SkSLGLSLTest.cpp 80 KB

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  1. /*
  2. * Copyright 2016 Google Inc.
  3. *
  4. * Use of this source code is governed by a BSD-style license that can be
  5. * found in the LICENSE file.
  6. */
  7. #include "src/sksl/SkSLCompiler.h"
  8. #include "tests/Test.h"
  9. // Note that the optimizer will aggressively kill dead code and substitute constants in place of
  10. // variables, so we have to jump through a few hoops to ensure that the code in these tests has the
  11. // necessary side-effects to remain live. In some cases we rely on the optimizer not (yet) being
  12. // smart enough to optimize around certain constructs; as the optimizer gets smarter it will
  13. // undoubtedly end up breaking some of these tests. That is a good thing, as long as the new code is
  14. // equivalent!
  15. static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Settings& settings,
  16. const char* expected, SkSL::Program::Inputs* inputs,
  17. SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
  18. SkSL::Compiler compiler;
  19. SkSL::String output;
  20. std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkSL::String(src),
  21. settings);
  22. if (!program) {
  23. SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str());
  24. }
  25. REPORTER_ASSERT(r, program);
  26. if (program) {
  27. *inputs = program->fInputs;
  28. REPORTER_ASSERT(r, compiler.toGLSL(*program, &output));
  29. if (program) {
  30. SkSL::String skExpected(expected);
  31. if (output != skExpected) {
  32. SkDebugf("GLSL MISMATCH:\nsource:\n%s\n\nexpected:\n'%s'\n\nreceived:\n'%s'", src,
  33. expected, output.c_str());
  34. }
  35. REPORTER_ASSERT(r, output == skExpected);
  36. }
  37. }
  38. }
  39. static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& caps,
  40. const char* expected, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
  41. SkSL::Program::Settings settings;
  42. settings.fCaps = &caps;
  43. SkSL::Program::Inputs inputs;
  44. test(r, src, settings, expected, &inputs, kind);
  45. }
  46. DEF_TEST(SkSLHelloWorld, r) {
  47. test(r,
  48. "void main() { sk_FragColor = half4(0.75); }",
  49. *SkSL::ShaderCapsFactory::Default(),
  50. "#version 400\n"
  51. "out vec4 sk_FragColor;\n"
  52. "void main() {\n"
  53. " sk_FragColor = vec4(0.75);\n"
  54. "}\n");
  55. }
  56. DEF_TEST(SkSLControl, r) {
  57. test(r,
  58. "void main() {"
  59. "if (sqrt(2) > 5) { sk_FragColor = half4(0.75); } else { discard; }"
  60. "int i = 0;"
  61. "while (i < 10) { sk_FragColor *= 0.5; i++; }"
  62. "do { sk_FragColor += 0.25; } while (sk_FragColor.x < 0.75);"
  63. "for (int i = 0; i < 10; i++) {"
  64. "if (i % 2 == 1) break; else continue;"
  65. "}"
  66. "return;"
  67. "}",
  68. *SkSL::ShaderCapsFactory::Default(),
  69. "#version 400\n"
  70. "out vec4 sk_FragColor;\n"
  71. "void main() {\n"
  72. " if (sqrt(2.0) > 5.0) {\n"
  73. " sk_FragColor = vec4(0.75);\n"
  74. " } else {\n"
  75. " discard;\n"
  76. " }\n"
  77. " int i = 0;\n"
  78. " while (i < 10) {\n"
  79. " sk_FragColor *= 0.5;\n"
  80. " i++;\n"
  81. " }\n"
  82. " do {\n"
  83. " sk_FragColor += 0.25;\n"
  84. " } while (sk_FragColor.x < 0.75);\n"
  85. " for (int i = 0;i < 10; i++) {\n"
  86. " if (i % 2 == 1) break; else continue;\n"
  87. " }\n"
  88. " return;\n"
  89. "}\n");
  90. }
  91. DEF_TEST(SkSLFunctions, r) {
  92. test(r,
  93. "float foo(float v[2]) { return v[0] * v[1]; }"
  94. "void bar(inout float x) { float y[2], z; y[0] = x; y[1] = x * 2; z = foo(y); x = z; }"
  95. "void main() { float x = 10; bar(x); sk_FragColor = half4(half(x)); }",
  96. *SkSL::ShaderCapsFactory::Default(),
  97. "#version 400\n"
  98. "out vec4 sk_FragColor;\n"
  99. "float foo(float v[2]) {\n"
  100. " return v[0] * v[1];\n"
  101. "}\n"
  102. "void bar(inout float x) {\n"
  103. " float y[2], z;\n"
  104. " y[0] = x;\n"
  105. " y[1] = x * 2.0;\n"
  106. " z = foo(y);\n"
  107. " x = z;\n"
  108. "}\n"
  109. "void main() {\n"
  110. " float x = 10.0;\n"
  111. " bar(x);\n"
  112. " sk_FragColor = vec4(x);\n"
  113. "}\n");
  114. }
  115. DEF_TEST(SkSLOperators, r) {
  116. test(r,
  117. "void main() {"
  118. "float x = 1, y = 2;"
  119. "int z = 3;"
  120. "x = x - x + y * z * x * (y - z);"
  121. "y = x / y / z;"
  122. "z = (z / 2 % 3 << 4) >> 2 << 1;"
  123. "bool b = (x > 4) == x < 2 || 2 >= sqrt(2) && y <= z;"
  124. "x += 12;"
  125. "x -= 12;"
  126. "x *= y /= z = 10;"
  127. "b ||= false;"
  128. "b &&= true;"
  129. "b ^^= false;"
  130. "z |= 0;"
  131. "z &= -1;"
  132. "z ^= 0;"
  133. "z >>= 2;"
  134. "z <<= 4;"
  135. "z %= 5;"
  136. "x = (float2(sqrt(1)) , 6);"
  137. "z = (float2(sqrt(1)) , 6);"
  138. "}",
  139. *SkSL::ShaderCapsFactory::Default(),
  140. "#version 400\n"
  141. "void main() {\n"
  142. " float x = 1.0, y = 2.0;\n"
  143. " int z = 3;\n"
  144. " x = -6.0;\n"
  145. " y = -1.0;\n"
  146. " z = 8;\n"
  147. " bool b = false == true || 2.0 >= sqrt(2.0);\n"
  148. " x += 12.0;\n"
  149. " x -= 12.0;\n"
  150. " x *= (y /= float(z = 10));\n"
  151. " b ||= false;\n"
  152. " b &&= true;\n"
  153. " b ^^= false;\n"
  154. " z |= 0;\n"
  155. " z &= -1;\n"
  156. " z ^= 0;\n"
  157. " z >>= 2;\n"
  158. " z <<= 4;\n"
  159. " z %= 5;\n"
  160. " x = float((vec2(sqrt(1.0)) , 6));\n"
  161. " z = (vec2(sqrt(1.0)) , 6);\n"
  162. "}\n");
  163. }
  164. DEF_TEST(SkSLMatrices, r) {
  165. test(r,
  166. "void main() {"
  167. "float2x4 x = float2x4(1);"
  168. "float3x2 y = float3x2(1, 0, 0, 1, float2(2, 2));"
  169. "float3x4 z = x * y;"
  170. "float3 v1 = float3x3(1) * float3(2);"
  171. "float3 v2 = float3(2) * float3x3(1);"
  172. "sk_FragColor = half4(half(z[0].x), half3(v1 + v2));"
  173. "}",
  174. *SkSL::ShaderCapsFactory::Default(),
  175. "#version 400\n"
  176. "out vec4 sk_FragColor;\n"
  177. "void main() {\n"
  178. " mat3x4 z = mat2x4(1.0) * mat3x2(1.0, 0.0, 0.0, 1.0, vec2(2.0, 2.0));\n"
  179. " vec3 v1 = mat3(1.0) * vec3(2.0);\n"
  180. " vec3 v2 = vec3(2.0) * mat3(1.0);\n"
  181. " sk_FragColor = vec4(z[0].x, v1 + v2);\n"
  182. "}\n");
  183. }
  184. DEF_TEST(SkSLInterfaceBlock, r) {
  185. test(r,
  186. "uniform testBlock {"
  187. "half x;"
  188. "half y[2];"
  189. "layout(binding=12) half3x2 z;"
  190. "bool w;"
  191. "};"
  192. "void main() {"
  193. " sk_FragColor = half4(x, y[0], y[1], 0);"
  194. "}",
  195. *SkSL::ShaderCapsFactory::Default(),
  196. "#version 400\n"
  197. "out vec4 sk_FragColor;\n"
  198. "uniform testBlock {\n"
  199. " float x;\n"
  200. " float[2] y;\n"
  201. " layout (binding = 12) mat3x2 z;\n"
  202. " bool w;\n"
  203. "};\n"
  204. "void main() {\n"
  205. " sk_FragColor = vec4(x, y[0], y[1], 0.0);\n"
  206. "}\n");
  207. test(r,
  208. "uniform testBlock {"
  209. "float x;"
  210. "} test;"
  211. "void main() {"
  212. " sk_FragColor = half4(half(test.x));"
  213. "}",
  214. *SkSL::ShaderCapsFactory::Default(),
  215. "#version 400\n"
  216. "out vec4 sk_FragColor;\n"
  217. "uniform testBlock {\n"
  218. " float x;\n"
  219. "} test;\n"
  220. "void main() {\n"
  221. " sk_FragColor = vec4(test.x);\n"
  222. "}\n");
  223. test(r,
  224. "uniform testBlock {"
  225. "float x;"
  226. "} test[2];"
  227. "void main() {"
  228. " sk_FragColor = half4(half(test[1].x));"
  229. "}",
  230. *SkSL::ShaderCapsFactory::Default(),
  231. "#version 400\n"
  232. "out vec4 sk_FragColor;\n"
  233. "uniform testBlock {\n"
  234. " float x;\n"
  235. "} test[2];\n"
  236. "void main() {\n"
  237. " sk_FragColor = vec4(test[1].x);\n"
  238. "}\n");
  239. }
  240. DEF_TEST(SkSLStructs, r) {
  241. test(r,
  242. "struct A {"
  243. "int x;"
  244. "int y;"
  245. "} a1, a2;"
  246. "A a3;"
  247. "struct B {"
  248. "float x;"
  249. "float y[2];"
  250. "layout(binding=1) A z;"
  251. "};"
  252. "B b1, b2, b3;"
  253. "void main() {"
  254. " a1.x = 0;"
  255. " b1.x = 0;"
  256. " sk_FragColor.r = half(a1.x + b1.x);"
  257. "}",
  258. *SkSL::ShaderCapsFactory::Default(),
  259. "#version 400\n"
  260. "out vec4 sk_FragColor;\n"
  261. "struct A {\n"
  262. " int x;\n"
  263. " int y;\n"
  264. "} a1;\n"
  265. "struct B {\n"
  266. " float x;\n"
  267. " float[2] y;\n"
  268. " layout (binding = 1) A z;\n"
  269. "} b1;\n"
  270. "void main() {\n"
  271. " a1.x = 0;\n"
  272. " b1.x = 0.0;\n"
  273. " sk_FragColor.x = float(a1.x) + b1.x;\n"
  274. "}\n");
  275. }
  276. DEF_TEST(SkSLVersion, r) {
  277. test(r,
  278. "in float test; void main() { sk_FragColor.r = half(test); }",
  279. *SkSL::ShaderCapsFactory::Version450Core(),
  280. "#version 450 core\n"
  281. "out vec4 sk_FragColor;\n"
  282. "in float test;\n"
  283. "void main() {\n"
  284. " sk_FragColor.x = test;\n"
  285. "}\n");
  286. test(r,
  287. "in float test; void main() { sk_FragColor.r = half(test); }",
  288. *SkSL::ShaderCapsFactory::Version110(),
  289. "#version 110\n"
  290. "varying float test;\n"
  291. "void main() {\n"
  292. " gl_FragColor.x = test;\n"
  293. "}\n");
  294. }
  295. DEF_TEST(SkSLUsesPrecisionModifiers, r) {
  296. test(r,
  297. "void main() { half x = 0.75; float y = 1; x++; y++;"
  298. "sk_FragColor.rg = half2(x, half(y)); }",
  299. *SkSL::ShaderCapsFactory::Default(),
  300. "#version 400\n"
  301. "out vec4 sk_FragColor;\n"
  302. "void main() {\n"
  303. " float x = 0.75;\n"
  304. " float y = 1.0;\n"
  305. " x++;\n"
  306. " y++;\n"
  307. " sk_FragColor.xy = vec2(x, y);\n"
  308. "}\n");
  309. test(r,
  310. "void main() { half x = 0.75; float y = 1; x++; y++;"
  311. "sk_FragColor.rg = half2(x, half(y)); }",
