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- /*
- * 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(SkSLHelloWorld, r) {
- test(r,
- "void main() { sk_FragColor = half4(0.75); }",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor = vec4(0.75);\n"
- "}\n");
- }
- DEF_TEST(SkSLControl, r) {
- test(r,
- "void main() {"
- "if (sqrt(2) > 5) { sk_FragColor = half4(0.75); } else { discard; }"
- "int i = 0;"
- "while (i < 10) { sk_FragColor *= 0.5; i++; }"
- "do { sk_FragColor += 0.25; } while (sk_FragColor.x < 0.75);"
- "for (int i = 0; i < 10; i++) {"
- "if (i % 2 == 1) break; else continue;"
- "}"
- "return;"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " if (sqrt(2.0) > 5.0) {\n"
- " sk_FragColor = vec4(0.75);\n"
- " } else {\n"
- " discard;\n"
- " }\n"
- " int i = 0;\n"
- " while (i < 10) {\n"
- " sk_FragColor *= 0.5;\n"
- " i++;\n"
- " }\n"
- " do {\n"
- " sk_FragColor += 0.25;\n"
- " } while (sk_FragColor.x < 0.75);\n"
- " for (int i = 0;i < 10; i++) {\n"
- " if (i % 2 == 1) break; else continue;\n"
- " }\n"
- " return;\n"
- "}\n");
- }
- DEF_TEST(SkSLFunctions, r) {
- test(r,
- "float foo(float v[2]) { return v[0] * v[1]; }"
- "void bar(inout float x) { float y[2], z; y[0] = x; y[1] = x * 2; z = foo(y); x = z; }"
- "void main() { float x = 10; bar(x); sk_FragColor = half4(half(x)); }",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "float foo(float v[2]) {\n"
- " return v[0] * v[1];\n"
- "}\n"
- "void bar(inout float x) {\n"
- " float y[2], z;\n"
- " y[0] = x;\n"
- " y[1] = x * 2.0;\n"
- " z = foo(y);\n"
- " x = z;\n"
- "}\n"
- "void main() {\n"
- " float x = 10.0;\n"
- " bar(x);\n"
- " sk_FragColor = vec4(x);\n"
- "}\n");
- }
- DEF_TEST(SkSLOperators, r) {
- test(r,
- "void main() {"
- "float x = 1, y = 2;"
- "int z = 3;"
- "x = x - x + y * z * x * (y - z);"
- "y = x / y / z;"
- "z = (z / 2 % 3 << 4) >> 2 << 1;"
- "bool b = (x > 4) == x < 2 || 2 >= sqrt(2) && y <= z;"
- "x += 12;"
- "x -= 12;"
- "x *= y /= z = 10;"
- "b ||= false;"
- "b &&= true;"
- "b ^^= false;"
- "z |= 0;"
- "z &= -1;"
- "z ^= 0;"
- "z >>= 2;"
- "z <<= 4;"
- "z %= 5;"
- "x = (float2(sqrt(1)) , 6);"
- "z = (float2(sqrt(1)) , 6);"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "void main() {\n"
- " float x = 1.0, y = 2.0;\n"
- " int z = 3;\n"
- " x = -6.0;\n"
- " y = -1.0;\n"
- " z = 8;\n"
- " bool b = false == true || 2.0 >= sqrt(2.0);\n"
- " x += 12.0;\n"
- " x -= 12.0;\n"
- " x *= (y /= float(z = 10));\n"
- " b ||= false;\n"
- " b &&= true;\n"
- " b ^^= false;\n"
- " z |= 0;\n"
- " z &= -1;\n"
- " z ^= 0;\n"
- " z >>= 2;\n"
- " z <<= 4;\n"
- " z %= 5;\n"
- " x = float((vec2(sqrt(1.0)) , 6));\n"
- " z = (vec2(sqrt(1.0)) , 6);\n"
- "}\n");
- }
- DEF_TEST(SkSLMatrices, r) {
- test(r,
- "void main() {"
- "float2x4 x = float2x4(1);"
- "float3x2 y = float3x2(1, 0, 0, 1, float2(2, 2));"
- "float3x4 z = x * y;"
- "float3 v1 = float3x3(1) * float3(2);"
- "float3 v2 = float3(2) * float3x3(1);"
- "sk_FragColor = half4(half(z[0].x), half3(v1 + v2));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " mat3x4 z = mat2x4(1.0) * mat3x2(1.0, 0.0, 0.0, 1.0, vec2(2.0, 2.0));\n"
- " vec3 v1 = mat3(1.0) * vec3(2.0);\n"
- " vec3 v2 = vec3(2.0) * mat3(1.0);\n"
- " sk_FragColor = vec4(z[0].x, v1 + v2);\n"
- "}\n");
- }
- DEF_TEST(SkSLInterfaceBlock, r) {
- test(r,
- "uniform testBlock {"
- "half x;"
- "half y[2];"
- "layout(binding=12) half3x2 z;"
- "bool w;"
- "};"
- "void main() {"
- " sk_FragColor = half4(x, y[0], y[1], 0);"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "uniform testBlock {\n"
- " float x;\n"
- " float[2] y;\n"
- " layout (binding = 12) mat3x2 z;\n"
- " bool w;\n"
- "};\n"
- "void main() {\n"
- " sk_FragColor = vec4(x, y[0], y[1], 0.0);\n"
- "}\n");
- test(r,
- "uniform testBlock {"
- "float x;"
- "} test;"
- "void main() {"
- " sk_FragColor = half4(half(test.x));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "uniform testBlock {\n"
- " float x;\n"
- "} test;\n"
- "void main() {\n"
- " sk_FragColor = vec4(test.x);\n"
- "}\n");
- test(r,
- "uniform testBlock {"
