| // | |
| // Copyright 2017 The ANGLE Project Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| // | |
| // HLSLOutput_test.cpp: | |
| // Tests for HLSL output. | |
| // | |
| #include <regex> | |
| #include "GLSLANG/ShaderLang.h" | |
| #include "angle_gl.h" | |
| #include "gtest/gtest.h" | |
| #include "tests/test_utils/compiler_test.h" | |
| using namespace sh; | |
| class HLSLOutputTest : public MatchOutputCodeTest | |
| { | |
| public: | |
| HLSLOutputTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, SH_HLSL_4_1_OUTPUT) {} | |
| }; | |
| class HLSL30VertexOutputTest : public MatchOutputCodeTest | |
| { | |
| public: | |
| HLSL30VertexOutputTest() : MatchOutputCodeTest(GL_VERTEX_SHADER, SH_HLSL_3_0_OUTPUT) {} | |
| }; | |
| class HLSL41VertexOutputTest : public MatchOutputCodeTest | |
| { | |
| public: | |
| HLSL41VertexOutputTest() : MatchOutputCodeTest(GL_VERTEX_SHADER, SH_HLSL_4_1_OUTPUT) {} | |
| }; | |
| // Test that having dynamic indexing of a vector inside the right hand side of logical or doesn't | |
| // trigger asserts in HLSL output. | |
| TEST_F(HLSLOutputTest, DynamicIndexingOfVectorOnRightSideOfLogicalOr) | |
| { | |
| const std::string &shaderString = | |
| "#version 300 es\n" | |
| "precision highp float;\n" | |
| "out vec4 my_FragColor;\n" | |
| "uniform int u1;\n" | |
| "void main() {\n" | |
| " bvec4 v = bvec4(true, true, true, false);\n" | |
| " my_FragColor = vec4(v[u1 + 1] || v[u1]);\n" | |
| "}\n"; | |
| compile(shaderString); | |
| } | |
| // Test that rewriting else blocks in a function that returns a struct doesn't use the struct name | |
| // without a prefix. | |
| TEST_F(HLSL30VertexOutputTest, RewriteElseBlockReturningStruct) | |
| { | |
| const std::string &shaderString = | |
| "struct foo\n" | |
| "{\n" | |
| " float member;\n" | |
| "};\n" | |
| "uniform bool b;\n" | |
| "foo getFoo()\n" | |
| "{\n" | |
| " if (b)\n" | |
| " {\n" | |
| " return foo(0.0);\n" | |
| " }\n" | |
| " else\n" | |
| " {\n" | |
| " return foo(1.0);\n" | |
| " }\n" | |
| "}\n" | |
| "void main()\n" | |
| "{\n" | |
| " gl_Position = vec4(getFoo().member);\n" | |
| "}\n"; | |
| compile(shaderString); | |
| EXPECT_TRUE(foundInCode("_foo")); | |
| EXPECT_FALSE(foundInCode("(foo)")); | |
| EXPECT_FALSE(foundInCode(" foo")); | |
| } | |
| // Regression test for RemoveDynamicIndexing transformation producing invalid AST, based on fuzzer | |
| // test. | |
| TEST_F(HLSL41VertexOutputTest, RemoveDynamicingIndexIndexPrecisionBug) | |
| { | |
| const char shaderString[] = R"(void main() | |
| { | |
| mat3 tmp; | |
| vec3 res = vec3(0); | |
| for (int i = 0; res += 0., ivec3(0)[i], ivec3(tmp)[i], i < 0;); | |
| })"; | |
| compile(shaderString); | |
| } | |
| // Test that having an array constructor as a statement doesn't trigger an assert in HLSL output. | |
| // This test has a constant array constructor statement. | |
| TEST_F(HLSLOutputTest, ConstArrayConstructorStatement) | |
| { | |
| const std::string &shaderString = | |
| R"(#version 300 es | |
| void main() | |
| { | |
| int[1](0); | |
| })"; | |
| compile(shaderString); | |
| } | |
| // Test that having an array constructor as a statement doesn't trigger an assert in HLSL output. | |
| TEST_F(HLSLOutputTest, ArrayConstructorStatement) | |
| { | |
| const std::string &shaderString = | |
| R"(#version 300 es | |
| precision mediump float; | |
| out vec4 outColor; | |
| void main() | |
| { | |
| outColor = vec4(0.0, 0.0, 0.0, 1.0); | |
| float[1](outColor[1]++); | |
| })"; | |
| compile(shaderString); | |
| } | |
| // Test an array of arrays constructor as a statement. | |
| TEST_F(HLSLOutputTest, ArrayOfArraysStatement) | |
| { | |
| const std::string &shaderString = | |
| R"(#version 310 es | |
| precision mediump float; | |
| out vec4 outColor; | |
| void main() | |
| { | |
| outColor = vec4(0.0, 0.0, 0.0, 1.0); | |