  312. *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(),
  313. "#version 400\n"
  314. "precision mediump float;\n"
  315. "out mediump vec4 sk_FragColor;\n"
  316. "void main() {\n"
  317. " mediump float x = 0.75;\n"
  318. " highp float y = 1.0;\n"
  319. " x++;\n"
  320. " y++;\n"
  321. " sk_FragColor.xy = vec2(x, y);\n"
  322. "}\n");
  323. }
  324. DEF_TEST(SkSLMinAbs, r) {
  325. test(r,
  326. "void main() {"
  327. "half x = -5;"
  328. "sk_FragColor.r = min(abs(x), 6);"
  329. "}",
  330. *SkSL::ShaderCapsFactory::Default(),
  331. "#version 400\n"
  332. "out vec4 sk_FragColor;\n"
  333. "void main() {\n"
  334. " sk_FragColor.x = min(abs(-5.0), 6.0);\n"
  335. "}\n");
  336. test(r,
  337. "void main() {"
  338. "half x = -5.0;"
  339. "sk_FragColor.r = min(abs(x), 6.0);"
  340. "}",
  341. *SkSL::ShaderCapsFactory::CannotUseMinAndAbsTogether(),
  342. "#version 400\n"
  343. "out vec4 sk_FragColor;\n"
  344. "void main() {\n"
  345. " float minAbsHackVar0;\n"
  346. " float minAbsHackVar1;\n"
  347. " sk_FragColor.x = ((minAbsHackVar0 = abs(-5.0)) < (minAbsHackVar1 = 6.0) ? "
  348. "minAbsHackVar0 : minAbsHackVar1);\n"
  349. "}\n");
  350. }
  351. DEF_TEST(SkSLFractNegative, r) {
  352. static constexpr char input[] =
  353. "void main() {"
  354. "float x = -42.0;"
  355. "sk_FragColor.r = half(fract(x));"
  356. "}";
  357. static constexpr char output_default[] =
  358. "#version 400\n"
  359. "out vec4 sk_FragColor;\n"
  360. "void main() {\n"
  361. " sk_FragColor.x = fract(-42.0);\n"
  362. "}\n";
  363. static constexpr char output_workaround[] =
  364. "#version 400\n"
  365. "out vec4 sk_FragColor;\n"
  366. "void main() {\n"
  367. " sk_FragColor.x = (0.5 - sign(-42.0) * (0.5 - fract(abs(-42.0))));\n"
  368. "}\n";
  369. test(r, input, *SkSL::ShaderCapsFactory::Default(), output_default);
  370. test(r, input, *SkSL::ShaderCapsFactory::CannotUseFractForNegativeValues(), output_workaround);
  371. }
  372. DEF_TEST(SkSLNegatedAtan, r) {
  373. test(r,
  374. "void main() { float2 x = float2(sqrt(2)); sk_FragColor.r = half(atan(x.x, -x.y)); }",
  375. *SkSL::ShaderCapsFactory::Default(),
  376. "#version 400\n"
  377. "out vec4 sk_FragColor;\n"
  378. "void main() {\n"
  379. " vec2 x = vec2(sqrt(2.0));\n"
  380. " sk_FragColor.x = atan(x.x, -x.y);\n"
  381. "}\n");
  382. test(r,
  383. "void main() { float2 x = float2(sqrt(2)); sk_FragColor.r = half(atan(x.x, -x.y)); }",
  384. *SkSL::ShaderCapsFactory::MustForceNegatedAtanParamToFloat(),
  385. "#version 400\n"
  386. "out vec4 sk_FragColor;\n"
  387. "void main() {\n"
  388. " vec2 x = vec2(sqrt(2.0));\n"
  389. " sk_FragColor.x = atan(x.x, -1.0 * x.y);\n"
  390. "}\n");
  391. }
  392. DEF_TEST(SkSLModifiersDeclaration, r) {
  393. test(r,
  394. "layout(blend_support_all_equations) out;"
  395. "layout(blend_support_all_equations) out;"
  396. "layout(blend_support_multiply) out;"
  397. "layout(blend_support_screen) out;"
  398. "layout(blend_support_overlay) out;"
  399. "layout(blend_support_darken) out;"
  400. "layout(blend_support_lighten) out;"
  401. "layout(blend_support_colordodge) out;"
  402. "layout(blend_support_colorburn) out;"
  403. "layout(blend_support_hardlight) out;"
  404. "layout(blend_support_softlight) out;"
  405. "layout(blend_support_difference) out;"
  406. "layout(blend_support_exclusion) out;"
  407. "layout(blend_support_hsl_hue) out;"
  408. "layout(blend_support_hsl_saturation) out;"
  409. "layout(blend_support_hsl_color) out;"
  410. "layout(blend_support_hsl_luminosity) out;"
  411. "void main() { }",
  412. *SkSL::ShaderCapsFactory::Default(),
  413. "#version 400\n"
  414. "layout (blend_support_all_equations) out ;\n"
  415. "layout (blend_support_all_equations) out ;\n"
  416. "layout (blend_support_multiply) out ;\n"
  417. "layout (blend_support_screen) out ;\n"
  418. "layout (blend_support_overlay) out ;\n"
  419. "layout (blend_support_darken) out ;\n"
  420. "layout (blend_support_lighten) out ;\n"
  421. "layout (blend_support_colordodge) out ;\n"
  422. "layout (blend_support_colorburn) out ;\n"
  423. "layout (blend_support_hardlight) out ;\n"
  424. "layout (blend_support_softlight) out ;\n"
  425. "layout (blend_support_difference) out ;\n"
  426. "layout (blend_support_exclusion) out ;\n"
  427. "layout (blend_support_hsl_hue) out ;\n"
  428. "layout (blend_support_hsl_saturation) out ;\n"
  429. "layout (blend_support_hsl_color) out ;\n"
  430. "layout (blend_support_hsl_luminosity) out ;\n"
  431. "void main() {\n"
  432. "}\n");
  433. }
  434. DEF_TEST(SkSLHex, r) {
  435. test(r,
  436. "void main() {"
  437. "int i1 = 0x0;"
  438. "i1++;"
  439. "int i2 = 0x1234abcd;"
  440. "i2++;"
  441. "int i3 = 0x7fffffff;"
  442. "i3++;"
  443. "int i4 = 0xffffffff;"
  444. "i4++;"
  445. "int i5 = -0xbeef;"
  446. "i5++;"
  447. "uint u1 = 0x0;"
  448. "u1++;"
  449. "uint u2 = 0x1234abcd;"
  450. "u2++;"
  451. "uint u3 = 0x7fffffff;"
  452. "u3++;"
  453. "uint u4 = 0xffffffff;"
  454. "u4++;"
  455. "ushort u5 = 0xffff;"
  456. "u5++;"
  457. "}",
  458. *SkSL::ShaderCapsFactory::Default(),
  459. "#version 400\n"
  460. "void main() {\n"
  461. " int i1 = 0;\n"
  462. " i1++;\n"
  463. " int i2 = 305441741;\n"
  464. " i2++;\n"
  465. " int i3 = 2147483647;\n"
  466. " i3++;\n"
  467. " int i4 = -1;\n"
  468. " i4++;\n"
  469. " int i5 = -48879;\n"
  470. " i5++;\n"
  471. " uint u1 = 0u;\n"
  472. " u1++;\n"
  473. " uint u2 = 305441741u;\n"
  474. " u2++;\n"
  475. " uint u3 = 2147483647u;\n"
  476. " u3++;\n"
  477. " uint u4 = 4294967295u;\n"
  478. " u4++;\n"
  479. " uint u5 = 65535u;\n"
  480. " u5++;\n"
  481. "}\n");
  482. }
  483. DEF_TEST(SkSLVectorConstructors, r) {
  484. test(r,
  485. "float2 v1 = float2(1);"
  486. "float2 v2 = float2(1, 2);"
  487. "float2 v3 = float2(float2(1));"
  488. "float3 v4 = float3(float2(1), 1.0);"
  489. "int2 v5 = int2(1);"
  490. "int2 v6 = int2(float2(1, 2));"
  491. "float2 v7 = float2(int2(1, 2));"
  492. "void main() {"
  493. "sk_FragColor.r = half(v1.x + v2.x + v3.x + v4.x + v5.x + v6.x + v7.x);"
  494. "}",
  495. *SkSL::ShaderCapsFactory::Default(),
  496. "#version 400\n"
  497. "out vec4 sk_FragColor;\n"
  498. "vec2 v1 = vec2(1.0);\n"
  499. "vec2 v2 = vec2(1.0, 2.0);\n"
  500. "vec2 v3 = vec2(1.0);\n"
  501. "vec3 v4 = vec3(vec2(1.0), 1.0);\n"
  502. "ivec2 v5 = ivec2(1);\n"
  503. "ivec2 v6 = ivec2(vec2(1.0, 2.0));\n"
  504. "vec2 v7 = vec2(ivec2(1, 2));\n"
  505. "void main() {\n"
  506. " sk_FragColor.x = (((((v1.x + v2.x) + v3.x) + v4.x) + float(v5.x)) + float(v6.x)) + "
  507. "v7.x;\n"
  508. "}\n");
  509. }
  510. DEF_TEST(SkSLArrayConstructors, r) {
  511. test(r,
  512. "float test1[] = float[](1, 2, 3, 4);"
  513. "float2 test2[] = float2[](float2(1, 2), float2(3, 4));"
  514. "float4x4 test3[] = float4x4[]();"
  515. "void main() {"
  516. "sk_FragColor.r = half(test1[0] + test2[0].x + test3[0][0][0]);"
  517. "}",
  518. *SkSL::ShaderCapsFactory::Default(),
  519. "#version 400\n"
  520. "out vec4 sk_FragColor;\n"
  521. "float test1[] = float[](1.0, 2.0, 3.0, 4.0);\n"
  522. "vec2 test2[] = vec2[](vec2(1.0, 2.0), vec2(3.0, 4.0));\n"
  523. "mat4 test3[] = mat4[]();\n"
  524. "void main() {\n"
  525. " sk_FragColor.x = (test1[0] + test2[0].x) + test3[0][0][0];\n"
  526. "}\n");
  527. }
  528. DEF_TEST(SkSLConstArray, r) {
  529. test(r,
  530. "const half test[] = half[](1, 2, 3, 4);"
  531. "void main() {"
  532. "sk_FragColor = half4(test[0], test[1], test[2], test[3]);"
  533. "}",
  534. *SkSL::ShaderCapsFactory::Default(),
  535. "#version 400\n"
  536. "out vec4 sk_FragColor;\n"
  537. "const float test[] = float[](1.0, 2.0, 3.0, 4.0);\n"
  538. "void main() {\n"
  539. " sk_FragColor = vec4(test[0], test[1], test[2], test[3]);\n"
  540. "}\n");
  541. }
  542. DEF_TEST(SkSLDerivatives, r) {
  543. test(r,
  544. "void main() { sk_FragColor.r = half(dFdx(1)); }",
  545. *SkSL::ShaderCapsFactory::Default(),
  546. "#version 400\n"
  547. "out vec4 sk_FragColor;\n"
  548. "void main() {\n"
  549. " sk_FragColor.x = dFdx(1.0);\n"
  550. "}\n");
  551. test(r,
  552. "void main() { sk_FragColor.r = 1; }",
  553. *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(),
  554. "#version 400\n"
  555. "precision mediump float;\n"
  556. "out mediump vec4 sk_FragColor;\n"
  557. "void main() {\n"
  558. " sk_FragColor.x = 1.0;\n"
  559. "}\n");
  560. test(r,
  561. "void main() { sk_FragColor.r = half(dFdx(1)); }",
  562. *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(),
  563. "#version 400\n"
  564. "#extension GL_OES_standard_derivatives : require\n"
  565. "precision mediump float;\n"
  566. "out mediump vec4 sk_FragColor;\n"
  567. "void main() {\n"
  568. " sk_FragColor.x = dFdx(1.0);\n"
  569. "}\n");
  570. SkSL::Program::Settings settings;
  571. settings.fFlipY = false;
  572. auto caps = SkSL::ShaderCapsFactory::Default();
  573. settings.fCaps = caps.get();
  574. SkSL::Program::Inputs inputs;
  575. test(r,
  576. "void main() { sk_FragColor.r = half(dFdx(1)), sk_FragColor.g = half(dFdy(1)); }",
  577. settings,
  578. "#version 400\n"
  579. "out vec4 sk_FragColor;\n"
  580. "void main() {\n"
  581. " (sk_FragColor.x = dFdx(1.0) , sk_FragColor.y = dFdy(1.0));\n"
  582. "}\n",
  583. &inputs);
  584. settings.fFlipY = true;
  585. test(r,
  586. "void main() { sk_FragColor.r = half(dFdx(1)), sk_FragColor.g = half(dFdy(1)); }",
  587. settings,
  588. "#version 400\n"
  589. "out vec4 sk_FragColor;\n"
  590. "void main() {\n"
  591. " (sk_FragColor.x = dFdx(1.0) , sk_FragColor.y = -dFdy(1.0));\n"
  592. "}\n",
