ce33f10677
BUG=skia: Change-Id: If78a4d08121699f87659f0d2e35f3edbf1867401 Reviewed-on: https://skia-review.googlesource.com/5408 Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
681 lines
21 KiB
C++
681 lines
21 KiB
C++
/*
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* Copyright 2016 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 "SkSLCompiler.h"
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#include "Test.h"
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#if SK_SUPPORT_GPU
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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::Compiler compiler;
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SkString output;
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std::unique_ptr<SkSL::Program> program = compiler.convertProgram(SkSL::Program::kFragment_Kind,
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SkString(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.toGLSL(*program, &output));
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if (program) {
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SkString skExpected(expected);
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if (output != skExpected) {
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SkDebugf("GLSL 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) {
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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);
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}
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DEF_TEST(SkSLHelloWorld, r) {
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test(r,
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"void main() { sk_FragColor = vec4(0.75); }",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" sk_FragColor = vec4(0.75);\n"
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"}\n");
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}
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DEF_TEST(SkSLControl, r) {
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test(r,
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"void main() {"
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"if (sqrt(2) > 5) { sk_FragColor = vec4(0.75); } else { discard; }"
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"int i = 0;"
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"while (i < 10) sk_FragColor *= 0.5;"
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"do { sk_FragColor += 0.01; } while (sk_FragColor.x < 0.75);"
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"for (int i = 0; i < 10; i++) {"
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"if (i % 0 == 1) break; else continue;"
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"}"
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"return;"
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"}",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" if (sqrt(2.0) > 5.0) {\n"
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" sk_FragColor = vec4(0.75);\n"
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" } else {\n"
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" discard;\n"
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" }\n"
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" int i = 0;\n"
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" while (i < 10) sk_FragColor *= 0.5;\n"
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" do {\n"
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" sk_FragColor += 0.01;\n"
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" } while (sk_FragColor.x < 0.75);\n"
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" for (int i = 0;i < 10; i++) {\n"
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" if (i % 0 == 1) break; else continue;\n"
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" }\n"
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" return;\n"
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"}\n");
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}
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DEF_TEST(SkSLFunctions, r) {
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test(r,
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"float foo(float v[2]) { return v[0] * v[1]; }"
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"void bar(inout float x) { float y[2], z; y[0] = x; y[1] = x * 2; z = foo(y); x = z; }"
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"void main() { float x = 10; bar(x); sk_FragColor = vec4(x); }",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"float foo(in float v[2]) {\n"
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" return v[0] * v[1];\n"
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"}\n"
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"void bar(inout float x) {\n"
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" float y[2], z;\n"
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" y[0] = x;\n"
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" y[1] = x * 2.0;\n"
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" z = foo(y);\n"
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" x = z;\n"
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"}\n"
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"void main() {\n"
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" float x = 10.0;\n"
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" bar(x);\n"
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" sk_FragColor = vec4(x);\n"
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"}\n");
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}
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DEF_TEST(SkSLOperators, r) {
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test(r,
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"void main() {"
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"float x = 1, y = 2;"
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"int z = 3;"
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"x = x + y * z * x * (y - z);"
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"y = x / y / z;"
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"z = (z / 2 % 3 << 4) >> 2 << 1;"
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"bool b = (x > 4) == x < 2 || 2 >= sqrt(2) && y <= z;"
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"x += 12;"
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"x -= 12;"
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"x *= y /= z = 10;"
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"b ||= false;"
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"b &&= true;"
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"b ^^= false;"
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"z |= 0;"
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"z &= -1;"
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"z ^= 0;"
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"z >>= 2;"
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"z <<= 4;"
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"z %= 5;"
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"}",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" float x = 1.0, y = 2.0;\n"
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" int z = 3;\n"
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" x = x + ((y * float(z)) * x) * (y - float(z));\n"
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" y = (x / y) / float(z);\n"
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" z = (((z / 2) % 3 << 4) >> 2) << 1;\n"
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" bool b = x > 4.0 == x < 2.0 || 2.0 >= sqrt(2.0) && y <= float(z);\n"
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" x += 12.0;\n"
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" x -= 12.0;\n"
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" x *= (y /= float(z = 10));\n"
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" b ||= false;\n"
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" b &&= true;\n"
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" b ^^= false;\n"
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" z |= 0;\n"
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" z &= -1;\n"
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" z ^= 0;\n"
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" z >>= 2;\n"
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" z <<= 4;\n"
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" z %= 5;\n"
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"}\n");
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}
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DEF_TEST(SkSLMatrices, r) {
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test(r,
