diff --git a/tests/SkSLMetalTest.cpp b/tests/SkSLMetalTest.cpp index a8640bad7f..41c440fca2 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 SkSL::Program::Se } } -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 \n" "#include \n" "using namespace metal;\n" @@ -61,15 +60,15 @@ DEF_TEST(SkSLMetalHelloWorld, r) { } 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 +R"__MSL__(#include #include using namespace metal; struct Inputs { @@ -87,14 +86,14 @@ fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front } 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 #include using namespace metal; @@ -116,7 +115,8 @@ fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front } 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 @@ void main() { 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 #include using namespace metal; @@ -161,11 +160,10 @@ fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front } DEF_TEST(SkSLMetalConstantSwizzle, r) { - test(r, + test(r, *SkSL::ShaderCapsFactory::Default(), "void main() {" "sk_FragColor = half4(0.5).rgb1;" "}", - *SkSL::ShaderCapsFactory::Default(), "#include \n" "#include \n" "using namespace metal;\n" @@ -181,3 +179,81 @@ DEF_TEST(SkSLMetalConstantSwizzle, r) { " 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 +#include +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 +#include +using namespace metal; +struct Inputs { +}; +struct Outputs { + float4 sk_FragColor [[color(0)]]; +}; +struct Globals { + texture2d texA; + sampler texASmplr; + texture2d texB; + sampler texBSmplr; +}; + +fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d texA[[texture(1)]], sampler texASmplr[[sampler(1)]], texture2d 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__"); +}