  593. &inputs);
  594. }
  595. DEF_TEST(SkSLIntFolding, r) {
  596. test(r,
  597. "void main() {"
  598. "sk_FragColor.r = 32 + 2;"
  599. "sk_FragColor.r = 32 - 2;"
  600. "sk_FragColor.r = 32 * 2;"
  601. "sk_FragColor.r = 32 / 2;"
  602. "sk_FragColor.r = 12 | 6;"
  603. "sk_FragColor.r = 254 & 7;"
  604. "sk_FragColor.r = 2 ^ 7;"
  605. "sk_FragColor.r = 1 << 4;"
  606. "sk_FragColor.r = 128 >> 2;"
  607. "sk_FragColor.r = -1 == -1 ? 1 : -1;"
  608. "sk_FragColor.r = -1 == -2 ? 2 : -2;"
  609. "sk_FragColor.r = 0 != 1 ? 3 : -3;"
  610. "sk_FragColor.r = 0 != 0 ? 4 : -4;"
  611. "sk_FragColor.r = 6 > 5 ? 5 : -5;"
  612. "sk_FragColor.r = 6 > 6 ? 6 : -6;"
  613. "sk_FragColor.r = -1 < 0 ? 7 : -7;"
  614. "sk_FragColor.r = 1 < 0 ? 8 : -8;"
  615. "sk_FragColor.r = 6 >= 6 ? 9 : -9;"
  616. "sk_FragColor.r = 6 >= 7 ? 10 : -10;"
  617. "sk_FragColor.r = 6 <= 6 ? 11 : -11;"
  618. "sk_FragColor.r = 6 <= 5 ? 12 : -12;"
  619. "sk_FragColor.r = int(sqrt(1)) + 0;"
  620. "sk_FragColor.r = 0 + int(sqrt(2));"
  621. "sk_FragColor.r = int(sqrt(3)) - 0;"
  622. "sk_FragColor.r = int(sqrt(4)) * 0;"
  623. "sk_FragColor.r = int(sqrt(5)) * 1;"
  624. "sk_FragColor.r = 1 * int(sqrt(6));"
  625. "sk_FragColor.r = 0 * int(sqrt(7));"
  626. "sk_FragColor.r = int(sqrt(8)) / 1;"
  627. "sk_FragColor.r = 0 / int(sqrt(9));"
  628. "int x = int(sqrt(2));"
  629. "x += 1;"
  630. "x += 0;"
  631. "x -= 1;"
  632. "x -= 0;"
  633. "x *= 1;"
  634. "x *= 2;"
  635. "x /= 1;"
  636. "x /= 2;"
  637. "sk_FragColor.r = x;"
  638. "}",
  639. *SkSL::ShaderCapsFactory::Default(),
  640. "#version 400\n"
  641. "out vec4 sk_FragColor;\n"
  642. "void main() {\n"
  643. " sk_FragColor.x = 34.0;\n"
  644. " sk_FragColor.x = 30.0;\n"
  645. " sk_FragColor.x = 64.0;\n"
  646. " sk_FragColor.x = 16.0;\n"
  647. " sk_FragColor.x = 14.0;\n"
  648. " sk_FragColor.x = 6.0;\n"
  649. " sk_FragColor.x = 5.0;\n"
  650. " sk_FragColor.x = 16.0;\n"
  651. " sk_FragColor.x = 32.0;\n"
  652. " sk_FragColor.x = 1.0;\n"
  653. " sk_FragColor.x = -2.0;\n"
  654. " sk_FragColor.x = 3.0;\n"
  655. " sk_FragColor.x = -4.0;\n"
  656. " sk_FragColor.x = 5.0;\n"
  657. " sk_FragColor.x = -6.0;\n"
  658. " sk_FragColor.x = 7.0;\n"
  659. " sk_FragColor.x = -8.0;\n"
  660. " sk_FragColor.x = 9.0;\n"
  661. " sk_FragColor.x = -10.0;\n"
  662. " sk_FragColor.x = 11.0;\n"
  663. " sk_FragColor.x = -12.0;\n"
  664. " sk_FragColor.x = float(int(sqrt(1.0)));\n"
  665. " sk_FragColor.x = float(int(sqrt(2.0)));\n"
  666. " sk_FragColor.x = float(int(sqrt(3.0)));\n"
  667. " sk_FragColor.x = 0.0;\n"
  668. " sk_FragColor.x = float(int(sqrt(5.0)));\n"
  669. " sk_FragColor.x = float(int(sqrt(6.0)));\n"
  670. " sk_FragColor.x = 0.0;\n"
  671. " sk_FragColor.x = float(int(sqrt(8.0)));\n"
  672. " sk_FragColor.x = 0.0;\n"
  673. " int x = int(sqrt(2.0));\n"
  674. " x += 1;\n"
  675. " x -= 1;\n"
  676. " x *= 2;\n"
  677. " x /= 2;\n"
  678. " sk_FragColor.x = float(x);\n"
  679. "}\n");
  680. }
  681. DEF_TEST(SkSLFloatFolding, r) {
  682. test(r,
  683. "void main() {"
  684. "sk_FragColor.r = 32.0 + 2.0;"
  685. "sk_FragColor.r = 32.0 - 2.0;"
  686. "sk_FragColor.r = 32.0 * 2.0;"
  687. "sk_FragColor.r = 32.0 / 2.0;"
  688. "sk_FragColor.r = (12 > 2.0) ? (10 * 2 / 5 + 18 - 3) : 0;"
  689. "sk_FragColor.r = 0.0 == 0.0 ? 1 : -1;"
  690. "sk_FragColor.r = 0.0 == 1.0 ? 2 : -2;"
  691. "sk_FragColor.r = 0.0 != 1.0 ? 3 : -3;"
  692. "sk_FragColor.r = 0.0 != 0.0 ? 4 : -4;"
  693. "sk_FragColor.r = 6.0 > 5.0 ? 5 : -5;"
  694. "sk_FragColor.r = 6.0 > 6.0 ? 6 : -6;"
  695. "sk_FragColor.r = 6.0 >= 6.0 ? 7 : -7;"
  696. "sk_FragColor.r = 6.0 >= 7.0 ? 8 : -8;"
  697. "sk_FragColor.r = 5.0 < 6.0 ? 9 : -9;"
  698. "sk_FragColor.r = 6.0 < 6.0 ? 10 : -10;"
  699. "sk_FragColor.r = 6.0 <= 6.0 ? 11 : -11;"
  700. "sk_FragColor.r = 6.0 <= 5.0 ? 12 : -12;"
  701. "sk_FragColor.r = half(sqrt(1) + 0);"
  702. "sk_FragColor.r = half(0 + sqrt(2));"
  703. "sk_FragColor.r = half(sqrt(3) - 0);"
  704. "sk_FragColor.r = half(sqrt(4) * 0);"
  705. "sk_FragColor.r = half(sqrt(5) * 1);"
  706. "sk_FragColor.r = half(1 * sqrt(6));"
  707. "sk_FragColor.r = half(0 * sqrt(7));"
  708. "sk_FragColor.r = half(sqrt(8) / 1);"
  709. "sk_FragColor.r = half(0 / sqrt(9));"
  710. "sk_FragColor.r += 1;"
  711. "sk_FragColor.r += 0;"
  712. "sk_FragColor.r -= 1;"
  713. "sk_FragColor.r -= 0;"
  714. "sk_FragColor.r *= 1;"
  715. "sk_FragColor.r *= 2;"
  716. "sk_FragColor.r /= 1;"
  717. "sk_FragColor.r /= 2;"
  718. "}",
  719. *SkSL::ShaderCapsFactory::Default(),
  720. "#version 400\n"
  721. "out vec4 sk_FragColor;\n"
  722. "void main() {\n"
  723. " sk_FragColor.x = 34.0;\n"
  724. " sk_FragColor.x = 30.0;\n"
  725. " sk_FragColor.x = 64.0;\n"
  726. " sk_FragColor.x = 16.0;\n"
  727. " sk_FragColor.x = 19.0;\n"
  728. " sk_FragColor.x = 1.0;\n"
  729. " sk_FragColor.x = -2.0;\n"
  730. " sk_FragColor.x = 3.0;\n"
  731. " sk_FragColor.x = -4.0;\n"
  732. " sk_FragColor.x = 5.0;\n"
  733. " sk_FragColor.x = -6.0;\n"
  734. " sk_FragColor.x = 7.0;\n"
  735. " sk_FragColor.x = -8.0;\n"
  736. " sk_FragColor.x = 9.0;\n"
  737. " sk_FragColor.x = -10.0;\n"
  738. " sk_FragColor.x = 11.0;\n"
  739. " sk_FragColor.x = -12.0;\n"
  740. " sk_FragColor.x = sqrt(1.0);\n"
  741. " sk_FragColor.x = sqrt(2.0);\n"
  742. " sk_FragColor.x = sqrt(3.0);\n"
  743. " sk_FragColor.x = 0.0;\n"
  744. " sk_FragColor.x = sqrt(5.0);\n"
  745. " sk_FragColor.x = sqrt(6.0);\n"
  746. " sk_FragColor.x = 0.0;\n"
  747. " sk_FragColor.x = sqrt(8.0);\n"
  748. " sk_FragColor.x = 0.0;\n"
  749. " sk_FragColor.x += 1.0;\n"
  750. " sk_FragColor.x -= 1.0;\n"
  751. " sk_FragColor.x *= 2.0;\n"
  752. " sk_FragColor.x /= 2.0;\n"
  753. "}\n");
  754. }
  755. DEF_TEST(SkSLBoolFolding, r) {
  756. test(r,
  757. "void main() {"
  758. "sk_FragColor.r = 1 == 1 || 2 == 8 ? 1 : -1;"
  759. "sk_FragColor.r = 1 > 1 || 2 == 8 ? 2 : -2;"
  760. "sk_FragColor.r = 1 == 1 && 2 <= 8 ? 3 : -3;"
  761. "sk_FragColor.r = 1 == 2 && 2 == 8 ? 4 : -4;"
  762. "sk_FragColor.r = 1 == 1 ^^ 1 != 1 ? 5 : -5;"
  763. "sk_FragColor.r = 1 == 1 ^^ 1 == 1 ? 6 : -6;"
  764. "}",
  765. *SkSL::ShaderCapsFactory::Default(),
  766. "#version 400\n"
  767. "out vec4 sk_FragColor;\n"
  768. "void main() {\n"
  769. " sk_FragColor.x = 1.0;\n"
  770. " sk_FragColor.x = -2.0;\n"
  771. " sk_FragColor.x = 3.0;\n"
  772. " sk_FragColor.x = -4.0;\n"
  773. " sk_FragColor.x = 5.0;\n"
  774. " sk_FragColor.x = -6.0;\n"
  775. "}\n");
  776. }
  777. DEF_TEST(SkSLShortCircuitBoolFolding, r) {
  778. test(r,
  779. "void main() {"
  780. "bool expr1 = sk_FragCoord.x > 0;"
  781. "bool expr2 = sk_FragCoord.y > 0;"
  782. " if (true && expr1) {" // -> if (expr1)
  783. " sk_FragColor.r = 1;"
  784. " } else if (false && expr1) {" // -> if (false) -> block removed
  785. " sk_FragColor.r = -2;"
  786. " } else if (false || expr2) {" // -> if (expr2)
  787. " sk_FragColor.r = 3;"
  788. " } else if (true || expr2) {" // -> if (true) -> replaces unreachable else
  789. " sk_FragColor.r = 4;"
  790. " } else {" // removed
  791. " sk_FragColor.r = -5;"
  792. " }"
  793. // Test short-circuiting of right hand side boolean literals
  794. " if (expr1 && true) {" // -> if (expr1)
  795. " sk_FragColor.r = 1;"
  796. " } else if (expr1 && false) {" // -> if (false) -> block removed
  797. " sk_FragColor.r = -2;"
  798. " } else if (expr2 || false) {" // -> if (expr2)
  799. " sk_FragColor.r = 3;"
  800. " } else if (expr2 || true) {" // -> if (true) -> replaces unreachable else
  801. " sk_FragColor.r = 4;"
  802. " } else {" // removed
  803. " sk_FragColor.r = -5;"
  804. " }"
  805. "}",
  806. *SkSL::ShaderCapsFactory::Default(),
  807. "#version 400\n"
  808. "out vec4 sk_FragColor;\n"
  809. "void main() {\n"
  810. " bool expr1 = gl_FragCoord.x > 0.0;\n"
  811. " bool expr2 = gl_FragCoord.y > 0.0;\n"
  812. " if (expr1) {\n"
  813. " sk_FragColor.x = 1.0;\n"
  814. " } else if (expr2) {\n"
  815. " sk_FragColor.x = 3.0;\n"
  816. " } else {\n"
  817. " sk_FragColor.x = 4.0;\n"
  818. " }\n"
  819. " if (expr1) {\n"
  820. " sk_FragColor.x = 1.0;\n"
  821. " } else if (expr2) {\n"
  822. " sk_FragColor.x = 3.0;\n"
  823. " } else {\n"
  824. " sk_FragColor.x = 4.0;\n"
  825. " }\n"
  826. "}\n");
  827. }
  828. DEF_TEST(SkSLVecFolding, r) {
  829. test(r,
  830. "void main() {\n"
  831. "sk_FragColor.r = half4(0.5, 1, 1, 1).x;\n"
  832. "sk_FragColor = half4(half2(1), half2(2, 3)) + half4(5, 6, 7, 8);\n"
  833. "sk_FragColor = half4(8, half3(10)) - half4(1);\n"
  834. "sk_FragColor = half4(2) * half4(1, 2, 3, 4);\n"
  835. "sk_FragColor = half4(12) / half4(1, 2, 3, 4);\n"
  836. "sk_FragColor.r = (half4(12) / half4(1, 2, 3, 4)).y;\n"
  837. "sk_FragColor.x = half4(1) == half4(1) ? 1.0 : -1.0;\n"
  838. "sk_FragColor.x = half4(1) == half4(2) ? 2.0 : -2.0;\n"
  839. "sk_FragColor.x = half2(1) == half2(1, 1) ? 3.0 : -3.0;\n"
  840. "sk_FragColor.x = half2(1, 1) == half2(1, 1) ? 4.0 : -4.0;\n"
  841. "sk_FragColor.x = half2(1) == half2(1, 0) ? 5.0 : -5.0;\n"
  842. "sk_FragColor.x = half4(1) == half4(half2(1), half2(1)) ? 6.0 : -6.0;\n"
  843. "sk_FragColor.x = half4(half3(1), 1) == half4(half2(1), half2(1)) ? 7.0 : -7.0;\n"
  844. "sk_FragColor.x = half4(half3(1), 1) == half4(half2(1), 1, 0) ? 8.0 : -8.0;\n"
  845. "sk_FragColor.x = half2(1) != half2(1, 0) ? 9.0 : -9.0;\n"
  846. "sk_FragColor.x = half4(1) != half4(half2(1), half2(1)) ? 10.0 : -10.0;\n"
  847. "sk_FragColor = half4(half(sqrt(1))) * half4(1);\n"
  848. "sk_FragColor = half4(1) * half4(half(sqrt(2)));\n"
  849. "sk_FragColor = half4(0) * half4(half(sqrt(3)));\n"
