| "minAbsHackVar0 : minAbsHackVar1);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLFractNegative, r) { |
| static constexpr char input[] = |
| "void main() {" |
| "float x = -42.0;" |
| "sk_FragColor.r = fract(x);" |
| "}"; |
| static constexpr char output_default[] = |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = fract(-42.0);\n" |
| "}\n"; |
| static constexpr char output_workaround[] = |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = (0.5 - sign(-42.0) * (0.5 - fract(abs(-42.0))));\n" |
| "}\n"; |
| |
| test(r, input, *SkSL::ShaderCapsFactory::Default(), output_default); |
| test(r, input, *SkSL::ShaderCapsFactory::CannotUseFractForNegativeValues(), output_workaround); |
| } |
| |
| DEF_TEST(SkSLNegatedAtan, r) { |
| test(r, |
| "void main() { float2 x = float2(sqrt(2)); sk_FragColor.r = atan(x.x, -x.y); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " vec2 x = vec2(sqrt(2.0));\n" |
| " sk_FragColor.x = atan(x.x, -x.y);\n" |
| "}\n"); |
| test(r, |
| "void main() { float2 x = float2(sqrt(2)); sk_FragColor.r = atan(x.x, -x.y); }", |
| *SkSL::ShaderCapsFactory::MustForceNegatedAtanParamToFloat(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " vec2 x = vec2(sqrt(2.0));\n" |
| " sk_FragColor.x = atan(x.x, -1.0 * x.y);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLModifiersDeclaration, r) { |
| test(r, |
| "layout(blend_support_all_equations) out;" |
| "layout(blend_support_all_equations) out;" |
| "layout(blend_support_multiply) out;" |
| "layout(blend_support_screen) out;" |
| "layout(blend_support_overlay) out;" |
| "layout(blend_support_darken) out;" |
| "layout(blend_support_lighten) out;" |
| "layout(blend_support_colordodge) out;" |
| "layout(blend_support_colorburn) out;" |
| "layout(blend_support_hardlight) out;" |
| "layout(blend_support_softlight) out;" |
| "layout(blend_support_difference) out;" |
| "layout(blend_support_exclusion) out;" |
| "layout(blend_support_hsl_hue) out;" |
| "layout(blend_support_hsl_saturation) out;" |
| "layout(blend_support_hsl_color) out;" |
| "layout(blend_support_hsl_luminosity) out;" |
| "void main() { }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "layout (blend_support_all_equations) out ;\n" |
| "layout (blend_support_all_equations) out ;\n" |
| "layout (blend_support_multiply) out ;\n" |
| "layout (blend_support_screen) out ;\n" |
| "layout (blend_support_overlay) out ;\n" |
| "layout (blend_support_darken) out ;\n" |
| "layout (blend_support_lighten) out ;\n" |
| "layout (blend_support_colordodge) out ;\n" |
| "layout (blend_support_colorburn) out ;\n" |
| "layout (blend_support_hardlight) out ;\n" |
| "layout (blend_support_softlight) out ;\n" |
| "layout (blend_support_difference) out ;\n" |
| "layout (blend_support_exclusion) out ;\n" |
| "layout (blend_support_hsl_hue) out ;\n" |
| "layout (blend_support_hsl_saturation) out ;\n" |
| "layout (blend_support_hsl_color) out ;\n" |
| "layout (blend_support_hsl_luminosity) out ;\n" |
| "void main() {\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLHex, r) { |
| test(r, |
| "void main() {" |
| "int i1 = 0x0;" |
| "i1++;" |
| "int i2 = 0x1234abcd;" |
| "i2++;" |
| "int i3 = 0x7fffffff;" |
| "i3++;" |
| "int i4 = 0xffffffff;" |
| "i4++;" |
| "int i5 = -0xbeef;" |
| "i5++;" |
| "uint u1 = 0x0;" |
| "u1++;" |
| "uint u2 = 0x1234abcd;" |
| "u2++;" |
| "uint u3 = 0x7fffffff;" |
| "u3++;" |
| "uint u4 = 0xffffffff;" |
| "u4++;" |
| "ushort u5 = 0xffff;" |
| "u5++;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " int i1 = 0;\n" |
| " i1++;\n" |
| " int i2 = 305441741;\n" |
| " i2++;\n" |
| " int i3 = 2147483647;\n" |
| " i3++;\n" |
| " int i4 = -1;\n" |
| " i4++;\n" |
| " int i5 = -48879;\n" |
| " i5++;\n" |
| " uint u1 = 0u;\n" |
| " u1++;\n" |
| " uint u2 = 305441741u;\n" |
| " u2++;\n" |
| " uint u3 = 2147483647u;\n" |
| " u3++;\n" |
| " uint u4 = 4294967295u;\n" |
| " u4++;\n" |
| " uint u5 = 65535u;\n" |
| " u5++;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLVectorConstructors, r) { |
| test(r, |
| "float2 v1 = float2(1);" |
| "float2 v2 = float2(1, 2);" |
| "float2 v3 = float2(float2(1));" |
| "float3 v4 = float3(float2(1), 1.0);" |
| "int2 v5 = int2(1);" |
| "int2 v6 = int2(float2(1, 2));" |
| "float2 v7 = float2(int2(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);" |
| "float2 test2[] = float2[](float2(1, 2), float2(3, 4));" |
| "float4x4 test3[] = float4x4[]();", |
| *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() { sk_FragColor.r = dFdx(1); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = dFdx(1.0);\n" |
| "}\n"); |
| test(r, |
| "void main() { sk_FragColor.r = 1; }", |
| *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(), |
| "#version 400\n" |
| "precision mediump float;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = 1.0;\n" |
| "}\n"); |
| test(r, |
| "void main() { sk_FragColor.r = dFdx(1); }", |
| *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(), |
| "#version 400\n" |
| "#extension GL_OES_standard_derivatives : require\n" |
| "precision mediump float;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = dFdx(1.0);\n" |
| "}\n"); |
| } |
| |
| |
| DEF_TEST(SkSLIntFolding, r) { |
| test(r, |
| "void main() {" |
| "sk_FragColor.r = 32 + 2;" |
| "sk_FragColor.r = 32 - 2;" |
| "sk_FragColor.r = 32 * 2;" |
| "sk_FragColor.r = 32 / 2;" |
| "sk_FragColor.r = 12 | 6;" |
| "sk_FragColor.r = 254 & 7;" |
| "sk_FragColor.r = 2 ^ 7;" |
| "sk_FragColor.r = 1 << 4;" |
| "sk_FragColor.r = 128 >> 2;" |
| "sk_FragColor.r = -1 == -1 ? 1 : -1;" |
