skia2/tests/SkSLSPIRVTest.cpp
Brian Osman 93ba0a4fc8 Switch SkSL to std::string
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>
2017-08-14 21:24:55 +00:00

43 lines
1.5 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"
#if SK_SUPPORT_GPU
static void test_failure(skiatest::Reporter* r, const char* src, const char* error) {
SkSL::Compiler compiler;
SkSL::Program::Settings settings;
sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default();
settings.fCaps = caps.get();
std::unique_ptr<SkSL::Program> program = compiler.convertProgram(SkSL::Program::kFragment_Kind,
SkSL::String(src), settings);
if (program) {
SkSL::String ignored;
compiler.toSPIRV(*program, &ignored);
}
SkSL::String skError(error);
if (compiler.errorText() != skError) {
SkDebugf("SKSL ERROR:\n source: %s\n expected: %s received: %s", src, error,
compiler.errorText().c_str());
}
REPORTER_ASSERT(r, compiler.errorText() == skError);
}
DEF_TEST(SkSLBadOffset, r) {
test_failure(r,
"struct Bad { layout (offset = 5) int x; } bad; void main() { bad.x = 5; }",
"error: 1: offset of field 'x' must be a multiple of 4\n1 error\n");
test_failure(r,
"struct Bad { int x; layout (offset = 0) int y; } bad; void main() { bad.x = 5; }",
"error: 1: offset of field 'y' must be at least 4\n1 error\n");
}
#endif