skia2/tests/SkSLGLSLTest.cpp

314 lines
8.5 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"
static void test(skiatest::Reporter* r, const char* src, SkSL::GLCaps caps, const char* expected) {
SkSL::Compiler compiler;
std::string output;
bool result = compiler.toGLSL(SkSL::Program::kFragment_Kind, src, caps, &output);
if (!result) {
SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str());
}
REPORTER_ASSERT(r, result);
if (result) {
if (output != expected) {
SkDebugf("GLSL MISMATCH:\nsource:\n%s\n\nexpected:\n'%s'\n\nreceived:\n'%s'", src,
expected, output.c_str());
}
REPORTER_ASSERT(r, output == expected);
}
}
static SkSL::GLCaps default_caps() {
return {
400,
SkSL::GLCaps::kGL_Standard,
false, // isCoreProfile
false, // usesPrecisionModifiers;
false, // mustDeclareFragmentShaderOutput
true // canUseMinAndAbsTogether
};
}
DEF_TEST(SkSLHelloWorld, r) {
test(r,
"void main() { sk_FragColor = vec4(0.75); }",
default_caps(),
"#version 400\n"
"void main() {\n"
" gl_FragColor = vec4(0.75);\n"
"}\n");
}
DEF_TEST(SkSLControl, r) {
test(r,
"void main() {"
"if (1 + 2 + 3 > 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 < 0.7);"
"for (int i = 0; i < 10; i++) {"
"if (i % 0 == 1) break; else continue;"
"}"
"return;"
"}",
default_caps(),
"#version 400\n"
"void main() {\n"
" if ((1 + 2) + 3 > 5) {\n"
" gl_FragColor = vec4(0.75);\n"
" } else {\n"
" discard;\n"
" }\n"
" int i = 0;\n"
" while (i < 10) gl_FragColor *= 0.5;\n"
" do {\n"
" gl_FragColor += 0.01;\n"
" } while (gl_FragColor.x < 0.7);\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); }",
default_caps(),
"#version 400\n"
"float foo(in float[2] v) {\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"
" gl_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 >= 5 && y <= z && 12 != 11;"
"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;"
"}",
default_caps(),
"#version 400\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 >= 5 && y <= float(z)) && 12 != 11;\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);"
"}",
default_caps(),
"#version 400\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() {"
"}",
default_caps(),
"#version 400\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() {"
"}",
default_caps(),
"#version 400\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) {
SkSL::GLCaps caps = default_caps();
caps.fVersion = 450;
caps.fIsCoreProfile = true;
test(r,
"in float test; void main() { sk_FragColor = vec4(0.75); }",
caps,
"#version 450 core\n"
"in float test;\n"
"void main() {\n"
" gl_FragColor = vec4(0.75);\n"
"}\n");
caps.fVersion = 110;
caps.fIsCoreProfile = false;
test(r,
"in float test; void main() { sk_FragColor = vec4(0.75); }",
caps,
"#version 110\n"
"varying float test;\n"
"void main() {\n"
" gl_FragColor = vec4(0.75);\n"
"}\n");
}
DEF_TEST(SkSLDeclareOutput, r) {
SkSL::GLCaps caps = default_caps();
caps.fMustDeclareFragmentShaderOutput = true;
test(r,
"void main() { sk_FragColor = vec4(0.75); }",
caps,
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
" sk_FragColor = vec4(0.75);\n"
"}\n");
}
DEF_TEST(SkSLUsesPrecisionModifiers, r) {
SkSL::GLCaps caps = default_caps();
test(r,
"void main() { float x = 0.75; highp float y = 1; }",
caps,
"#version 400\n"
"void main() {\n"
" float x = 0.75;\n"
" float y = 1.0;\n"
"}\n");
caps.fUsesPrecisionModifiers = true;
test(r,
"void main() { float x = 0.75; highp float y = 1; }",
caps,
"#version 400\n"
"void main() {\n"
" mediump 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);"
"}",
default_caps(),
"#version 400\n"
"void main() {\n"
" float x = -5.0;\n"
" x = min(abs(x), 6.0);\n"
"}\n");
SkSL::GLCaps caps = default_caps();
caps.fCanUseMinAndAbsTogether = false;
test(r,
"void main() {"
"float x = -5.0;"
"x = min(abs(x), 6.0);"
"}",
caps,
"#version 400\n"
"void main() {\n"
" float minAbsHackVar0;\n"
" float x = -5.0;\n"
" x = (abs(x) > (minAbsHackVar0 = 6.0) ? minAbsHackVar0 : abs(x));\n"
"}\n");
}