blob: 636da0eeeae2c344e2e4959d3389e0268c66be11 [file] [log] [blame]
/*
* 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 = &caps;
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__");
}