- "float x;"
- "} test[2];"
- "void main() {"
- " sk_FragColor = half4(half(test[1].x));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "uniform testBlock {\n"
- " float x;\n"
- "} test[2];\n"
- "void main() {\n"
- " sk_FragColor = vec4(test[1].x);\n"
- "}\n");
- }
- DEF_TEST(SkSLStructs, r) {
- test(r,
- "struct A {"
- "int x;"
- "int y;"
- "} a1, a2;"
- "A a3;"
- "struct B {"
- "float x;"
- "float y[2];"
- "layout(binding=1) A z;"
- "};"
- "B b1, b2, b3;"
- "void main() {"
- " a1.x = 0;"
- " b1.x = 0;"
- " sk_FragColor.r = half(a1.x + b1.x);"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "struct A {\n"
- " int x;\n"
- " int y;\n"
- "} a1;\n"
- "struct B {\n"
- " float x;\n"
- " float[2] y;\n"
- " layout (binding = 1) A z;\n"
- "} b1;\n"
- "void main() {\n"
- " a1.x = 0;\n"
- " b1.x = 0.0;\n"
- " sk_FragColor.x = float(a1.x) + b1.x;\n"
- "}\n");
- }
- 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"
- "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(SkSLHex, r) {
- test(r,
- "void main() {"
- "int i1 = 0x0;"
- "i1++;"
- "int i2 = 0x1234abcd;"
- "i2++;"
- "int i3 = 0x7fffffff;"
- "i3++;"
- "int i4 = 0xffffffff;"
- "i4++;"
- "int i5 = -0xbeef;"
- "i5++;"
- "uint u1 = 0x0;"
- "u1++;"
- "uint u2 = 0x1234abcd;"
- "u2++;"
- "uint u3 = 0x7fffffff;"
- "u3++;"
- "uint u4 = 0xffffffff;"
- "u4++;"
- "ushort u5 = 0xffff;"
- "u5++;"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "void main() {\n"
- " int i1 = 0;\n"
- " i1++;\n"
- " int i2 = 305441741;\n"
- " i2++;\n"
- " int i3 = 2147483647;\n"
- " i3++;\n"
- " int i4 = -1;\n"
- " i4++;\n"
- " int i5 = -48879;\n"
- " i5++;\n"
- " uint u1 = 0u;\n"
- " u1++;\n"
- " uint u2 = 305441741u;\n"
- " u2++;\n"
- " uint u3 = 2147483647u;\n"
- " u3++;\n"
- " uint u4 = 4294967295u;\n"
- " u4++;\n"
- " uint u5 = 65535u;\n"
- " u5++;\n"
- "}\n");
- }
- DEF_TEST(SkSLVectorConstructors, r) {
- test(r,
- "float2 v1 = float2(1);"
- "float2 v2 = float2(1, 2);"
- "float2 v3 = float2(float2(1));"
- "float3 v4 = float3(float2(1), 1.0);"
- "int2 v5 = int2(1);"
- "int2 v6 = int2(float2(1, 2));"
- "float2 v7 = float2(int2(1, 2));"
- "void main() {"
- "sk_FragColor.r = half(v1.x + v2.x + v3.x + v4.x + v5.x + v6.x + v7.x);"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "vec2 v1 = vec2(1.0);\n"
- "vec2 v2 = vec2(1.0, 2.0);\n"
- "vec2 v3 = vec2(1.0);\n"
- "vec3 v4 = vec3(vec2(1.0), 1.0);\n"
- "ivec2 v5 = ivec2(1);\n"
- "ivec2 v6 = ivec2(vec2(1.0, 2.0));\n"
- "vec2 v7 = vec2(ivec2(1, 2));\n"
- "void main() {\n"
- " sk_FragColor.x = (((((v1.x + v2.x) + v3.x) + v4.x) + float(v5.x)) + float(v6.x)) + "
- "v7.x;\n"
- "}\n");
- }
- DEF_TEST(SkSLArrayConstructors, r) {
- test(r,
- "float test1[] = float[](1, 2, 3, 4);"
- "float2 test2[] = float2[](float2(1, 2), float2(3, 4));"
- "float4x4 test3[] = float4x4[]();"
- "void main() {"
- "sk_FragColor.r = half(test1[0] + test2[0].x + test3[0][0][0]);"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "float test1[] = float[](1.0, 2.0, 3.0, 4.0);\n"
- "vec2 test2[] = vec2[](vec2(1.0, 2.0), vec2(3.0, 4.0));\n"
- "mat4 test3[] = mat4[]();\n"
- "void main() {\n"
- " sk_FragColor.x = (test1[0] + test2[0].x) + test3[0][0][0];\n"
- "}\n");
- }
- DEF_TEST(SkSLConstArray, r) {
- test(r,
- "const half test[] = half[](1, 2, 3, 4);"
- "void main() {"
- "sk_FragColor = half4(test[0], test[1], test[2], test[3]);"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "const float test[] = float[](1.0, 2.0, 3.0, 4.0);\n"
- "void main() {\n"
- " sk_FragColor = vec4(test[0], test[1], test[2], test[3]);\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"
- "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"
- "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(SkSLIntFolding, r) {
- test(r,
- "void main() {"
- "sk_FragColor.r = 32 + 2;"
- "sk_FragColor.r = 32 - 2;"
- "sk_FragColor.r = 32 * 2;"
- "sk_FragColor.r = 32 / 2;"
- "sk_FragColor.r = 12 | 6;"
- "sk_FragColor.r = 254 & 7;"
- "sk_FragColor.r = 2 ^ 7;"
- "sk_FragColor.r = 1 << 4;"
- "sk_FragColor.r = 128 >> 2;"
- "sk_FragColor.r = -1 == -1 ? 1 : -1;"
