/* * 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 "SkSLCompiler.h" #include "Test.h" #if SK_SUPPORT_GPU // 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 program = compiler.convertProgram(kind, SkString(src), settings); if (!program) { SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str()); } REPORTER_ASSERT(r, program); *inputs = program->fInputs; REPORTER_ASSERT(r, compiler.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 = vec4(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 = vec4(0.75); } else { discard; }" "int i = 0;" "while (i < 10) { sk_FragColor *= 0.5; i++; }" "do { sk_FragColor += 0.01; } 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 += 0.01;\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 = vec4(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 = (vec2(sqrt(1)) , 6);" "z = (vec2(sqrt(1)) , 6);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\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) && true;\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() {" "mat2x4 x = mat2x4(1);" "mat3x2 y = mat3x2(1, 0, 0, 1, vec2(2, 2));" "mat3x4 z = x * y;" "vec3 v1 = mat3(1) * vec3(2);" "vec3 v2 = vec3(2) * mat3(1);" "sk_FragColor = vec4(z[0].x, 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 {" "float x;" "float y[2];" "layout(binding=12) mat3x2 z;" "bool w;" "};" "void main() {" " sk_FragColor = vec4(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 = vec4(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 = vec4(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() {" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "struct A {\n" " int x;\n" " int y;\n" "} a1, a2;\n" "A a3;\n" "struct B {\n" " float x;\n" " float[2] y;\n" " layout (binding = 1) A z;\n" "} b1, b2, b3;\n" "void main() {\n" "}\n"); } DEF_TEST(SkSLVersion, r) { test(r, "in float test; void main() { sk_FragColor = vec4(0.75); }", *SkSL::ShaderCapsFactory::Version450Core(), "#version 450 core\n" "out vec4 sk_FragColor;\n" "in float test;\n" "void main() {\n" " sk_FragColor = vec4(0.75);\n" "}\n"); test(r, "in float test; void main() { sk_FragColor = vec4(0.75); }", *SkSL::ShaderCapsFactory::Version110(), "#version 110\n" "varying float test;\n" "void main() {\n" " gl_FragColor = vec4(0.75);\n" "}\n"); } DEF_TEST(SkSLUsesPrecisionModifiers, r) { test(r, "void main() { float x = 0.75; highp float y = 1; x++; y++;" "sk_FragColor.rg = vec2(x, 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() { float x = 0.75; highp float y = 1; x++; y++;" "sk_FragColor.rg = vec2(x, y); }", *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), "#version 400\n" "precision highp float;\n" "out mediump vec4 sk_FragColor;\n" "void main() {\n" " 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() {" "float 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() {" "float 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(SkSLNegatedAtan, r) { test(r, "void main() { vec2 x = vec2(sqrt(2)); sk_FragColor.r = 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() { vec2 x = vec2(sqrt(2)); sk_FragColor.r = 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;" "void main() { }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "layout (blend_support_all_equations) 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++;" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\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" "}\n"); } DEF_TEST(SkSLVectorConstructors, r) { test(r, "vec2 v1 = vec2(1);" "vec2 v2 = vec2(1, 2);" "vec2 v3 = vec2(vec2(1));" "vec3 v4 = vec3(vec2(1), 1.0);" "ivec2 v5 = ivec2(1);" "ivec2 v6 = ivec2(vec2(1, 2));" "vec2 v7 = vec2(ivec2(1, 2));", *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"); } DEF_TEST(SkSLArrayConstructors, r) { test(r, "float test1[] = float[](1, 2, 3, 4);" "vec2 test2[] = vec2[](vec2(1, 2), vec2(3, 4));" "mat4 test3[] = mat4[]();", *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"); } DEF_TEST(SkSLDerivatives, r) { test(r, "void main() { sk_FragColor.r = 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" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = 