Add unit tests for global-struct initialization in Metal.
Previously, we had no unit test coverage for the Metal `struct Globals`
object. This CL adds simple tests for numeric globals and samplers.
Change-Id: I259c3cf416d5a1a03b1f815cc4c03891d60cbd08
Bug: skia:10382
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/300616
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
diff --git a/tests/SkSLMetalTest.cpp b/tests/SkSLMetalTest.cpp
index a8640ba..41c440f 100644
--- a/tests/SkSLMetalTest.cpp
+++ b/tests/SkSLMetalTest.cpp
@@ -9,7 +9,7 @@
#include "tests/Test.h"
-static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Settings& settings,
+static void test(skiatest::Reporter* r, const SkSL::Program::Settings& settings, const char* src,
const char* expected, SkSL::Program::Inputs* inputs,
SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
SkSL::Compiler compiler;
@@ -32,18 +32,17 @@
}
}
-static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& caps,
+static void test(skiatest::Reporter* r, const GrShaderCaps& caps, const char* src,
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);
+ test(r, settings, src, expected, &inputs, kind);
}
DEF_TEST(SkSLMetalHelloWorld, r) {
- test(r,
+ test(r, *SkSL::ShaderCapsFactory::Default(),
"void main() { sk_FragColor = half4(0.75); }",
- *SkSL::ShaderCapsFactory::Default(),
"#include <metal_stdlib>\n"
"#include <simd/simd.h>\n"
"using namespace metal;\n"
@@ -61,15 +60,15 @@
}
DEF_TEST(SkSLMetal2x2MatrixCopyFromFloat2x2, r) {
- test(r, R"__SkSL__(
+ test(r, *SkSL::ShaderCapsFactory::Default(),
+R"__SkSL__(
void main() {
float2x2 m1 = float2x2(float2(1, 2), float2(3, 4));
float2x2 m2 = m1;
float2x2 m3 = float2x2(m1);
sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0]));
})__SkSL__",
- *SkSL::ShaderCapsFactory::Default(),
- R"__MSL__(#include <metal_stdlib>
+R"__MSL__(#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
@@ -87,14 +86,14 @@
}
DEF_TEST(SkSLMetal2x2MatrixCopyFromConstantPropagatedFloat4, r) {
- test(r, R"__SkSL__(
+ test(r, *SkSL::ShaderCapsFactory::Default(),
+R"__SkSL__(
void main() {
float2x2 m1 = float2x2(float4(1, 2, 3, 4));
float2x2 m2 = m1;
float2x2 m3 = float2x2(m1);
sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0]));
})__SkSL__",
- *SkSL::ShaderCapsFactory::Default(),
R"__MSL__(#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
@@ -116,7 +115,8 @@
}
DEF_TEST(SkSLMetalMatrices, r) {
- test(r, R"__SkSL__(
+ test(r, *SkSL::ShaderCapsFactory::Default(),
+R"__SkSL__(
void main() {
float2x2 m1 = float2x2(float4(1, 2, 3, 4));
float2x2 m2 = float2x2(float4(0));
@@ -132,7 +132,6 @@
sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0] + m4[0][0] + m5[0][0] +
m6[0][0] + m7[0][0] + m8[0][0] + m9[0][0] + m10[0][0] + m11[0][0]));
})__SkSL__",
- *SkSL::ShaderCapsFactory::Default(),
R"__MSL__(#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
@@ -161,11 +160,10 @@
}
DEF_TEST(SkSLMetalConstantSwizzle, r) {
- test(r,
+ test(r, *SkSL::ShaderCapsFactory::Default(),
"void main() {"
"sk_FragColor = half4(0.5).rgb1;"
"}",
- *SkSL::ShaderCapsFactory::Default(),
"#include <metal_stdlib>\n"
"#include <simd/simd.h>\n"
"using namespace metal;\n"
@@ -181,3 +179,81 @@
" return *_out;\n"
"}\n");
}
+
+DEF_TEST(SkSLMetalNumericGlobals, r) {
+ test(r, *SkSL::ShaderCapsFactory::Default(),
+R"__SkSL__(
+half attr1;
+int attr2 = 123;
+float attr3;
+half4 attr4 = half4(4, 5, 6, 7);
+void main()
+{
+ sk_FragColor = half4(attr1, attr2, half(attr3), attr4.x);
+}
+)__SkSL__",
+R"__MSL__(#include <metal_stdlib>
+#include <simd/simd.h>
+using namespace metal;
+struct Inputs {
+};
+struct Outputs {
+ float4 sk_FragColor [[color(0)]];
+};
+struct Globals {
+ float attr1;
+ int attr2;
+ float attr3;
+ float4 attr4;
+};
+
+
+
+fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
+ Globals globalStruct{{}, 123, {}, float4(4.0, 5.0, 6.0, 7.0)};
+ thread Globals* _globals = &globalStruct;
+ (void)_globals;
+ Outputs _outputStruct;
+ thread Outputs* _out = &_outputStruct;
+ _out->sk_FragColor = float4(_globals->attr1, float(_globals->attr2), _globals->attr3, _globals->attr4.x);
+ return *_out;
+}
+)__MSL__");
+}
+
+DEF_TEST(SkSLMetalSamplerGlobals, r) {
+ test(r, *SkSL::ShaderCapsFactory::Default(),
+R"__SkSL__(
+layout(binding=1) uniform sampler2D texA;
+layout(binding=0) uniform sampler2D texB;
+void main()
+{
+ sk_FragColor = sample(texA, half2(0)) * sample(texB, half2(0));
+}
+)__SkSL__",
+R"__MSL__(#include <metal_stdlib>
+#include <simd/simd.h>
+using namespace metal;
+struct Inputs {
+};
+struct Outputs {
+ float4 sk_FragColor [[color(0)]];
+};
+struct Globals {
+ texture2d<float> texA;
+ sampler texASmplr;
+ texture2d<float> texB;
+ sampler texBSmplr;
+};
+
+fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<float> texA[[texture(1)]], sampler texASmplr[[sampler(1)]], texture2d<float> texB[[texture(0)]], sampler texBSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
+ Globals globalStruct{texA, texASmplr, texB, texBSmplr};
+ thread Globals* _globals = &globalStruct;
+ (void)_globals;
+ Outputs _outputStruct;
+ thread Outputs* _out = &_outputStruct;
+ _out->sk_FragColor = _globals->texA.sample(_globals->texASmplr, float2(0.0)) * _globals->texB.sample(_globals->texBSmplr, float2(0.0));
+ return *_out;
+}
+)__MSL__");
+}