skia2/tests/SkSLMetalTest.cpp
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
Current strategy: everything from the top

Things to look at first are the manual changes:

   - added tools/rewrite_includes.py
   - removed -Idirectives from BUILD.gn
   - various compile.sh simplifications
   - tweak tools/embed_resources.py
   - update gn/find_headers.py to write paths from the top
   - update gn/gn_to_bp.py SkUserConfig.h layout
     so that #include "include/config/SkUserConfig.h" always
     gets the header we want.

No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2019-04-24 16:27:11 +00:00

134 lines
5.6 KiB
C++

/*
* 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 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.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 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(SkSLMetalHelloWorld, r) {
test(r,
"void main() { sk_FragColor = half4(0.75); }",
*SkSL::ShaderCapsFactory::Default(),
"#include <metal_stdlib>\n"
"#include <simd/simd.h>\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(SkSLMetalMatrices, r) {
test(r,
"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, 6, 7, 8);"
"float3x3 m8 = float3x3(1);"
"float3x3 m9 = float3x3(2);"
"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::ShaderCapsFactory::Default(),
"#include <metal_stdlib>\n"
"#include <simd/simd.h>\n"
"using namespace metal;\n"
"struct Inputs {\n"
"};\n"
"struct Outputs {\n"
" float4 sk_FragColor [[color(0)]];\n"
"};\n"
"float2x2 float2x2_from_float(float x) {\n"
" return float2x2(float2(x, 0), float2(0, x));\n"
"}\n"
"float2x2 float2x2_from_float4(float4 v) {\n"
" return float2x2(float2(v[0], v[1]), float2(v[2], v[3]));\n"
"}\n"
"float2x2 float2x2_from_float(float x) {\n"
" return float2x2(float2(x, 0), float2(0, x));\n"
"}\n"
"float3x3 float3x3_from_float(float x) {\n"
" return float3x3(float3(x, 0, 0), float3(0, x, 0), float3(0, 0, x));\n"
"}\n"
"float4x4 float4x4_from_float(float x) {\n"
" return float4x4(float4(x, 0, 0, 0), float4(0, x, 0, 0), float4(0, 0, x, 0), float4(0, 0, 0, x));\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"
" float2x2 m5 = float2x2_from_float(float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]);\n"
" _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_from_float(1.0)[0][0]) + m5[0][0]) + float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0]) + float2x2(float2(5.0, 6.0), float2(7.0, 8.0))[0][0]) + float3x3_from_float(1.0)[0][0]) + float3x3_from_float(2.0)[0][0]) + float4x4_from_float(1.0)[0][0]) + float4x4_from_float(2.0)[0][0]);\n"
" return *_out;\n"
"}\n");
}
DEF_TEST(SkSLMetalConstantSwizzle, r) {
test(r,
"void main() {"
"sk_FragColor = half4(0.5).rgb1;"
"}",
*SkSL::ShaderCapsFactory::Default(),
"#include <metal_stdlib>\n"
"#include <simd/simd.h>\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);\n"
" return *_out;\n"
"}\n");
}