| /* |
| * 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 "src/sksl/SkSLCompiler.h" |
| |
| #include "tests/Test.h" |
| |
| // Note that the optimizer will aggressively kill dead code and substitute constants in place of |
| // variables, so we have to jump through a few hoops to ensure that the code in these tests has the |
| // necessary side-effects to remain live. In some cases we rely on the optimizer not (yet) being |
| // smart enough to optimize around certain constructs; as the optimizer gets smarter it will |
| // undoubtedly end up breaking some of these tests. That is a good thing, as long as the new code is |
| // equivalent! |
| |
| 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); |
| if (program) { |
| *inputs = program->fInputs; |
| REPORTER_ASSERT(r, compiler.toGLSL(*program, &output)); |
| if (program) { |
| SkSL::String skExpected(expected); |
| if (output != skExpected) { |
| SkDebugf("GLSL 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(SkSLVersion, r) { |
| test(r, |
| "in float test; void main() { sk_FragColor.r = half(test); }", |
| *SkSL::ShaderCapsFactory::Version450Core(), |
| "#version 450 core\n" |
| "out vec4 sk_FragColor;\n" |
| "in float test;\n" |
| "void main() {\n" |
| " sk_FragColor.x = test;\n" |
| "}\n"); |
| test(r, |
| "in float test; void main() { sk_FragColor.r = half(test); }", |
| *SkSL::ShaderCapsFactory::Version110(), |
| "#version 110\n" |
| "varying float test;\n" |
| "void main() {\n" |
| " gl_FragColor.x = test;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLUsesPrecisionModifiers, r) { |
| test(r, |
| "void main() { half x = 0.75; float y = 1; x++; y++;" |
| "sk_FragColor.rg = half2(x, half(y)); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = 0.75;\n" |
| " float y = 1.0;\n" |
| " x++;\n" |
| " y++;\n" |
| " sk_FragColor.xy = vec2(x, y);\n" |
| "}\n"); |
| test(r, |
| "void main() { half x = 0.75; float y = 1; x++; y++;" |
| "sk_FragColor.rg = half2(x, half(y)); }", |
| *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), |
| "#version 400\n" |
| "precision mediump float;\n" |
| "precision mediump sampler2D;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " mediump float x = 0.75;\n" |
| " highp float y = 1.0;\n" |
| " x++;\n" |
| " y++;\n" |
| " sk_FragColor.xy = vec2(x, y);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLMinAbs, r) { |
| test(r, |
| "void main() {" |
| "half x = -5;" |
| "sk_FragColor.r = min(abs(x), 6);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = min(abs(-5.0), 6.0);\n" |
| "}\n"); |
| |
| test(r, |
| "void main() {" |
| "half x = -5.0;" |
| "sk_FragColor.r = min(abs(x), 6.0);" |
| "}", |
| *SkSL::ShaderCapsFactory::CannotUseMinAndAbsTogether(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float minAbsHackVar0;\n" |
| " float minAbsHackVar1;\n" |
| " sk_FragColor.x = ((minAbsHackVar0 = abs(-5.0)) < (minAbsHackVar1 = 6.0) ? " |
| "minAbsHackVar0 : minAbsHackVar1);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLFractNegative, r) { |
| static constexpr char input[] = |
| "void main() {" |
| "float x = -42.0;" |
| "sk_FragColor.r = half(fract(x));" |
| "}"; |
| static constexpr char output_default[] = |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = fract(-42.0);\n" |
| "}\n"; |
| static constexpr char output_workaround[] = |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = (0.5 - sign(-42.0) * (0.5 - fract(abs(-42.0))));\n" |
| "}\n"; |
| |
| test(r, input, *SkSL::ShaderCapsFactory::Default(), output_default); |
| test(r, input, *SkSL::ShaderCapsFactory::CannotUseFractForNegativeValues(), output_workaround); |
| } |
| |
| DEF_TEST(SkSLNegatedAtan, r) { |
| test(r, |
| "void main() { float2 x = float2(sqrt(2)); sk_FragColor.r = half(atan(x.x, -x.y)); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " vec2 x = vec2(sqrt(2.0));\n" |
| " sk_FragColor.x = atan(x.x, -x.y);\n" |
| "}\n"); |
| test(r, |
| "void main() { float2 x = float2(sqrt(2)); sk_FragColor.r = half(atan(x.x, -x.y)); }", |
| *SkSL::ShaderCapsFactory::MustForceNegatedAtanParamToFloat(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " vec2 x = vec2(sqrt(2.0));\n" |
| " sk_FragColor.x = atan(x.x, -1.0 * x.y);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLModifiersDeclaration, r) { |
| test(r, |
| "layout(blend_support_all_equations) out;" |
| "layout(blend_support_all_equations) out;" |
| "layout(blend_support_multiply) out;" |
| "layout(blend_support_screen) out;" |
| "layout(blend_support_overlay) out;" |
| "layout(blend_support_darken) out;" |
| "layout(blend_support_lighten) out;" |
| "layout(blend_support_colordodge) out;" |
| "layout(blend_support_colorburn) out;" |