- "sk_FragColor.r = -1 == -2 ? 2 : -2;"
- "sk_FragColor.r = 0 != 1 ? 3 : -3;"
- "sk_FragColor.r = 0 != 0 ? 4 : -4;"
- "sk_FragColor.r = 6 > 5 ? 5 : -5;"
- "sk_FragColor.r = 6 > 6 ? 6 : -6;"
- "sk_FragColor.r = -1 < 0 ? 7 : -7;"
- "sk_FragColor.r = 1 < 0 ? 8 : -8;"
- "sk_FragColor.r = 6 >= 6 ? 9 : -9;"
- "sk_FragColor.r = 6 >= 7 ? 10 : -10;"
- "sk_FragColor.r = 6 <= 6 ? 11 : -11;"
- "sk_FragColor.r = 6 <= 5 ? 12 : -12;"
- "sk_FragColor.r = int(sqrt(1)) + 0;"
- "sk_FragColor.r = 0 + int(sqrt(2));"
- "sk_FragColor.r = int(sqrt(3)) - 0;"
- "sk_FragColor.r = int(sqrt(4)) * 0;"
- "sk_FragColor.r = int(sqrt(5)) * 1;"
- "sk_FragColor.r = 1 * int(sqrt(6));"
- "sk_FragColor.r = 0 * int(sqrt(7));"
- "sk_FragColor.r = int(sqrt(8)) / 1;"
- "sk_FragColor.r = 0 / int(sqrt(9));"
- "int x = int(sqrt(2));"
- "x += 1;"
- "x += 0;"
- "x -= 1;"
- "x -= 0;"
- "x *= 1;"
- "x *= 2;"
- "x /= 1;"
- "x /= 2;"
- "sk_FragColor.r = x;"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor.x = 34.0;\n"
- " sk_FragColor.x = 30.0;\n"
- " sk_FragColor.x = 64.0;\n"
- " sk_FragColor.x = 16.0;\n"
- " sk_FragColor.x = 14.0;\n"
- " sk_FragColor.x = 6.0;\n"
- " sk_FragColor.x = 5.0;\n"
- " sk_FragColor.x = 16.0;\n"
- " sk_FragColor.x = 32.0;\n"
- " sk_FragColor.x = 1.0;\n"
- " sk_FragColor.x = -2.0;\n"
- " sk_FragColor.x = 3.0;\n"
- " sk_FragColor.x = -4.0;\n"
- " sk_FragColor.x = 5.0;\n"
- " sk_FragColor.x = -6.0;\n"
- " sk_FragColor.x = 7.0;\n"
- " sk_FragColor.x = -8.0;\n"
- " sk_FragColor.x = 9.0;\n"
- " sk_FragColor.x = -10.0;\n"
- " sk_FragColor.x = 11.0;\n"
- " sk_FragColor.x = -12.0;\n"
- " sk_FragColor.x = float(int(sqrt(1.0)));\n"
- " sk_FragColor.x = float(int(sqrt(2.0)));\n"
- " sk_FragColor.x = float(int(sqrt(3.0)));\n"
- " sk_FragColor.x = 0.0;\n"
- " sk_FragColor.x = float(int(sqrt(5.0)));\n"
- " sk_FragColor.x = float(int(sqrt(6.0)));\n"
- " sk_FragColor.x = 0.0;\n"
- " sk_FragColor.x = float(int(sqrt(8.0)));\n"
- " sk_FragColor.x = 0.0;\n"
- " int x = int(sqrt(2.0));\n"
- " x += 1;\n"
- " x -= 1;\n"
- " x *= 2;\n"
- " x /= 2;\n"
- " sk_FragColor.x = float(x);\n"
- "}\n");
- }
- DEF_TEST(SkSLFloatFolding, r) {
- test(r,
- "void main() {"
- "sk_FragColor.r = 32.0 + 2.0;"
- "sk_FragColor.r = 32.0 - 2.0;"
- "sk_FragColor.r = 32.0 * 2.0;"
- "sk_FragColor.r = 32.0 / 2.0;"
- "sk_FragColor.r = (12 > 2.0) ? (10 * 2 / 5 + 18 - 3) : 0;"
- "sk_FragColor.r = 0.0 == 0.0 ? 1 : -1;"
- "sk_FragColor.r = 0.0 == 1.0 ? 2 : -2;"
- "sk_FragColor.r = 0.0 != 1.0 ? 3 : -3;"
- "sk_FragColor.r = 0.0 != 0.0 ? 4 : -4;"
- "sk_FragColor.r = 6.0 > 5.0 ? 5 : -5;"
- "sk_FragColor.r = 6.0 > 6.0 ? 6 : -6;"
- "sk_FragColor.r = 6.0 >= 6.0 ? 7 : -7;"
- "sk_FragColor.r = 6.0 >= 7.0 ? 8 : -8;"
- "sk_FragColor.r = 5.0 < 6.0 ? 9 : -9;"
- "sk_FragColor.r = 6.0 < 6.0 ? 10 : -10;"
- "sk_FragColor.r = 6.0 <= 6.0 ? 11 : -11;"
- "sk_FragColor.r = 6.0 <= 5.0 ? 12 : -12;"
- "sk_FragColor.r = half(sqrt(1) + 0);"
- "sk_FragColor.r = half(0 + sqrt(2));"
- "sk_FragColor.r = half(sqrt(3) - 0);"
- "sk_FragColor.r = half(sqrt(4) * 0);"
- "sk_FragColor.r = half(sqrt(5) * 1);"
- "sk_FragColor.r = half(1 * sqrt(6));"
- "sk_FragColor.r = half(0 * sqrt(7));"
- "sk_FragColor.r = half(sqrt(8) / 1);"
- "sk_FragColor.r = half(0 / sqrt(9));"
- "sk_FragColor.r += 1;"
- "sk_FragColor.r += 0;"
- "sk_FragColor.r -= 1;"
- "sk_FragColor.r -= 0;"
- "sk_FragColor.r *= 1;"
- "sk_FragColor.r *= 2;"
- "sk_FragColor.r /= 1;"
- "sk_FragColor.r /= 2;"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor.x = 34.0;\n"
- " sk_FragColor.x = 30.0;\n"
- " sk_FragColor.x = 64.0;\n"
- " sk_FragColor.x = 16.0;\n"
- " sk_FragColor.x = 19.0;\n"
- " sk_FragColor.x = 1.0;\n"
- " sk_FragColor.x = -2.0;\n"
- " sk_FragColor.x = 3.0;\n"
- " sk_FragColor.x = -4.0;\n"
- " sk_FragColor.x = 5.0;\n"
- " sk_FragColor.x = -6.0;\n"
- " sk_FragColor.x = 7.0;\n"
- " sk_FragColor.x = -8.0;\n"
- " sk_FragColor.x = 9.0;\n"
- " sk_FragColor.x = -10.0;\n"
- " sk_FragColor.x = 11.0;\n"
- " sk_FragColor.x = -12.0;\n"
- " sk_FragColor.x = sqrt(1.0);\n"
- " sk_FragColor.x = sqrt(2.0);\n"