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"void main() {"
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"mat2x4 x = mat2x4(1);"
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"mat3x2 y = mat3x2(1, 0, 0, 1, vec2(2, 2));"
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"mat3x4 z = x * y;"
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"vec3 v1 = mat3(1) * vec3(1);"
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"vec3 v2 = vec3(1) * mat3(1);"
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"}",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" mat2x4 x = mat2x4(1.0);\n"
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" mat3x2 y = mat3x2(1.0, 0.0, 0.0, 1.0, vec2(2.0, 2.0));\n"
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" mat3x4 z = x * y;\n"
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" vec3 v1 = mat3(1.0) * vec3(1.0);\n"
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" vec3 v2 = vec3(1.0) * mat3(1.0);\n"
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"}\n");
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}
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DEF_TEST(SkSLInterfaceBlock, r) {
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test(r,
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"uniform testBlock {"
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"float x;"
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"float y[2];"
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"layout(binding=12) mat3x2 z;"
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"bool w;"
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"};"
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"void main() {"
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"}",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"uniform testBlock {\n"
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" float x;\n"
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" float[2] y;\n"
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" layout (binding = 12) mat3x2 z;\n"
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" bool w;\n"
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"};\n"
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"void main() {\n"
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"}\n");
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}
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DEF_TEST(SkSLStructs, r) {
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test(r,
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"struct A {"
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"int x;"
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"int y;"
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"} a1, a2;"
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"A a3;"
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"struct B {"
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"float x;"
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"float y[2];"
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"layout(binding=1) A z;"
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"};"
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"B b1, b2, b3;"
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"void main() {"
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"}",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"struct A {\n"
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" int x;\n"
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" int y;\n"
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"} a1, a2;\n"
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"A a3;\n"
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"struct B {\n"
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" float x;\n"
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" float[2] y;\n"
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" layout (binding = 1) A z;\n"
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"} b1, b2, b3;\n"
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"void main() {\n"
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"}\n");
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}
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DEF_TEST(SkSLVersion, r) {
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test(r,
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"in float test; void main() { sk_FragColor = vec4(0.75); }",
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*SkSL::ShaderCapsFactory::Version450Core(),
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"#version 450 core\n"
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"out vec4 sk_FragColor;\n"
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"in float test;\n"
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"void main() {\n"
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" sk_FragColor = vec4(0.75);\n"
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"}\n");
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test(r,
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"in float test; void main() { sk_FragColor = vec4(0.75); }",
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*SkSL::ShaderCapsFactory::Version110(),
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"#version 110\n"
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"varying float test;\n"
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"void main() {\n"
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" gl_FragColor = vec4(0.75);\n"
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"}\n");
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}
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DEF_TEST(SkSLUsesPrecisionModifiers, r) {
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test(r,
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"void main() { float x = 0.75; highp float y = 1; }",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" float x = 0.75;\n"
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" float y = 1.0;\n"
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"}\n");
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test(r,
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"void main() { float x = 0.75; highp float y = 1; }",
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*SkSL::ShaderCapsFactory::UsesPrecisionModifiers(),
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"#version 400\n"
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"precision highp float;\n"
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"out mediump vec4 sk_FragColor;\n"
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"void main() {\n"
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" float x = 0.75;\n"
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" highp float y = 1.0;\n"
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"}\n");
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}
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DEF_TEST(SkSLMinAbs, r) {
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test(r,
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"void main() {"
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"float x = -5;"
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"x = min(abs(x), 6);"
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"}",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" float x = -5.0;\n"
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" x = min(abs(x), 6.0);\n"
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"}\n");
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test(r,
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"void main() {"
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"float x = -5.0;"
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"x = min(abs(x), 6.0);"
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"}",
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*SkSL::ShaderCapsFactory::CannotUseMinAndAbsTogether(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" float minAbsHackVar0;\n"
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" float minAbsHackVar1;\n"
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" float x = -5.0;\n"
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" x = ((minAbsHackVar0 = abs(x)) < (minAbsHackVar1 = 6.0) ? minAbsHackVar0 : "
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"minAbsHackVar1);\n"
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"}\n");
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}
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DEF_TEST(SkSLNegatedAtan, r) {
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test(r,
