/* * Copyright 2019 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "src/sksl/SkSLCompiler.h" #include "tests/Test.h" 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; SkSL::String output; std::unique_ptr 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.toMetal(*program, &output)); if (program) { SkSL::String skExpected(expected); if (output != skExpected) { SkDebugf("MSL 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 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, settings, src, expected, &inputs, kind); } DEF_TEST(SkSLMetalHelloWorld, r) { test(r, *SkSL::ShaderCapsFactory::Default(), "void main() { sk_FragColor = half4(0.75); }", "#include \n" "#include \n" "using namespace metal;\n" "struct Inputs {\n" "};\n" "struct Outputs {\n" " float4 sk_FragColor [[color(0)]];\n" "};\n" "fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n" " Outputs _outputStruct;\n" " thread Outputs* _out = &_outputStruct;\n" " _out->sk_FragColor = float4(0.75);\n" " return *_out;\n" "}\n"); } DEF_TEST(SkSLMetal2x2MatrixCopyFromFloat2x2, r) { 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__", R"__MSL__(#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; _out->sk_FragColor = float4((float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0] + float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0]) + float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0]); return *_out; } )__MSL__"); } DEF_TEST(SkSLMetal2x2MatrixCopyFromConstantPropagatedFloat4, r) { 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__", R"__MSL__(#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float2x2 float2x2_from_float4(float4 x0) { return float2x2(float2(x0[0], x0[1]), float2(x0[2], x0[3])); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; _out->sk_FragColor = float4((float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0] + float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]) + float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]); return *_out; } )__MSL__"); } DEF_TEST(SkSLMetalCastMat2x2ToMat3x3, r) { test(r, *SkSL::ShaderCapsFactory::Default(), R"__SkSL__( void main() { float3x3 a = float3x3(1); float3x3 b = float3x3(float2x2(1)); sk_FragColor.x = (a[0] == b[0]) ? 0 : 1; } )__SkSL__", R"__MSL__(#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float3x3 float3x3_from_float2x2(float2x2 x0) { return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(0.0, 0.0, 1.0)); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; _out->sk_FragColor.x = float(all(float3x3(1.0)[0] == float3x3_from_float2x2(float2x2(1.0))[0]) ? 0 : 1); return *_out; } )__MSL__"); } DEF_TEST(SkSLMetalCastMat2x3ToMat4x4, r) { test(r, *SkSL::ShaderCapsFactory::Default(), R"__SkSL__( void main() { float4x4 a = float4x4(6); float4x4 b = float4x4(float2x3(7)); sk_FragColor.x = (a[1] == b[1]) ? 0 : 1; } )__SkSL__", R"__MSL__(#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float4x4 float4x4_from_float2x3(float2x3 x0) { return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(0.0, 0.0, 1.0, 0.0), float4(0.0, 0.0, 0.0, 1.0)); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; _out->sk_FragColor.x = float(all(float4x4(6.0)[1] == float4x4_from_float2x3(float2x3(7.0))[1]) ? 0 : 1); return *_out; } )__MSL__"); } DEF_TEST(SkSLMetalCastMat4x4ToMat3x4, r) { test(r, *SkSL::ShaderCapsFactory::Default(), R"__SkSL__( void main() { float3x4 a = float3x4(1); float3x4 b = float3x4(float4x4(1)); sk_FragColor.x = (a[0] == b[0]) ? 0 : 1; } )__SkSL__", R"__MSL__(#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float3x4 float3x4_from_float4x4(float4x4 x0) { return float3x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(x0[2].xyzw)); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; _out->sk_FragColor.x = float(all(float3x4(1.0)[0] == float3x4_from_float4x4(float4x4(1.0))[0]) ? 0 : 1); return *_out; } )__MSL__"); } DEF_TEST(SkSLMetalCastMat4x4ToMat4x3, r) { test(r, *SkSL::ShaderCapsFactory::Default(), R"__SkSL__( void main() { float4x3 a = float4x3(1); float4x3 b = float4x3(float4x4(1)); sk_FragColor.x = (a[0] == b[0]) ? 0 : 1; } )__SkSL__", R"__MSL__(#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float4x3 float4x3_from_float4x4(float4x4 x0) { return float4x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(x0[2].xyz), float3(x0[3].xyz)); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; _out->sk_FragColor.x = float(all(float4x3(1.0)[0] == float4x3_from_float4x4(float4x4(1.0))[0]) ? 0 : 1); return *_out; } )__MSL__"); } DEF_TEST(SkSLMetalMatrices, r) { test(r, *SkSL::ShaderCapsFactory::Default(), R"__SkSL__( void main() { float2x2 m1 = float2x2(float4(1, 2, 3, 4)); float2x2 m2 = float2x2(float4(0)); float2x2 m3 = float2x2(m1); float2x2 m4 = float2x2(1); float2x2 m5 = float2x2(m1[0][0]); float2x2 m6 = float2x2(1, 2, 3, 4); float2x2 m7 = float2x2(5, float3(6, 7, 8)); float3x2 m8 = float3x2(float2(1, 2), 3, float3(4, 5, 6)); float3x3 m9 = float3x3(1); float4x4 m10 = float4x4(1); float4x4 m11 = float4x4(2); 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__", R"__MSL__(#include #include using namespace metal; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; float2x2 float2x2_from_float4(float4 x0) { return float2x2(float2(x0[0], x0[1]), float2(x0[2], x0[3])); } float2x2 float2x2_from_float_float3(float x0, float3 x1) { return float2x2(float2(x0, x1[0]), float2(x1[1], x1[2])); } float3x2 float3x2_from_float2_float_float3(float2 x0, float x1, float3 x2) { return float3x2(float2(x0[0], x0[1]), float2(x1, x2[0]), float2(x2[1], x2[2])); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _outputStruct; thread Outputs* _out = &_outputStruct; float2x2 m5 = float2x2(float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]); _out->sk_FragColor = float4((((((((((float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0] + float2x2_from_float4(float4(0.0))[0][0]) + float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]) + float2x2(1.0)[0][0]) + m5[0][0]) + float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0]) + float2x2_from_float_float3(5.0, float3(6.0, 7.0, 8.0))[0][0]) + float3x2_from_float2_float_float3(float2(1.0, 2.0), 3.0, float3(4.0, 5.0, 6.0))[0][0]) + float3x3(1.0)[0][0]) + float4x4(1.0)[0][0]) + float4x4(2.0)[0][0]); return *_out; } )__MSL__"); } DEF_TEST(SkSLMetalConstantSwizzle, r) { test(r, *SkSL::ShaderCapsFactory::Default(), "void main() {" "sk_FragColor = half4(0.5).rgb1;" "}", "#include \n" "#include \n" "using namespace metal;\n" "struct Inputs {\n" "};\n" "struct Outputs {\n" " float4 sk_FragColor [[color(0)]];\n" "};\n" "fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n" " Outputs _outputStruct;\n" " thread Outputs* _out = &_outputStruct;\n" " _out->sk_FragColor = float4(float4(0.5).xyz, 1.0);\n" " 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__"); }