| "layout(blend_support_hardlight) out;" |
| "layout(blend_support_softlight) out;" |
| "layout(blend_support_difference) out;" |
| "layout(blend_support_exclusion) out;" |
| "layout(blend_support_hsl_hue) out;" |
| "layout(blend_support_hsl_saturation) out;" |
| "layout(blend_support_hsl_color) out;" |
| "layout(blend_support_hsl_luminosity) out;" |
| "void main() { }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "layout (blend_support_all_equations) out ;\n" |
| "layout (blend_support_all_equations) out ;\n" |
| "layout (blend_support_multiply) out ;\n" |
| "layout (blend_support_screen) out ;\n" |
| "layout (blend_support_overlay) out ;\n" |
| "layout (blend_support_darken) out ;\n" |
| "layout (blend_support_lighten) out ;\n" |
| "layout (blend_support_colordodge) out ;\n" |
| "layout (blend_support_colorburn) out ;\n" |
| "layout (blend_support_hardlight) out ;\n" |
| "layout (blend_support_softlight) out ;\n" |
| "layout (blend_support_difference) out ;\n" |
| "layout (blend_support_exclusion) out ;\n" |
| "layout (blend_support_hsl_hue) out ;\n" |
| "layout (blend_support_hsl_saturation) out ;\n" |
| "layout (blend_support_hsl_color) out ;\n" |
| "layout (blend_support_hsl_luminosity) out ;\n" |
| "void main() {\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLDerivatives, r) { |
| test(r, |
| "void main() { sk_FragColor.r = half(dFdx(1)); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = dFdx(1.0);\n" |
| "}\n"); |
| test(r, |
| "void main() { sk_FragColor.r = 1; }", |
| *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(), |
| "#version 400\n" |
| "precision mediump float;\n" |
| "precision mediump sampler2D;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = 1.0;\n" |
| "}\n"); |
| test(r, |
| "void main() { sk_FragColor.r = half(dFdx(1)); }", |
| *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(), |
| "#version 400\n" |
| "#extension GL_OES_standard_derivatives : require\n" |
| "precision mediump float;\n" |
| "precision mediump sampler2D;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = dFdx(1.0);\n" |
| "}\n"); |
| |
| SkSL::Program::Settings settings; |
| settings.fFlipY = false; |
| auto caps = SkSL::ShaderCapsFactory::Default(); |
| settings.fCaps = caps.get(); |
| SkSL::Program::Inputs inputs; |
| test(r, |
| "void main() { sk_FragColor.r = half(dFdx(1)), sk_FragColor.g = half(dFdy(1)); }", |
| settings, |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " (sk_FragColor.x = dFdx(1.0) , sk_FragColor.y = dFdy(1.0));\n" |
| "}\n", |
| &inputs); |
| settings.fFlipY = true; |
| test(r, |
| "void main() { sk_FragColor.r = half(dFdx(1)), sk_FragColor.g = half(dFdy(1)); }", |
| settings, |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " (sk_FragColor.x = dFdx(1.0) , sk_FragColor.y = -dFdy(1.0));\n" |
| "}\n", |
| &inputs); |
| } |
| |
| DEF_TEST(SkSLCaps, r) { |
| test(r, |
| "void main() {" |
| "int x = 0;" |
| "int y = 0;" |
| "int z = 0;" |
| "if (sk_Caps.externalTextureSupport) x = 1;" |
| "if (sk_Caps.fbFetchSupport) y = 1;" |
| "if (sk_Caps.canUseAnyFunctionInShader) z = 1;" |
| "sk_FragColor = half4(x, y, z, 0.0);" |
| "}", |
| *SkSL::ShaderCapsFactory::VariousCaps(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(1.0, 0.0, 0.0, 0.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLTexture, r) { |
| test(r, |
| "uniform sampler1D one;" |
| "uniform sampler2D two;" |
| "void main() {" |
| "float4 a = sample(one, 0);" |
| "float4 b = sample(two, float2(0));" |
| "float4 c = sample(one, float2(0));" |
| "float4 d = sample(two, float3(0));" |
| "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));" |
| "}", |
| *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" |
| " sk_FragColor = vec4(a.x, b.x, c.x, d.x);\n" |
| "}\n"); |
| test(r, |
| "uniform sampler1D one;" |
| "uniform sampler2D two;" |
| "void main() {" |
| "float4 a = sample(one, 0);" |
| "float4 b = sample(two, float2(0));" |
| "float4 c = sample(one, float2(0));" |
| "float4 d = sample(two, float3(0));" |
| "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));" |
| "}", |
| *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" |
| " gl_FragColor = vec4(a.x, b.x, c.x, d.x);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLSharpen, r) { |
| SkSL::Program::Settings settings; |
| settings.fSharpenTextures = true; |
| sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default(); |
| settings.fCaps = caps.get(); |
| SkSL::Program::Inputs inputs; |
| test(r, |
| "uniform sampler1D one;" |
| "uniform sampler2D two;" |
| "void main() {" |
| "float4 a = sample(one, 0);" |
| "float4 b = sample(two, float2(0));" |
| "float4 c = sample(one, float2(0));" |