| "sk_FragColor.r = -1 == -2 ? 2 : -2;" |
| "sk_FragColor.r = 0 != 1 ? 3 : -3;" |
| "sk_FragColor.r = 0 != 0 ? 4 : -4;" |
| "sk_FragColor.r = 6 > 5 ? 5 : -5;" |
| "sk_FragColor.r = 6 > 6 ? 6 : -6;" |
| "sk_FragColor.r = -1 < 0 ? 7 : -7;" |
| "sk_FragColor.r = 1 < 0 ? 8 : -8;" |
| "sk_FragColor.r = 6 >= 6 ? 9 : -9;" |
| "sk_FragColor.r = 6 >= 7 ? 10 : -10;" |
| "sk_FragColor.r = 6 <= 6 ? 11 : -11;" |
| "sk_FragColor.r = 6 <= 5 ? 12 : -12;" |
| "sk_FragColor.r = int(sqrt(1)) + 0;" |
| "sk_FragColor.r = 0 + int(sqrt(2));" |
| "sk_FragColor.r = int(sqrt(3)) - 0;" |
| "sk_FragColor.r = int(sqrt(4)) * 0;" |
| "sk_FragColor.r = int(sqrt(5)) * 1;" |
| "sk_FragColor.r = 1 * int(sqrt(6));" |
| "sk_FragColor.r = 0 * int(sqrt(7));" |
| "sk_FragColor.r = int(sqrt(8)) / 1;" |
| "sk_FragColor.r = 0 / int(sqrt(9));" |
| "int x = int(sqrt(2));" |
| "x += 1;" |
| "x += 0;" |
| "x -= 1;" |
| "x -= 0;" |
| "x *= 1;" |
| "x *= 2;" |
| "x /= 1;" |
| "x /= 2;" |
| "sk_FragColor.r = x;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = 34.0;\n" |
| " sk_FragColor.x = 30.0;\n" |
| " sk_FragColor.x = 64.0;\n" |
| " sk_FragColor.x = 16.0;\n" |
| " sk_FragColor.x = 14.0;\n" |
| " sk_FragColor.x = 6.0;\n" |
| " sk_FragColor.x = 5.0;\n" |
| " sk_FragColor.x = 16.0;\n" |
| " sk_FragColor.x = 32.0;\n" |
| " sk_FragColor.x = 1.0;\n" |
| " sk_FragColor.x = -2.0;\n" |
| " sk_FragColor.x = 3.0;\n" |
| " sk_FragColor.x = -4.0;\n" |
| " sk_FragColor.x = 5.0;\n" |
| " sk_FragColor.x = -6.0;\n" |
| " sk_FragColor.x = 7.0;\n" |
| " sk_FragColor.x = -8.0;\n" |
| " sk_FragColor.x = 9.0;\n" |
| " sk_FragColor.x = -10.0;\n" |
| " sk_FragColor.x = 11.0;\n" |
| " sk_FragColor.x = -12.0;\n" |
| " sk_FragColor.x = float(int(sqrt(1.0)));\n" |
| " sk_FragColor.x = float(int(sqrt(2.0)));\n" |
| " sk_FragColor.x = float(int(sqrt(3.0)));\n" |
| " sk_FragColor.x = 0.0;\n" |
| " sk_FragColor.x = float(int(sqrt(5.0)));\n" |
| " sk_FragColor.x = float(int(sqrt(6.0)));\n" |
| " sk_FragColor.x = 0.0;\n" |
| " sk_FragColor.x = float(int(sqrt(8.0)));\n" |
| " sk_FragColor.x = 0.0;\n" |
| " int x = int(sqrt(2.0));\n" |
| " x += 1;\n" |
| " x -= 1;\n" |
| " x *= 2;\n" |
| " x /= 2;\n" |
| " sk_FragColor.x = float(x);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLFloatFolding, r) { |
| test(r, |
| "void main() {" |
| "sk_FragColor.r = 32.0 + 2.0;" |
| "sk_FragColor.r = 32.0 - 2.0;" |
| "sk_FragColor.r = 32.0 * 2.0;" |
| "sk_FragColor.r = 32.0 / 2.0;" |
| "sk_FragColor.r = (12 > 2.0) ? (10 * 2 / 5 + 18 - 3) : 0;" |
| "sk_FragColor.r = 0.0 == 0.0 ? 1 : -1;" |
| "sk_FragColor.r = 0.0 == 1.0 ? 2 : -2;" |
| "sk_FragColor.r = 0.0 != 1.0 ? 3 : -3;" |
| "sk_FragColor.r = 0.0 != 0.0 ? 4 : -4;" |
| "sk_FragColor.r = 6.0 > 5.0 ? 5 : -5;" |
| "sk_FragColor.r = 6.0 > 6.0 ? 6 : -6;" |
| "sk_FragColor.r = 6.0 >= 6.0 ? 7 : -7;" |
| "sk_FragColor.r = 6.0 >= 7.0 ? 8 : -8;" |
| "sk_FragColor.r = 5.0 < 6.0 ? 9 : -9;" |
| "sk_FragColor.r = 6.0 < 6.0 ? 10 : -10;" |
| "sk_FragColor.r = 6.0 <= 6.0 ? 11 : -11;" |
| "sk_FragColor.r = 6.0 <= 5.0 ? 12 : -12;" |
| "sk_FragColor.r = sqrt(1) + 0;" |
| "sk_FragColor.r = 0 + sqrt(2);" |
| "sk_FragColor.r = sqrt(3) - 0;" |
| "sk_FragColor.r = sqrt(4) * 0;" |
| "sk_FragColor.r = sqrt(5) * 1;" |
| "sk_FragColor.r = 1 * sqrt(6);" |
| "sk_FragColor.r = 0 * sqrt(7);" |
| "sk_FragColor.r = sqrt(8) / 1;" |
| "sk_FragColor.r = 0 / sqrt(9);" |
| "sk_FragColor.r += 1;" |
| "sk_FragColor.r += 0;" |
| "sk_FragColor.r -= 1;" |
| "sk_FragColor.r -= 0;" |
| "sk_FragColor.r *= 1;" |
| "sk_FragColor.r *= 2;" |
| "sk_FragColor.r /= 1;" |
| "sk_FragColor.r /= 2;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = 34.0;\n" |
| " sk_FragColor.x = 30.0;\n" |
| " sk_FragColor.x = 64.0;\n" |
| " sk_FragColor.x = 16.0;\n" |
| " sk_FragColor.x = 19.0;\n" |
| " sk_FragColor.x = 1.0;\n" |
| " sk_FragColor.x = -2.0;\n" |
| " sk_FragColor.x = 3.0;\n" |
| " sk_FragColor.x = -4.0;\n" |
| " sk_FragColor.x = 5.0;\n" |
| " sk_FragColor.x = -6.0;\n" |
| " sk_FragColor.x = 7.0;\n" |
| " sk_FragColor.x = -8.0;\n" |
| " sk_FragColor.x = 9.0;\n" |
| " sk_FragColor.x = -10.0;\n" |
| " sk_FragColor.x = 11.0;\n" |
| " sk_FragColor.x = -12.0;\n" |
| " sk_FragColor.x = sqrt(1.0);\n" |
| " sk_FragColor.x = sqrt(2.0);\n" |
| " sk_FragColor.x = sqrt(3.0);\n" |
| " sk_FragColor.x = 0.0;\n" |
| " sk_FragColor.x = sqrt(5.0);\n" |
| " sk_FragColor.x = sqrt(6.0);\n" |
| " sk_FragColor.x = 0.0;\n" |
| " sk_FragColor.x = sqrt(8.0);\n" |
| " sk_FragColor.x = 0.0;\n" |
| " sk_FragColor.x += 1.0;\n" |
| " sk_FragColor.x -= 1.0;\n" |
| " sk_FragColor.x *= 2.0;\n" |
| " sk_FragColor.x /= 2.0;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLBoolFolding, r) { |
| test(r, |
| "void main() {" |
| "sk_FragColor.r = 1 == 1 || 2 == 8 ? 1 : -1;" |
| "sk_FragColor.r = 1 > 1 || 2 == 8 ? 2 : -2;" |
| "sk_FragColor.r = 1 == 1 && 2 <= 8 ? 3 : -3;" |
| "sk_FragColor.r = 1 == 2 && 2 == 8 ? 4 : -4;" |
| "sk_FragColor.r = 1 == 1 ^^ 1 != 1 ? 5 : -5;" |
| "sk_FragColor.r = 1 == 1 ^^ 1 == 1 ? 6 : -6;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = 1.0;\n" |
| " sk_FragColor.x = -2.0;\n" |
| " sk_FragColor.x = 3.0;\n" |
| " sk_FragColor.x = -4.0;\n" |
| " sk_FragColor.x = 5.0;\n" |
| " sk_FragColor.x = -6.0;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLVecFolding, r) { |
| test(r, |
| "void main() {" |
| "sk_FragColor.r = float4(0.5, 1, 1, 1).x;" |
| "sk_FragColor = float4(float2(1), float2(2, 3)) + float4(5, 6, 7, 8);" |
| "sk_FragColor = float4(8, float3(10)) - float4(1);" |
| "sk_FragColor = float4(2) * float4(1, 2, 3, 4);" |
