Hash :
45bcc784
Author :
Date :
2016-11-07T13:58:48
translator: Scope all classes with "sh". I was seeing an odd problem with our PoolAlloc conflicting with the glslang/Vulkan TIntermNode, so the fix was to move everything to a separate namespace. The bison grammars are also regenerated. No functional changes. BUG=angleproject:1576 Change-Id: I959c7afe4c092f0d458432c07b4dcee4d39513f3 Reviewed-on: https://chromium-review.googlesource.com/408267 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2015 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.
//
// RemovePow_test.cpp:
// Tests for removing pow() function calls from the AST.
//
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "compiler/translator/NodeSearch.h"
#include "compiler/translator/TranslatorGLSL.h"
using namespace sh;
class RemovePowTest : public testing::Test
{
public:
RemovePowTest() {}
protected:
void SetUp() override
{
allocator.push();
SetGlobalPoolAllocator(&allocator);
ShBuiltInResources resources;
sh::InitBuiltInResources(&resources);
mTranslatorGLSL =
new sh::TranslatorGLSL(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT);
ASSERT_TRUE(mTranslatorGLSL->Init(resources));
}
void TearDown() override
{
SafeDelete(mTranslatorGLSL);
SetGlobalPoolAllocator(nullptr);
allocator.pop();
}
void compile(const std::string& shaderString)
{
const char *shaderStrings[] = { shaderString.c_str() };
mASTRoot = mTranslatorGLSL->compileTreeForTesting(shaderStrings, 1,
SH_OBJECT_CODE | SH_REMOVE_POW_WITH_CONSTANT_EXPONENT);
if (!mASTRoot)
{
TInfoSink &infoSink = mTranslatorGLSL->getInfoSink();
FAIL() << "Shader compilation into ESSL failed " << infoSink.info.c_str();
}
}
template <class T>
bool foundInAST()
{
return T::search(mASTRoot);
}
private:
sh::TranslatorGLSL *mTranslatorGLSL;
TIntermNode *mASTRoot;
TPoolAllocator allocator;
};
// Check if there's a pow() node anywhere in the tree.
class FindPow : public sh::NodeSearchTraverser<FindPow>
{
public:
bool visitBinary(Visit visit, TIntermBinary *node) override
{
if (node->getOp() == EOpPow)
{
mFound = true;
}
return !mFound;
}
};
// Check if the tree starting at node corresponds to exp2(y * log2(x))
// If the tree matches, set base to the node corresponding to x.
bool IsPowWorkaround(TIntermNode *node, TIntermNode **base)
{
TIntermUnary *exp = node->getAsUnaryNode();
if (exp != nullptr && exp->getOp() == EOpExp2)
{
TIntermBinary *mul = exp->getOperand()->getAsBinaryNode();
if (mul != nullptr && mul->isMultiplication())
{
TIntermUnary *log = mul->getRight()->getAsUnaryNode();
if (mul->getLeft()->getAsConstantUnion() && log != nullptr)
{
if (log->getOp() == EOpLog2)
{
if (base)
*base = log->getOperand();
return true;
}
}
}
}
return false;
}
// Check if there's a node with the correct workaround to pow anywhere in the tree.
class FindPowWorkaround : public sh::NodeSearchTraverser<FindPowWorkaround>
{
public:
bool visitUnary(Visit visit, TIntermUnary *node) override
{
mFound = IsPowWorkaround(node, nullptr);
return !mFound;
}
};
// Check if there's a node with the correct workaround to pow with another workaround to pow
// nested within it anywhere in the tree.
class FindNestedPowWorkaround : public sh::NodeSearchTraverser<FindNestedPowWorkaround>
{
public:
bool visitUnary(Visit visit, TIntermUnary *node) override
{
TIntermNode *base = nullptr;
bool oneFound = IsPowWorkaround(node, &base);
if (oneFound && base)
mFound = IsPowWorkaround(base, nullptr);
return !mFound;
}
};
TEST_F(RemovePowTest, PowWithConstantExponent)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" gl_FragColor = pow(vec4(u), vec4(0.5));\n"
"}\n";
compile(shaderString);
ASSERT_FALSE(foundInAST<FindPow>());
ASSERT_TRUE(foundInAST<FindPowWorkaround>());
ASSERT_FALSE(foundInAST<FindNestedPowWorkaround>());
}
TEST_F(RemovePowTest, NestedPowWithConstantExponent)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" gl_FragColor = pow(pow(vec4(u), vec4(2.0)), vec4(0.5));\n"
"}\n";
compile(shaderString);
ASSERT_FALSE(foundInAST<FindPow>());
ASSERT_TRUE(foundInAST<FindNestedPowWorkaround>());
}