| "float4 d = sample(two, float3(0));" |
| "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));" |
| "}", |
| settings, |
| "#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, -0.5);\n" |
| " vec4 b = texture(two, vec2(0.0), -0.5);\n" |
| " vec4 c = textureProj(one, vec2(0.0), -0.5);\n" |
| " vec4 d = textureProj(two, vec3(0.0), -0.5);\n" |
| " sk_FragColor = vec4(a.x, b.x, c.x, d.x);\n" |
| "}\n", |
| &inputs); |
| |
| caps = SkSL::ShaderCapsFactory::Version110(); |
| settings.fCaps = caps.get(); |
| test(r, |
| "uniform sampler1D one;" |
| "uniform sampler2D two;" |
| "void main() {" |
| "float4 a = sample(one, 0);" |
| "float4 b = sample(two, float2(0));" |
| "float4 c = sample(one, float2(0));" |
| "float4 d = sample(two, float3(0));" |
| "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));" |
| "}", |
| settings, |
| "#version 110\n" |
| "uniform sampler1D one;\n" |
| "uniform sampler2D two;\n" |
| "void main() {\n" |
| " vec4 a = texture1D(one, 0.0, -0.5);\n" |
| " vec4 b = texture2D(two, vec2(0.0), -0.5);\n" |
| " vec4 c = texture1DProj(one, vec2(0.0), -0.5);\n" |
| " vec4 d = texture2DProj(two, vec3(0.0), -0.5);\n" |
| " gl_FragColor = vec4(a.x, b.x, c.x, d.x);\n" |
| "}\n", |
| &inputs); |
| } |
| |
| 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 = half2(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 = half2(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 = half2(sk_FragCoord.xy); }", |
| settings, |
| "#version 400\n" |
| "uniform float u_skRTHeight;\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTHeight - gl_FragCoord.y, " |
| "gl_FragCoord.z, gl_FragCoord.w);\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 = half2(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); |
| |
| test(r, |
| "in float4 pos; void main() { sk_Position = pos; }", |
| *SkSL::ShaderCapsFactory::CannotUseFragCoord(), |
| "#version 400\n" |
| "out vec4 sk_FragCoord_Workaround;\n" |
| "in vec4 pos;\n" |
| "void main() {\n" |
| " sk_FragCoord_Workaround = (gl_Position = pos);\n" |
| "}\n", |
| SkSL::Program::kVertex_Kind); |
| |
| test(r, |
| "uniform float4 sk_RTAdjust; in float4 pos; void main() { sk_Position = pos; }", |
| *SkSL::ShaderCapsFactory::CannotUseFragCoord(), |
| "#version 400\n" |
| "out vec4 sk_FragCoord_Workaround;\n" |
| "uniform vec4 sk_RTAdjust;\n" |
| "in vec4 pos;\n" |
| "void main() {\n" |
| " sk_FragCoord_Workaround = (gl_Position = pos);\n" |
| " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw," |
| " 0.0, gl_Position.w);\n" |
| "}\n", |
| SkSL::Program::kVertex_Kind); |
| |
| test(r, |
| "void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }", |
| *SkSL::ShaderCapsFactory::CannotUseFragCoord(), |
| "#version 400\n" |
| "in vec4 sk_FragCoord_Workaround;\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float sk_FragCoord_InvW = 1. / sk_FragCoord_Workaround.w;\n" |
| " vec4 sk_FragCoord_Resolved = vec4(sk_FragCoord_Workaround.xyz * " |
| "sk_FragCoord_InvW, sk_FragCoord_InvW);\n" |
| " sk_FragCoord_Resolved.xy = floor(sk_FragCoord_Resolved.xy) + vec2(.5);\n" |
| " sk_FragColor.xy = sk_FragCoord_Resolved.xy;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLWidthAndHeight, r) { |
| SkSL::Program::Settings settings; |
| sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default(); |
| settings.fCaps = caps.get(); |
| SkSL::Program::Inputs inputs; |
| test(r, |
| "void main() { sk_FragColor.r = half(sk_FragCoord.x / sk_Width); }", |
| settings, |
| "#version 400\n" |
| "uniform float u_skRTWidth;\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = gl_FragCoord.x / u_skRTWidth;\n" |
| "}\n", |
| &inputs); |
| REPORTER_ASSERT(r, inputs.fRTWidth); |
| REPORTER_ASSERT(r, !inputs.fRTHeight); |
| |
| test(r, |
| "void main() { sk_FragColor.r = half(sk_FragCoord.y / sk_Height); }", |
| settings, |
| "#version 400\n" |
| "uniform float u_skRTHeight;\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor.x = gl_FragCoord.y / u_skRTHeight;\n" |
| "}\n", |
| &inputs); |
| REPORTER_ASSERT(r, !inputs.fRTWidth); |
| REPORTER_ASSERT(r, inputs.fRTHeight); |
| } |
| |
| DEF_TEST(SkSLGeometry, r) { |
| test(r, |
| "layout(points) in;" |
| "layout(invocations = 2) in;" |
| "layout(line_strip, max_vertices = 2) out;" |
| "void main() {" |
| "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "EndPrimitive();" |
| "}", |
| *SkSL::ShaderCapsFactory::GeometryShaderSupport(), |
| "#version 400\n" |
| "layout (points) in ;\n" |
| "layout (invocations = 2) in ;\n" |
| "layout (line_strip, max_vertices = 2) out ;\n" |
| "void main() {\n" |
| " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" |
| " EmitVertex();\n" |
| " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n" |