| "sk_FragColor = float4(12) / float4(1, 2, 3, 4);" |
| "sk_FragColor.r = (float4(12) / float4(1, 2, 3, 4)).y;" |
| "sk_FragColor.x = float4(1) == float4(1) ? 1.0 : -1.0;" |
| "sk_FragColor.x = float4(1) == float4(2) ? 2.0 : -2.0;" |
| "sk_FragColor.x = float2(1) == float2(1, 1) ? 3.0 : -3.0;" |
| "sk_FragColor.x = float2(1, 1) == float2(1, 1) ? 4.0 : -4.0;" |
| "sk_FragColor.x = float2(1) == float2(1, 0) ? 5.0 : -5.0;" |
| "sk_FragColor.x = float4(1) == float4(float2(1), float2(1)) ? 6.0 : -6.0;" |
| "sk_FragColor.x = float4(float3(1), 1) == float4(float2(1), float2(1)) ? 7.0 : -7.0;" |
| "sk_FragColor.x = float4(float3(1), 1) == float4(float2(1), 1, 0) ? 8.0 : -8.0;" |
| "sk_FragColor.x = float2(1) != float2(1, 0) ? 9.0 : -9.0;" |
| "sk_FragColor.x = float4(1) != float4(float2(1), float2(1)) ? 10.0 : -10.0;" |
| "sk_FragColor = float4(sqrt(1)) * float4(1);" |
| "sk_FragColor = float4(1) * float4(sqrt(2));" |
| "sk_FragColor = float4(0) * float4(sqrt(3));" |
| "sk_FragColor = float4(sqrt(4)) * float4(0);" |
| "sk_FragColor = float4(0) / float4(sqrt(5));" |
| "sk_FragColor = float4(0) + float4(sqrt(6));" |
| "sk_FragColor = float4(sqrt(7)) + float4(0);" |
| "sk_FragColor = float4(sqrt(8)) - float4(0);" |
| "sk_FragColor = float4(0) + sqrt(9);" |
| "sk_FragColor = float4(0) * sqrt(10);" |
| "sk_FragColor = float4(0) / sqrt(11);" |
| "sk_FragColor = float4(1) * sqrt(12);" |
| "sk_FragColor = 0 + float4(sqrt(13));" |
| "sk_FragColor = 0 * float4(sqrt(14));" |
| "sk_FragColor = 0 / float4(sqrt(15));" |
| "sk_FragColor = 1 * float4(sqrt(16));" |
| "sk_FragColor = float4(sqrt(17)) + 0;" |
| "sk_FragColor = float4(sqrt(18)) * 0;" |
| "sk_FragColor = float4(sqrt(19)) * 1;" |
| "sk_FragColor = float4(sqrt(19.5)) - 0;" |
| "sk_FragColor = sqrt(20) * float4(1);" |
| "sk_FragColor = sqrt(21) + float4(0);" |
| "sk_FragColor = sqrt(22) - float4(0);" |
| "sk_FragColor = sqrt(23) / float4(1);" |
| "sk_FragColor = float4(sqrt(24)) / 1;" |
| "sk_FragColor += float4(1);" |
| "sk_FragColor += float4(0);" |
| "sk_FragColor -= float4(1);" |
| "sk_FragColor -= float4(0);" |
| "sk_FragColor *= float4(1);" |
| "sk_FragColor *= float4(2);" |
| "sk_FragColor /= float4(1);" |
| "sk_FragColor /= float4(2);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = 0.5;\n" |
| " sk_FragColor = vec4(6.0, 7.0, 9.0, 11.0);\n" |
| " sk_FragColor = vec4(7.0, 9.0, 9.0, 9.0);\n" |
| " sk_FragColor = vec4(2.0, 4.0, 6.0, 8.0);\n" |
| " sk_FragColor = vec4(12.0, 6.0, 4.0, 3.0);\n" |
| " sk_FragColor.x = 6.0;\n" |
| " sk_FragColor.x = 1.0;\n" |
| " sk_FragColor.x = -2.0;\n" |
| " sk_FragColor.x = 3.0;\n" |
| " sk_FragColor.x = 4.0;\n" |
| " sk_FragColor.x = -5.0;\n" |
| " sk_FragColor.x = 6.0;\n" |
| " sk_FragColor.x = 7.0;\n" |
| " sk_FragColor.x = -8.0;\n" |
| " sk_FragColor.x = 9.0;\n" |
| " sk_FragColor.x = -10.0;\n" |
| " sk_FragColor = vec4(sqrt(1.0));\n" |
| " sk_FragColor = vec4(sqrt(2.0));\n" |
| " sk_FragColor = vec4(0.0);\n" |
| " sk_FragColor = vec4(0.0);\n" |
| " sk_FragColor = vec4(0.0);\n" |
| " sk_FragColor = vec4(sqrt(6.0));\n" |
| " sk_FragColor = vec4(sqrt(7.0));\n" |
| " sk_FragColor = vec4(sqrt(8.0));\n" |
| " sk_FragColor = vec4(sqrt(9.0));\n" |
| " sk_FragColor = vec4(0.0);\n" |
| " sk_FragColor = vec4(0.0);\n" |
| " sk_FragColor = vec4(sqrt(12.0));\n" |
| " sk_FragColor = vec4(sqrt(13.0));\n" |
| " sk_FragColor = vec4(0.0);\n" |
| " sk_FragColor = vec4(0.0);\n" |
| " sk_FragColor = vec4(sqrt(16.0));\n" |
| " sk_FragColor = vec4(sqrt(17.0));\n" |
| " sk_FragColor = vec4(0.0);\n" |
| " sk_FragColor = vec4(sqrt(19.0));\n" |
| " sk_FragColor = vec4(sqrt(19.5));\n" |
| " sk_FragColor = vec4(sqrt(20.0));\n" |
| " sk_FragColor = vec4(sqrt(21.0));\n" |
| " sk_FragColor = vec4(sqrt(22.0));\n" |
| " sk_FragColor = vec4(sqrt(23.0));\n" |
| " sk_FragColor = vec4(sqrt(24.0));\n" |
| " sk_FragColor += vec4(1.0);\n" |
| " sk_FragColor -= vec4(1.0);\n" |
| " sk_FragColor *= vec4(2.0);\n" |
| " sk_FragColor /= vec4(2.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLMatFolding, r) { |
| test(r, |
| "void main() {" |
| "sk_FragColor.x = float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) == " |
| "float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 1 : -1;" |
| "sk_FragColor.x = float2x2(float2(1.0, 0.0), float2(1.0, 1.0)) == " |
| "float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 2 : -2;" |
| "sk_FragColor.x = float2x2(1) == float2x2(1) ? 3 : -3;" |
| "sk_FragColor.x = float2x2(1) == float2x2(0) ? 4 : -4;" |
| "sk_FragColor.x = float2x2(1) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 5 : -5;" |
| "sk_FragColor.x = float2x2(2) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 6 : -6;" |
| "sk_FragColor.x = float3x2(2) == float3x2(float2(2.0, 0.0), float2(0.0, 2.0), float2(0.0))" |
| "? 7 : -7;" |
| "sk_FragColor.x = float2x2(1) != float2x2(1) ? 8 : -8;" |
| "sk_FragColor.x = float2x2(1) != float2x2(0) ? 9 : -9;" |
| "sk_FragColor.x = float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), " |
| "float3(0.0, 0.0, 0.0)) == float3x3(float2x2(1.0)) ? 10 : -10;" |
| "sk_FragColor.x = float2x2(float3x3(1.0)) == float2x2(1.0) ? 11 : -11;" |
| "sk_FragColor.x = float2x2(float4(1.0, 0.0, 0.0, 1.0)) == float2x2(1.0) ? 12 : -12;" |
| "sk_FragColor.x = float2x2(1.0, 0.0, float2(0.0, 1.0)) == float2x2(1.0) ? 13 : -13;" |
| "sk_FragColor.x = float2x2(float2(1.0, 0.0), 0.0, 1.0) == float2x2(1.0) ? 14 : -14;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = 1.0;\n" |
| " sk_FragColor.x = -2.0;\n" |
| " sk_FragColor.x = 3.0;\n" |
| " sk_FragColor.x = -4.0;\n" |
