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/*
* 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 = &caps;
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"
"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);\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"
"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"
"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"
"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"
"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"
"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(SkSLShortCircuitBoolFolding, r) {
test(r,
"void main() {"
"bool expr1 = sk_FragCoord.x > 0;"
"bool expr2 = sk_FragCoord.y > 0;"
" if (true && expr1) {" // -> if (expr1)
" sk_FragColor.r = 1;"
" } else if (false && expr1) {" // -> if (false) -> block removed
" sk_FragColor.r = -2;"
" } else if (false || expr2) {" // -> if (expr2)
" sk_FragColor.r = 3;"
" } else if (true || expr2) {" // -> if (true) -> replaces unreachable else
" sk_FragColor.r = 4;"
" } else {" // removed
" sk_FragColor.r = -5;"
" }"
// Test short-circuiting of right hand side boolean literals
" if (expr1 && true) {" // -> if (expr1)
" sk_FragColor.r = 1;"
" } else if (expr1 && false) {" // -> if (false) -> block removed
" sk_FragColor.r = -2;"
" } else if (expr2 || false) {" // -> if (expr2)
" sk_FragColor.r = 3;"
" } else if (expr2 || true) {" // -> if (true) -> replaces unreachable else
" sk_FragColor.r = 4;"
" } else {" // removed
" sk_FragColor.r = -5;"
" }"
"}",
*SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" bool expr1 = gl_FragCoord.x > 0.0;\n"
" bool expr2 = gl_FragCoord.y > 0.0;\n"
" if (expr1) {\n"
" sk_FragColor.x = 1.0;\n"
" } else if (expr2) {\n"
" sk_FragColor.x = 3.0;\n"
" } else {\n"
" sk_FragColor.x = 4.0;\n"
" }\n"
" if (expr1) {\n"
" sk_FragColor.x = 1.0;\n"
" } else if (expr2) {\n"
" sk_FragColor.x = 3.0;\n"
" } else {\n"
" sk_FragColor.x = 4.0;\n"
" }\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"
"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"
" vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTHeight - gl_FragCoord.y, "
"gl_FragCoord.z, gl_FragCoord.w);\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, 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(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"
"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"
"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"
"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"
"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"
"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
);
}