skia2/tests/SkSLGLSLTest.cpp
Ethan Nicholas 3605ace7dd sksl programs can now directly query GLSL caps
This adds support for querying "sk_Caps.<cap>" directly from within an SkSL program.
Combined with the existing support for collapsing 'if' statements with constant tests,
this means we can query caps using ordinary 'if' statements and the tests will 
collapse out at compile time.

BUG=skia:

GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4795

Change-Id: I24d716a7fe6abf1489760bf08189164264269076
Reviewed-on: https://skia-review.googlesource.com/4795
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Ben Wagner <benjaminwagner@google.com>
2016-11-22 14:20:27 +00:00

551 lines
16 KiB
C++

/*
* 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"
#if SK_SUPPORT_GPU
static void test(skiatest::Reporter* r, const char* src, const GrGLSLCaps& caps,
const char* expected) {
SkSL::Compiler compiler;
SkString output;
bool result = compiler.toGLSL(SkSL::Program::kFragment_Kind, SkString(src), caps, &output);
if (!result) {
SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str());
}
REPORTER_ASSERT(r, result);
if (result) {
SkString 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);
}
}
DEF_TEST(SkSLHelloWorld, r) {
test(r,
"void main() { sk_FragColor = vec4(0.75); }",
*SkSL::GLSLCapsFactory::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 = vec4(0.75); } else { discard; }"
"int i = 0;"
"while (i < 10) sk_FragColor *= 0.5;"
"do { sk_FragColor += 0.01; } while (sk_FragColor.x < 0.75);"
"for (int i = 0; i < 10; i++) {"
"if (i % 0 == 1) break; else continue;"
"}"
"return;"
"}",
*SkSL::GLSLCapsFactory::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) sk_FragColor *= 0.5;\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 % 0 == 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 = vec4(x); }",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"float foo(in 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 + 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;"
"}",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" float x = 1.0, y = 2.0;\n"
" int z = 3;\n"
" x = x + ((y * float(z)) * x) * (y - float(z));\n"
" y = (x / y) / float(z);\n"
" z = (((z / 2) % 3 << 4) >> 2) << 1;\n"
" bool b = x > 4.0 == x < 2.0 || 2.0 >= sqrt(2.0) && y <= float(z);\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"
"}\n");
}
DEF_TEST(SkSLMatrices, r) {
test(r,
"void main() {"
"mat2x4 x = mat2x4(1);"
"mat3x2 y = mat3x2(1, 0, 0, 1, vec2(2, 2));"
"mat3x4 z = x * y;"
"vec3 v1 = mat3(1) * vec3(1);"
"vec3 v2 = vec3(1) * mat3(1);"
"}",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" mat2x4 x = mat2x4(1.0);\n"
" mat3x2 y = mat3x2(1.0, 0.0, 0.0, 1.0, vec2(2.0, 2.0));\n"
" mat3x4 z = x * y;\n"
" vec3 v1 = mat3(1.0) * vec3(1.0);\n"
" vec3 v2 = vec3(1.0) * mat3(1.0);\n"
"}\n");
}
DEF_TEST(SkSLInterfaceBlock, r) {
test(r,
"uniform testBlock {"
"float x;"
"float y[2];"
"layout(binding=12) mat3x2 z;"
"bool w;"
"};"
"void main() {"
"}",
*SkSL::GLSLCapsFactory::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"
"}\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::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"struct A {\n"
" int x;\n"
" int y;\n"
"}\n"
" a1, a2;\n"
"A a3;\n"
"struct B {\n"
" float x;\n"
