| /* |
| * Copyright 2019 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, const SkSL::Program::Settings& settings, |
| const char* expected, SkSL::Program::Inputs* inputs, |
| SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) { |
| SkSL::Compiler compiler; |
| SkSL::String output; |
| std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkSL::String(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.toMetal(*program, &output)); |
| if (program) { |
| SkSL::String skExpected(expected); |
| if (output != skExpected) { |
| SkDebugf("MSL 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 = ∩︀ |
| SkSL::Program::Inputs inputs; |
| test(r, src, settings, expected, &inputs, kind); |
| } |
| |
| DEF_TEST(SkSLMetalHelloWorld, r) { |
| test(r, |
| "void main() { sk_FragColor = half4(0.75); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#include <metal_stdlib>\n" |
| "#include <simd/simd.h>\n" |
| "using namespace metal;\n" |
| "struct Inputs {\n" |
| "};\n" |
| "struct Outputs {\n" |
| " float4 sk_FragColor [[color(0)]];\n" |
| "};\n" |
| "fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n" |
| " Outputs _outputStruct;\n" |
| " thread Outputs* _out = &_outputStruct;\n" |
| " _out->sk_FragColor = float4(0.75);\n" |
| " return *_out;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLMetalMatrices, r) { |
| test(r, |
| "void main() {" |
| "float2x2 m1 = float2x2(float4(1, 2, 3, 4));" |
| "float2x2 m2 = float2x2(float4(0));" |
| "float2x2 m3 = float2x2(m1);" |
| "float2x2 m4 = float2x2(1);" |
| "float2x2 m5 = float2x2(m1[0][0]);" |
| "float2x2 m6 = float2x2(1, 2, 3, 4);" |
| "float2x2 m7 = float2x2(5, 6, 7, 8);" |
| "float3x3 m8 = float3x3(1);" |
| "float3x3 m9 = float3x3(2);" |
| "float4x4 m10 = float4x4(1);" |
| "float4x4 m11 = float4x4(2);" |
| "sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0] + m4[0][0] + m5[0][0] + " |
| "m6[0][0] + m7[0][0] + m8[0][0] + m9[0][0] + m10[0][0] + m11[0][0]));" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#include <metal_stdlib>\n" |
| "#include <simd/simd.h>\n" |
| "using namespace metal;\n" |
| "struct Inputs {\n" |
| "};\n" |
| "struct Outputs {\n" |
| " float4 sk_FragColor [[color(0)]];\n" |
| "};\n" |
| "float2x2 float2x2_from_float(float x) {\n" |
| " return float2x2(float2(x, 0), float2(0, x));\n" |
| "}\n" |
| "float2x2 float2x2_from_float4(float4 v) {\n" |
| " return float2x2(float2(v[0], v[1]), float2(v[2], v[3]));\n" |
| "}\n" |
| "float2x2 float2x2_from_float(float x) {\n" |
| " return float2x2(float2(x, 0), float2(0, x));\n" |
| "}\n" |
| "float3x3 float3x3_from_float(float x) {\n" |
| " return float3x3(float3(x, 0, 0), float3(0, x, 0), float3(0, 0, x));\n" |
| "}\n" |
| "float4x4 float4x4_from_float(float x) {\n" |
| " return float4x4(float4(x, 0, 0, 0), float4(0, x, 0, 0), float4(0, 0, x, 0), float4(0, 0, 0, x));\n" |
| "}\n" |
| "fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n" |
| " Outputs _outputStruct;\n" |
| " thread Outputs* _out = &_outputStruct;\n" |
| " float2x2 m5 = float2x2_from_float(float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]);\n" |
| " _out->sk_FragColor = float4((((((((((float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0] + float2x2_from_float4(float4(0.0))[0][0]) + float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]) + float2x2_from_float(1.0)[0][0]) + m5[0][0]) + float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0]) + float2x2(float2(5.0, 6.0), float2(7.0, 8.0))[0][0]) + float3x3_from_float(1.0)[0][0]) + float3x3_from_float(2.0)[0][0]) + float4x4_from_float(1.0)[0][0]) + float4x4_from_float(2.0)[0][0]);\n" |
| " return *_out;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLMetalConstantSwizzle, r) { |
| test(r, |
| "void main() {" |
| "sk_FragColor = half4(0.5).rgb1;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#include <metal_stdlib>\n" |
| "#include <simd/simd.h>\n" |
| "using namespace metal;\n" |
| "struct Inputs {\n" |
| "};\n" |
| "struct Outputs {\n" |
| " float4 sk_FragColor [[color(0)]];\n" |
| "};\n" |
| "fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n" |
| " Outputs _outputStruct;\n" |
| " thread Outputs* _out = &_outputStruct;\n" |
| " _out->sk_FragColor = float4(float4(0.5).xyz, 1);\n" |
| " return *_out;\n" |
| "}\n"); |
| } |