skia2/tests/SkSLGLSLTest.cpp
Ethan Nicholas 7d975fc200 Revert "skslc switch support"
This reverts commit 2b1e468dab.

Reason for revert: bot breakage

Original change's description:
> skslc switch support
> 
> BUG=skia:
> 
> Change-Id: Ida7f9e80139aa1e4f43804cafbcac640e47fab25
> Reviewed-on: https://skia-review.googlesource.com/8771
> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
> Reviewed-by: Ben Wagner <benjaminwagner@google.com>
> 

TBR=benjaminwagner@google.com,ethannicholas@google.com,reviews@skia.org
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:

Change-Id: Iaaa35d10a15704279c6883d4d68f6d4ad5078320
Reviewed-on: https://skia-review.googlesource.com/8792
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
2017-02-23 16:20:10 +00:00

781 lines
24 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 SkSL::Program::Settings& settings,
const char* expected, SkSL::Program::Inputs* inputs,
SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
SkSL::Compiler compiler;
SkString output;
std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkString(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.toGLSL(*program, &output));
if (program) {
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);
}
}
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(SkSLHelloWorld, r) {
test(r,
"void main() { sk_FragColor = vec4(0.75); }",
*SkSL::ShaderCapsFactory::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 % 2 == 1) break; else continue;"
"}"
"return;"
"}",
*SkSL::ShaderCapsFactory::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 (true) 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 % 2 == 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::ShaderCapsFactory::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(10.0);\n"
" sk_FragColor = vec4(10.0);\n"
"}\n");
}
DEF_TEST(SkSLOperators, r) {
test(r,
"void main() {"
"float x = 1, y = 2;"
"int z = 3;"
"x = 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::ShaderCapsFactory::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 = -6.0;\n"
" y = -1.0;\n"
" z = 8;\n"
" bool b = false == true || 2.0 >= sqrt(2.0) && true;\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::ShaderCapsFactory::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() {"
" sk_FragColor = vec4(x, y[0], y[1], 0);"
"}",
*SkSL::ShaderCapsFactory::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"
" sk_FragColor = vec4(x, y[0], y[1], 0.0);\n"
"}\n");
test(r,
"uniform testBlock {"
"float x;"
"} test;"
"void main() {"
" sk_FragColor = vec4(test.x);"
"}",
*SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"uniform testBlock {\n"
" float x;\n"
"} test;\n"
"void main() {\n"
" sk_FragColor = vec4(test.x);\n"
"}\n");
test(r,
"uniform testBlock {"
"float x;"
"} test[2];"
"void main() {"
" sk_FragColor = vec4(test[1].x);"
"}",
*SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"uniform testBlock {\n"
" float x;\n"
"} test[2];\n"
"void main() {\n"
" sk_FragColor = vec4(test[1].x);\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::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"struct A {\n"
" int x;\n"
" int y;\n"
"} a1, a2;\n"
"A a3;\n"
"struct B {\n"
" float x;\n"
" float[2] y;\n"
" layout (binding = 1) A z;\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::ShaderCapsFactory::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::ShaderCapsFactory::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::ShaderCapsFactory::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::ShaderCapsFactory::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::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" float x = -5.0;\n"
" x = min(abs(-5.0), 6.0);\n"
"}\n");
test(r,
"void main() {"
"float x = -5.0;"
"x = min(abs(x), 6.0);"
"}",
*SkSL::ShaderCapsFactory::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(-5.0)) < (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::ShaderCapsFactory::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::ShaderCapsFactory::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::ShaderCapsFactory::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::ShaderCapsFactory::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));"
"vec3 v4 = vec3(vec2(1), 1.0);"
"ivec2 v5 = ivec2(1);"
"ivec2 v6 = ivec2(vec2(1, 2));"
"vec2 v7 = vec2(ivec2(1, 2));",
*SkSL::ShaderCapsFactory::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"
"vec3 v4 = vec3(vec2(1.0), 1.0);\n"
"ivec2 v5 = ivec2(1);\n"
"ivec2 v6 = ivec2(vec2(1.0, 2.0));\n"
"vec2 v7 = 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::ShaderCapsFactory::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::ShaderCapsFactory::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::ShaderCapsFactory::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::ShaderCapsFactory::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::ShaderCapsFactory::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::ShaderCapsFactory::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::ShaderCapsFactory::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");