| " EmitVertex();\n" |
| " EndPrimitive();\n" |
| "}\n", |
| SkSL::Program::kGeometry_Kind); |
| } |
| |
| DEF_TEST(SkSLRectangleTexture, r) { |
| test(r, |
| "uniform sampler2D test;" |
| "void main() {" |
| " sk_FragColor = sample(test, float2(0.5));" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform sampler2D test;\n" |
| "void main() {\n" |
| " sk_FragColor = texture(test, vec2(0.5));\n" |
| "}\n"); |
| test(r, |
| "uniform sampler2DRect test;" |
| "void main() {" |
| " sk_FragColor = sample(test, float2(0.5));" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform sampler2DRect test;\n" |
| "void main() {\n" |
| " sk_FragColor = texture(test, vec2(0.5));\n" |
| "}\n"); |
| test(r, |
| "uniform sampler2DRect test;" |
| "void main() {" |
| " sk_FragColor = sample(test, float3(0.5));" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform sampler2DRect test;\n" |
| "void main() {\n" |
| " sk_FragColor = texture(test, vec3(0.5));\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLGeometryShaders, r) { |
| test(r, |
| "layout(points) in;" |
| "layout(invocations = 2) in;" |
| "layout(line_strip, max_vertices = 2) out;" |
| "void test() {" |
| "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "}" |
| "void main() {" |
| "test();" |
| "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "}", |
| *SkSL::ShaderCapsFactory::NoGSInvocationsSupport(), |
| R"__GLSL__(#version 400 |
| int sk_InvocationID; |
| layout (points) in ; |
| layout (line_strip, max_vertices = 4) out ; |
| void _invoke() { |
| { |
| gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(sk_InvocationID)); |
| EmitVertex(); |
| } |
| |
| |
| gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(sk_InvocationID)); |
| EmitVertex(); |
| } |
| void main() { |
| for (sk_InvocationID = 0;sk_InvocationID < 2; sk_InvocationID++) { |
| _invoke(); |
| EndPrimitive(); |
| } |
| } |
| )__GLSL__", |
| SkSL::Program::kGeometry_Kind); |
| test(r, |
| "layout(points, invocations = 2) in;" |
| "layout(invocations = 3) in;" |
| "layout(line_strip, max_vertices = 2) out;" |
| "void main() {" |
| "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "EndPrimitive();" |
| "}", |
| *SkSL::ShaderCapsFactory::GSInvocationsExtensionString(), |
| "#version 400\n" |
| "#extension GL_ARB_gpu_shader5 : require\n" |
| "layout (points, invocations = 2) in ;\n" |
| "layout (invocations = 3) in ;\n" |
| "layout (line_strip, max_vertices = 2) out ;\n" |
| "void main() {\n" |
| " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" |
| " EmitVertex();\n" |
| " EndPrimitive();\n" |
| "}\n", |
| SkSL::Program::kGeometry_Kind); |
| test(r, |
| "layout(points, invocations = 2) in;" |
| "layout(invocations = 3) in;" |
| "layout(line_strip, max_vertices = 2) out;" |
| "void main() {" |
| "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "EndPrimitive();" |
| "}", |
| *SkSL::ShaderCapsFactory::GeometryShaderExtensionString(), |
| "#version 310es\n" |
| "#extension GL_EXT_geometry_shader : require\n" |
| "layout (points, invocations = 2) in ;\n" |
| "layout (invocations = 3) in ;\n" |
| "layout (line_strip, max_vertices = 2) out ;\n" |
| "void main() {\n" |
| " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" |
| " EmitVertex();\n" |
| " EndPrimitive();\n" |
| "}\n", |
| SkSL::Program::kGeometry_Kind); |
| } |
| |
| DEF_TEST(SkSLTypePrecision, r) { |
| test(r, |
| "float f = 1;" |
| "half h = 2;" |
| "float d = 3;" |
| "float2 f2 = float2(1, 2);" |
| "half3 h3 = half3(1, 2, 3);" |
| "float4 d4 = float4(1, 2, 3, 4);" |
| "float2x2 f22 = float2x2(1, 2, 3, 4);" |
| "half2x4 h24 = half2x4(1, 2, 3, 4, 5, 6, 7, 8);" |
| "float4x2 d42 = float4x2(1, 2, 3, 4, 5, 6, 7, 8);" |
| "void main() {" |
| "sk_FragColor.r = half(f + h + d + f2.x + h3.x + d4.x + f22[0][0] + h24[0][0] + " |
| "d42[0][0]);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "float f = 1.0;\n" |
| "float h = 2.0;\n" |
| "float d = 3.0;\n" |
| "vec2 f2 = vec2(1.0, 2.0);\n" |
| "vec3 h3 = vec3(1.0, 2.0, 3.0);\n" |
| "vec4 d4 = vec4(1.0, 2.0, 3.0, 4.0);\n" |
| "mat2 f22 = mat2(1.0, 2.0, 3.0, 4.0);\n" |
| "mat2x4 h24 = mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n" |
| "mat4x2 d42 = mat4x2(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n" |
| "void main() {\n" |
| " sk_FragColor.x = (((((((f + h) + d) + f2.x) + h3.x) + d4.x) + " |
| "f22[0][0]) + h24[0][0]) + d42[0][0];\n" |
| "}\n"); |
| test(r, |
| "float f = 1;" |
| "half h = 2;" |
| "float2 f2 = float2(1, 2);" |
| "half3 h3 = half3(1, 2, 3);" |
| "float2x2 f22 = float2x2(1, 2, 3, 4);" |
| "half2x4 h24 = half2x4(1, 2, 3, 4, 5, 6, 7, 8);" |
| "void main() {" |