" float[2] y;\n"
" layout (binding = 1) A z;\n"
"}\n"
" b1, b2, b3;\n"
"void main() {\n"
"}\n");
}
DEF_TEST(SkSLVersion, r) {
test(r,
"in float test; void main() { sk_FragColor = vec4(0.75); }",
*SkSL::GLSLCapsFactory::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 = vec4(0.75); }",
*SkSL::GLSLCapsFactory::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() { float x = 0.75; highp float y = 1; }",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" float x = 0.75;\n"
" float y = 1.0;\n"
"}\n");
test(r,
"void main() { float x = 0.75; highp float y = 1; }",
*SkSL::GLSLCapsFactory::UsesPrecisionModifiers(),
"#version 400\n"
"precision highp float;\n"
"out mediump vec4 sk_FragColor;\n"
"void main() {\n"
" float x = 0.75;\n"
" highp float y = 1.0;\n"
"}\n");
}
DEF_TEST(SkSLMinAbs, r) {
test(r,
"void main() {"
"float x = -5;"
"x = min(abs(x), 6);"
"}",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" float x = -5.0;\n"
" x = min(abs(x), 6.0);\n"
"}\n");
test(r,
"void main() {"
"float x = -5.0;"
"x = min(abs(x), 6.0);"
"}",
*SkSL::GLSLCapsFactory::CannotUseMinAndAbsTogether(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" float minAbsHackVar0;\n"
" float minAbsHackVar1;\n"
" float x = -5.0;\n"
" x = ((minAbsHackVar0 = abs(x)) < (minAbsHackVar1 = 6.0) ? minAbsHackVar0 : "
"minAbsHackVar1);\n"
"}\n");
}
DEF_TEST(SkSLNegatedAtan, r) {
test(r,
"void main() { vec2 x = vec2(1, 2); float y = atan(x.x, -(2 * x.y)); }",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" vec2 x = vec2(1.0, 2.0);\n"
" float y = atan(x.x, -(2.0 * x.y));\n"
"}\n");
test(r,
"void main() { vec2 x = vec2(1, 2); float y = atan(x.x, -(2 * x.y)); }",
*SkSL::GLSLCapsFactory::MustForceNegatedAtanParamToFloat(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" vec2 x = vec2(1.0, 2.0);\n"
" float y = atan(x.x, -1.0 * (2.0 * x.y));\n"
"}\n");
}
DEF_TEST(SkSLModifiersDeclaration, r) {
test(r,
"layout(blend_support_all_equations) out;"
"void main() { }",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"layout (blend_support_all_equations) out ;\n"
"void main() {\n"
"}\n");
}
DEF_TEST(SkSLHex, r) {
test(r,
"void main() {"
"int i1 = 0x0;"
"int i2 = 0x1234abcd;"
"int i3 = 0x7fffffff;"
"int i4 = 0xffffffff;"
"int i5 = -0xbeef;"
"uint u1 = 0x0;"
"uint u2 = 0x1234abcd;"
"uint u3 = 0x7fffffff;"
"uint u4 = 0xffffffff;"
"}",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" int i1 = 0;\n"
" int i2 = 305441741;\n"
" int i3 = 2147483647;\n"
" int i4 = -1;\n"
" int i5 = -48879;\n"
" uint u1 = 0u;\n"
" uint u2 = 305441741u;\n"
" uint u3 = 2147483647u;\n"
" uint u4 = 4294967295u;\n"
"}\n");
}
DEF_TEST(SkSLVectorConstructors, r) {
test(r,
"vec2 v1 = vec2(1);"
"vec2 v2 = vec2(1, 2);"
"vec2 v3 = vec2(vec2(1));"
"vec2 v4 = vec2(vec3(1));"
"vec3 v5 = vec3(vec2(1), 1.0);"
"vec3 v6 = vec3(vec4(1, 2, 3, 4));"
"ivec2 v7 = ivec2(1);"
"ivec2 v8 = ivec2(vec2(1, 2));"
"vec2 v9 = vec2(ivec2(1, 2));",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"vec2 v1 = vec2(1.0);\n"
"vec2 v2 = vec2(1.0, 2.0);\n"
"vec2 v3 = vec2(1.0);\n"
"vec2 v4 = vec2(vec3(1.0));\n"
"vec3 v5 = vec3(vec2(1.0), 1.0);\n"
"vec3 v6 = vec3(vec4(1.0, 2.0, 3.0, 4.0));\n"
"ivec2 v7 = ivec2(1);\n"
"ivec2 v8 = ivec2(vec2(1.0, 2.0));\n"
"vec2 v9 = vec2(ivec2(1, 2));\n");
}