- " sk_FragColor.x = sqrt(3.0);\n"
- " sk_FragColor.x = 0.0;\n"
- " sk_FragColor.x = sqrt(5.0);\n"
- " sk_FragColor.x = sqrt(6.0);\n"
- " sk_FragColor.x = 0.0;\n"
- " sk_FragColor.x = sqrt(8.0);\n"
- " sk_FragColor.x = 0.0;\n"
- " sk_FragColor.x += 1.0;\n"
- " sk_FragColor.x -= 1.0;\n"
- " sk_FragColor.x *= 2.0;\n"
- " sk_FragColor.x /= 2.0;\n"
- "}\n");
- }
- DEF_TEST(SkSLBoolFolding, r) {
- test(r,
- "void main() {"
- "sk_FragColor.r = 1 == 1 || 2 == 8 ? 1 : -1;"
- "sk_FragColor.r = 1 > 1 || 2 == 8 ? 2 : -2;"
- "sk_FragColor.r = 1 == 1 && 2 <= 8 ? 3 : -3;"
- "sk_FragColor.r = 1 == 2 && 2 == 8 ? 4 : -4;"
- "sk_FragColor.r = 1 == 1 ^^ 1 != 1 ? 5 : -5;"
- "sk_FragColor.r = 1 == 1 ^^ 1 == 1 ? 6 : -6;"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor.x = 1.0;\n"
- " sk_FragColor.x = -2.0;\n"
- " sk_FragColor.x = 3.0;\n"
- " sk_FragColor.x = -4.0;\n"
- " sk_FragColor.x = 5.0;\n"
- " sk_FragColor.x = -6.0;\n"
- "}\n");
- }
- DEF_TEST(SkSLShortCircuitBoolFolding, r) {
- test(r,
- "void main() {"
- "bool expr1 = sk_FragCoord.x > 0;"
- "bool expr2 = sk_FragCoord.y > 0;"
- " if (true && expr1) {" // -> if (expr1)
- " sk_FragColor.r = 1;"
- " } else if (false && expr1) {" // -> if (false) -> block removed
- " sk_FragColor.r = -2;"
- " } else if (false || expr2) {" // -> if (expr2)
- " sk_FragColor.r = 3;"
- " } else if (true || expr2) {" // -> if (true) -> replaces unreachable else
- " sk_FragColor.r = 4;"
- " } else {" // removed
- " sk_FragColor.r = -5;"
- " }"
- // Test short-circuiting of right hand side boolean literals
- " if (expr1 && true) {" // -> if (expr1)
- " sk_FragColor.r = 1;"
- " } else if (expr1 && false) {" // -> if (false) -> block removed
- " sk_FragColor.r = -2;"
- " } else if (expr2 || false) {" // -> if (expr2)
- " sk_FragColor.r = 3;"
- " } else if (expr2 || true) {" // -> if (true) -> replaces unreachable else
- " sk_FragColor.r = 4;"
- " } else {" // removed
- " sk_FragColor.r = -5;"
- " }"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " bool expr1 = gl_FragCoord.x > 0.0;\n"
- " bool expr2 = gl_FragCoord.y > 0.0;\n"
- " if (expr1) {\n"
- " sk_FragColor.x = 1.0;\n"
- " } else if (expr2) {\n"
- " sk_FragColor.x = 3.0;\n"
- " } else {\n"
- " sk_FragColor.x = 4.0;\n"
- " }\n"
- " if (expr1) {\n"
- " sk_FragColor.x = 1.0;\n"
- " } else if (expr2) {\n"
- " sk_FragColor.x = 3.0;\n"
- " } else {\n"
- " sk_FragColor.x = 4.0;\n"
- " }\n"
- "}\n");
- }
- DEF_TEST(SkSLVecFolding, r) {
- test(r,
- "void main() {\n"
- "sk_FragColor.r = half4(0.5, 1, 1, 1).x;\n"
- "sk_FragColor = half4(half2(1), half2(2, 3)) + half4(5, 6, 7, 8);\n"
- "sk_FragColor = half4(8, half3(10)) - half4(1);\n"
- "sk_FragColor = half4(2) * half4(1, 2, 3, 4);\n"
- "sk_FragColor = half4(12) / half4(1, 2, 3, 4);\n"
- "sk_FragColor.r = (half4(12) / half4(1, 2, 3, 4)).y;\n"
- "sk_FragColor.x = half4(1) == half4(1) ? 1.0 : -1.0;\n"
- "sk_FragColor.x = half4(1) == half4(2) ? 2.0 : -2.0;\n"
- "sk_FragColor.x = half2(1) == half2(1, 1) ? 3.0 : -3.0;\n"
- "sk_FragColor.x = half2(1, 1) == half2(1, 1) ? 4.0 : -4.0;\n"
- "sk_FragColor.x = half2(1) == half2(1, 0) ? 5.0 : -5.0;\n"
- "sk_FragColor.x = half4(1) == half4(half2(1), half2(1)) ? 6.0 : -6.0;\n"
- "sk_FragColor.x = half4(half3(1), 1) == half4(half2(1), half2(1)) ? 7.0 : -7.0;\n"
- "sk_FragColor.x = half4(half3(1), 1) == half4(half2(1), 1, 0) ? 8.0 : -8.0;\n"
- "sk_FragColor.x = half2(1) != half2(1, 0) ? 9.0 : -9.0;\n"
- "sk_FragColor.x = half4(1) != half4(half2(1), half2(1)) ? 10.0 : -10.0;\n"
- "sk_FragColor = half4(half(sqrt(1))) * half4(1);\n"
- "sk_FragColor = half4(1) * half4(half(sqrt(2)));\n"
- "sk_FragColor = half4(0) * half4(half(sqrt(3)));\n"
- "sk_FragColor = half4(half(sqrt(4))) * half4(0);\n"
- "sk_FragColor = half4(0) / half4(half(sqrt(5)));\n"
- "sk_FragColor = half4(0) + half4(half(sqrt(6)));\n"
- "sk_FragColor = half4(half(sqrt(7))) + half4(0);\n"
- "sk_FragColor = half4(half(sqrt(8))) - half4(0);\n"
- "sk_FragColor = half4(0) + half(half(sqrt(9)));\n"
- "sk_FragColor = half4(0) * half(sqrt(10));\n"
- "sk_FragColor = half4(0) / half(sqrt(11));\n"