1.0;\n" "}\n"); test(r, "void main() { sk_FragColor.r = dFdx(1); }", *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(), "#version 400\n" "#extension GL_OES_standard_derivatives : require\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = dFdx(1.0);\n" "}\n"); } 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 = sqrt(1) + 0;" "sk_FragColor.r = 0 + sqrt(2);" "sk_FragColor.r = sqrt(3) - 0;" "sk_FragColor.r = sqrt(4) * 0;" "sk_FragColor.r = sqrt(5) * 1;" "sk_FragColor.r = 1 * sqrt(6);" "sk_FragColor.r = 0 * sqrt(7);" "sk_FragColor.r = sqrt(8) / 1;" "sk_FragColor.r = 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(SkSLVecFolding, r) { test(r, "void main() {" "sk_FragColor.r = vec4(0.5, 1, 1, 1).x;" "sk_FragColor = vec4(vec2(1), vec2(2, 3)) + vec4(5, 6, 7, 8);" "sk_FragColor = vec4(8, vec3(10)) - vec4(1);" "sk_FragColor = vec4(2) * vec4(1, 2, 3, 4);" "sk_FragColor = vec4(12) / vec4(1, 2, 3, 4);" "sk_FragColor.r = (vec4(12) / vec4(1, 2, 3, 4)).y;" "sk_FragColor.x = vec4(1) == vec4(1) ? 1.0 : -1.0;" "sk_FragColor.x = vec4(1) == vec4(2) ? 2.0 : -2.0;" "sk_FragColor.x = vec2(1) == vec2(1, 1) ? 3.0 : -3.0;" "sk_FragColor.x = vec2(1, 1) == vec2(1, 1) ? 4.0 : -4.0;" "sk_FragColor.x = vec2(1) == vec2(1, 0) ? 5.0 : -5.0;" "sk_FragColor.x = vec4(1) == vec4(vec2(1), vec2(1)) ? 6.0 : -6.0;" "sk_FragColor.x = vec4(vec3(1), 1) == vec4(vec2(1), vec2(1)) ? 7.0 : -7.0;" "sk_FragColor.x = vec4(vec3(1), 1) == vec4(vec2(1), 1, 0) ? 8.0 : -8.0;" "sk_FragColor.x = vec2(1) != vec2(1, 0) ? 9.0 : -9.0;" "sk_FragColor.x = vec4(1) != vec4(vec2(1), vec2(1)) ? 10.0 : -10.0;" "sk_FragColor = vec4(sqrt(1)) * vec4(1);" "sk_FragColor = vec4(1) * vec4(sqrt(2));" "sk_FragColor = vec4(0) * vec4(sqrt(3));" "sk_FragColor = vec4(sqrt(4)) * vec4(0);" "sk_FragColor = vec4(0) / vec4(sqrt(5));" "sk_FragColor = vec4(0) + vec4(sqrt(6));" "sk_FragColor = vec4(sqrt(7)) + vec4(0);" "sk_FragColor = vec4(sqrt(8)) - vec4(0);" "sk_FragColor = vec4(0) + sqrt(9);" "sk_FragColor = vec4(0) * sqrt(10);" "sk_FragColor = vec4(0) / sqrt(11);" "sk_FragColor = vec4(1) * sqrt(12);" "sk_FragColor = 0 + vec4(sqrt(13));" "sk_FragColor = 0 * vec4(sqrt(14));" "sk_FragColor = 0 / vec4(sqrt(15));" "sk_FragColor = 1 * vec4(sqrt(16));" "sk_FragColor = vec4(sqrt(17)) + 0;" "sk_FragColor = vec4(sqrt(18)) * 0;" "sk_FragColor = vec4(sqrt(19)) * 1;" "sk_FragColor = vec4(sqrt(19.5)) - 0;" "sk_FragColor = sqrt(20) * vec4(1);" "sk_FragColor = sqrt(21) + vec4(0);" "sk_FragColor = sqrt(22) - vec4(0);" "sk_FragColor = sqrt(23) / vec4(1);" "sk_FragColor = vec4(sqrt(24)) / 1;" "sk_FragColor += vec4(1);" "sk_FragColor += vec4(0);" "sk_FragColor -= vec4(1);" "sk_FragColor -= vec4(0);" "sk_FragColor *= vec4(1);" "sk_FragColor *= vec4(2);" "sk_FragColor /= vec4(1);" "sk_FragColor /= vec4(2);" "}", *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 = mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)) == " "mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)) ? 1 : -1;" "sk_FragColor.x = mat2(vec2(1.0, 0.0), vec2(1.0, 1.0)) == " "mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)) ? 2 : -2;" "sk_FragColor.x = mat2(1) == mat2(1) ? 3 : -3;" "sk_FragColor.x = mat2(1) == mat2(0) ? 4 : -4;" "sk_FragColor.x = mat2(1) == mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)) ? 5 : -5;" "sk_FragColor.x = mat2(2) == mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)) ? 6 : -6;" "sk_FragColor.x = mat3x2(2) == mat3x2(vec2(2.0, 0.0), vec2(0.0, 2.0), vec2(0.0)) ? 7 : -7;" "sk_FragColor.x = mat2(1) != mat2(1) ? 8 : -8;" "sk_FragColor.x = mat2(1) != mat2(0) ? 9 : -9;" "sk_FragColor.x = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 0.0)) == " "mat3(mat2(1.0)) ? 10 : -10;" "sk_FragColor.x = mat2(mat3(1.0)) == mat2(1.0) ? 11 : -11;" "sk_FragColor.x = mat2(vec4(1.0, 0.0, 0.0, 1.0)) == mat2(1.0) ? 12 : -12;" "sk_FragColor.x = mat2(1.0, 0.0, vec2(0.0, 1.0)) == mat2(1.0) ? 