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"void main() { vec2 x = vec2(1, 2); float y = atan(x.x, -(2 * x.y)); }",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" vec2 x = vec2(1.0, 2.0);\n"
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" float y = atan(x.x, -(2.0 * x.y));\n"
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"}\n");
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test(r,
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"void main() { vec2 x = vec2(1, 2); float y = atan(x.x, -(2 * x.y)); }",
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*SkSL::ShaderCapsFactory::MustForceNegatedAtanParamToFloat(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" vec2 x = vec2(1.0, 2.0);\n"
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" float y = atan(x.x, -1.0 * (2.0 * x.y));\n"
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"}\n");
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}
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DEF_TEST(SkSLModifiersDeclaration, r) {
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test(r,
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"layout(blend_support_all_equations) out;"
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"void main() { }",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"layout (blend_support_all_equations) out ;\n"
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"void main() {\n"
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"}\n");
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}
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DEF_TEST(SkSLHex, r) {
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test(r,
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"void main() {"
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"int i1 = 0x0;"
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"int i2 = 0x1234abcd;"
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"int i3 = 0x7fffffff;"
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"int i4 = 0xffffffff;"
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"int i5 = -0xbeef;"
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"uint u1 = 0x0;"
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"uint u2 = 0x1234abcd;"
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"uint u3 = 0x7fffffff;"
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"uint u4 = 0xffffffff;"
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"}",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" int i1 = 0;\n"
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" int i2 = 305441741;\n"
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" int i3 = 2147483647;\n"
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" int i4 = -1;\n"
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" int i5 = -48879;\n"
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" uint u1 = 0u;\n"
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" uint u2 = 305441741u;\n"
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" uint u3 = 2147483647u;\n"
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" uint u4 = 4294967295u;\n"
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"}\n");
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}
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DEF_TEST(SkSLVectorConstructors, r) {
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test(r,
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"vec2 v1 = vec2(1);"
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"vec2 v2 = vec2(1, 2);"
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"vec2 v3 = vec2(vec2(1));"
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"vec2 v4 = vec2(vec3(1));"
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"vec3 v5 = vec3(vec2(1), 1.0);"
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"vec3 v6 = vec3(vec4(1, 2, 3, 4));"
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"ivec2 v7 = ivec2(1);"
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"ivec2 v8 = ivec2(vec2(1, 2));"
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"vec2 v9 = vec2(ivec2(1, 2));",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"vec2 v1 = vec2(1.0);\n"
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"vec2 v2 = vec2(1.0, 2.0);\n"
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"vec2 v3 = vec2(1.0);\n"
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"vec2 v4 = vec2(vec3(1.0));\n"
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"vec3 v5 = vec3(vec2(1.0), 1.0);\n"
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"vec3 v6 = vec3(vec4(1.0, 2.0, 3.0, 4.0));\n"
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"ivec2 v7 = ivec2(1);\n"
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"ivec2 v8 = ivec2(vec2(1.0, 2.0));\n"
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"vec2 v9 = vec2(ivec2(1, 2));\n");
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}
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DEF_TEST(SkSLArrayConstructors, r) {
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test(r,
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"float test1[] = float[](1, 2, 3, 4);"
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"vec2 test2[] = vec2[](vec2(1, 2), vec2(3, 4));"
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"mat4 test3[] = mat4[]();",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"float test1[] = float[](1.0, 2.0, 3.0, 4.0);\n"
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"vec2 test2[] = vec2[](vec2(1.0, 2.0), vec2(3.0, 4.0));\n"
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"mat4 test3[] = mat4[]();\n");
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}
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DEF_TEST(SkSLDerivatives, r) {
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test(r,
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"void main() { float x = dFdx(1); }",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" float x = dFdx(1.0);\n"
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"}\n");
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test(r,
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"void main() { float x = 1; }",
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*SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" float x = 1.0;\n"
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"}\n");
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test(r,
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"void main() { float x = dFdx(1); }",
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*SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(),
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"#version 400\n"
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"#extension GL_OES_standard_derivatives : require\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" float x = dFdx(1.0);\n"
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"}\n");
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}
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DEF_TEST(SkSLConstantFolding, r) {
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test(r,
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"void main() {"
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"float f_add = 32 + 2;"
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"float f_sub = 32 - 2;"
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"float f_mul = 32 * 2;"
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"float f_div = 32 / 2;"
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"float mixed = (12 > 2.0) ? (10 * 2 / 5 + 18 - 3) : 0;"
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"int i_add = 32 + 2;"
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"int i_sub = 32 - 2;"
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"int i_mul = 32 * 2;"
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"int i_div = 32 / 2;"
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"int i_or = 12 | 6;"
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"int i_and = 254 & 7;"
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"int i_xor = 2 ^ 7;"
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"int i_shl = 1 << 4;"
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"int i_shr = 128 >> 2;"
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"bool gt_it = 6 > 5;"
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"bool gt_if = 6 > 6;"
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|
"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"
|
|
"highp vec2 _sktmpCoord = gl_FragCoord.xy;\n"
|
|
"highp vec4 sk_FragCoord = vec4(_sktmpCoord.x, u_skRTHeight - _sktmpCoord.y, 1.0, 1.0);\n"
|
|
"out vec4 sk_FragColor;\n"
|
|
"void main() {\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);
|
|
}
|
|
|
|
#endif
|