  850. "sk_FragColor = half4(half(sqrt(4))) * half4(0);\n"
  851. "sk_FragColor = half4(0) / half4(half(sqrt(5)));\n"
  852. "sk_FragColor = half4(0) + half4(half(sqrt(6)));\n"
  853. "sk_FragColor = half4(half(sqrt(7))) + half4(0);\n"
  854. "sk_FragColor = half4(half(sqrt(8))) - half4(0);\n"
  855. "sk_FragColor = half4(0) + half(half(sqrt(9)));\n"
  856. "sk_FragColor = half4(0) * half(sqrt(10));\n"
  857. "sk_FragColor = half4(0) / half(sqrt(11));\n"
  858. "sk_FragColor = half4(1) * half(sqrt(12));\n"
  859. "sk_FragColor = 0 + half4(half(sqrt(13)));\n"
  860. "sk_FragColor = 0 * half4(half(sqrt(14)));\n"
  861. "sk_FragColor = 0 / half4(half(sqrt(15)));\n"
  862. "sk_FragColor = 1 * half4(half(sqrt(16)));\n"
  863. "sk_FragColor = half4(half(sqrt(17))) + 0;\n"
  864. "sk_FragColor = half4(half(sqrt(18))) * 0;\n"
  865. "sk_FragColor = half4(half(sqrt(19))) * 1;\n"
  866. "sk_FragColor = half4(half(sqrt(19.5))) - 0;\n"
  867. "sk_FragColor = half(half(sqrt(20))) * half4(1);\n"
  868. "sk_FragColor = half(half(sqrt(21))) + half4(0);\n"
  869. "sk_FragColor = half(half(sqrt(22))) - half4(0);\n"
  870. "sk_FragColor = half(half(sqrt(23))) / half4(1);\n"
  871. "sk_FragColor = half4(half(sqrt(24))) / 1;\n"
  872. "sk_FragColor += half4(1);\n"
  873. "sk_FragColor += half4(0);\n"
  874. "sk_FragColor -= half4(1);\n"
  875. "sk_FragColor -= half4(0);\n"
  876. "sk_FragColor *= half4(1);\n"
  877. "sk_FragColor *= half4(2);\n"
  878. "sk_FragColor /= half4(1);\n"
  879. "sk_FragColor /= half4(2);\n"
  880. "}",
  881. *SkSL::ShaderCapsFactory::Default(),
  882. "#version 400\n"
  883. "out vec4 sk_FragColor;\n"
  884. "void main() {\n"
  885. " sk_FragColor.x = 0.5;\n"
  886. " sk_FragColor = vec4(6.0, 7.0, 9.0, 11.0);\n"
  887. " sk_FragColor = vec4(7.0, 9.0, 9.0, 9.0);\n"
  888. " sk_FragColor = vec4(2.0, 4.0, 6.0, 8.0);\n"
  889. " sk_FragColor = vec4(12.0, 6.0, 4.0, 3.0);\n"
  890. " sk_FragColor.x = 6.0;\n"
  891. " sk_FragColor.x = 1.0;\n"
  892. " sk_FragColor.x = -2.0;\n"
  893. " sk_FragColor.x = 3.0;\n"
  894. " sk_FragColor.x = 4.0;\n"
  895. " sk_FragColor.x = -5.0;\n"
  896. " sk_FragColor.x = 6.0;\n"
  897. " sk_FragColor.x = 7.0;\n"
  898. " sk_FragColor.x = -8.0;\n"
  899. " sk_FragColor.x = 9.0;\n"
  900. " sk_FragColor.x = -10.0;\n"
  901. " sk_FragColor = vec4(sqrt(1.0));\n"
  902. " sk_FragColor = vec4(sqrt(2.0));\n"
  903. " sk_FragColor = vec4(0.0);\n"
  904. " sk_FragColor = vec4(0.0);\n"
  905. " sk_FragColor = vec4(0.0);\n"
  906. " sk_FragColor = vec4(sqrt(6.0));\n"
  907. " sk_FragColor = vec4(sqrt(7.0));\n"
  908. " sk_FragColor = vec4(sqrt(8.0));\n"
  909. " sk_FragColor = vec4(sqrt(9.0));\n"
  910. " sk_FragColor = vec4(0.0);\n"
  911. " sk_FragColor = vec4(0.0);\n"
  912. " sk_FragColor = vec4(sqrt(12.0));\n"
  913. " sk_FragColor = vec4(sqrt(13.0));\n"
  914. " sk_FragColor = vec4(0.0);\n"
  915. " sk_FragColor = vec4(0.0);\n"
  916. " sk_FragColor = vec4(sqrt(16.0));\n"
  917. " sk_FragColor = vec4(sqrt(17.0));\n"
  918. " sk_FragColor = vec4(0.0);\n"
  919. " sk_FragColor = vec4(sqrt(19.0));\n"
  920. " sk_FragColor = vec4(sqrt(19.5));\n"
  921. " sk_FragColor = vec4(sqrt(20.0));\n"
  922. " sk_FragColor = vec4(sqrt(21.0));\n"
  923. " sk_FragColor = vec4(sqrt(22.0));\n"
  924. " sk_FragColor = vec4(sqrt(23.0));\n"
  925. " sk_FragColor = vec4(sqrt(24.0));\n"
  926. " sk_FragColor += vec4(1.0);\n"
  927. " sk_FragColor -= vec4(1.0);\n"
  928. " sk_FragColor *= vec4(2.0);\n"
  929. " sk_FragColor /= vec4(2.0);\n"
  930. "}\n");
  931. }
  932. DEF_TEST(SkSLMatFolding, r) {
  933. test(r,
  934. "void main() {"
  935. "sk_FragColor.x = float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) == "
  936. "float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 1 : -1;"
  937. "sk_FragColor.x = float2x2(float2(1.0, 0.0), float2(1.0, 1.0)) == "
  938. "float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 2 : -2;"
  939. "sk_FragColor.x = float2x2(1) == float2x2(1) ? 3 : -3;"
  940. "sk_FragColor.x = float2x2(1) == float2x2(0) ? 4 : -4;"
  941. "sk_FragColor.x = float2x2(1) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 5 : -5;"
  942. "sk_FragColor.x = float2x2(2) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 6 : -6;"
  943. "sk_FragColor.x = float3x2(2) == float3x2(float2(2.0, 0.0), float2(0.0, 2.0), float2(0.0))"
  944. "? 7 : -7;"
  945. "sk_FragColor.x = float2x2(1) != float2x2(1) ? 8 : -8;"
  946. "sk_FragColor.x = float2x2(1) != float2x2(0) ? 9 : -9;"
  947. "sk_FragColor.x = float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), "
  948. "float3(0.0, 0.0, 0.0)) == float3x3(float2x2(1.0)) ? 10 : -10;"
  949. "sk_FragColor.x = float2x2(float3x3(1.0)) == float2x2(1.0) ? 11 : -11;"
  950. "sk_FragColor.x = float2x2(float4(1.0, 0.0, 0.0, 1.0)) == float2x2(1.0) ? 12 : -12;"
  951. "sk_FragColor.x = float2x2(1.0, 0.0, float2(0.0, 1.0)) == float2x2(1.0) ? 13 : -13;"
  952. "sk_FragColor.x = float2x2(float2(1.0, 0.0), 0.0, 1.0) == float2x2(1.0) ? 14 : -14;"
  953. "}",
  954. *SkSL::ShaderCapsFactory::Default(),
  955. "#version 400\n"
  956. "out vec4 sk_FragColor;\n"
  957. "void main() {\n"
  958. " sk_FragColor.x = 1.0;\n"
  959. " sk_FragColor.x = -2.0;\n"
  960. " sk_FragColor.x = 3.0;\n"
  961. " sk_FragColor.x = -4.0;\n"
  962. " sk_FragColor.x = 5.0;\n"
  963. " sk_FragColor.x = -6.0;\n"
  964. " sk_FragColor.x = 7.0;\n"
  965. " sk_FragColor.x = -8.0;\n"
  966. " sk_FragColor.x = 9.0;\n"
  967. " sk_FragColor.x = 10.0;\n"
  968. " sk_FragColor.x = 11.0;\n"
  969. " sk_FragColor.x = 12.0;\n"
  970. " sk_FragColor.x = 13.0;\n"
  971. " sk_FragColor.x = 14.0;\n"
  972. "}\n");
  973. }
  974. DEF_TEST(SkSLConstantIf, r) {
  975. test(r,
  976. "void main() {"
  977. "int x;"
  978. "if (true) x = 1;"
  979. "if (2 > 1) x = 2; else x = 3;"
  980. "if (1 > 2) x = 4; else x = 5;"
  981. "if (false) x = 6;"
  982. "sk_FragColor.r = x;"
  983. "}",
  984. *SkSL::ShaderCapsFactory::Default(),
  985. "#version 400\n"
  986. "out vec4 sk_FragColor;\n"
  987. "void main() {\n"
  988. " sk_FragColor.x = 5.0;\n"
  989. "}\n");
  990. }
  991. DEF_TEST(SkSLCaps, r) {
  992. test(r,
  993. "void main() {"
  994. "int x = 0;"
  995. "int y = 0;"
  996. "int z = 0;"
  997. "if (sk_Caps.externalTextureSupport) x = 1;"
  998. "if (sk_Caps.fbFetchSupport) y = 1;"
  999. "if (sk_Caps.canUseAnyFunctionInShader) z = 1;"
  1000. "sk_FragColor = half4(x, y, z, 0.0);"
  1001. "}",
  1002. *SkSL::ShaderCapsFactory::VariousCaps(),
  1003. "#version 400\n"
  1004. "out vec4 sk_FragColor;\n"
  1005. "void main() {\n"
  1006. " sk_FragColor = vec4(1.0, 0.0, 0.0, 0.0);\n"
  1007. "}\n");
  1008. }
  1009. DEF_TEST(SkSLTexture, r) {
  1010. test(r,
  1011. "uniform sampler1D one;"
  1012. "uniform sampler2D two;"
  1013. "void main() {"
  1014. "float4 a = texture(one, 0);"
  1015. "float4 b = texture(two, float2(0));"
  1016. "float4 c = texture(one, float2(0));"
  1017. "float4 d = texture(two, float3(0));"
  1018. "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));"
  1019. "}",
  1020. *SkSL::ShaderCapsFactory::Default(),
  1021. "#version 400\n"
  1022. "out vec4 sk_FragColor;\n"
  1023. "uniform sampler1D one;\n"
  1024. "uniform sampler2D two;\n"
  1025. "void main() {\n"
  1026. " vec4 a = texture(one, 0.0);\n"
  1027. " vec4 b = texture(two, vec2(0.0));\n"
  1028. " vec4 c = textureProj(one, vec2(0.0));\n"
  1029. " vec4 d = textureProj(two, vec3(0.0));\n"
  1030. " sk_FragColor = vec4(a.x, b.x, c.x, d.x);\n"
  1031. "}\n");
  1032. test(r,
  1033. "uniform sampler1D one;"
  1034. "uniform sampler2D two;"
  1035. "void main() {"
  1036. "float4 a = texture(one, 0);"
  1037. "float4 b = texture(two, float2(0));"
  1038. "float4 c = texture(one, float2(0));"
  1039. "float4 d = texture(two, float3(0));"
  1040. "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));"
  1041. "}",
  1042. *SkSL::ShaderCapsFactory::Version110(),
  1043. "#version 110\n"
  1044. "uniform sampler1D one;\n"
  1045. "uniform sampler2D two;\n"
  1046. "void main() {\n"
  1047. " vec4 a = texture1D(one, 0.0);\n"
  1048. " vec4 b = texture2D(two, vec2(0.0));\n"
  1049. " vec4 c = texture1DProj(one, vec2(0.0));\n"
  1050. " vec4 d = texture2DProj(two, vec3(0.0));\n"
  1051. " gl_FragColor = vec4(a.x, b.x, c.x, d.x);\n"
  1052. "}\n");
  1053. }
  1054. DEF_TEST(SkSLSharpen, r) {
  1055. SkSL::Program::Settings settings;
  1056. settings.fSharpenTextures = true;
  1057. sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default();
  1058. settings.fCaps = caps.get();
  1059. SkSL::Program::Inputs inputs;
  1060. test(r,
  1061. "uniform sampler1D one;"
  1062. "uniform sampler2D two;"
  1063. "void main() {"
  1064. "float4 a = texture(one, 0);"
  1065. "float4 b = texture(two, float2(0));"
  1066. "float4 c = texture(one, float2(0));"
  1067. "float4 d = texture(two, float3(0));"
  1068. "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));"
  1069. "}",
  1070. settings,
  1071. "#version 400\n"
  1072. "out vec4 sk_FragColor;\n"
  1073. "uniform sampler1D one;\n"
  1074. "uniform sampler2D two;\n"
  1075. "void main() {\n"
  1076. " vec4 a = texture(one, 0.0, -0.5);\n"
  1077. " vec4 b = texture(two, vec2(0.0), -0.5);\n"
  1078. " vec4 c = textureProj(one, vec2(0.0), -0.5);\n"
  1079. " vec4 d = textureProj(two, vec3(0.0), -0.5);\n"
  1080. " sk_FragColor = vec4(a.x, b.x, c.x, d.x);\n"
  1081. "}\n",
  1082. &inputs);
  1083. caps = SkSL::ShaderCapsFactory::Version110();
  1084. settings.fCaps = caps.get();
  1085. test(r,
  1086. "uniform sampler1D one;"
  1087. "uniform sampler2D two;"