13 : -13;" "sk_FragColor.x = mat2(vec2(1.0, 0.0), 0.0, 1.0) == mat2(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;" "int w = 0;" "if (sk_Caps.externalTextureSupport) x = 1;" "if (sk_Caps.fbFetchSupport) y = 1;" "if (sk_Caps.dropsTileOnZeroDivide && sk_Caps.texelFetchSupport) z = 1;" "if (sk_Caps.dropsTileOnZeroDivide && sk_Caps.canUseAnyFunctionInShader) w = 1;" "sk_FragColor = vec4(x, y, z, w);" "}", *SkSL::ShaderCapsFactory::VariousCaps(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(1.0, 0.0, 1.0, 0.0);\n" "}\n"); } DEF_TEST(SkSLTexture, r) { test(r, "uniform sampler1D one;" "uniform sampler2D two;" "void main() {" "vec4 a = texture(one, 0);" "vec4 b = texture(two, vec2(0));" "vec4 c = texture(one, vec2(0));" "vec4 d = texture(two, vec3(0));" "sk_FragColor = vec4(a.x, b.x, c.x, 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() {" "vec4 a = texture(one, 0);" "vec4 b = texture(two, vec2(0));" "vec4 c = texture(one, vec2(0));" "vec4 d = texture(two, vec3(0));" "sk_FragColor = vec4(a.x, b.x, c.x, 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(SkSLOffset, r) { test(r, "struct Test {" "layout(offset = 0) int x;" "layout(offset = 4) int y;" "int z;" "} test;", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "struct Test {\n" " layout (offset = 0) int x;\n" " layout (offset = 4) int y;\n" " int z;\n" "} test;\n"); } DEF_TEST(SkSLFragCoord, r) { SkSL::Program::Settings settings; settings.fFlipY = true; sk_sp caps = SkSL::ShaderCapsFactory::FragCoordsOld(); settings.fCaps = caps.get(); SkSL::Program::Inputs inputs; test(r, "void main() { sk_FragColor.xy = 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 = 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 = sk_FragCoord.xy; }", settings, "#version 400\n" "uniform float u_skRTHeight;\n" "out vec4 sk_FragColor;\n" "void main() {\n" " vec2 _sktmpCoord = gl_FragCoord.xy;\n" " vec4 sk_FragCoord = vec4(_sktmpCoord.x, u_skRTHeight - _sktmpCoord.y, 1.0, 1.0);\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 = 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); } 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(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 = vec4(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() { vec2 x[2] = vec2[2](vec2(1), vec2(2));" "vec2[2] y = vec2[2](vec2(3), vec2(4));" "sk_FragColor = vec4(x[0], 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(SkSLGeometry, r) { test(r, "layout(points) in;" "layout(invocations = 2) in;" "layout(line_strip, max_vertices = 2) out;" "void main() {" "gl_Position = sk_in[0].gl_Position + vec4(-0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "gl_Position = sk_in[0].gl_Position + vec4(0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "EndPrimitive();" "}", *SkSL::ShaderCapsFactory::Default(), "#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 = vec4(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 = vec4(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 = vec4(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 = vec4(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 = vec4(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 = vec4(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 = vec4(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 = vec4(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, vec2(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, vec2(0.5));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "uniform sampler2DRect test;\n" "void main() {\n" " sk_FragColor = texture(test, textureSize(test) * vec2(0.5));\n" "}\n"); test(r, "uniform sampler2DRect test;" "void main() {" " sk_FragColor = texture(test, vec3(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(textureSize(test), 1.0) * 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 = vec4(b, b, d, 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 = vec4(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 mat4 colorXform;" "uniform sampler2D sampler;" "void main() {" "vec4 tmpColor;" "sk_FragColor = vec4(1.0) * (tmpColor = texture(sampler, vec2(1)) , " "colorXform != mat4(1.0) ? vec4(clamp((mat4(colorXform) * vec4(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"); } #endif