| " sk_FragColor.x = 5.0;\n" |
| " sk_FragColor.x = -6.0;\n" |
| " sk_FragColor.x = 7.0;\n" |
| " sk_FragColor.x = -8.0;\n" |
| " sk_FragColor.x = 9.0;\n" |
| " sk_FragColor.x = 10.0;\n" |
| " sk_FragColor.x = 11.0;\n" |
| " sk_FragColor.x = 12.0;\n" |
| " sk_FragColor.x = 13.0;\n" |
| " sk_FragColor.x = 14.0;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLConstantIf, 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;" |
| "sk_FragColor.r = x;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = 5.0;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLCaps, r) { |
| test(r, |
| "void main() {" |
| "int x = 0;" |
| "int y = 0;" |
| "int z = 0;" |
| "int w = 0;" |
| "if (sk_Caps.externalTextureSupport) x = 1;" |
| "if (sk_Caps.fbFetchSupport) y = 1;" |
| "if (sk_Caps.dropsTileOnZeroDivide) z = 1;" |
| "if (sk_Caps.canUseAnyFunctionInShader) w = 1;" |
| "sk_FragColor = half4(x, y, z, w);" |
| "}", |
| *SkSL::ShaderCapsFactory::VariousCaps(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(1.0, 0.0, 1.0, 0.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLTexture, r) { |
| test(r, |
| "uniform sampler1D one;" |
| "uniform sampler2D two;" |
| "void main() {" |
| "float4 a = texture(one, 0);" |
| "float4 b = texture(two, float2(0));" |
| "float4 c = texture(one, float2(0));" |
| "float4 d = texture(two, float3(0));" |
| "sk_FragColor = half4(a.x, b.x, c.x, d.x);" |
| "}", |
| *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" |
| " sk_FragColor = vec4(a.x, b.x, c.x, d.x);\n" |
| "}\n"); |
| test(r, |
| "uniform sampler1D one;" |
| "uniform sampler2D two;" |
| "void main() {" |
| "float4 a = texture(one, 0);" |
| "float4 b = texture(two, float2(0));" |
| "float4 c = texture(one, float2(0));" |
| "float4 d = texture(two, float3(0));" |
| "sk_FragColor = half4(a.x, b.x, c.x, d.x);" |
| "}", |
| *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" |
| " gl_FragColor = vec4(a.x, b.x, c.x, d.x);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLSharpen, r) { |
| SkSL::Program::Settings settings; |
| settings.fSharpenTextures = true; |
| sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default(); |
| settings.fCaps = caps.get(); |
| SkSL::Program::Inputs inputs; |
| test(r, |
| "uniform sampler1D one;" |
| "uniform sampler2D two;" |
| "void main() {" |
| "float4 a = texture(one, 0);" |
| "float4 b = texture(two, float2(0));" |
| "float4 c = texture(one, float2(0));" |
| "float4 d = texture(two, float3(0));" |
| "sk_FragColor = half4(a.x, b.x, c.x, d.x);" |
| "}", |
| settings, |
| "#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, -0.5);\n" |
| " vec4 b = texture(two, vec2(0.0), -0.5);\n" |
| " vec4 c = textureProj(one, vec2(0.0), -0.5);\n" |
| " vec4 d = textureProj(two, vec3(0.0), -0.5);\n" |
| " sk_FragColor = vec4(a.x, b.x, c.x, d.x);\n" |
| "}\n", |
| &inputs); |
| |
| caps = SkSL::ShaderCapsFactory::Version110(); |
| settings.fCaps = caps.get(); |
| test(r, |
| "uniform sampler1D one;" |
| "uniform sampler2D two;" |
| "void main() {" |
| "float4 a = texture(one, 0);" |
| "float4 b = texture(two, float2(0));" |
| "float4 c = texture(one, float2(0));" |
| "float4 d = texture(two, float3(0));" |
| "sk_FragColor = half4(a.x, b.x, c.x, d.x);" |
| "}", |
| settings, |
| "#version 110\n" |
| "uniform sampler1D one;\n" |
| "uniform sampler2D two;\n" |
| "void main() {\n" |
| " vec4 a = texture1D(one, 0.0, -0.5);\n" |
| " vec4 b = texture2D(two, vec2(0.0), -0.5);\n" |
| " vec4 c = texture1DProj(one, vec2(0.0), -0.5);\n" |
| " vec4 d = texture2DProj(two, vec3(0.0), -0.5);\n" |
| " gl_FragColor = vec4(a.x, b.x, c.x, d.x);\n" |
| "}\n", |
| &inputs); |
| } |
| |
| 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); |
| |
| test(r, |
| "in float4 pos; void main() { sk_Position = pos; }", |
| *SkSL::ShaderCapsFactory::CannotUseFragCoord(), |
| "#version 400\n" |
| "out vec4 sk_FragCoord_Workaround;\n" |
| "in vec4 pos;\n" |
| "void main() {\n" |
| " sk_FragCoord_Workaround = (gl_Position = pos);\n" |
| "}\n", |
| SkSL::Program::kVertex_Kind); |
| |
| test(r, |
| "in uniform float4 sk_RTAdjust; in float4 pos; void main() { sk_Position = pos; }", |
| *SkSL::ShaderCapsFactory::CannotUseFragCoord(), |
| "#version 400\n" |
| "out vec4 sk_FragCoord_Workaround;\n" |
| "in uniform vec4 sk_RTAdjust;\n" |
| "in vec4 pos;\n" |
| "void main() {\n" |
| " sk_FragCoord_Workaround = (gl_Position = pos);\n" |
| " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw," |
| " 0.0, gl_Position.w);\n" |
| "}\n", |
| SkSL::Program::kVertex_Kind); |
| |
| test(r, |
| "void main() { sk_FragColor.xy = sk_FragCoord.xy; }", |
| *SkSL::ShaderCapsFactory::CannotUseFragCoord(), |
| "#version 400\n" |
| "in vec4 sk_FragCoord_Workaround;\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float sk_FragCoord_InvW = 1. / sk_FragCoord_Workaround.w;\n" |
| " vec4 sk_FragCoord_Resolved = vec4(sk_FragCoord_Workaround.xyz * " |
| "sk_FragCoord_InvW, sk_FragCoord_InvW);\n" |
| " sk_FragCoord_Resolved.xy = floor(sk_FragCoord_Resolved.xy) + vec2(.5);\n" |
| " sk_FragColor.xy = sk_FragCoord_Resolved.xy;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLWidthAndHeight, r) { |
| SkSL::Program::Settings settings; |
| sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default(); |
| settings.fCaps = caps.get(); |
| SkSL::Program::Inputs inputs; |
| test(r, |
| "void main() { sk_FragColor.r = sk_FragCoord.x / sk_Width; }", |
| settings, |
| "#version 400\n" |
| "uniform float u_skRTWidth;\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = gl_FragCoord.x / u_skRTWidth;\n" |