}
DEF_TEST(SkSLTexture, r) {
test(r,
"uniform sampler1D one;"
"uniform sampler2D two;"
"void main() {"
"vec4 a = texture(one, 0);"
"vec4 b = texture(two, vec2(0));"
"vec4 c = texture(one, vec2(0));"
"vec4 d = texture(two, vec3(0));"
"}",
*SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"uniform sampler1D one;\n"
"uniform sampler2D two;\n"
"void main() {\n"
" vec4 a = texture(one, 0.0);\n"
" vec4 b = texture(two, vec2(0.0));\n"
" vec4 c = textureProj(one, vec2(0.0));\n"
" vec4 d = textureProj(two, vec3(0.0));\n"
"}\n");
test(r,
"uniform sampler1D one;"
"uniform sampler2D two;"
"void main() {"
"vec4 a = texture(one, 0);"
"vec4 b = texture(two, vec2(0));"
"vec4 c = texture(one, vec2(0));"
"vec4 d = texture(two, vec3(0));"
"}",
*SkSL::ShaderCapsFactory::Version110(),
"#version 110\n"
"uniform sampler1D one;\n"
"uniform sampler2D two;\n"
"void main() {\n"
" vec4 a = texture1D(one, 0.0);\n"
" vec4 b = texture2D(two, vec2(0.0));\n"
" vec4 c = texture1DProj(one, vec2(0.0));\n"
" vec4 d = texture2DProj(two, vec3(0.0));\n"
"}\n");
}
DEF_TEST(SkSLOffset, r) {
test(r,
"struct Test {"
"layout(offset = 0) int x;"
"layout(offset = 4) int y;"
"int z;"
"} test;",
*SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"struct Test {\n"
" layout (offset = 0) int x;\n"
" layout (offset = 4) int y;\n"
" int z;\n"
"} test;\n");
}
DEF_TEST(SkSLFragCoord, r) {
SkSL::Program::Settings settings;
settings.fFlipY = true;
sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::FragCoordsOld();
settings.fCaps = caps.get();
SkSL::Program::Inputs inputs;
test(r,
"void main() { sk_FragColor.xy = sk_FragCoord.xy; }",
settings,
"#version 110\n"
"#extension GL_ARB_fragment_coord_conventions : require\n"
"layout(origin_upper_left) in vec4 gl_FragCoord;\n"
"void main() {\n"
" gl_FragColor.xy = gl_FragCoord.xy;\n"
"}\n",
&inputs);
REPORTER_ASSERT(r, !inputs.fRTHeight);
caps = SkSL::ShaderCapsFactory::FragCoordsNew();
settings.fCaps = caps.get();
test(r,
"void main() { sk_FragColor.xy = sk_FragCoord.xy; }",
settings,
"#version 400\n"
"layout(origin_upper_left) in vec4 gl_FragCoord;\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" sk_FragColor.xy = gl_FragCoord.xy;\n"
"}\n",
&inputs);
REPORTER_ASSERT(r, !inputs.fRTHeight);
caps = SkSL::ShaderCapsFactory::Default();
settings.fCaps = caps.get();
test(r,
"void main() { sk_FragColor.xy = sk_FragCoord.xy; }",
settings,
"#version 400\n"
"uniform float u_skRTHeight;\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" vec2 _sktmpCoord = gl_FragCoord.xy;\n"
" vec4 sk_FragCoord = vec4(_sktmpCoord.x, u_skRTHeight - _sktmpCoord.y, 1.0, 1.0);\n"
" sk_FragColor.xy = sk_FragCoord.xy;\n"
"}\n",
&inputs);
REPORTER_ASSERT(r, inputs.fRTHeight);
settings.fFlipY = false;
test(r,
"void main() { sk_FragColor.xy = sk_FragCoord.xy; }",
settings,
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" sk_FragColor.xy = gl_FragCoord.xy;\n"
"}\n",
&inputs);
REPORTER_ASSERT(r, !inputs.fRTHeight);
}
DEF_TEST(SkSLVertexID, r) {
test(r,
"out int id; void main() { id = sk_VertexID; }",
*SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out int id;\n"
"void main() {\n"
" id = gl_VertexID;\n"
"}\n",
SkSL::Program::kVertex_Kind);
}
DEF_TEST(SkSLClipDistance, r) {
test(r,
"void main() { sk_ClipDistance[0] = 0; }",
*SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"void main() {\n"
" gl_ClipDistance[0] = 0.0;\n"
"}\n",
SkSL::Program::kVertex_Kind);
test(r,
"void main() { sk_FragColor = vec4(sk_ClipDistance[0]); }",
*SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" sk_FragColor = vec4(gl_ClipDistance[0]);\n"
"}\n");
}
DEF_TEST(SkSLArrayTypes, r) {
test(r,
"void main() { vec2 x[2] = vec2[2](vec2(1), vec2(2));"
"vec2[2] y = vec2[2](vec2(3), vec2(4)); }",
*SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" vec2 x[2] = vec2[2](vec2(1.0), vec2(2.0));\n"
" vec2[2] y = vec2[2](vec2(3.0), vec2(4.0));\n"
"}\n");
}
DEF_TEST(SkSLGeometry, r) {
test(r,
"layout(points) in;"
"layout(invocations = 2) in;"
"layout(line_strip, max_vertices = 2) out;"
"void main() {"
"gl_Position = sk_in[0].gl_Position + vec4(-0.5, 0, 0, sk_InvocationID);"
"EmitVertex();"
"gl_Position = sk_in[0].gl_Position + vec4(0.5, 0, 0, sk_InvocationID);"
"EmitVertex();"
"EndPrimitive();"
"}",
*SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"layout (points) in ;\n"
"layout (invocations = 2) in ;\n"
"layout (line_strip, max_vertices = 2) out ;\n"
"void main() {\n"
" gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n"
" EmitVertex();\n"
" gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n"
" EmitVertex();\n"
" EndPrimitive();\n"
"}\n",
SkSL::Program::kGeometry_Kind);
}
#endif