| "sk_FragColor.r = half(f + h + f2.x + h3.x + f22[0][0] + h24[0][0]);" |
| "}", |
| *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), |
| "#version 400\n" |
| "precision mediump float;\n" |
| "precision mediump sampler2D;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "highp float f = 1.0;\n" |
| "mediump float h = 2.0;\n" |
| "highp vec2 f2 = vec2(1.0, 2.0);\n" |
| "mediump vec3 h3 = vec3(1.0, 2.0, 3.0);\n" |
| "highp mat2 f22 = mat2(1.0, 2.0, 3.0, 4.0);\n" |
| "mediump mat2x4 h24 = mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n" |
| "void main() {\n" |
| " sk_FragColor.x = ((((f + h) + f2.x) + h3.x) + f22[0][0]) + h24[0][0];\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLNumberConversions, r) { |
| test(r, |
| "short s = short(sqrt(1));" |
| "int i = int(sqrt(1));" |
| "ushort us = ushort(sqrt(1));" |
| "uint ui = uint(sqrt(1));" |
| "half h = half(sqrt(1));" |
| "float f = sqrt(1);" |
| "short s2s = s;" |
| "short i2s = short(i);" |
| "short us2s = short(us);" |
| "short ui2s = short(ui);" |
| "short h2s = short(h);" |
| "short f2s = short(f);" |
| "int s2i = s;" |
| "int i2i = i;" |
| "int us2i = int(us);" |
| "int ui2i = int(ui);" |
| "int h2i = int(h);" |
| "int f2i = int(f);" |
| "ushort s2us = ushort(s);" |
| "ushort i2us = ushort(i);" |
| "ushort us2us = us;" |
| "ushort ui2us = ushort(ui);" |
| "ushort h2us = ushort(h);" |
| "ushort f2us = ushort(f);" |
| "uint s2ui = uint(s);" |
| "uint i2ui = uint(i);" |
| "uint us2ui = us;" |
| "uint ui2ui = ui;" |
| "uint h2ui = uint(h);" |
| "uint f2ui = uint(f);" |
| "float s2f = s;" |
| "float i2f = i;" |
| "float us2f = us;" |
| "float ui2f = ui;" |
| "float h2f = h;" |
| "float f2f = f;" |
| "void main() {" |
| "sk_FragColor.r = half(s + i + us + half(ui) + h + f + s2s + i2s + us2s + ui2s + h2s + " |
| "f2s + s2i + i2i + us2i + ui2i + h2i + f2i + s2us + i2us + us2us);" |
| "sk_FragColor.r += half(ui2us + h2us + f2us + half(s2ui) + half(i2ui) + half(us2ui) + " |
| "half(ui2ui) + half(h2ui) + half(f2ui) + s2f + i2f + us2f + ui2f + " |
| "h2f + f2f);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "int s = int(sqrt(1.0));\n" |
| "int i = int(sqrt(1.0));\n" |
| "uint us = uint(sqrt(1.0));\n" |
| "uint ui = uint(sqrt(1.0));\n" |
| "float h = sqrt(1.0);\n" |
| "float f = sqrt(1.0);\n" |
| "int s2s = s;\n" |
| "int i2s = i;\n" |
| "int us2s = int(us);\n" |
| "int ui2s = int(ui);\n" |
| "int h2s = int(h);\n" |
| "int f2s = int(f);\n" |
| "int s2i = s;\n" |
| "int i2i = i;\n" |
| "int us2i = int(us);\n" |
| "int ui2i = int(ui);\n" |
| "int h2i = int(h);\n" |
| "int f2i = int(f);\n" |
| "uint s2us = uint(s);\n" |
| "uint i2us = uint(i);\n" |
| "uint us2us = us;\n" |
| "uint ui2us = ui;\n" |
| "uint h2us = uint(h);\n" |
| "uint f2us = uint(f);\n" |
| "uint s2ui = uint(s);\n" |
| "uint i2ui = uint(i);\n" |
| "uint us2ui = us;\n" |
| "uint ui2ui = ui;\n" |
| "uint h2ui = uint(h);\n" |
| "uint f2ui = uint(f);\n" |
| "float s2f = float(s);\n" |
| "float i2f = float(i);\n" |
| "float us2f = float(us);\n" |
| "float ui2f = float(ui);\n" |
| "float h2f = h;\n" |
| "float f2f = f;\n" |
| "void main() {\n" |
| " sk_FragColor.x = (((((((((((((((((float((s + i) + int(us)) + float(ui)) + h) + f) + " |
| "float(s2s)) + float(i2s)) + float(us2s)) + float(ui2s)) + float(h2s)) + float(f2s)) + " |
| "float(s2i)) + float(i2i)) + float(us2i)) + float(ui2i)) + float(h2i)) + float(f2i)) + " |
| "float(s2us)) + float(i2us)) + float(us2us);\n" |
| " sk_FragColor.x += (((((((((((float((ui2us + h2us) + f2us) + float(s2ui)) + " |
| "float(i2ui)) + float(us2ui)) + float(ui2ui)) + float(h2ui)) + float(f2ui)) + s2f) + " |
| "i2f) + us2f) + ui2f) + h2f) + f2f;\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLForceHighPrecision, r) { |
| test(r, |
| "void main() {\n half x = half(sqrt(1));\n half4 y = half4(x);\n sk_FragColor = y;\n }", |
| *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), |
| "#version 400\n" |
| "precision mediump float;\n" |
| "precision mediump sampler2D;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " mediump float x = sqrt(1.0);\n" |
| " mediump vec4 y = vec4(x);\n" |
| " sk_FragColor = y;\n" |
| "}\n"); |
| SkSL::Program::Settings settings; |
| settings.fForceHighPrecision = true; |
| sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::UsesPrecisionModifiers(); |
| settings.fCaps = caps.get(); |
| SkSL::Program::Inputs inputs; |
| test(r, |
| "void main() { half x = half(sqrt(1)); half4 y = half4(x); sk_FragColor = y; }", |
| settings, |
| "#version 400\n" |
| "precision mediump float;\n" |
| "precision mediump sampler2D;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " highp float x = sqrt(1.0);\n" |
| " highp vec4 y = vec4(x);\n" |