  1088. "void main() {"
  1089. "float4 a = texture(one, 0);"
  1090. "float4 b = texture(two, float2(0));"
  1091. "float4 c = texture(one, float2(0));"
  1092. "float4 d = texture(two, float3(0));"
  1093. "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));"
  1094. "}",
  1095. settings,
  1096. "#version 110\n"
  1097. "uniform sampler1D one;\n"
  1098. "uniform sampler2D two;\n"
  1099. "void main() {\n"
  1100. " vec4 a = texture1D(one, 0.0, -0.5);\n"
  1101. " vec4 b = texture2D(two, vec2(0.0), -0.5);\n"
  1102. " vec4 c = texture1DProj(one, vec2(0.0), -0.5);\n"
  1103. " vec4 d = texture2DProj(two, vec3(0.0), -0.5);\n"
  1104. " gl_FragColor = vec4(a.x, b.x, c.x, d.x);\n"
  1105. "}\n",
  1106. &inputs);
  1107. }
  1108. DEF_TEST(SkSLOffset, r) {
  1109. test(r,
  1110. "struct Test {"
  1111. "layout(offset = 0) int x;"
  1112. "layout(offset = 4) int y;"
  1113. "int z;"
  1114. "} test;"
  1115. "void main() {"
  1116. "Test t;"
  1117. "t.x = 0;"
  1118. "sk_FragColor.r = half(t.x);"
  1119. "}",
  1120. *SkSL::ShaderCapsFactory::Default(),
  1121. "#version 400\n"
  1122. "out vec4 sk_FragColor;\n"
  1123. "void main() {\n"
  1124. " struct Test {\n"
  1125. " layout (offset = 0) int x;\n"
  1126. " layout (offset = 4) int y;\n"
  1127. " int z;\n"
  1128. " } t;\n"
  1129. " t.x = 0;\n"
  1130. " sk_FragColor.x = float(t.x);\n"
  1131. "}\n");
  1132. }
  1133. DEF_TEST(SkSLFragCoord, r) {
  1134. SkSL::Program::Settings settings;
  1135. settings.fFlipY = true;
  1136. sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::FragCoordsOld();
  1137. settings.fCaps = caps.get();
  1138. SkSL::Program::Inputs inputs;
  1139. test(r,
  1140. "void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }",
  1141. settings,
  1142. "#version 110\n"
  1143. "#extension GL_ARB_fragment_coord_conventions : require\n"
  1144. "layout(origin_upper_left) in vec4 gl_FragCoord;\n"
  1145. "void main() {\n"
  1146. " gl_FragColor.xy = gl_FragCoord.xy;\n"
  1147. "}\n",
  1148. &inputs);
  1149. REPORTER_ASSERT(r, !inputs.fRTHeight);
  1150. caps = SkSL::ShaderCapsFactory::FragCoordsNew();
  1151. settings.fCaps = caps.get();
  1152. test(r,
  1153. "void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }",
  1154. settings,
  1155. "#version 400\n"
  1156. "layout(origin_upper_left) in vec4 gl_FragCoord;\n"
  1157. "out vec4 sk_FragColor;\n"
  1158. "void main() {\n"
  1159. " sk_FragColor.xy = gl_FragCoord.xy;\n"
  1160. "}\n",
  1161. &inputs);
  1162. REPORTER_ASSERT(r, !inputs.fRTHeight);
  1163. caps = SkSL::ShaderCapsFactory::Default();
  1164. settings.fCaps = caps.get();
  1165. test(r,
  1166. "void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }",
  1167. settings,
  1168. "#version 400\n"
  1169. "uniform float u_skRTHeight;\n"
  1170. "out vec4 sk_FragColor;\n"
  1171. "void main() {\n"
  1172. " vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTHeight - gl_FragCoord.y, "
  1173. "gl_FragCoord.z, gl_FragCoord.w);\n"
  1174. " sk_FragColor.xy = sk_FragCoord.xy;\n"
  1175. "}\n",
  1176. &inputs);
  1177. REPORTER_ASSERT(r, inputs.fRTHeight);
  1178. settings.fFlipY = false;
  1179. test(r,
  1180. "void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }",
  1181. settings,
  1182. "#version 400\n"
  1183. "out vec4 sk_FragColor;\n"
  1184. "void main() {\n"
  1185. " sk_FragColor.xy = gl_FragCoord.xy;\n"
  1186. "}\n",
  1187. &inputs);
  1188. REPORTER_ASSERT(r, !inputs.fRTHeight);
  1189. test(r,
  1190. "in float4 pos; void main() { sk_Position = pos; }",
  1191. *SkSL::ShaderCapsFactory::CannotUseFragCoord(),
  1192. "#version 400\n"
  1193. "out vec4 sk_FragCoord_Workaround;\n"
  1194. "in vec4 pos;\n"
  1195. "void main() {\n"
  1196. " sk_FragCoord_Workaround = (gl_Position = pos);\n"
  1197. "}\n",
  1198. SkSL::Program::kVertex_Kind);
  1199. test(r,
  1200. "in uniform float4 sk_RTAdjust; in float4 pos; void main() { sk_Position = pos; }",
  1201. *SkSL::ShaderCapsFactory::CannotUseFragCoord(),
  1202. "#version 400\n"
  1203. "out vec4 sk_FragCoord_Workaround;\n"
  1204. "in uniform vec4 sk_RTAdjust;\n"
  1205. "in vec4 pos;\n"
  1206. "void main() {\n"
  1207. " sk_FragCoord_Workaround = (gl_Position = pos);\n"
  1208. " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw,"
  1209. " 0.0, gl_Position.w);\n"
  1210. "}\n",
  1211. SkSL::Program::kVertex_Kind);
  1212. test(r,
  1213. "void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }",
  1214. *SkSL::ShaderCapsFactory::CannotUseFragCoord(),
  1215. "#version 400\n"
  1216. "in vec4 sk_FragCoord_Workaround;\n"
  1217. "out vec4 sk_FragColor;\n"
  1218. "void main() {\n"
  1219. " float sk_FragCoord_InvW = 1. / sk_FragCoord_Workaround.w;\n"
  1220. " vec4 sk_FragCoord_Resolved = vec4(sk_FragCoord_Workaround.xyz * "
  1221. "sk_FragCoord_InvW, sk_FragCoord_InvW);\n"
  1222. " sk_FragCoord_Resolved.xy = floor(sk_FragCoord_Resolved.xy) + vec2(.5);\n"
  1223. " sk_FragColor.xy = sk_FragCoord_Resolved.xy;\n"
  1224. "}\n");
  1225. }
  1226. DEF_TEST(SkSLWidthAndHeight, r) {
  1227. SkSL::Program::Settings settings;
  1228. sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default();
  1229. settings.fCaps = caps.get();
  1230. SkSL::Program::Inputs inputs;
  1231. test(r,
  1232. "void main() { sk_FragColor.r = half(sk_FragCoord.x / sk_Width); }",
  1233. settings,
  1234. "#version 400\n"
  1235. "uniform float u_skRTWidth;\n"
  1236. "out vec4 sk_FragColor;\n"
  1237. "void main() {\n"
  1238. " sk_FragColor.x = gl_FragCoord.x / u_skRTWidth;\n"
  1239. "}\n",
  1240. &inputs);
  1241. REPORTER_ASSERT(r, inputs.fRTWidth);
  1242. REPORTER_ASSERT(r, !inputs.fRTHeight);
  1243. test(r,
  1244. "void main() { sk_FragColor.r = half(sk_FragCoord.y / sk_Height); }",
  1245. settings,
  1246. "#version 400\n"
  1247. "uniform float u_skRTHeight;\n"
  1248. "out vec4 sk_FragColor;\n"
  1249. "void main() {\n"
  1250. " sk_FragColor.x = gl_FragCoord.y / u_skRTHeight;\n"
  1251. "}\n",
  1252. &inputs);
  1253. REPORTER_ASSERT(r, !inputs.fRTWidth);
  1254. REPORTER_ASSERT(r, inputs.fRTHeight);
  1255. }
  1256. DEF_TEST(SkSLClockwise, r) {
  1257. test(r,
  1258. "void main() { sk_FragColor = half4(sk_Clockwise ? +1 : -1); }",
  1259. *SkSL::ShaderCapsFactory::Default(),
  1260. "#version 400\n"
  1261. "out vec4 sk_FragColor;\n"
  1262. "void main() {\n"
  1263. " sk_FragColor = vec4(float(gl_FrontFacing ? 1 : -1));\n"
  1264. "}\n");
  1265. }
  1266. DEF_TEST(SkSLVertexID, r) {
  1267. test(r,
  1268. "out int id; void main() { id = sk_VertexID; }",
  1269. *SkSL::ShaderCapsFactory::Default(),
  1270. "#version 400\n"
  1271. "out int id;\n"
  1272. "void main() {\n"
  1273. " id = gl_VertexID;\n"
  1274. "}\n",
  1275. SkSL::Program::kVertex_Kind);
  1276. }
  1277. DEF_TEST(SkSLInstanceID, r) {
  1278. test(r,
  1279. "out int id; void main() { id = sk_InstanceID; }",
  1280. *SkSL::ShaderCapsFactory::Default(),
  1281. "#version 400\n"
  1282. "out int id;\n"
  1283. "void main() {\n"
  1284. " id = gl_InstanceID;\n"
  1285. "}\n",
  1286. SkSL::Program::kVertex_Kind);
  1287. }
  1288. DEF_TEST(SkSLClipDistance, r) {
  1289. test(r,
  1290. "void main() { sk_ClipDistance[0] = 0; }",
  1291. *SkSL::ShaderCapsFactory::Default(),
  1292. "#version 400\n"
  1293. "void main() {\n"
  1294. " gl_ClipDistance[0] = 0.0;\n"
  1295. "}\n",
  1296. SkSL::Program::kVertex_Kind);
  1297. test(r,
  1298. "void main() { sk_FragColor = half4(half(sk_ClipDistance[0])); }",
  1299. *SkSL::ShaderCapsFactory::Default(),
  1300. "#version 400\n"
  1301. "out vec4 sk_FragColor;\n"
  1302. "void main() {\n"
  1303. " sk_FragColor = vec4(gl_ClipDistance[0]);\n"
  1304. "}\n");
  1305. }
  1306. DEF_TEST(SkSLArrayTypes, r) {
  1307. test(r,
  1308. "void main() { float2 x[2] = float2[2](float2(1), float2(2));"
  1309. "float2[2] y = float2[2](float2(3), float2(4));"
  1310. "sk_FragColor = half4(half2(x[0]), half2(y[1])); }",
  1311. *SkSL::ShaderCapsFactory::Default(),
  1312. "#version 400\n"
  1313. "out vec4 sk_FragColor;\n"
  1314. "void main() {\n"
  1315. " sk_FragColor = vec4(vec2[2](vec2(1.0), vec2(2.0))[0], "
  1316. "vec2[2](vec2(3.0), vec2(4.0))[1]);\n"
  1317. "}\n");
  1318. }
  1319. DEF_TEST(SkSLArrayIndexTypes, r) {
  1320. test(r,
  1321. "void main() { float array[4] = float[4](1, 2, 3, 4);\n"
  1322. "short x = 0;\n ushort y = 1;\n int z = 2;\n uint w = 3;\n"
  1323. "sk_FragColor = half4(half(array[x]), half(array[y]), half(array[z]), half(array[w])); }",
  1324. *SkSL::ShaderCapsFactory::Default(),
  1325. "#version 400\n"
  1326. "out vec4 sk_FragColor;\n"
  1327. "void main() {\n"
  1328. " sk_FragColor = vec4(float[4](1.0, 2.0, 3.0, 4.0)[0], "
  1329. "float[4](1.0, 2.0, 3.0, 4.0)[1], "
  1330. "float[4](1.0, 2.0, 3.0, 4.0)[2], "
  1331. "float[4](1.0, 2.0, 3.0, 4.0)[3]);\n"
  1332. "}\n");
  1333. }
  1334. DEF_TEST(SkSLGeometry, r) {
  1335. test(r,
  1336. "layout(points) in;"
  1337. "layout(invocations = 2) in;"
  1338. "layout(line_strip, max_vertices = 2) out;"
  1339. "void main() {"
  1340. "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);"
  1341. "EmitVertex();"
  1342. "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);"
  1343. "EmitVertex();"
  1344. "EndPrimitive();"
  1345. "}",
  1346. *SkSL::ShaderCapsFactory::GeometryShaderSupport(),
  1347. "#version 400\n"
  1348. "layout (points) in ;\n"
  1349. "layout (invocations = 2) in ;\n"
  1350. "layout (line_strip, max_vertices = 2) out ;\n"
  1351. "void main() {\n"
  1352. " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n"
  1353. " EmitVertex();\n"