- "sk_FragColor = half4(1) * half(sqrt(12));\n"
- "sk_FragColor = 0 + half4(half(sqrt(13)));\n"
- "sk_FragColor = 0 * half4(half(sqrt(14)));\n"
- "sk_FragColor = 0 / half4(half(sqrt(15)));\n"
- "sk_FragColor = 1 * half4(half(sqrt(16)));\n"
- "sk_FragColor = half4(half(sqrt(17))) + 0;\n"
- "sk_FragColor = half4(half(sqrt(18))) * 0;\n"
- "sk_FragColor = half4(half(sqrt(19))) * 1;\n"
- "sk_FragColor = half4(half(sqrt(19.5))) - 0;\n"
- "sk_FragColor = half(half(sqrt(20))) * half4(1);\n"
- "sk_FragColor = half(half(sqrt(21))) + half4(0);\n"
- "sk_FragColor = half(half(sqrt(22))) - half4(0);\n"
- "sk_FragColor = half(half(sqrt(23))) / half4(1);\n"
- "sk_FragColor = half4(half(sqrt(24))) / 1;\n"
- "sk_FragColor += half4(1);\n"
- "sk_FragColor += half4(0);\n"
- "sk_FragColor -= half4(1);\n"
- "sk_FragColor -= half4(0);\n"
- "sk_FragColor *= half4(1);\n"
- "sk_FragColor *= half4(2);\n"
- "sk_FragColor /= half4(1);\n"
- "sk_FragColor /= half4(2);\n"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor.x = 0.5;\n"
- " sk_FragColor = vec4(6.0, 7.0, 9.0, 11.0);\n"
- " sk_FragColor = vec4(7.0, 9.0, 9.0, 9.0);\n"
- " sk_FragColor = vec4(2.0, 4.0, 6.0, 8.0);\n"
- " sk_FragColor = vec4(12.0, 6.0, 4.0, 3.0);\n"
- " sk_FragColor.x = 6.0;\n"
- " sk_FragColor.x = 1.0;\n"
- " sk_FragColor.x = -2.0;\n"
- " sk_FragColor.x = 3.0;\n"
- " sk_FragColor.x = 4.0;\n"
- " sk_FragColor.x = -5.0;\n"
- " sk_FragColor.x = 6.0;\n"
- " sk_FragColor.x = 7.0;\n"
- " sk_FragColor.x = -8.0;\n"
- " sk_FragColor.x = 9.0;\n"
- " sk_FragColor.x = -10.0;\n"
- " sk_FragColor = vec4(sqrt(1.0));\n"
- " sk_FragColor = vec4(sqrt(2.0));\n"
- " sk_FragColor = vec4(0.0);\n"
- " sk_FragColor = vec4(0.0);\n"
- " sk_FragColor = vec4(0.0);\n"
- " sk_FragColor = vec4(sqrt(6.0));\n"
- " sk_FragColor = vec4(sqrt(7.0));\n"
- " sk_FragColor = vec4(sqrt(8.0));\n"
- " sk_FragColor = vec4(sqrt(9.0));\n"
- " sk_FragColor = vec4(0.0);\n"
- " sk_FragColor = vec4(0.0);\n"
- " sk_FragColor = vec4(sqrt(12.0));\n"
- " sk_FragColor = vec4(sqrt(13.0));\n"
- " sk_FragColor = vec4(0.0);\n"
- " sk_FragColor = vec4(0.0);\n"
- " sk_FragColor = vec4(sqrt(16.0));\n"
- " sk_FragColor = vec4(sqrt(17.0));\n"
- " sk_FragColor = vec4(0.0);\n"
- " sk_FragColor = vec4(sqrt(19.0));\n"
- " sk_FragColor = vec4(sqrt(19.5));\n"
- " sk_FragColor = vec4(sqrt(20.0));\n"
- " sk_FragColor = vec4(sqrt(21.0));\n"
- " sk_FragColor = vec4(sqrt(22.0));\n"
- " sk_FragColor = vec4(sqrt(23.0));\n"
- " sk_FragColor = vec4(sqrt(24.0));\n"
- " sk_FragColor += vec4(1.0);\n"
- " sk_FragColor -= vec4(1.0);\n"
- " sk_FragColor *= vec4(2.0);\n"
- " sk_FragColor /= vec4(2.0);\n"
- "}\n");
- }
- DEF_TEST(SkSLMatFolding, r) {
- test(r,
- "void main() {"
- "sk_FragColor.x = float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) == "
- "float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 1 : -1;"
- "sk_FragColor.x = float2x2(float2(1.0, 0.0), float2(1.0, 1.0)) == "
- "float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 2 : -2;"
- "sk_FragColor.x = float2x2(1) == float2x2(1) ? 3 : -3;"
- "sk_FragColor.x = float2x2(1) == float2x2(0) ? 4 : -4;"
- "sk_FragColor.x = float2x2(1) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 5 : -5;"
- "sk_FragColor.x = float2x2(2) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 6 : -6;"
- "sk_FragColor.x = float3x2(2) == float3x2(float2(2.0, 0.0), float2(0.0, 2.0), float2(0.0))"
- "? 7 : -7;"
- "sk_FragColor.x = float2x2(1) != float2x2(1) ? 8 : -8;"
- "sk_FragColor.x = float2x2(1) != float2x2(0) ? 9 : -9;"
- "sk_FragColor.x = float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), "
- "float3(0.0, 0.0, 0.0)) == float3x3(float2x2(1.0)) ? 10 : -10;"
- "sk_FragColor.x = float2x2(float3x3(1.0)) == float2x2(1.0) ? 11 : -11;"
- "sk_FragColor.x = float2x2(float4(1.0, 0.0, 0.0, 1.0)) == float2x2(1.0) ? 12 : -12;"
- "sk_FragColor.x = float2x2(1.0, 0.0, float2(0.0, 1.0)) == float2x2(1.0) ? 13 : -13;"
- "sk_FragColor.x = float2x2(float2(1.0, 0.0), 0.0, 1.0) == float2x2(1.0) ? 14 : -14;"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor.x = 1.0;\n"