| " sk_FragColor = y;\n" |
| "}\n", |
| &inputs); |
| } |
| |
| DEF_TEST(SkSLNormalization, r) { |
| test(r, |
| "uniform float4 sk_RTAdjust; void main() { sk_Position = half4(1); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "uniform vec4 sk_RTAdjust;\n" |
| "void main() {\n" |
| " gl_Position = vec4(1.0);\n" |
| " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " |
| "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" |
| "}\n", |
| SkSL::Program::kVertex_Kind); |
| test(r, |
| "uniform float4 sk_RTAdjust;" |
| "layout(points) in;" |
| "layout(invocations = 2) in;" |
| "layout(line_strip, max_vertices = 2) out;" |
| "void main() {" |
| "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" |
| "EmitVertex();" |
| "EndPrimitive();" |
| "}", |
| *SkSL::ShaderCapsFactory::GeometryShaderSupport(), |
| "#version 400\n" |
| "uniform vec4 sk_RTAdjust;\n" |
| "layout (points) in ;\n" |
| "layout (invocations = 2) in ;\n" |
| "layout (line_strip, max_vertices = 2) out ;\n" |
| "void main() {\n" |
| " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" |
| " {\n" |
| " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " |
| "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" |
| " EmitVertex();\n" |
| " }\n" |
| " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n" |
| " {\n" |
| " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " |
| "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" |
| " EmitVertex();\n" |
| " }\n" |
| " EndPrimitive();\n" |
| "}\n", |
| SkSL::Program::kGeometry_Kind); |
| } |
| |
| DEF_TEST(SkSLTernaryLValue, r) { |
| test(r, |
| "void main() { int r, g; (true ? r : g) = 1; (false ? r : g) = 0; " |
| "sk_FragColor = half4(r, g, 1, 1); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(1.0, 0.0, 1.0, 1.0);\n" |
| "}\n"); |
| test(r, |
| "void main() { half r, g; (true ? r : g) = half(sqrt(1)); (false ? r : g) = half(sqrt(0));" |
| "sk_FragColor = half4(r, g, 1, 1); }", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float r, g;\n" |
| " r = sqrt(1.0);\n" |
| " g = sqrt(0.0);\n" |
| " sk_FragColor = vec4(r, g, 1.0, 1.0);\n" |
| "}\n"); |
| test(r, |
| "void main() {" |
| "half r, g;" |
| "(sqrt(1) > 0 ? r : g) = half(sqrt(1));" |
| "(sqrt(0) > 0 ? r : g) = half(sqrt(0));" |
| "sk_FragColor = half4(r, g, 1, 1);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float r, g;\n" |
| " sqrt(1.0) > 0.0 ? r : g = sqrt(1.0);\n" |
| " sqrt(0.0) > 0.0 ? r : g = sqrt(0.0);\n" |
| " sk_FragColor = vec4(r, g, 1.0, 1.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLIncompleteShortIntPrecision, r) { |
| test(r, |
| "uniform sampler2D tex;" |
| "in float2 texcoord;" |
| "in short2 offset;" |
| "void main() {" |
| " short scalar = offset.y;" |
| " sk_FragColor = sample(tex, texcoord + float2(offset * scalar));" |
| "}", |
| *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), |
| "#version 400\n" |
| "precision mediump float;\n" |
| "precision mediump sampler2D;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "uniform sampler2D tex;\n" |
| "in highp vec2 texcoord;\n" |
| "in mediump ivec2 offset;\n" |
| "void main() {\n" |
| " mediump int scalar = offset.y;\n" |
| " sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind); |
| test(r, |
| "uniform sampler2D tex;" |
| "in float2 texcoord;" |
| "in short2 offset;" |
| "void main() {" |
| " short scalar = offset.y;" |
| " sk_FragColor = sample(tex, texcoord + float2(offset * scalar));" |
| "}", |
| *SkSL::ShaderCapsFactory::IncompleteShortIntPrecision(), |
| "#version 310es\n" |
| "precision mediump float;\n" |
| "precision mediump sampler2D;\n" |
| "out mediump vec4 sk_FragColor;\n" |
| "uniform sampler2D tex;\n" |
| "in highp vec2 texcoord;\n" |
| "in highp ivec2 offset;\n" |
| "void main() {\n" |
| " highp int scalar = offset.y;\n" |
| " sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind); |
| } |
| |
| DEF_TEST(SkSLFrExp, r) { |
| test(r, |
| "void main() {" |
| " int exp;" |
| " float foo = frexp(0.5, exp);" |
| " sk_FragColor = half4(exp);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " int exp;\n" |
| " float foo = frexp(0.5, exp);\n" |
| " sk_FragColor = vec4(float(exp));\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLWorkaroundAddAndTrueToLoopCondition, r) { |
| test(r, |
| "void main() {" |
| " int c = 0;" |
| " for (int i = 0; i < 4 || c < 10; ++i) {" |
| " c += 1;" |
| " }" |
| "}", |
| *SkSL::ShaderCapsFactory::AddAndTrueToLoopCondition(), |
| "#version 400\n" |
| "void main() {\n" |
| " int c = 0;\n" |
| " for (int i = 0;(i < 4 || c < 10) && true; ++i) {\n" |
| " c += 1;\n" |
| " }\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLWorkaroundUnfoldShortCircuitAsTernary, r) { |