  1354. " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n"
  1355. " EmitVertex();\n"
  1356. " EndPrimitive();\n"
  1357. "}\n",
  1358. SkSL::Program::kGeometry_Kind);
  1359. }
  1360. DEF_TEST(SkSLSwitch, r) {
  1361. // basic "does a switch even work" test
  1362. test(r,
  1363. "void main() {"
  1364. " float x;"
  1365. " switch (int(sqrt(1))) {"
  1366. " case 0:"
  1367. " x = 0.0;"
  1368. " break;"
  1369. " case 1:"
  1370. " x = 1.0;"
  1371. " break;"
  1372. " default:"
  1373. " x = 2.0;"
  1374. " }"
  1375. " sk_FragColor = half4(half(x));"
  1376. "}",
  1377. *SkSL::ShaderCapsFactory::Default(),
  1378. "#version 400\n"
  1379. "out vec4 sk_FragColor;\n"
  1380. "void main() {\n"
  1381. " float x;\n"
  1382. " switch (int(sqrt(1.0))) {\n"
  1383. " case 0:\n"
  1384. " x = 0.0;\n"
  1385. " break;\n"
  1386. " case 1:\n"
  1387. " x = 1.0;\n"
  1388. " break;\n"
  1389. " default:\n"
  1390. " x = 2.0;\n"
  1391. " }\n"
  1392. " sk_FragColor = vec4(x);\n"
  1393. "}\n");
  1394. // dead code inside of switch
  1395. test(r,
  1396. "void main() {"
  1397. " float x;"
  1398. " switch (int(sqrt(2))) {"
  1399. " case 0:"
  1400. " x = 0.0;"
  1401. " case 1:"
  1402. " x = 1.0;"
  1403. " default:"
  1404. " x = 2.0;"
  1405. " }"
  1406. " sk_FragColor = half4(half(x));"
  1407. "}",
  1408. *SkSL::ShaderCapsFactory::Default(),
  1409. "#version 400\n"
  1410. "out vec4 sk_FragColor;\n"
  1411. "void main() {\n"
  1412. " switch (int(sqrt(2.0))) {\n"
  1413. " case 0:\n"
  1414. " ;\n"
  1415. " case 1:\n"
  1416. " ;\n"
  1417. " default:\n"
  1418. " ;\n"
  1419. " }\n"
  1420. " sk_FragColor = vec4(2.0);\n"
  1421. "}\n");
  1422. // non-static test w/ fallthrough
  1423. test(r,
  1424. "void main() {"
  1425. " float x = 0.0;"
  1426. " switch (int(sqrt(3))) {"
  1427. " case 0:"
  1428. " x = 0.0;"
  1429. " case 1:"
  1430. " x = 1.0;"
  1431. " }"
  1432. " sk_FragColor = half4(half(x));"
  1433. "}",
  1434. *SkSL::ShaderCapsFactory::Default(),
  1435. "#version 400\n"
  1436. "out vec4 sk_FragColor;\n"
  1437. "void main() {\n"
  1438. " float x = 0.0;\n"
  1439. " switch (int(sqrt(3.0))) {\n"
  1440. " case 0:\n"
  1441. " x = 0.0;\n"
  1442. " case 1:\n"
  1443. " x = 1.0;\n"
  1444. " }\n"
  1445. " sk_FragColor = vec4(x);\n"
  1446. "}\n");
  1447. // static test w/ fallthrough
  1448. test(r,
  1449. "void main() {"
  1450. " float x = 0.0;"
  1451. " switch (0) {"
  1452. " case 0:"
  1453. " x = 0.0;"
  1454. " case 1:"
  1455. " x = 1.0;"
  1456. " }"
  1457. " sk_FragColor = half4(half(x));"
  1458. "}",
  1459. *SkSL::ShaderCapsFactory::Default(),
  1460. "#version 400\n"
  1461. "out vec4 sk_FragColor;\n"
  1462. "void main() {\n"
  1463. " sk_FragColor = vec4(1.0);\n"
  1464. "}\n");
  1465. // static test w/ fallthrough, different entry point
  1466. test(r,
  1467. "void main() {"
  1468. " float x = 0.0;"
  1469. " switch (1) {"
  1470. " case 0:"
  1471. " x = 0.0;"
  1472. " case 1:"
  1473. " x = 1.0;"
  1474. " }"
  1475. " sk_FragColor = half4(half(x));"
  1476. "}",
  1477. *SkSL::ShaderCapsFactory::Default(),
  1478. "#version 400\n"
  1479. "out vec4 sk_FragColor;\n"
  1480. "void main() {\n"
  1481. " sk_FragColor = vec4(1.0);\n"
  1482. "}\n");
  1483. // static test w/ break
  1484. test(r,
  1485. "void main() {"
  1486. " float x = 0.0;"
  1487. " switch (0) {"
  1488. " case 0:"
  1489. " x = 0.0;"
  1490. " break;"
  1491. " case 1:"
  1492. " x = 1.0;"
  1493. " }"
  1494. " sk_FragColor = half4(half(x));"
  1495. "}",
  1496. *SkSL::ShaderCapsFactory::Default(),
  1497. "#version 400\n"
  1498. "out vec4 sk_FragColor;\n"
  1499. "void main() {\n"
  1500. " sk_FragColor = vec4(0.0);\n"
  1501. "}\n");
  1502. // static test w/ static conditional break
  1503. test(r,
  1504. "void main() {"
  1505. " float x = 0.0;"
  1506. " switch (0) {"
  1507. " case 0:"
  1508. " x = 0.0;"
  1509. " if (x < 1) break;"
  1510. " case 1:"
  1511. " x = 1.0;"
  1512. " }"
  1513. " sk_FragColor = half4(half(x));"
  1514. "}",
  1515. *SkSL::ShaderCapsFactory::Default(),
  1516. "#version 400\n"
  1517. "out vec4 sk_FragColor;\n"
  1518. "void main() {\n"
  1519. " sk_FragColor = vec4(0.0);\n"
  1520. "}\n");
  1521. // static test w/ non-static conditional break
  1522. test(r,
  1523. "void main() {"
  1524. " float x = 0.0;"
  1525. " switch (0) {"
  1526. " case 0:"
  1527. " x = 0.0;"
  1528. " if (x < sqrt(1)) break;"
  1529. " case 1:"
  1530. " x = 1.0;"
  1531. " }"
  1532. " sk_FragColor = half4(half(x));"
  1533. "}",
  1534. *SkSL::ShaderCapsFactory::Default(),
  1535. "#version 400\n"
  1536. "out vec4 sk_FragColor;\n"
  1537. "void main() {\n"
  1538. " float x = 0.0;\n"
  1539. " switch (0) {\n"
  1540. " case 0:\n"
  1541. " x = 0.0;\n"
  1542. " if (0.0 < sqrt(1.0)) break;\n"
  1543. " case 1:\n"
  1544. " x = 1.0;\n"
  1545. " }\n"
  1546. " sk_FragColor = vec4(x);\n"
  1547. "}\n");
  1548. }
  1549. DEF_TEST(SkSLRectangleTexture, r) {
  1550. test(r,
  1551. "uniform sampler2D test;"
  1552. "void main() {"
  1553. " sk_FragColor = texture(test, float2(0.5));"
  1554. "}",
  1555. *SkSL::ShaderCapsFactory::Default(),
  1556. "#version 400\n"
  1557. "out vec4 sk_FragColor;\n"
  1558. "uniform sampler2D test;\n"
  1559. "void main() {\n"
  1560. " sk_FragColor = texture(test, vec2(0.5));\n"
  1561. "}\n");
  1562. test(r,
  1563. "uniform sampler2DRect test;"
  1564. "void main() {"
  1565. " sk_FragColor = texture(test, float2(0.5));"
  1566. "}",
  1567. *SkSL::ShaderCapsFactory::Default(),
  1568. "#version 400\n"
  1569. "out vec4 sk_FragColor;\n"
  1570. "uniform sampler2DRect test;\n"
  1571. "void main() {\n"
  1572. " sk_FragColor = texture(test, vec2(0.5));\n"
  1573. "}\n");
  1574. test(r,
  1575. "uniform sampler2DRect test;"
  1576. "void main() {"
  1577. " sk_FragColor = texture(test, float3(0.5));"
  1578. "}",
  1579. *SkSL::ShaderCapsFactory::Default(),
  1580. "#version 400\n"
  1581. "out vec4 sk_FragColor;\n"
  1582. "uniform sampler2DRect test;\n"
  1583. "void main() {\n"
  1584. " sk_FragColor = texture(test, vec3(0.5));\n"
  1585. "}\n");
  1586. }
  1587. DEF_TEST(SkSLUnusedVars, r) {
  1588. test(r,
  1589. "void main() {"
  1590. "float a = 1, b = 2, c = 3;"
  1591. "float d = c;"
  1592. "float e = d;"
  1593. "b++;"
  1594. "d++;"
  1595. "sk_FragColor = half4(half(b), half(b), half(d), half(d));"
  1596. "}",
  1597. *SkSL::ShaderCapsFactory::Default(),
  1598. "#version 400\n"
  1599. "out vec4 sk_FragColor;\n"
  1600. "void main() {\n"
  1601. " float b = 2.0;\n"
  1602. " float d = 3.0;\n"
  1603. " b++;\n"
  1604. " d++;\n"
  1605. " sk_FragColor = vec4(b, b, d, d);\n"
  1606. "}\n");
  1607. }
  1608. DEF_TEST(SkSLMultipleAssignments, r) {
  1609. test(r,
  1610. "void main() {"
  1611. "float x;"
  1612. "float y;"
  1613. "int z;"
  1614. "x = y = z = 1;"
  1615. "sk_FragColor = half4(z);"
  1616. "}",
  1617. *SkSL::ShaderCapsFactory::Default(),
  1618. "#version 400\n"
  1619. "out vec4 sk_FragColor;\n"
  1620. "void main() {\n"
  1621. " sk_FragColor = vec4(1.0);\n"
  1622. "}\n");
  1623. }
  1624. DEF_TEST(SkSLComplexDelete, r) {
  1625. test(r,
  1626. "uniform float4x4 colorXform;"
  1627. "uniform sampler2D sampler;"
  1628. "void main() {"
  1629. "float4 tmpColor;"
  1630. "sk_FragColor = half4(1.0) * (tmpColor = texture(sampler, float2(1)) , "
  1631. "half4(colorXform != float4x4(1.0) ? float4(clamp((float4x4(colorXform) * "
  1632. "float4(tmpColor.xyz, 1.0)).xyz, "
  1633. "0.0, tmpColor.w), tmpColor.w) : tmpColor));"
  1634. "}",
  1635. *SkSL::ShaderCapsFactory::Default(),
  1636. "#version 400\n"
  1637. "out vec4 sk_FragColor;\n"
  1638. "uniform mat4 colorXform;\n"
  1639. "uniform sampler2D sampler;\n"
  1640. "void main() {\n"
  1641. " vec4 tmpColor;\n"
  1642. " sk_FragColor = (tmpColor = texture(sampler, vec2(1.0)) , colorXform != mat4(1.0) ? "
  1643. "vec4(clamp((colorXform * vec4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : "
  1644. "tmpColor);\n"
  1645. "}\n");
  1646. }
  1647. DEF_TEST(SkSLDependentInitializers, r) {
  1648. test(r,
  1649. "void main() {"
  1650. "float x = 0.5, y = x * 2;"
  1651. "sk_FragColor = half4(half(y));"
  1652. "}",
  1653. *SkSL::ShaderCapsFactory::Default(),
  1654. "#version 400\n"
  1655. "out vec4 sk_FragColor;\n"
  1656. "void main() {\n"
  1657. " sk_FragColor = vec4(1.0);\n"
  1658. "}\n");
  1659. }
  1660. DEF_TEST(SkSLDeadLoopVar, r) {
  1661. test(r,
  1662. "void main() {"
  1663. "for (int x = 0; x < 4; ) {"
  1664. "break;"
  1665. "}"
  1666. "}",
  1667. *SkSL::ShaderCapsFactory::Default(),
  1668. "#version 400\n"
  1669. "void main() {\n"
  1670. " for (; true; ) {\n"
  1671. " break;\n"
  1672. " }\n"
  1673. "}\n"
  1674. );
  1675. }
  1676. DEF_TEST(SkSLGeometryShaders, r) {
  1677. test(r,
  1678. "layout(points) in;"
  1679. "layout(invocations = 2) in;"
  1680. "layout(line_strip, max_vertices = 2) out;"
  1681. "void test() {"
  1682. "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);"
  1683. "EmitVertex();"
  1684. "}"
  1685. "void main() {"
  1686. "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);"
  1687. "EmitVertex();"
  1688. "}",
  1689. *SkSL::ShaderCapsFactory::NoGSInvocationsSupport(),
  1690. "#version 400\n"
  1691. "int sk_InvocationID;\n"
  1692. "layout (points) in ;\n"
  1693. "layout (line_strip, max_vertices = 4) out ;\n"
  1694. "void test() {\n"
  1695. " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(sk_InvocationID));\n"
  1696. " EmitVertex();\n"
  1697. "}\n"
  1698. "void _invoke() {\n"