DEF_TEST(SkSLArrayConstructors, r) {
test(r,
"float test1[] = float[](1, 2, 3, 4);"
"vec2 test2[] = vec2[](vec2(1, 2), vec2(3, 4));"
"mat4 test3[] = mat4[]();",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\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() { float x = dFdx(1); }",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" float x = dFdx(1.0);\n"
"}\n");
test(r,
"void main() { float x = 1; }",
*SkSL::GLSLCapsFactory::ShaderDerivativeExtensionString(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" float x = 1.0;\n"
"}\n");
test(r,
"void main() { float x = dFdx(1); }",
*SkSL::GLSLCapsFactory::ShaderDerivativeExtensionString(),
"#version 400\n"
"#extension GL_OES_standard_derivatives : require\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" float x = dFdx(1.0);\n"
"}\n");
}
DEF_TEST(SkSLConstantFolding, r) {
test(r,
"void main() {"
"float f_add = 32 + 2;"
"float f_sub = 32 - 2;"
"float f_mul = 32 * 2;"
"float f_div = 32 / 2;"
"float mixed = (12 > 2.0) ? (10 * 2 / 5 + 18 - 3) : 0;"
"int i_add = 32 + 2;"
"int i_sub = 32 - 2;"
"int i_mul = 32 * 2;"
"int i_div = 32 / 2;"
"int i_or = 12 | 6;"
"int i_and = 254 & 7;"
"int i_xor = 2 ^ 7;"
"int i_shl = 1 << 4;"
"int i_shr = 128 >> 2;"
"bool gt_it = 6 > 5;"
"bool gt_if = 6 > 6;"
"bool gt_ft = 6.0 > 5.0;"
"bool gt_ff = 6.0 > 6.0;"
"bool gte_it = 6 >= 6;"
"bool gte_if = 6 >= 7;"
"bool gte_ft = 6.0 >= 6.0;"
"bool gte_ff = 6.0 >= 7.0;"
"bool lte_it = 6 <= 6;"
"bool lte_if = 6 <= 5;"
"bool lte_ft = 6.0 <= 6.0;"
"bool lte_ff = 6.0 <= 5.0;"
"bool or_t = 1 == 1 || 2 == 8;"
"bool or_f = 1 > 1 || 2 == 8;"
"bool and_t = 1 == 1 && 2 <= 8;"
"bool and_f = 1 == 2 && 2 == 8;"
"bool xor_t = 1 == 1 ^^ 1 != 1;"
"bool xor_f = 1 == 1 ^^ 1 == 1;"
"int ternary = 10 > 5 ? 10 : 5;"
"}",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" float f_add = 34.0;\n"
" float f_sub = 30.0;\n"
" float f_mul = 64.0;\n"
" float f_div = 16.0;\n"
" float mixed = 19.0;\n"
" int i_add = 34;\n"
" int i_sub = 30;\n"
" int i_mul = 64;\n"
" int i_div = 16;\n"
" int i_or = 14;\n"
" int i_and = 6;\n"
" int i_xor = 5;\n"
" int i_shl = 16;\n"
" int i_shr = 32;\n"
" bool gt_it = true;\n"
" bool gt_if = false;\n"
" bool gt_ft = true;\n"
" bool gt_ff = false;\n"
" bool gte_it = true;\n"
" bool gte_if = false;\n"
" bool gte_ft = true;\n"
" bool gte_ff = false;\n"
" bool lte_it = true;\n"
" bool lte_if = false;\n"
" bool lte_ft = true;\n"
" bool lte_ff = false;\n"
" bool or_t = true;\n"
" bool or_f = false;\n"
" bool and_t = true;\n"
" bool and_f = false;\n"
" bool xor_t = true;\n"
" bool xor_f = false;\n"
" int ternary = 10;\n"
"}\n");
}
DEF_TEST(SkSLStaticIf, 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;"
"}",
*SkSL::GLSLCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" int x;\n"
" x = 1;\n"
" x = 2;\n"
" x = 5;\n"
" {\n"
" }\n"
"}\n");
}
DEF_TEST(SkSLCaps, r) {
test(r,
"void main() {"
"int x;"
"if (sk_Caps.externalTextureSupport) x = 1;"
"if (sk_Caps.fbFetchSupport) x = 2;"
"if (sk_Caps.dropsTileOnZeroDivide && sk_Caps.texelFetchSupport) x = 3;"
"if (sk_Caps.dropsTileOnZeroDivide && sk_Caps.canUseAnyFunctionInShader) x = 4;"
"}",
*SkSL::GLSLCapsFactory::VariousCaps(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" int x;\n"
" x = 1;\n"
" {\n"
" }\n"
" x = 3;\n"
" {\n"
" }\n"
"}\n");
}
#endif