| test(r, |
| "uniform bool x;" |
| "uniform bool y;" |
| "uniform int i;" |
| "uniform int j;" |
| "void main() {" |
| " bool andXY = x && y;" |
| " bool orXY = x || y;" |
| " bool combo = (x && y) || (x || y);" |
| " bool prec = (i + j == 3) && y;" |
| " while (andXY && orXY && combo && prec) {" |
| " sk_FragColor = half4(0);" |
| " break;" |
| " }" |
| "}", |
| *SkSL::ShaderCapsFactory::UnfoldShortCircuitAsTernary(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform bool x;\n" |
| "uniform bool y;\n" |
| "uniform int i;\n" |
| "uniform int j;\n" |
| "void main() {\n" |
| " bool andXY = x ? y : false;\n" |
| " bool orXY = x ? true : y;\n" |
| " bool combo = (x ? y : false) ? true : (x ? true : y);\n" |
| " bool prec = i + j == 3 ? y : false;\n" |
| " while (((andXY ? orXY : false) ? combo : false) ? prec : false) {\n" |
| " sk_FragColor = vec4(0.0);\n" |
| " break;\n" |
| " }\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLWorkaroundEmulateAbsIntFunction, r) { |
| test(r, |
| "uniform int i;" |
| "uniform float f;" |
| "void main() {" |
| " float output = abs(f) + abs(i);" |
| " sk_FragColor = half4(half(output));" |
| "}", |
| *SkSL::ShaderCapsFactory::EmulateAbsIntFunction(), |
| "#version 400\n" |
| "int _absemulation(int x) {\n" |
| " return x * sign(x);\n" |
| "}\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform int i;\n" |
| "uniform float f;\n" |
| "void main() {\n" |
| " float output = abs(f) + float(_absemulation(i));\n" |
| " sk_FragColor = vec4(output);\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLWorkaroundRewriteDoWhileLoops, r) { |
| test(r, |
| "void main() {" |
| " int i = 0;" |
| " do {" |
| " ++i;" |
| " do {" |
| " i++;" |
| " } while (true);" |
| " } while (i < 10);" |
| " sk_FragColor = half4(i);" |
| "}", |
| *SkSL::ShaderCapsFactory::RewriteDoWhileLoops(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " int i = 0;\n" |
| " bool _tmpLoopSeenOnce0 = false;\n" |
| " while (true) {\n" |
| " if (_tmpLoopSeenOnce0) {\n" |
| " if (!(i < 10)) {\n" |
| " break;\n" |
| " }\n" |
| " }\n" |
| " _tmpLoopSeenOnce0 = true;\n" |
| " {\n" |
| " ++i;\n" |
| " bool _tmpLoopSeenOnce1 = false;\n" |
| " while (true) {\n" |
| " if (_tmpLoopSeenOnce1) {\n" |
| " if (!true) {\n" |
| " break;\n" |
| " }\n" |
| " }\n" |
| " _tmpLoopSeenOnce1 = true;\n" |
| " {\n" |
| " i++;\n" |
| " }\n" |
| " }\n" |
| " }\n" |
| " }\n" |
| " sk_FragColor = vec4(float(i));\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLWorkaroundRemovePowWithConstantExponent, r) { |
| test(r, |
| "uniform float x;" |
| "uniform float y;" |
| "void main() {" |
| " float z = pow(x + 1.0, y + 2.0);" |
| " sk_FragColor = half4(half(z));" |
| "}", |
| *SkSL::ShaderCapsFactory::RemovePowWithConstantExponent(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "uniform float x;\n" |
| "uniform float y;\n" |
| "void main() {\n" |
| " float z = exp2((y + 2.0) * log2(x + 1.0));\n" |
| " sk_FragColor = vec4(z);\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLSwizzleLTRB, r) { |
| test(r, |
| "void main() {" |
| " sk_FragColor = sk_FragColor.BRTL;" |
| "}", |
| *SkSL::ShaderCapsFactory::RemovePowWithConstantExponent(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = sk_FragColor.wzyx;\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLSwizzleConstants, r) { |
| test(r, |
| "void main() {" |
| " half4 v = half4(half(sqrt(1)));" |
| " sk_FragColor = half4(v.x, 1, 1, 1);" |
| " sk_FragColor = half4(v.xy, 1, 1);" |
| " sk_FragColor = half4(v.x1, 1, 1);" |
| " sk_FragColor = half4(v.0y, 1, 1);" |
| " sk_FragColor = half4(v.xyz, 1);" |
| " sk_FragColor = half4(v.xy1, 1);" |
| " sk_FragColor = half4(v.x0z, 1);" |
| " sk_FragColor = half4(v.x10, 1);" |
| " sk_FragColor = half4(v.1yz, 1);" |
| " sk_FragColor = half4(v.0y1, 1);" |
| " sk_FragColor = half4(v.11z, 1);" |
| " sk_FragColor = v.xyzw;" |
| " sk_FragColor = v.xyz1;" |
| " sk_FragColor = v.xy0w;" |
| " sk_FragColor = v.xy10;" |
| " sk_FragColor = v.x1zw;" |
| " sk_FragColor = v.x0z1;" |
| " sk_FragColor = v.x11w;" |
| " sk_FragColor = v.x101;" |
| " sk_FragColor = v.1yzw;" |
| " sk_FragColor = v.0yz1;" |
| " sk_FragColor = v.0y1w;" |
| " sk_FragColor = v.1y11;" |
| " sk_FragColor = v.00zw;" |
| " sk_FragColor = v.00z1;" |
| " sk_FragColor = v.011w;" |
| "}", |
| *SkSL::ShaderCapsFactory::RemovePowWithConstantExponent(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " vec4 v = vec4(sqrt(1.0));\n" |
| " sk_FragColor = vec4(v.x, 1.0, 1.0, 1.0);\n" |
| " sk_FragColor = vec4(v.xy, 1.0, 1.0);\n" |
| " sk_FragColor = vec4(vec2(v.x, 1), 1.0, 1.0);\n" |
| " sk_FragColor = vec4(vec2(0, v.y), 1.0, 1.0);\n" |