  1699. " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(sk_InvocationID));\n"
  1700. " EmitVertex();\n"
  1701. "}\n"
  1702. "void main() {\n"
  1703. " for (sk_InvocationID = 0;sk_InvocationID < 2; sk_InvocationID++) {\n"
  1704. " _invoke();\n"
  1705. " EndPrimitive();\n"
  1706. " }\n"
  1707. "}\n",
  1708. SkSL::Program::kGeometry_Kind);
  1709. test(r,
  1710. "layout(points, invocations = 2) in;"
  1711. "layout(invocations = 3) in;"
  1712. "layout(line_strip, max_vertices = 2) out;"
  1713. "void main() {"
  1714. "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);"
  1715. "EmitVertex();"
  1716. "EndPrimitive();"
  1717. "}",
  1718. *SkSL::ShaderCapsFactory::GSInvocationsExtensionString(),
  1719. "#version 400\n"
  1720. "#extension GL_ARB_gpu_shader5 : require\n"
  1721. "layout (points, invocations = 2) in ;\n"
  1722. "layout (invocations = 3) in ;\n"
  1723. "layout (line_strip, max_vertices = 2) out ;\n"
  1724. "void main() {\n"
  1725. " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n"
  1726. " EmitVertex();\n"
  1727. " EndPrimitive();\n"
  1728. "}\n",
  1729. SkSL::Program::kGeometry_Kind);
  1730. test(r,
  1731. "layout(points, invocations = 2) in;"
  1732. "layout(invocations = 3) in;"
  1733. "layout(line_strip, max_vertices = 2) out;"
  1734. "void main() {"
  1735. "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);"
  1736. "EmitVertex();"
  1737. "EndPrimitive();"
  1738. "}",
  1739. *SkSL::ShaderCapsFactory::GeometryShaderExtensionString(),
  1740. "#version 310es\n"
  1741. "#extension GL_EXT_geometry_shader : require\n"
  1742. "layout (points, invocations = 2) in ;\n"
  1743. "layout (invocations = 3) in ;\n"
  1744. "layout (line_strip, max_vertices = 2) out ;\n"
  1745. "void main() {\n"
  1746. " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n"
  1747. " EmitVertex();\n"
  1748. " EndPrimitive();\n"
  1749. "}\n",
  1750. SkSL::Program::kGeometry_Kind);
  1751. }
  1752. DEF_TEST(SkSLTypePrecision, r) {
  1753. test(r,
  1754. "float f = 1;"
  1755. "half h = 2;"
  1756. "double d = 3;"
  1757. "float2 f2 = float2(1, 2);"
  1758. "half3 h3 = half3(1, 2, 3);"
  1759. "double4 d4 = double4(1, 2, 3, 4);"
  1760. "float2x2 f22 = float2x2(1, 2, 3, 4);"
  1761. "half2x4 h24 = half2x4(1, 2, 3, 4, 5, 6, 7, 8);"
  1762. "double4x2 d42 = double4x2(1, 2, 3, 4, 5, 6, 7, 8);"
  1763. "void main() {"
  1764. "sk_FragColor.r = half(f + h + d + f2.x + h3.x + d4.x + f22[0][0] + h24[0][0] + "
  1765. "d42[0][0]);"
  1766. "}",
  1767. *SkSL::ShaderCapsFactory::Default(),
  1768. "#version 400\n"
  1769. "out vec4 sk_FragColor;\n"
  1770. "float f = 1.0;\n"
  1771. "float h = 2.0;\n"
  1772. "double d = 3.0;\n"
  1773. "vec2 f2 = vec2(1.0, 2.0);\n"
  1774. "vec3 h3 = vec3(1.0, 2.0, 3.0);\n"
  1775. "dvec4 d4 = dvec4(1.0, 2.0, 3.0, 4.0);\n"
  1776. "mat2 f22 = mat2(1.0, 2.0, 3.0, 4.0);\n"
  1777. "mat2x4 h24 = mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n"
  1778. "dmat4x2 d42 = dmat4x2(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n"
  1779. "void main() {\n"
  1780. " sk_FragColor.x = float(((((((double(f + h) + d) + double(f2.x)) + double(h3.x)) + "
  1781. "d4.x) + double(f22[0][0])) + double(h24[0][0])) + d42[0][0]);\n"
  1782. "}\n");
  1783. test(r,
  1784. "float f = 1;"
  1785. "half h = 2;"
  1786. "float2 f2 = float2(1, 2);"
  1787. "half3 h3 = half3(1, 2, 3);"
  1788. "float2x2 f22 = float2x2(1, 2, 3, 4);"
  1789. "half2x4 h24 = half2x4(1, 2, 3, 4, 5, 6, 7, 8);"
  1790. "void main() {"
  1791. "sk_FragColor.r = half(f + h + f2.x + h3.x + f22[0][0] + h24[0][0]);"
  1792. "}",
  1793. *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(),
  1794. "#version 400\n"
  1795. "precision mediump float;\n"
  1796. "out mediump vec4 sk_FragColor;\n"
  1797. "highp float f = 1.0;\n"
  1798. "mediump float h = 2.0;\n"
  1799. "highp vec2 f2 = vec2(1.0, 2.0);\n"
  1800. "mediump vec3 h3 = vec3(1.0, 2.0, 3.0);\n"
  1801. "highp mat2 f22 = mat2(1.0, 2.0, 3.0, 4.0);\n"
  1802. "mediump mat2x4 h24 = mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n"
  1803. "void main() {\n"
  1804. " sk_FragColor.x = ((((f + h) + f2.x) + h3.x) + f22[0][0]) + h24[0][0];\n"
  1805. "}\n");
  1806. }
  1807. DEF_TEST(SkSLNumberConversions, r) {
  1808. test(r,
  1809. "short s = short(sqrt(1));"
  1810. "int i = int(sqrt(1));"
  1811. "ushort us = ushort(sqrt(1));"
  1812. "uint ui = uint(sqrt(1));"
  1813. "half h = half(sqrt(1));"
  1814. "float f = sqrt(1);"
  1815. "short s2s = s;"
  1816. "short i2s = short(i);"
  1817. "short us2s = short(us);"
  1818. "short ui2s = short(ui);"
  1819. "short h2s = short(h);"
  1820. "short f2s = short(f);"
  1821. "int s2i = s;"
  1822. "int i2i = i;"
  1823. "int us2i = int(us);"
  1824. "int ui2i = int(ui);"
  1825. "int h2i = int(h);"
  1826. "int f2i = int(f);"
  1827. "ushort s2us = ushort(s);"
  1828. "ushort i2us = ushort(i);"
  1829. "ushort us2us = us;"
  1830. "ushort ui2us = ushort(ui);"
  1831. "ushort h2us = ushort(h);"
  1832. "ushort f2us = ushort(f);"
  1833. "uint s2ui = uint(s);"
  1834. "uint i2ui = uint(i);"
  1835. "uint us2ui = us;"
  1836. "uint ui2ui = ui;"
  1837. "uint h2ui = uint(h);"
  1838. "uint f2ui = uint(f);"
  1839. "float s2f = s;"
  1840. "float i2f = i;"
  1841. "float us2f = us;"
  1842. "float ui2f = ui;"
  1843. "float h2f = h;"
  1844. "float f2f = f;"
  1845. "void main() {"
  1846. "sk_FragColor.r = half(s + i + us + half(ui) + h + f + s2s + i2s + us2s + ui2s + h2s + "
  1847. "f2s + s2i + i2i + us2i + ui2i + h2i + f2i + s2us + i2us + us2us);"
  1848. "sk_FragColor.r += half(ui2us + h2us + f2us + half(s2ui) + half(i2ui) + half(us2ui) + "
  1849. "half(ui2ui) + half(h2ui) + half(f2ui) + s2f + i2f + us2f + ui2f + "
  1850. "h2f + f2f);"
  1851. "}",
  1852. *SkSL::ShaderCapsFactory::Default(),
  1853. "#version 400\n"
  1854. "out vec4 sk_FragColor;\n"
  1855. "int s = int(sqrt(1.0));\n"
  1856. "int i = int(sqrt(1.0));\n"
  1857. "uint us = uint(sqrt(1.0));\n"
  1858. "uint ui = uint(sqrt(1.0));\n"
  1859. "float h = sqrt(1.0);\n"
  1860. "float f = sqrt(1.0);\n"
  1861. "int s2s = s;\n"
  1862. "int i2s = i;\n"
  1863. "int us2s = int(us);\n"
  1864. "int ui2s = int(ui);\n"
  1865. "int h2s = int(h);\n"
  1866. "int f2s = int(f);\n"
  1867. "int s2i = s;\n"
  1868. "int i2i = i;\n"
  1869. "int us2i = int(us);\n"
  1870. "int ui2i = int(ui);\n"
  1871. "int h2i = int(h);\n"
  1872. "int f2i = int(f);\n"
  1873. "uint s2us = uint(s);\n"
  1874. "uint i2us = uint(i);\n"
  1875. "uint us2us = us;\n"
  1876. "uint ui2us = ui;\n"
  1877. "uint h2us = uint(h);\n"
  1878. "uint f2us = uint(f);\n"
  1879. "uint s2ui = uint(s);\n"
  1880. "uint i2ui = uint(i);\n"
  1881. "uint us2ui = us;\n"
  1882. "uint ui2ui = ui;\n"
  1883. "uint h2ui = uint(h);\n"
  1884. "uint f2ui = uint(f);\n"
  1885. "float s2f = float(s);\n"
  1886. "float i2f = float(i);\n"
  1887. "float us2f = float(us);\n"
  1888. "float ui2f = float(ui);\n"
  1889. "float h2f = h;\n"
  1890. "float f2f = f;\n"
  1891. "void main() {\n"
  1892. " sk_FragColor.x = (((((((((((((((((float((s + i) + int(us)) + float(ui)) + h) + f) + "
  1893. "float(s2s)) + float(i2s)) + float(us2s)) + float(ui2s)) + float(h2s)) + float(f2s)) + "
  1894. "float(s2i)) + float(i2i)) + float(us2i)) + float(ui2i)) + float(h2i)) + float(f2i)) + "
  1895. "float(s2us)) + float(i2us)) + float(us2us);\n"
  1896. " sk_FragColor.x += (((((((((((float((ui2us + h2us) + f2us) + float(s2ui)) + "
  1897. "float(i2ui)) + float(us2ui)) + float(ui2ui)) + float(h2ui)) + float(f2ui)) + s2f) + "
  1898. "i2f) + us2f) + ui2f) + h2f) + f2f;\n"
  1899. "}\n");
  1900. }
  1901. DEF_TEST(SkSLForceHighPrecision, r) {
  1902. test(r,
  1903. "void main() {\n half x = half(sqrt(1));\n half4 y = half4(x);\n sk_FragColor = y;\n }",
  1904. *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(),
  1905. "#version 400\n"
  1906. "precision mediump float;\n"
  1907. "out mediump vec4 sk_FragColor;\n"
  1908. "void main() {\n"
  1909. " mediump float x = sqrt(1.0);\n"
  1910. " mediump vec4 y = vec4(x);\n"
  1911. " sk_FragColor = y;\n"
  1912. "}\n");
  1913. SkSL::Program::Settings settings;
  1914. settings.fForceHighPrecision = true;
  1915. sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::UsesPrecisionModifiers();
  1916. settings.fCaps = caps.get();
  1917. SkSL::Program::Inputs inputs;
  1918. test(r,
  1919. "void main() { half x = half(sqrt(1)); half4 y = half4(x); sk_FragColor = y; }",
  1920. settings,
  1921. "#version 400\n"
  1922. "precision mediump float;\n"
  1923. "out mediump vec4 sk_FragColor;\n"
  1924. "void main() {\n"
  1925. " highp float x = sqrt(1.0);\n"
  1926. " highp vec4 y = vec4(x);\n"
  1927. " sk_FragColor = y;\n"
  1928. "}\n",
  1929. &inputs);
  1930. }
  1931. DEF_TEST(SkSLNormalization, r) {
  1932. test(r,
  1933. "uniform float4 sk_RTAdjust; void main() { sk_Position = half4(1); }",
  1934. *SkSL::ShaderCapsFactory::Default(),
  1935. "#version 400\n"
  1936. "uniform vec4 sk_RTAdjust;\n"
  1937. "void main() {\n"
  1938. " gl_Position = vec4(1.0);\n"
  1939. " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
  1940. "sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
  1941. "}\n",
  1942. SkSL::Program::kVertex_Kind);
  1943. test(r,
  1944. "uniform float4 sk_RTAdjust;"
  1945. "layout(points) in;"
  1946. "layout(invocations = 2) in;"
  1947. "layout(line_strip, max_vertices = 2) out;"
  1948. "void main() {"
  1949. "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);"
  1950. "EmitVertex();"