- " sk_FragColor.x = -2.0;\n"
- " sk_FragColor.x = 3.0;\n"
- " sk_FragColor.x = -4.0;\n"
- " sk_FragColor.x = 5.0;\n"
- " sk_FragColor.x = -6.0;\n"
- " sk_FragColor.x = 7.0;\n"
- " sk_FragColor.x = -8.0;\n"
- " sk_FragColor.x = 9.0;\n"
- " sk_FragColor.x = 10.0;\n"
- " sk_FragColor.x = 11.0;\n"
- " sk_FragColor.x = 12.0;\n"
- " sk_FragColor.x = 13.0;\n"
- " sk_FragColor.x = 14.0;\n"
- "}\n");
- }
- DEF_TEST(SkSLConstantIf, r) {
- test(r,
- "void main() {"
- "int x;"
- "if (true) x = 1;"
- "if (2 > 1) x = 2; else x = 3;"
- "if (1 > 2) x = 4; else x = 5;"
- "if (false) x = 6;"
- "sk_FragColor.r = x;"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor.x = 5.0;\n"
- "}\n");
- }
- 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 = texture(one, 0);"
- "float4 b = texture(two, float2(0));"
- "float4 c = texture(one, float2(0));"
- "float4 d = texture(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 = texture(one, 0);"
- "float4 b = texture(two, float2(0));"
- "float4 c = texture(one, float2(0));"
- "float4 d = texture(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 = texture(one, 0);"
- "float4 b = texture(two, float2(0));"
- "float4 c = texture(one, float2(0));"
- "float4 d = texture(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 = texture(one, 0);"
- "float4 b = texture(two, float2(0));"
- "float4 c = texture(one, float2(0));"
- "float4 d = texture(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(SkSLOffset, r) {
- test(r,
- "struct Test {"
- "layout(offset = 0) int x;"
- "layout(offset = 4) int y;"
- "int z;"
- "} test;"
- "void main() {"
- "Test t;"
- "t.x = 0;"
- "sk_FragColor.r = half(t.x);"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " struct Test {\n"
- " layout (offset = 0) int x;\n"
- " layout (offset = 4) int y;\n"
- " int z;\n"
- " } t;\n"
- " t.x = 0;\n"
- " sk_FragColor.x = float(t.x);\n"
- "}\n");
- }
- 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,
- "in uniform float4 sk_RTAdjust; in float4 pos; void main() { sk_Position = pos; }",
- *SkSL::ShaderCapsFactory::CannotUseFragCoord(),
- "#version 400\n"
- "out vec4 sk_FragCoord_Workaround;\n"
- "in 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(SkSLClockwise, r) {
- test(r,
- "void main() { sk_FragColor = half4(sk_Clockwise ? +1 : -1); }",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor = vec4(float(gl_FrontFacing ? 1 : -1));\n"
- "}\n");
- }
- DEF_TEST(SkSLVertexID, r) {
- test(r,
- "out int id; void main() { id = sk_VertexID; }",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out int id;\n"
- "void main() {\n"
- " id = gl_VertexID;\n"
- "}\n",
- SkSL::Program::kVertex_Kind);
- }
- DEF_TEST(SkSLInstanceID, r) {
- test(r,
- "out int id; void main() { id = sk_InstanceID; }",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out int id;\n"
- "void main() {\n"
- " id = gl_InstanceID;\n"
- "}\n",
- SkSL::Program::kVertex_Kind);
- }
- DEF_TEST(SkSLClipDistance, r) {
- test(r,
- "void main() { sk_ClipDistance[0] = 0; }",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "void main() {\n"
- " gl_ClipDistance[0] = 0.0;\n"
- "}\n",
- SkSL::Program::kVertex_Kind);
- test(r,
- "void main() { sk_FragColor = half4(half(sk_ClipDistance[0])); }",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor = vec4(gl_ClipDistance[0]);\n"
- "}\n");
- }
- DEF_TEST(SkSLArrayTypes, r) {
- test(r,
- "void main() { float2 x[2] = float2[2](float2(1), float2(2));"
- "float2[2] y = float2[2](float2(3), float2(4));"
- "sk_FragColor = half4(half2(x[0]), half2(y[1])); }",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor = vec4(vec2[2](vec2(1.0), vec2(2.0))[0], "
- "vec2[2](vec2(3.0), vec2(4.0))[1]);\n"
- "}\n");
- }
- DEF_TEST(SkSLArrayIndexTypes, r) {
- test(r,
- "void main() { float array[4] = float[4](1, 2, 3, 4);\n"
- "short x = 0;\n ushort y = 1;\n int z = 2;\n uint w = 3;\n"
- "sk_FragColor = half4(half(array[x]), half(array[y]), half(array[z]), half(array[w])); }",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor = vec4(float[4](1.0, 2.0, 3.0, 4.0)[0], "
