c0bd9f9fe5
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>
134 lines
5.6 KiB
C++
134 lines
5.6 KiB
C++
/*
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* Copyright 2019 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "src/sksl/SkSLCompiler.h"
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#include "tests/Test.h"
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static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Settings& settings,
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const char* expected, SkSL::Program::Inputs* inputs,
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SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
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SkSL::Compiler compiler;
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SkSL::String output;
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std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkSL::String(src),
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settings);
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if (!program) {
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SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str());
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}
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REPORTER_ASSERT(r, program);
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*inputs = program->fInputs;
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REPORTER_ASSERT(r, compiler.toMetal(*program, &output));
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if (program) {
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SkSL::String skExpected(expected);
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if (output != skExpected) {
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SkDebugf("MSL MISMATCH:\nsource:\n%s\n\nexpected:\n'%s'\n\nreceived:\n'%s'", src,
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expected, output.c_str());
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}
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REPORTER_ASSERT(r, output == skExpected);
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}
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}
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static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& caps,
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const char* expected, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
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SkSL::Program::Settings settings;
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settings.fCaps = ∩︀
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SkSL::Program::Inputs inputs;
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test(r, src, settings, expected, &inputs, kind);
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}
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DEF_TEST(SkSLMetalHelloWorld, r) {
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test(r,
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"void main() { sk_FragColor = half4(0.75); }",
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*SkSL::ShaderCapsFactory::Default(),
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"#include <metal_stdlib>\n"
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"#include <simd/simd.h>\n"
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"using namespace metal;\n"
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"struct Inputs {\n"
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"};\n"
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"struct Outputs {\n"
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" float4 sk_FragColor [[color(0)]];\n"
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"};\n"
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"fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n"
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" Outputs _outputStruct;\n"
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" thread Outputs* _out = &_outputStruct;\n"
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" _out->sk_FragColor = float4(0.75);\n"
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" return *_out;\n"
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"}\n");
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}
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DEF_TEST(SkSLMetalMatrices, r) {
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test(r,
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"void main() {"
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"float2x2 m1 = float2x2(float4(1, 2, 3, 4));"
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"float2x2 m2 = float2x2(float4(0));"
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"float2x2 m3 = float2x2(m1);"
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"float2x2 m4 = float2x2(1);"
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"float2x2 m5 = float2x2(m1[0][0]);"
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"float2x2 m6 = float2x2(1, 2, 3, 4);"
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"float2x2 m7 = float2x2(5, 6, 7, 8);"
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"float3x3 m8 = float3x3(1);"
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"float3x3 m9 = float3x3(2);"
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"float4x4 m10 = float4x4(1);"
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"float4x4 m11 = float4x4(2);"
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"sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0] + m4[0][0] + m5[0][0] + "
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"m6[0][0] + m7[0][0] + m8[0][0] + m9[0][0] + m10[0][0] + m11[0][0]));"
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"}",
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*SkSL::ShaderCapsFactory::Default(),
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"#include <metal_stdlib>\n"
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"#include <simd/simd.h>\n"
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"using namespace metal;\n"
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"struct Inputs {\n"
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"};\n"
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"struct Outputs {\n"
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" float4 sk_FragColor [[color(0)]];\n"
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"};\n"
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"float2x2 float2x2_from_float(float x) {\n"
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" return float2x2(float2(x, 0), float2(0, x));\n"
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"}\n"
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"float2x2 float2x2_from_float4(float4 v) {\n"
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" return float2x2(float2(v[0], v[1]), float2(v[2], v[3]));\n"
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"}\n"
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"float2x2 float2x2_from_float(float x) {\n"
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" return float2x2(float2(x, 0), float2(0, x));\n"
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"}\n"
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"float3x3 float3x3_from_float(float x) {\n"
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" return float3x3(float3(x, 0, 0), float3(0, x, 0), float3(0, 0, x));\n"
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"}\n"
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"float4x4 float4x4_from_float(float x) {\n"
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" return float4x4(float4(x, 0, 0, 0), float4(0, x, 0, 0), float4(0, 0, x, 0), float4(0, 0, 0, x));\n"
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"}\n"
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"fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n"
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" Outputs _outputStruct;\n"
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" thread Outputs* _out = &_outputStruct;\n"
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" float2x2 m5 = float2x2_from_float(float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]);\n"
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" _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"
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" return *_out;\n"
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"}\n");
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}
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DEF_TEST(SkSLMetalConstantSwizzle, r) {
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test(r,
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"void main() {"
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"sk_FragColor = half4(0.5).rgb1;"
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"}",
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*SkSL::ShaderCapsFactory::Default(),
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"#include <metal_stdlib>\n"
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"#include <simd/simd.h>\n"
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"using namespace metal;\n"
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"struct Inputs {\n"
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"};\n"
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"struct Outputs {\n"
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" float4 sk_FragColor [[color(0)]];\n"
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"};\n"
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"fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n"
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" Outputs _outputStruct;\n"
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" thread Outputs* _out = &_outputStruct;\n"
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" _out->sk_FragColor = float4(float4(0.5).xyz, 1);\n"
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" return *_out;\n"
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"}\n");
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}
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