| " sk_FragColor = vec4(v.xyz, 1.0);\n" |
| " sk_FragColor = vec4(vec3(v.xy, 1), 1.0);\n" |
| " sk_FragColor = vec4(vec3(v.xz, 0).xzy, 1.0);\n" |
| " sk_FragColor = vec4(vec3(v.x, 1, 0), 1.0);\n" |
| " sk_FragColor = vec4(vec3(1, v.yz), 1.0);\n" |
| " sk_FragColor = vec4(vec3(v.y, 0, 1).yxz, 1.0);\n" |
| " sk_FragColor = vec4(vec3(1, 1, v.z), 1.0);\n" |
| " sk_FragColor = v;\n" |
| " sk_FragColor = vec4(v.xyz, 1);\n" |
| " sk_FragColor = vec4(v.xyw, 0).xywz;\n" |
| " sk_FragColor = vec4(v.xy, 1, 0);\n" |
| " sk_FragColor = vec4(v.xzw, 1).xwyz;\n" |
| " sk_FragColor = vec4(v.xz, 0, 1).xzyw;\n" |
| " sk_FragColor = vec4(v.xw, 1, 1).xzwy;\n" |
| " sk_FragColor = vec4(v.x, 1, 0, 1);\n" |
| " sk_FragColor = vec4(1, v.yzw);\n" |
| " sk_FragColor = vec4(v.yz, 0, 1).zxyw;\n" |
| " sk_FragColor = vec4(v.yw, 0, 1).zxwy;\n" |
| " sk_FragColor = vec4(v.y, 1, 1, 1).yxzw;\n" |
| " sk_FragColor = vec4(0, 0, v.zw);\n" |
| " sk_FragColor = vec4(v.z, 0, 0, 1).yzxw;\n" |
| " sk_FragColor = vec4(0, 1, 1, v.w);\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLSwizzleOpt, r) { |
| test(r, |
| "void main() {" |
| " half v = half(sqrt(1));" |
| " sk_FragColor = half4(v).rgba;" |
| " sk_FragColor = half4(v).rgb0.abgr;" |
| " sk_FragColor = half4(v).rgba.00ra;" |
| " sk_FragColor = half4(v).rgba.rrra.00ra.11ab;" |
| " sk_FragColor = half4(v).abga.gb11;" |
| " sk_FragColor = half4(v).abgr.abgr;" |
| " sk_FragColor = half4(half4(v).rrrr.bb, 1, 1);" |
| " sk_FragColor = half4(half4(v).ba.grgr);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float v = sqrt(1.0);\n" |
| " sk_FragColor = vec4(v);\n" |
| " sk_FragColor = vec4(0, vec4(v).zyx);\n" |
| " sk_FragColor = vec4(0, 0, vec4(v).xw);\n" |
| " sk_FragColor = vec4(1, 1, vec4(v).wx);\n" |
| " sk_FragColor = vec4(vec4(v).zy, 1, 1);\n" |
| " sk_FragColor = vec4(v);\n" |
| " sk_FragColor = vec4(vec4(v).xx, 1.0, 1.0);\n" |
| " sk_FragColor = vec4(v).wzwz;\n" |
| "}\n", |
| SkSL::Program::kFragment_Kind |
| ); |
| } |
| |
| DEF_TEST(SkSLSwizzleScalar, r) { |
| test(r, |
| "void main() {" |
| " half x = half(sqrt(4));" |
| " sk_FragColor = x.xx01;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float x = sqrt(4.0);\n" |
| " sk_FragColor = vec4(vec2(x), 0, 1);\n" |
| "}\n"); |
| test(r, |
| "void main() {" |
| " sk_FragColor = half(sqrt(4)).xx01;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(vec2(sqrt(4.0)), 0, 1);\n" |
| "}\n"); |
| test(r, |
| "void main() {" |
| " sk_FragColor = half(sqrt(4)).0x01;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(0, sqrt(4.0), 0, 1);\n" |
| "}\n"); |
| test(r, |
| "void main() {" |
| " sk_FragColor = half(sqrt(4)).0x0x;" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " float _tmpSwizzle0 = sqrt(4.0);\n" |
| " sk_FragColor = vec4(0, _tmpSwizzle0, 0, _tmpSwizzle0);\n" |
| "\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLStackingVectorCasts, r) { |
| test(r, |
| "void main() {" |
| " if (half4(0, 0, 1, 1) == half4(int4(0, 0, 1, 1)))" |
| " sk_FragColor = half4(0, 1, 0, 1);" |
| " else" |
| " sk_FragColor = half4(1, 0, 0, 1);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| "}\n"); |
| test(r, |
| "void main() {" |
| " if (half4(int4(0, 0, 1, 1)) == half4(int4(half4(0, 0, 1, 1))))" |
| " sk_FragColor = half4(0, 1, 0, 1);" |
| " else" |
| " sk_FragColor = half4(1, 0, 0, 1);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLCastsRoundTowardZero, r) { |
| test(r, |
| "void main() {" |
| " if (half4(int4(0, 0, 1, 2)) == half4(int4(half4(0.01, 0.99, 1.49, 2.75))))" |
| " sk_FragColor = half4(0, 1, 0, 1);" |
| " else" |
| " sk_FragColor = half4(1, 0, 0, 1);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| "}\n"); |
| test(r, |
| "void main() {" |
| " if (half4(int4(0, 0, -1, -2)) == half4(int4(half4(-0.01, -0.99, -1.49, -2.75))))" |
| " sk_FragColor = half4(0, 1, 0, 1);" |
| " else" |
| " sk_FragColor = half4(1, 0, 0, 1);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLNegatedVectorLiteral, r) { |
| test(r, |
| "void main() {" |
| " if (half4(1) == half4(-half2(-1), half2(1)))" |
| " sk_FragColor = half4(0, 1, 0, 1);" |
| " else" |
| " sk_FragColor = half4(1, 0, 0, 1);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| "#version 400\n" |
| "out vec4 sk_FragColor;\n" |
| "void main() {\n" |
| " sk_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" |
| "}\n"); |
| } |
| |
| DEF_TEST(SkSLDiscard, r) { |
| test(r, |
| "void main() {" |
| "half x;" |
| " @switch (1) {" |
| " case 0: x = 0; break;" |
| " default: x = 1; discard;" |
| " }" |
| " sk_FragColor = half4(x);" |
| "}", |
| *SkSL::ShaderCapsFactory::Default(), |
| R"__GLSL__(#version 400 |
| void main() { |
| { |
| discard; |
| } |
| } |
| )__GLSL__"); |
| } |