- "float[4](1.0, 2.0, 3.0, 4.0)[1], "
- "float[4](1.0, 2.0, 3.0, 4.0)[2], "
- "float[4](1.0, 2.0, 3.0, 4.0)[3]);\n"
- "}\n");
- }
- 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(SkSLSwitch, r) {
- // basic "does a switch even work" test
- test(r,
- "void main() {"
- " float x;"
- " switch (int(sqrt(1))) {"
- " case 0:"
- " x = 0.0;"
- " break;"
- " case 1:"
- " x = 1.0;"
- " break;"
- " default:"
- " x = 2.0;"
- " }"
- " sk_FragColor = half4(half(x));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " float x;\n"
- " switch (int(sqrt(1.0))) {\n"
- " case 0:\n"
- " x = 0.0;\n"
- " break;\n"
- " case 1:\n"
- " x = 1.0;\n"
- " break;\n"
- " default:\n"
- " x = 2.0;\n"
- " }\n"
- " sk_FragColor = vec4(x);\n"
- "}\n");
- // dead code inside of switch
- test(r,
- "void main() {"
- " float x;"
- " switch (int(sqrt(2))) {"
- " case 0:"
- " x = 0.0;"
- " case 1:"
- " x = 1.0;"
- " default:"
- " x = 2.0;"
- " }"
- " sk_FragColor = half4(half(x));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " switch (int(sqrt(2.0))) {\n"
- " case 0:\n"
- " ;\n"
- " case 1:\n"
- " ;\n"
- " default:\n"
- " ;\n"
- " }\n"
- " sk_FragColor = vec4(2.0);\n"
- "}\n");
- // non-static test w/ fallthrough
- test(r,
- "void main() {"
- " float x = 0.0;"
- " switch (int(sqrt(3))) {"
- " case 0:"
- " x = 0.0;"
- " case 1:"
- " x = 1.0;"
- " }"
- " sk_FragColor = half4(half(x));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " float x = 0.0;\n"
- " switch (int(sqrt(3.0))) {\n"
- " case 0:\n"
- " x = 0.0;\n"
- " case 1:\n"
- " x = 1.0;\n"
- " }\n"
- " sk_FragColor = vec4(x);\n"
- "}\n");
- // static test w/ fallthrough
- test(r,
- "void main() {"
- " float x = 0.0;"
- " switch (0) {"
- " case 0:"
- " x = 0.0;"
- " case 1:"
- " x = 1.0;"
- " }"
- " sk_FragColor = half4(half(x));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor = vec4(1.0);\n"
- "}\n");
- // static test w/ fallthrough, different entry point
- test(r,
- "void main() {"
- " float x = 0.0;"
- " switch (1) {"
- " case 0:"
- " x = 0.0;"
- " case 1:"
- " x = 1.0;"
- " }"
- " sk_FragColor = half4(half(x));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor = vec4(1.0);\n"
- "}\n");
- // static test w/ break
- test(r,
- "void main() {"
- " float x = 0.0;"
- " switch (0) {"
- " case 0:"
- " x = 0.0;"
- " break;"
- " case 1:"
- " x = 1.0;"
- " }"
- " sk_FragColor = half4(half(x));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor = vec4(0.0);\n"
- "}\n");
- // static test w/ static conditional break
- test(r,
- "void main() {"
- " float x = 0.0;"
- " switch (0) {"
- " case 0:"
- " x = 0.0;"
- " if (x < 1) break;"
- " case 1:"
- " x = 1.0;"
- " }"
- " sk_FragColor = half4(half(x));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor = vec4(0.0);\n"
- "}\n");
- // static test w/ non-static conditional break
- test(r,
- "void main() {"
- " float x = 0.0;"
- " switch (0) {"
- " case 0:"
- " x = 0.0;"
- " if (x < sqrt(1)) break;"
- " case 1:"
- " x = 1.0;"
- " }"
- " sk_FragColor = half4(half(x));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " float x = 0.0;\n"
- " switch (0) {\n"
- " case 0:\n"
- " x = 0.0;\n"
- " if (0.0 < sqrt(1.0)) break;\n"
- " case 1:\n"
- " x = 1.0;\n"
- " }\n"
- " sk_FragColor = vec4(x);\n"
- "}\n");
- }
- DEF_TEST(SkSLRectangleTexture, r) {
- test(r,
- "uniform sampler2D test;"
- "void main() {"
- " sk_FragColor = texture(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 = texture(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 = texture(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(SkSLUnusedVars, r) {
- test(r,
- "void main() {"
- "float a = 1, b = 2, c = 3;"
- "float d = c;"
- "float e = d;"
- "b++;"
- "d++;"
- "sk_FragColor = half4(half(b), half(b), half(d), half(d));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " float b = 2.0;\n"
- " float d = 3.0;\n"
- " b++;\n"
- " d++;\n"
- " sk_FragColor = vec4(b, b, d, d);\n"
- "}\n");
- }
- DEF_TEST(SkSLMultipleAssignments, r) {
- test(r,
- "void main() {"
- "float x;"
- "float y;"
- "int z;"