| "}\n", |
| &inputs); |
| REPORTER_ASSERT(r, inputs.fRTWidth); |
| REPORTER_ASSERT(r, !inputs.fRTHeight); |
| |
| test(r, |
| "void main() { sk_FragColor.r = sk_FragCoord.y / sk_Height; }", |
| settings, |
| "#version 400\n" |
| "uniform float u_skRTHeight;\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = gl_FragCoord.y / u_skRTHeight;\n" |
| "}\n", |
| &inputs); |
| REPORTER_ASSERT(r, !inputs.fRTWidth); |
| REPORTER_ASSERT(r, inputs.fRTHeight); |
| } |
| |
| DEF_TEST(SkSLClockwise, r) { |
| test(r, |
| "void main() { sk_FragColor = half4(sk_Clockwise ? +1 : -1); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(float(gl_FrontFacing ? 1 : -1));\n" |
| "}\n"); |
| } |
| |
| 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(SkSLInstanceID, r) { |
| test(r, |
| "out int id; void main() { id = sk_InstanceID; }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out int id;\n" |
| "void main() {\n" |
| " id = gl_InstanceID;\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 = half4(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() { float2 x[2] = float2[2](float2(1), float2(2));" |
| "float2[2] y = float2[2](float2(3), float2(4));" |
| "sk_FragColor = float4(x[0], y[1]); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(vec2[2](vec2(1.0), vec2(2.0))[0], " |
| "vec2[2](vec2(3.0), vec2(4.0))[1]);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLArrayIndexTypes, r) { |
| test(r, |
| "void main() { float array[4] = float[4](1, 2, 3, 4);" |
| "short x = 0; ushort y = 1; int z = 2; uint w = 3;" |
| "sk_FragColor = float4(array[x], array[y], array[z], array[w]); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(float[4](1.0, 2.0, 3.0, 4.0)[0], " |
| "float[4](1.0, 2.0, 3.0, 4.0)[1], " |
| "float[4](1.0, 2.0, 3.0, 4.0)[2], " |
| "float[4](1.0, 2.0, 3.0, 4.0)[3]);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLGeometry, r) { |
| test(r, |
| "layout(points) in;" |
| "layout(invocations = 2) in;" |
| "layout(line_strip, max_vertices = 2) out;" |
| "void main() {" |
| "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "EndPrimitive();" |
| "}", |
| *SkSL::ShaderCapsFactory::GeometryShaderSupport(), |
| "#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) { |
| // basic "does a switch even work" test |
| test(r, |
| "void main() {" |
| " float x;" |
| " switch (int(sqrt(1))) {" |
| " case 0:" |
| " x = 0.0;" |
| " break;" |
| " case 1:" |
| " x = 1.0;" |
| " break;" |
| " default:" |
| " x = 2.0;" |
| " }" |
| " sk_FragColor = float4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x;\n" |
| " switch (int(sqrt(1.0))) {\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"); |
| // dead code inside of switch |
| test(r, |
| "void main() {" |
| " float x;" |
| " switch (int(sqrt(2))) {" |
| " case 0:" |
| " x = 0.0;" |
| " case 1:" |
| " x = 1.0;" |
| " default:" |
| " x = 2.0;" |
| " }" |
| " sk_FragColor = half4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " switch (int(sqrt(2.0))) {\n" |
| " case 0:\n" |
| " ;\n" |
| " case 1:\n" |
| " ;\n" |
| " default:\n" |
| " ;\n" |
| " }\n" |
| " sk_FragColor = vec4(2.0);\n" |
| "}\n"); |
| // non-static test w/ fallthrough |
| test(r, |
| "void main() {" |
| " float x = 0.0;" |
| " switch (int(sqrt(3))) {" |
| " case 0:" |
| " x = 0.0;" |
| " case 1:" |
| " x = 1.0;" |
| " }" |
| " sk_FragColor = half4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = 0.0;\n" |
| " switch (int(sqrt(3.0))) {\n" |
| " case 0:\n" |
| " x = 0.0;\n" |
| " case 1:\n" |
| " x = 1.0;\n" |
| " }\n" |
| " sk_FragColor = vec4(x);\n" |
| "}\n"); |
| // static test w/ fallthrough |
| test(r, |
| "void main() {" |
| " float x = 0.0;" |
| " switch (0) {" |
| " case 0:" |
| " x = 0.0;" |
| " case 1:" |
| " x = 1.0;" |
| " }" |
| " sk_FragColor = half4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(1.0);\n" |
| "}\n"); |
| // static test w/ fallthrough, different entry point |
| test(r, |
| "void main() {" |
| " float x = 0.0;" |
| " switch (1) {" |
| " case 0:" |
| " x = 0.0;" |
| " case 1:" |
| " x = 1.0;" |
| " }" |
| " sk_FragColor = half4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(1.0);\n" |
| "}\n"); |
| // static test w/ break |
| test(r, |
| "void main() {" |
| " float x = 0.0;" |
| " switch (0) {" |
| " case 0:" |
| " x = 0.0;" |
| " break;" |
| " case 1:" |
| " x = 1.0;" |
| " }" |
| " sk_FragColor = half4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(0.0);\n" |
| "}\n"); |
| // static test w/ static conditional break |
| test(r, |
| "void main() {" |
| " float x = 0.0;" |
| " switch (0) {" |
| " case 0:" |
| " x = 0.0;" |
| " if (x < 1) break;" |
| " case 1:" |
| " x = 1.0;" |
| " }" |
| " sk_FragColor = half4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(0.0);\n" |
| "}\n"); |
| // static test w/ non-static conditional break |
| test(r, |
| "void main() {" |
| " float x = 0.0;" |
| " switch (0) {" |
| " case 0:" |
| " x = 0.0;" |
| " if (x < sqrt(1)) break;" |
| " case 1:" |
| " x = 1.0;" |
| " }" |
| " sk_FragColor = half4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = 0.0;\n" |
| " switch (0) {\n" |
| " case 0:\n" |
| " x = 0.0;\n" |
| " if (0.0 < sqrt(1.0)) break;\n" |
| " case 1:\n" |
| " x = 1.0;\n" |
| " }\n" |
| " sk_FragColor = vec4(x);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLRectangleTexture, r) { |
| test(r, |
| "uniform sampler2D test;" |
| "void main() {" |
| " sk_FragColor = texture(test, float2(0.5));" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform sampler2D test;\n" |
| "void main() {\n" |