| float[2][2](float[2](outColor[1]++, 0.0), float[2](1.0, 2.0)); | |
| })"; | |
| compile(shaderString); | |
| } | |
| // Test dynamic indexing of a vector. This makes sure that helper functions added for dynamic | |
| // indexing have correct data that subsequent traversal steps rely on. | |
| TEST_F(HLSLOutputTest, VectorDynamicIndexing) | |
| { | |
| const std::string &shaderString = | |
| R"(#version 300 es | |
| precision mediump float; | |
| out vec4 outColor; | |
| uniform int i; | |
| void main() | |
| { | |
| vec4 foo = vec4(0.0, 0.0, 0.0, 1.0); | |
| foo[i] = foo[i + 1]; | |
| outColor = foo; | |
| })"; | |
| compile(shaderString); | |
| } | |
| // Test returning an array from a user-defined function. This makes sure that function symbols are | |
| // changed consistently when the user-defined function is changed to have an array out parameter. | |
| TEST_F(HLSLOutputTest, ArrayReturnValue) | |
| { | |
| const std::string &shaderString = | |
| R"(#version 300 es | |
| precision mediump float; | |
| uniform float u; | |
| out vec4 outColor; | |
| float[2] getArray(float f) | |
| { | |
| return float[2](f, f + 1.0); | |
| } | |
| void main() | |
| { | |
| float[2] arr = getArray(u); | |
| outColor = vec4(arr[0], arr[1], 0.0, 1.0); | |
| })"; | |
| compile(shaderString); | |
| } | |
| // Test that writing parameters without a name doesn't assert. | |
| TEST_F(HLSLOutputTest, ParameterWithNoName) | |
| { | |
| const std::string &shaderString = | |
| R"(precision mediump float; | |
| uniform vec4 v; | |
| vec4 s(vec4) | |
| { | |
| return v; | |
| } | |
| void main() | |
| { | |
| gl_FragColor = s(v); | |
| })"; | |
| compile(shaderString); | |
| } | |
| // Test that array dimensions are written out correctly. | |
| TEST_F(HLSLOutputTest, Array) | |
| { | |
| const std::string &shaderString = | |
| R"(#version 300 es | |
| precision mediump float; | |
| uniform float uf; | |
| out vec4 my_FragColor; | |
| void main() | |
| { | |
| my_FragColor = vec4(0.0, 0.0, 0.0, 1.0); | |
| float arr[2]; | |
| for (int i = 0; i < 2; ++i) { | |
| arr[i] = uf * 2.0; | |
| my_FragColor.x += arr[i]; | |
| } | |
| })"; | |
| compile(shaderString); | |
| EXPECT_TRUE(foundInCodeRegex(std::regex("_arr(\\d)*\\[2\\]"))); | |
| } | |
| // Test that initializing array with previously declared array will not be overwritten | |
| TEST_F(HLSLOutputTest, SameNameArray) | |
| { | |
| const std::string &shaderString = | |
| R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| void main() | |
| { | |
| float arr[2] = float[2](1.0, 1.0); | |
| { | |
| float arr[2] = arr; | |
| my_FragColor = vec4(0.0, arr[0], 0.0, arr[1]); | |
| } | |
| })"; | |
| compile(shaderString); | |
| // There should be two different arr defined, e.g. _arr1000 and _arr1001 | |
| // Use Workaround for now. | |
| // Once the build team fixes libc++ we could use the following one line solution instead. | |
| // EXPECT_TRUE(foundInCodeRegex(std::regex("_arr(\\d*)\\[2\\](.|\\r|\\n)*_arr(?!\\1)\\d*\\[2\\]"))); | |
| std::smatch m; | |
| EXPECT_TRUE(foundInCodeRegex(std::regex("_arr(\\d)*\\[2\\]"), &m)); | |
| EXPECT_TRUE(m.size() == 2); | |
| EXPECT_TRUE(m[0].str() != m[1].str()); | |
| } | |
| // Test that passing a non-struct member of a std140 structure to a function won't trigger the | |
| // struct mapping. | |
| TEST_F(HLSLOutputTest, NonStructMemberAsFunctionArgument) | |
| { | |
| constexpr char shaderString[] = R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| struct InstancingData | |
| { | |
| vec4 data; | |
| }; | |
| layout(std140) uniform InstanceBlock | |
| { | |
| InstancingData instances[8]; | |
| }; | |
| void main() | |
| { | |
| int index = int(gl_FragCoord.x); | |
| float result = dot(instances[index].data, vec4(1.0, 1.0, 1.0, 1.0)); | |
| my_FragColor = vec4(result, 0.0, 0.0, 1.0); | |
| })"; | |
| compile(shaderString); | |
| EXPECT_FALSE(foundInCode("map_instances")); | |
| } |