- "x = y = z = 1;"
- "sk_FragColor = half4(z);"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor = vec4(1.0);\n"
- "}\n");
- }
- DEF_TEST(SkSLComplexDelete, r) {
- test(r,
- "uniform float4x4 colorXform;"
- "uniform sampler2D sampler;"
- "void main() {"
- "float4 tmpColor;"
- "sk_FragColor = half4(1.0) * (tmpColor = texture(sampler, float2(1)) , "
- "half4(colorXform != float4x4(1.0) ? float4(clamp((float4x4(colorXform) * "
- "float4(tmpColor.xyz, 1.0)).xyz, "
- "0.0, tmpColor.w), tmpColor.w) : tmpColor));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "uniform mat4 colorXform;\n"
- "uniform sampler2D sampler;\n"
- "void main() {\n"
- " vec4 tmpColor;\n"
- " sk_FragColor = (tmpColor = texture(sampler, vec2(1.0)) , colorXform != mat4(1.0) ? "
- "vec4(clamp((colorXform * vec4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : "
- "tmpColor);\n"
- "}\n");
- }
- DEF_TEST(SkSLDependentInitializers, r) {
- test(r,
- "void main() {"
- "float x = 0.5, y = x * 2;"
- "sk_FragColor = half4(half(y));"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "out vec4 sk_FragColor;\n"
- "void main() {\n"
- " sk_FragColor = vec4(1.0);\n"
- "}\n");
- }
- DEF_TEST(SkSLDeadLoopVar, r) {
- test(r,
- "void main() {"
- "for (int x = 0; x < 4; ) {"
- "break;"
- "}"
- "}",
- *SkSL::ShaderCapsFactory::Default(),
- "#version 400\n"
- "void main() {\n"
- " for (; true; ) {\n"
- " break;\n"
- " }\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() {"
- "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);"
- "EmitVertex();"
- "}",
- *SkSL::ShaderCapsFactory::NoGSInvocationsSupport(),
- "#version 400\n"
- "int sk_InvocationID;\n"
- "layout (points) in ;\n"
- "layout (line_strip, max_vertices = 4) out ;\n"
- "void test() {\n"
- " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(sk_InvocationID));\n"
- " EmitVertex();\n"
- "}\n"
- "void _invoke() {\n"
- " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(sk_InvocationID));\n"
- " EmitVertex();\n"
- "}\n"
- "void main() {\n"
- " for (sk_InvocationID = 0;sk_InvocationID < 2; sk_InvocationID++) {\n"
- " _invoke();\n"
- " EndPrimitive();\n"
- " }\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::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;"
- "double d = 3;"
- "float2 f2 = float2(1, 2);"
- "half3 h3 = half3(1, 2, 3);"
- "double4 d4 = double4(1, 2, 3, 4);"
- "float2x2 f22 = float2x2(1, 2, 3, 4);"
- "half2x4 h24 = half2x4(1, 2, 3, 4, 5, 6, 7, 8);"
- "double4x2 d42 = double4x2(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"
- "double d = 3.0;\n"
- "vec2 f2 = vec2(1.0, 2.0);\n"
- "vec3 h3 = vec3(1.0, 2.0, 3.0);\n"
- "dvec4 d4 = dvec4(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"
- "dmat4x2 d42 = dmat4x2(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n"
- "void main() {\n"
- " sk_FragColor.x = float(((((((double(f + h) + d) + double(f2.x)) + double(h3.x)) + "
- "d4.x) + double(f22[0][0])) + double(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"
- "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"
- "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"
- "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 = texture(tex, texcoord + float2(offset * scalar));"
- "}",
- *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(),
- "#version 400\n"
- "precision mediump float;\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 = texture(tex, texcoord + float2(offset * scalar));"
- "}",
- *SkSL::ShaderCapsFactory::IncompleteShortIntPrecision(),
- "#version 310es\n"
- "precision mediump float;\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(SkSLSwizzleConstants, r) {
- test(r,
- "void main() {"
- " half4 v = half4(half(sqrt(1)));"
- " sk_FragColor = v.rgb1;"
- " half4 c = half4(1);"
- " sk_FragColor = c.rgb0;"
- "}",
- *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.xyz, 1);\n"
- " sk_FragColor = vec4(vec4(1.0).xyz, 0);\n"
- "}\n",
- SkSL::Program::kFragment_Kind
- );
- }
- 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");
- }
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