| " sk_FragColor = texture(test, vec2(0.5));\n" |
| "}\n"); |
| test(r, |
| "uniform sampler2DRect test;" |
| "void main() {" |
| " sk_FragColor = texture(test, float2(0.5));" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform sampler2DRect test;\n" |
| "void main() {\n" |
| " sk_FragColor = texture(test, textureSize(test) * vec2(0.5));\n" |
| "}\n"); |
| test(r, |
| "uniform sampler2DRect test;" |
| "void main() {" |
| " sk_FragColor = texture(test, float3(0.5));" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform sampler2DRect test;\n" |
| "void main() {\n" |
| " sk_FragColor = texture(test, vec3(textureSize(test), 1.0) * vec3(0.5));\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLUnusedVars, r) { |
| test(r, |
| "void main() {" |
| "float a = 1, b = 2, c = 3;" |
| "float d = c;" |
| "float e = d;" |
| "b++;" |
| "d++;" |
| "sk_FragColor = float4(b, b, d, d);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float b = 2.0;\n" |
| " float d = 3.0;\n" |
| " b++;\n" |
| " d++;\n" |
| " sk_FragColor = vec4(b, b, d, d);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLMultipleAssignments, r) { |
| test(r, |
| "void main() {" |
| "float x;" |
| "float y;" |
| "int z;" |
| "x = y = z = 1;" |
| "sk_FragColor = float4(z);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(1.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLComplexDelete, r) { |
| test(r, |
| "uniform float4x4 colorXform;" |
| "uniform sampler2D sampler;" |
| "void main() {" |
| "float4 tmpColor;" |
| "sk_FragColor = float4(1.0) * (tmpColor = texture(sampler, float2(1)) , " |
| "colorXform != float4x4(1.0) ? float4(clamp((float4x4(colorXform) * " |
| "float4(tmpColor.xyz, 1.0)).xyz, " |
| "0.0, tmpColor.w), tmpColor.w) : tmpColor);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform mat4 colorXform;\n" |
| "uniform sampler2D sampler;\n" |
| "void main() {\n" |
| " vec4 tmpColor;\n" |
| " sk_FragColor = (tmpColor = texture(sampler, vec2(1.0)) , colorXform != mat4(1.0) ? " |
| "vec4(clamp((colorXform * vec4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : " |
| "tmpColor);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLDependentInitializers, r) { |
| test(r, |
| "void main() {" |
| "float x = 0.5, y = x * 2;" |
| "sk_FragColor = float4(y);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(1.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLDeadLoopVar, r) { |
| test(r, |
| "void main() {" |
| "for (int x = 0; x < 4; ) {" |
| "break;" |
| "}" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " for (; true; ) {\n" |
| " break;\n" |
| " }\n" |
| "}\n" |
| ); |
| } |
| |
| DEF_TEST(SkSLGeometryShaders, r) { |
| test(r, |
| "layout(points) in;" |
| "layout(invocations = 2) in;" |
| "layout(line_strip, max_vertices = 2) out;" |
| "void test() {" |
| "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "}" |
| "void main() {" |
| "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "}", |
| *SkSL::ShaderCapsFactory::NoGSInvocationsSupport(), |
| "#version 400\n" |
| "int sk_InvocationID;\n" |
| "layout (points) in ;\n" |
| "layout (line_strip, max_vertices = 4) out ;\n" |
| "void test() {\n" |
| " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(sk_InvocationID));\n" |
| " EmitVertex();\n" |
| "}\n" |
| "void _invoke() {\n" |
| " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(sk_InvocationID));\n" |
| " EmitVertex();\n" |
| "}\n" |
| "void main() {\n" |
| " for (sk_InvocationID = 0;sk_InvocationID < 2; sk_InvocationID++) {\n" |
| " _invoke();\n" |
| " EndPrimitive();\n" |
| " }\n" |
| "}\n", |
| SkSL::Program::kGeometry_Kind); |
| test(r, |
| "layout(points, invocations = 2) in;" |
| "layout(invocations = 3) in;" |
| "layout(line_strip, max_vertices = 2) out;" |
| "void main() {" |
| "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "EndPrimitive();" |
| "}", |
| *SkSL::ShaderCapsFactory::GSInvocationsExtensionString(), |
| "#version 400\n" |
| "#extension GL_ARB_gpu_shader5 : require\n" |
| "layout (points, invocations = 2) in ;\n" |
| "layout (invocations = 3) 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" |
| " EndPrimitive();\n" |
| "}\n", |
| SkSL::Program::kGeometry_Kind); |
| test(r, |
| "layout(points, invocations = 2) in;" |
| "layout(invocations = 3) in;" |
| "layout(line_strip, max_vertices = 2) out;" |
| "void main() {" |
| "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "EndPrimitive();" |
| "}", |
| *SkSL::ShaderCapsFactory::GeometryShaderExtensionString(), |
| "#version 310es\n" |
| "#extension GL_EXT_geometry_shader : require\n" |
| "layout (points, invocations = 2) in ;\n" |
| "layout (invocations = 3) 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" |
| " EndPrimitive();\n" |
| "}\n", |
| SkSL::Program::kGeometry_Kind); |
| } |
| |
| DEF_TEST(SkSLTypePrecision, r) { |
| test(r, |
| "float f = 1;" |
| "half h = 2;" |
| "double d = 3;" |
| "float2 f2 = float2(1, 2);" |
| "half3 h3 = half3(1, 2, 3);" |
| "double4 d4 = double4(1, 2, 3, 4);" |
| "float2x2 f22 = float2x2(1, 2, 3, 4);" |
| "half2x4 h24 = half2x4(1, 2, 3, 4, 5, 6, 7, 8);" |
| "double4x2 d42 = double4x2(1, 2, 3, 4, 5, 6, 7, 8);", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "float f = 1.0;\n" |
| "float h = 2.0;\n" |
| "double d = 3.0;\n" |
| "vec2 f2 = vec2(1.0, 2.0);\n" |
| "vec3 h3 = vec3(1.0, 2.0, 3.0);\n" |
| "dvec4 d4 = dvec4(1.0, 2.0, 3.0, 4.0);\n" |
| "mat2 f22 = mat2(1.0, 2.0, 3.0, 4.0);\n" |
| "mat2x4 h24 = mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n" |
