93ba0a4fc8
On desktop, this saves just over 5% of the time in the SkSL compiler. As written, the code will now build either way, so it's much easier to switch back (or even have some platforms use SkString, if that's ever required). Bug: skia: Change-Id: I634f26a4f6fcb404e59bda6a5c6a21a9c6d73c0b Reviewed-on: https://skia-review.googlesource.com/34381 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
43 lines
1.5 KiB
C++
43 lines
1.5 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_failure(skiatest::Reporter* r, const char* src, const char* error) {
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SkSL::Compiler compiler;
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SkSL::Program::Settings settings;
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sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default();
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settings.fCaps = caps.get();
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std::unique_ptr<SkSL::Program> program = compiler.convertProgram(SkSL::Program::kFragment_Kind,
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SkSL::String(src), settings);
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if (program) {
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SkSL::String ignored;
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compiler.toSPIRV(*program, &ignored);
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}
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SkSL::String skError(error);
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if (compiler.errorText() != skError) {
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SkDebugf("SKSL ERROR:\n source: %s\n expected: %s received: %s", src, error,
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compiler.errorText().c_str());
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}
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REPORTER_ASSERT(r, compiler.errorText() == skError);
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}
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DEF_TEST(SkSLBadOffset, r) {
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test_failure(r,
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"struct Bad { layout (offset = 5) int x; } bad; void main() { bad.x = 5; }",
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"error: 1: offset of field 'x' must be a multiple of 4\n1 error\n");
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test_failure(r,
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"struct Bad { int x; layout (offset = 0) int y; } bad; void main() { bad.x = 5; }",
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"error: 1: offset of field 'y' must be at least 4\n1 error\n");
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}
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#endif
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