  1951. "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);"
  1952. "EmitVertex();"
  1953. "EndPrimitive();"
  1954. "}",
  1955. *SkSL::ShaderCapsFactory::GeometryShaderSupport(),
  1956. "#version 400\n"
  1957. "uniform vec4 sk_RTAdjust;\n"
  1958. "layout (points) in ;\n"
  1959. "layout (invocations = 2) in ;\n"
  1960. "layout (line_strip, max_vertices = 2) out ;\n"
  1961. "void main() {\n"
  1962. " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n"
  1963. " {\n"
  1964. " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
  1965. "sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
  1966. " EmitVertex();\n"
  1967. " }\n"
  1968. " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n"
  1969. " {\n"
  1970. " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
  1971. "sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
  1972. " EmitVertex();\n"
  1973. " }\n"
  1974. " EndPrimitive();\n"
  1975. "}\n",
  1976. SkSL::Program::kGeometry_Kind);
  1977. }
  1978. DEF_TEST(SkSLTernaryLValue, r) {
  1979. test(r,
  1980. "void main() { int r, g; (true ? r : g) = 1; (false ? r : g) = 0; "
  1981. "sk_FragColor = half4(r, g, 1, 1); }",
  1982. *SkSL::ShaderCapsFactory::Default(),
  1983. "#version 400\n"
  1984. "out vec4 sk_FragColor;\n"
  1985. "void main() {\n"
  1986. " sk_FragColor = vec4(1.0, 0.0, 1.0, 1.0);\n"
  1987. "}\n");
  1988. test(r,
  1989. "void main() { half r, g; (true ? r : g) = half(sqrt(1)); (false ? r : g) = half(sqrt(0));"
  1990. "sk_FragColor = half4(r, g, 1, 1); }",
  1991. *SkSL::ShaderCapsFactory::Default(),
  1992. "#version 400\n"
  1993. "out vec4 sk_FragColor;\n"
  1994. "void main() {\n"
  1995. " float r, g;\n"
  1996. " r = sqrt(1.0);\n"
  1997. " g = sqrt(0.0);\n"
  1998. " sk_FragColor = vec4(r, g, 1.0, 1.0);\n"
  1999. "}\n");
  2000. test(r,
  2001. "void main() {"
  2002. "half r, g;"
  2003. "(sqrt(1) > 0 ? r : g) = half(sqrt(1));"
  2004. "(sqrt(0) > 0 ? r : g) = half(sqrt(0));"
  2005. "sk_FragColor = half4(r, g, 1, 1);"
  2006. "}",
  2007. *SkSL::ShaderCapsFactory::Default(),
  2008. "#version 400\n"
  2009. "out vec4 sk_FragColor;\n"
  2010. "void main() {\n"
  2011. " float r, g;\n"
  2012. " sqrt(1.0) > 0.0 ? r : g = sqrt(1.0);\n"
  2013. " sqrt(0.0) > 0.0 ? r : g = sqrt(0.0);\n"
  2014. " sk_FragColor = vec4(r, g, 1.0, 1.0);\n"
  2015. "}\n");
  2016. }
  2017. DEF_TEST(SkSLIncompleteShortIntPrecision, r) {
  2018. test(r,
  2019. "uniform sampler2D tex;"
  2020. "in float2 texcoord;"
  2021. "in short2 offset;"
  2022. "void main() {"
  2023. " short scalar = offset.y;"
  2024. " sk_FragColor = texture(tex, texcoord + float2(offset * scalar));"
  2025. "}",
  2026. *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(),
  2027. "#version 400\n"
  2028. "precision mediump float;\n"
  2029. "out mediump vec4 sk_FragColor;\n"
  2030. "uniform sampler2D tex;\n"
  2031. "in highp vec2 texcoord;\n"
  2032. "in mediump ivec2 offset;\n"
  2033. "void main() {\n"
  2034. " mediump int scalar = offset.y;\n"
  2035. " sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n"
  2036. "}\n",
  2037. SkSL::Program::kFragment_Kind);
  2038. test(r,
  2039. "uniform sampler2D tex;"
  2040. "in float2 texcoord;"
  2041. "in short2 offset;"
  2042. "void main() {"
  2043. " short scalar = offset.y;"
  2044. " sk_FragColor = texture(tex, texcoord + float2(offset * scalar));"
  2045. "}",
  2046. *SkSL::ShaderCapsFactory::IncompleteShortIntPrecision(),
  2047. "#version 310es\n"
  2048. "precision mediump float;\n"
  2049. "out mediump vec4 sk_FragColor;\n"
  2050. "uniform sampler2D tex;\n"
  2051. "in highp vec2 texcoord;\n"
  2052. "in highp ivec2 offset;\n"
  2053. "void main() {\n"
  2054. " highp int scalar = offset.y;\n"
  2055. " sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n"
  2056. "}\n",
  2057. SkSL::Program::kFragment_Kind);
  2058. }
  2059. DEF_TEST(SkSLFrExp, r) {
  2060. test(r,
  2061. "void main() {"
  2062. " int exp;"
  2063. " float foo = frexp(0.5, exp);"
  2064. " sk_FragColor = half4(exp);"
  2065. "}",
  2066. *SkSL::ShaderCapsFactory::Default(),
  2067. "#version 400\n"
  2068. "out vec4 sk_FragColor;\n"
  2069. "void main() {\n"
  2070. " int exp;\n"
  2071. " float foo = frexp(0.5, exp);\n"
  2072. " sk_FragColor = vec4(float(exp));\n"
  2073. "}\n");
  2074. }
  2075. DEF_TEST(SkSLWorkaroundAddAndTrueToLoopCondition, r) {
  2076. test(r,
  2077. "void main() {"
  2078. " int c = 0;"
  2079. " for (int i = 0; i < 4 || c < 10; ++i) {"
  2080. " c += 1;"
  2081. " }"
  2082. "}",
  2083. *SkSL::ShaderCapsFactory::AddAndTrueToLoopCondition(),
  2084. "#version 400\n"
  2085. "void main() {\n"
  2086. " int c = 0;\n"
  2087. " for (int i = 0;(i < 4 || c < 10) && true; ++i) {\n"
  2088. " c += 1;\n"
  2089. " }\n"
  2090. "}\n",
  2091. SkSL::Program::kFragment_Kind
  2092. );
  2093. }
  2094. DEF_TEST(SkSLWorkaroundUnfoldShortCircuitAsTernary, r) {
  2095. test(r,
  2096. "uniform bool x;"
  2097. "uniform bool y;"
  2098. "uniform int i;"
  2099. "uniform int j;"
  2100. "void main() {"
  2101. " bool andXY = x && y;"
  2102. " bool orXY = x || y;"
  2103. " bool combo = (x && y) || (x || y);"
  2104. " bool prec = (i + j == 3) && y;"
  2105. " while (andXY && orXY && combo && prec) {"
  2106. " sk_FragColor = half4(0);"
  2107. " break;"
  2108. " }"
  2109. "}",
  2110. *SkSL::ShaderCapsFactory::UnfoldShortCircuitAsTernary(),
  2111. "#version 400\n"
  2112. "out vec4 sk_FragColor;\n"
  2113. "uniform bool x;\n"
  2114. "uniform bool y;\n"
  2115. "uniform int i;\n"
  2116. "uniform int j;\n"
  2117. "void main() {\n"
  2118. " bool andXY = x ? y : false;\n"
  2119. " bool orXY = x ? true : y;\n"
  2120. " bool combo = (x ? y : false) ? true : (x ? true : y);\n"
  2121. " bool prec = i + j == 3 ? y : false;\n"
  2122. " while (((andXY ? orXY : false) ? combo : false) ? prec : false) {\n"
  2123. " sk_FragColor = vec4(0.0);\n"
  2124. " break;\n"
  2125. " }\n"
  2126. "}\n",
  2127. SkSL::Program::kFragment_Kind
  2128. );
  2129. }
  2130. DEF_TEST(SkSLWorkaroundEmulateAbsIntFunction, r) {
  2131. test(r,
  2132. "uniform int i;"
  2133. "uniform float f;"
  2134. "void main() {"
  2135. " float output = abs(f) + abs(i);"
  2136. " sk_FragColor = half4(half(output));"
  2137. "}",
  2138. *SkSL::ShaderCapsFactory::EmulateAbsIntFunction(),
  2139. "#version 400\n"
  2140. "int _absemulation(int x) {\n"
  2141. " return x * sign(x);\n"
  2142. "}\n"
  2143. "out vec4 sk_FragColor;\n"
  2144. "uniform int i;\n"
  2145. "uniform float f;\n"
  2146. "void main() {\n"
  2147. " float output = abs(f) + float(_absemulation(i));\n"
  2148. " sk_FragColor = vec4(output);\n"
  2149. "}\n",
  2150. SkSL::Program::kFragment_Kind
  2151. );
  2152. }
  2153. DEF_TEST(SkSLWorkaroundRewriteDoWhileLoops, r) {
  2154. test(r,
  2155. "void main() {"
  2156. " int i = 0;"
  2157. " do {"
  2158. " ++i;"
  2159. " do {"
  2160. " i++;"
  2161. " } while (true);"
  2162. " } while (i < 10);"
  2163. " sk_FragColor = half4(i);"
  2164. "}",
  2165. *SkSL::ShaderCapsFactory::RewriteDoWhileLoops(),
  2166. "#version 400\n"
  2167. "out vec4 sk_FragColor;\n"
  2168. "void main() {\n"
  2169. " int i = 0;\n"
  2170. " bool _tmpLoopSeenOnce0 = false;\n"
  2171. " while (true) {\n"
  2172. " if (_tmpLoopSeenOnce0) {\n"
  2173. " if (!(i < 10)) {\n"
  2174. " break;\n"
  2175. " }\n"
  2176. " }\n"
  2177. " _tmpLoopSeenOnce0 = true;\n"
  2178. " {\n"
  2179. " ++i;\n"
  2180. " bool _tmpLoopSeenOnce1 = false;\n"
  2181. " while (true) {\n"
  2182. " if (_tmpLoopSeenOnce1) {\n"
  2183. " if (!true) {\n"
  2184. " break;\n"
  2185. " }\n"
  2186. " }\n"
  2187. " _tmpLoopSeenOnce1 = true;\n"
  2188. " {\n"
  2189. " i++;\n"
  2190. " }\n"
  2191. " }\n"
  2192. " }\n"
  2193. " }\n"
  2194. " sk_FragColor = vec4(float(i));\n"
  2195. "}\n",
  2196. SkSL::Program::kFragment_Kind
  2197. );
  2198. }
  2199. DEF_TEST(SkSLWorkaroundRemovePowWithConstantExponent, r) {
  2200. test(r,
  2201. "uniform float x;"
  2202. "uniform float y;"
  2203. "void main() {"
  2204. " float z = pow(x + 1.0, y + 2.0);"
  2205. " sk_FragColor = half4(half(z));"
  2206. "}",
  2207. *SkSL::ShaderCapsFactory::RemovePowWithConstantExponent(),
  2208. "#version 400\n"
  2209. "out vec4 sk_FragColor;\n"
  2210. "uniform float x;\n"
  2211. "uniform float y;\n"
  2212. "void main() {\n"
  2213. " float z = exp2((y + 2.0) * log2(x + 1.0));\n"
  2214. " sk_FragColor = vec4(z);\n"
  2215. "}\n",
  2216. SkSL::Program::kFragment_Kind
  2217. );
  2218. }
  2219. DEF_TEST(SkSLSwizzleConstants, r) {
  2220. test(r,
  2221. "void main() {"
  2222. " half4 v = half4(half(sqrt(1)));"
  2223. " sk_FragColor = v.rgb1;"
  2224. " half4 c = half4(1);"
  2225. " sk_FragColor = c.rgb0;"
  2226. "}",
  2227. *SkSL::ShaderCapsFactory::RemovePowWithConstantExponent(),
  2228. "#version 400\n"
  2229. "out vec4 sk_FragColor;\n"
  2230. "void main() {\n"
  2231. " vec4 v = vec4(sqrt(1.0));\n"
  2232. " sk_FragColor = vec4(v.xyz, 1);\n"
  2233. " sk_FragColor = vec4(vec4(1.0).xyz, 0);\n"
  2234. "}\n",
  2235. SkSL::Program::kFragment_Kind
  2236. );
  2237. }
  2238. DEF_TEST(SkSLNegatedVectorLiteral, r) {
  2239. test(r,
  2240. "void main() {"
  2241. " if (half4(1) == half4(-half2(-1), half2(1)))"
  2242. " sk_FragColor = half4(0, 1, 0, 1);"
  2243. " else"
  2244. " sk_FragColor = half4(1, 0, 0, 1);"
  2245. "}",
  2246. *SkSL::ShaderCapsFactory::Default(),
  2247. "#version 400\n"
  2248. "out vec4 sk_FragColor;\n"
  2249. "void main() {\n"
  2250. " sk_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
  2251. "}\n");
  2252. }