| "dmat4x2 d42 = dmat4x2(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n"); |
| test(r, |
| "float f = 1;" |
| "half h = 2;" |
| "float2 f2 = float2(1, 2);" |
| "half3 h3 = half3(1, 2, 3);" |
| "float2x2 f22 = float2x2(1, 2, 3, 4);" |
| "half2x4 h24 = half2x4(1, 2, 3, 4, 5, 6, 7, 8);", |
| *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), |
| "#version 400\n" |
| "precision mediump float;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "highp float f = 1.0;\n" |
| "mediump float h = 2.0;\n" |
| "highp vec2 f2 = vec2(1.0, 2.0);\n" |
| "mediump vec3 h3 = vec3(1.0, 2.0, 3.0);\n" |
| "highp mat2 f22 = mat2(1.0, 2.0, 3.0, 4.0);\n" |
| "mediump mat2x4 h24 = mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n"); |
| } |
| |
| DEF_TEST(SkSLNumberConversions, r) { |
| test(r, |
| "short s = short(sqrt(1));" |
| "int i = int(sqrt(1));" |
| "ushort us = ushort(sqrt(1));" |
| "uint ui = uint(sqrt(1));" |
| "half h = sqrt(1);" |
| "float f = sqrt(1);" |
| "short s2s = s;" |
| "short i2s = i;" |
| "short us2s = short(us);" |
| "short ui2s = short(ui);" |
| "short h2s = short(h);" |
| "short f2s = short(f);" |
| "int s2i = s;" |
| "int i2i = i;" |
| "int us2i = int(us);" |
| "int ui2i = int(ui);" |
| "int h2i = int(h);" |
| "int f2i = int(f);" |
| "ushort s2us = ushort(s);" |
| "ushort i2us = ushort(i);" |
| "ushort us2us = us;" |
| "ushort ui2us = ui;" |
| "ushort h2us = ushort(h);" |
| "ushort f2us = ushort(f);" |
| "uint s2ui = uint(s);" |
| "uint i2ui = uint(i);" |
| "uint us2ui = us;" |
| "uint ui2ui = ui;" |
| "uint h2ui = uint(h);" |
| "uint f2ui = uint(f);" |
| "float s2f = s;" |
| "float i2f = i;" |
| "float us2f = us;" |
| "float ui2f = ui;" |
| "float h2f = h;" |
| "float f2f = f;", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "int s = int(sqrt(1.0));\n" |
| "int i = int(sqrt(1.0));\n" |
| "uint us = uint(sqrt(1.0));\n" |
| "uint ui = uint(sqrt(1.0));\n" |
| "float h = sqrt(1.0);\n" |
| "float f = sqrt(1.0);\n" |
| "int s2s = s;\n" |
| "int i2s = i;\n" |
| "int us2s = int(us);\n" |
| "int ui2s = int(ui);\n" |
| "int h2s = int(h);\n" |
| "int f2s = int(f);\n" |
| "int s2i = s;\n" |
| "int i2i = i;\n" |
| "int us2i = int(us);\n" |
| "int ui2i = int(ui);\n" |
| "int h2i = int(h);\n" |
| "int f2i = int(f);\n" |
| "uint s2us = uint(s);\n" |
| "uint i2us = uint(i);\n" |
| "uint us2us = us;\n" |
| "uint ui2us = ui;\n" |
| "uint h2us = uint(h);\n" |
| "uint f2us = uint(f);\n" |
| "uint s2ui = uint(s);\n" |
| "uint i2ui = uint(i);\n" |
| "uint us2ui = us;\n" |
| "uint ui2ui = ui;\n" |
| "uint h2ui = uint(h);\n" |
| "uint f2ui = uint(f);\n" |
| "float s2f = float(s);\n" |
| "float i2f = float(i);\n" |
| "float us2f = float(us);\n" |
| "float ui2f = float(ui);\n" |
| "float h2f = h;\n" |
| "float f2f = f;\n"); |
| } |
| |
| DEF_TEST(SkSLForceHighPrecision, r) { |
| test(r, |
| "void main() { half x = sqrt(1); half4 y = half4(x); sk_FragColor = y; }", |
| *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), |
| "#version 400\n" |
| "precision mediump float;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " mediump float x = sqrt(1.0);\n" |
| " mediump vec4 y = vec4(x);\n" |
| " sk_FragColor = y;\n" |
| "}\n"); |
| SkSL::Program::Settings settings; |
| settings.fForceHighPrecision = true; |
| sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::UsesPrecisionModifiers(); |
| settings.fCaps = caps.get(); |
| SkSL::Program::Inputs inputs; |
| test(r, |
| "void main() { half x = sqrt(1); half4 y = half4(x); sk_FragColor = y; }", |
| settings, |
| "#version 400\n" |
| "precision mediump float;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " highp float x = sqrt(1.0);\n" |
| " highp vec4 y = vec4(x);\n" |
| " sk_FragColor = y;\n" |
| "}\n", |
| &inputs); |
| } |
| |
| DEF_TEST(SkSLNormalization, r) { |
| test(r, |
| "uniform float4 sk_RTAdjust; void main() { sk_Position = half4(1); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "uniform vec4 sk_RTAdjust;\n" |
| "void main() {\n" |
| " gl_Position = vec4(1.0);\n" |
| " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " |
| "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" |
| "}\n", |
| SkSL::Program::kVertex_Kind); |
| test(r, |
| "uniform float4 sk_RTAdjust;" |
| "layout(points) in;" |
| "layout(invocations = 2) in;" |
| "layout(line_strip, max_vertices = 2) out;" |
| "void main() {" |
| "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "EndPrimitive();" |
| "}", |
| *SkSL::ShaderCapsFactory::GeometryShaderSupport(), |
| "#version 400\n" |
| "uniform vec4 sk_RTAdjust;\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" |
| " {\n" |
| " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " |
| "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" |
| " EmitVertex();\n" |
| " }\n" |
| " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n" |
| " {\n" |
| " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " |
| "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" |
| " EmitVertex();\n" |
| " }\n" |
| " EndPrimitive();\n" |
| "}\n", |
| SkSL::Program::kGeometry_Kind); |
| } |
| |
| DEF_TEST(SkSLTernaryLValue, r) { |
| test(r, |
| "void main() { half r, g; (true ? r : g) = 1; (false ? r : g) = 0; " |
| "sk_FragColor = half4(r, g, 1, 1); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(1.0, 0.0, 1.0, 1.0);\n" |
| "}\n"); |
| test(r, |
| "void main() { half r, g; (true ? r : g) = sqrt(1); (false ? r : g) = sqrt(0); " |
| "sk_FragColor = half4(r, g, 1, 1); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float r, g;\n" |
| " r = sqrt(1.0);\n" |
| " g = sqrt(0.0);\n" |
| " sk_FragColor = vec4(r, g, 1.0, 1.0);\n" |
| "}\n"); |
| test(r, |
| "void main() {" |
| "half r, g;" |
| "(sqrt(1) > 0 ? r : g) = sqrt(1);" |
| "(sqrt(0) > 0 ? r : g) = sqrt(0);" |
| "sk_FragColor = half4(r, g, 1, 1);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float r, g;\n" |
| " sqrt(1.0) > 0.0 ? r : g = sqrt(1.0);\n" |
| " sqrt(0.0) > 0.0 ? r : g = sqrt(0.0);\n" |
| " sk_FragColor = vec4(r, g, 1.0, 1.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLIncompleteShortIntPrecision, r) { |
| test(r, |
| "uniform sampler2D tex;" |
| "in float2 texcoord;" |
| "in short2 offset;" |
| "void main() {" |
| " short scalar = offset.y;" |
| " sk_FragColor = texture(tex, texcoord + float2(offset * scalar));" |
| "}", |
| *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), |
| "#version 400\n" |
| "precision mediump float;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "uniform sampler2D tex;\n" |
| "in highp vec2 texcoord;\n" |
| "in mediump ivec2 offset;\n" |
| "void main() {\n" |
| " mediump int scalar = offset.y;\n" |
| " sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind); |
| test(r, |
| "uniform sampler2D tex;" |
| "in float2 texcoord;" |
| "in short2 offset;" |
| "void main() {" |
| " short scalar = offset.y;" |
| " sk_FragColor = texture(tex, texcoord + float2(offset * scalar));" |
| "}", |
| *SkSL::ShaderCapsFactory::IncompleteShortIntPrecision(), |
| "#version 310es\n" |
| "precision mediump float;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "uniform sampler2D tex;\n" |
| "in highp vec2 texcoord;\n" |
| "in highp ivec2 offset;\n" |
| "void main() {\n" |
| " highp int scalar = offset.y;\n" |
| " sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind); |
| } |
| |
| DEF_TEST(SkSLFrExp, r) { |
| test(r, |
| "void main() {" |
| " int exp;" |
| " float foo = frexp(0.5, exp);" |
| " sk_FragColor = float4(exp);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " int exp;\n" |
| " float foo = frexp(0.5, exp);\n" |
| " sk_FragColor = vec4(float(exp));\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLWorkaroundAddAndTrueToLoopCondition, r) { |
| test(r, |
| "void main() {" |
| " int c = 0;" |
| " for (int i = 0; i < 4 || c < 10; ++i) {" |
| " c += 1;" |
| " }" |
| "}", |
| *SkSL::ShaderCapsFactory::AddAndTrueToLoopCondition(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " int c = 0;\n" |
| " for (int i = 0;(i < 4 || c < 10) && true; ++i) {\n" |
| " c += 1;\n" |
| " }\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLWorkaroundUnfoldShortCircuitAsTernary, r) { |
| test(r, |
| "uniform bool x;" |
| "uniform bool y;" |
| "uniform int i;" |
| "uniform int j;" |
| "void main() {" |
| " bool andXY = x && y;" |
| " bool orXY = x || y;" |
| " bool combo = (x && y) || (x || y);" |
| " bool prec = (i + j == 3) && y;" |
| " while (andXY && orXY && combo && prec) {" |
| " sk_FragColor = float4(0);" |
| " break;" |
| " }" |
| "}", |
| *SkSL::ShaderCapsFactory::UnfoldShortCircuitAsTernary(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform bool x;\n" |
| "uniform bool y;\n" |
| "uniform int i;\n" |
| "uniform int j;\n" |
| "void main() {\n" |
| " bool andXY = x ? y : false;\n" |
| " bool orXY = x ? true : y;\n" |
| " bool combo = (x ? y : false) ? true : (x ? true : y);\n" |
| " bool prec = i + j == 3 ? y : false;\n" |
| " while (((andXY ? orXY : false) ? combo : false) ? prec : false) {\n" |
| " sk_FragColor = vec4(0.0);\n" |
| " break;\n" |
| " }\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLWorkaroundEmulateAbsIntFunction, r) { |
| test(r, |
| "uniform int i;" |
| "uniform float f;" |
| "void main() {" |
| " float output = abs(f) + abs(i);" |
| " sk_FragColor = float4(output);" |
| "}", |
| *SkSL::ShaderCapsFactory::EmulateAbsIntFunction(), |
| "#version 400\n" |
| "int _absemulation(int x) {\n" |
| " return x * sign(x);\n" |
| "}\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform int i;\n" |
| "uniform float f;\n" |
| "void main() {\n" |
| " float output = abs(f) + float(_absemulation(i));\n" |
| " sk_FragColor = vec4(output);\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLWorkaroundRewriteDoWhileLoops, r) { |
| test(r, |
| "void main() {" |
| " int i = 0;" |
| " do {" |
| " ++i;" |
| " do {" |
| " i++;" |
| " } while (true);" |
| " } while (i < 10);" |
| " sk_FragColor = float4(i);" |
| "}", |
| *SkSL::ShaderCapsFactory::RewriteDoWhileLoops(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " int i = 0;\n" |
| " bool _tmpLoopSeenOnce0 = false;\n" |
| " while (true) {\n" |
| " if (_tmpLoopSeenOnce0) {\n" |
| " if (!(i < 10)) {\n" |
| " break;\n" |
| " }\n" |
| " }\n" |
| " _tmpLoopSeenOnce0 = true;\n" |
| " {\n" |
| " ++i;\n" |
| " bool _tmpLoopSeenOnce1 = false;\n" |
| " while (true) {\n" |
| " if (_tmpLoopSeenOnce1) {\n" |
| " if (!true) {\n" |
| " break;\n" |
| " }\n" |
| " }\n" |
| " _tmpLoopSeenOnce1 = true;\n" |
| " {\n" |
| " i++;\n" |
| " }\n" |
| " }\n" |
| " }\n" |
| " }\n" |
| " sk_FragColor = vec4(float(i));\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLWorkaroundRemovePowWithConstantExponent, r) { |
| test(r, |
| "uniform float x;" |
| "uniform float y;" |
| "void main() {" |
| " float z = pow(x + 1.0, y + 2.0);" |
| " sk_FragColor = float4(z);" |
| "}", |
| *SkSL::ShaderCapsFactory::RemovePowWithConstantExponent(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform float x;\n" |
| "uniform float y;\n" |
| "void main() {\n" |
| " float z = exp2((y + 2.0) * log2(x + 1.0));\n" |
| " sk_FragColor = vec4(z);\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |