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kc3-lang/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp

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  • Author : Olli Etuaho
    Date : 2017-11-03 15:48:52
    Hash : bd3cd506
    Message : Clean up HLSL constructor output Split generating HLSL struct constructors from generating built-in type constructors, as these didn't have much in common. Struct constructors are now only generated when they are needed, as opposed to before, when they were generated on any use of a struct. This changes built-in constructor naming to include "_ctor" and gets rid of having special built-in type names just for constructors. This will make it easier to do changes to constructor output, for example to add constructors for structs in std140 layout. This might be needed to implement SSBOs efficiently. This includes one bug fix for writing out struct declarations for varyings. Also improves const-correctness of accessing structs through TType in general. BUG=angleproject:2218 TEST=angle_unittests, angle_end2end_tests Change-Id: If865fb56f86486b9c4a2c31e016ea16427f4a5fa Reviewed-on: https://chromium-review.googlesource.com/753883 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/compiler_tests/DebugShaderPrecision_test.cpp
  • //
    // Copyright (c) 2014 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.
    //
    // DebugShaderPrecision_test.cpp:
    //   Tests for writing the code for shader precision emulation.
    //
    
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "GLSLANG/ShaderLang.h"
    #include "tests/test_utils/compiler_test.h"
    
    using namespace sh;
    
    class DebugShaderPrecisionTest : public MatchOutputCodeTest
    {
      public:
        DebugShaderPrecisionTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_ESSL_OUTPUT)
        {
            addOutputType(SH_GLSL_COMPATIBILITY_OUTPUT);
    #if defined(ANGLE_ENABLE_HLSL)
            addOutputType(SH_HLSL_4_1_OUTPUT);
    #endif
            getResources()->WEBGL_debug_shader_precision = 1;
        }
    
      protected:
        bool foundInAllGLSLCode(const char *str)
        {
            return foundInCode(SH_GLSL_COMPATIBILITY_OUTPUT, str) && foundInCode(SH_ESSL_OUTPUT, str);
        }
    
        bool foundInHLSLCode(const char *stringToFind) const
        {
    #if defined(ANGLE_ENABLE_HLSL)
            return foundInCode(SH_HLSL_4_1_OUTPUT, stringToFind);
    #else
            return true;
    #endif
        }
    };
    
    class NoDebugShaderPrecisionTest : public MatchOutputCodeTest
    {
      public:
        NoDebugShaderPrecisionTest()
            : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_GLSL_COMPATIBILITY_OUTPUT)
        {
        }
    };
    
    TEST_F(DebugShaderPrecisionTest, RoundingFunctionsDefined)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform float u;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(u);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode("highp float angle_frm(in highp float"));
        ASSERT_TRUE(foundInESSLCode("highp vec2 angle_frm(in highp vec2"));
        ASSERT_TRUE(foundInESSLCode("highp vec3 angle_frm(in highp vec3"));
        ASSERT_TRUE(foundInESSLCode("highp vec4 angle_frm(in highp vec4"));
        ASSERT_TRUE(foundInESSLCode("highp mat2 angle_frm(in highp mat2"));
        ASSERT_TRUE(foundInESSLCode("highp mat3 angle_frm(in highp mat3"));
        ASSERT_TRUE(foundInESSLCode("highp mat4 angle_frm(in highp mat4"));
    
        ASSERT_TRUE(foundInESSLCode("highp float angle_frl(in highp float"));
        ASSERT_TRUE(foundInESSLCode("highp vec2 angle_frl(in highp vec2"));
        ASSERT_TRUE(foundInESSLCode("highp vec3 angle_frl(in highp vec3"));
        ASSERT_TRUE(foundInESSLCode("highp vec4 angle_frl(in highp vec4"));
        ASSERT_TRUE(foundInESSLCode("highp mat2 angle_frl(in highp mat2"));
        ASSERT_TRUE(foundInESSLCode("highp mat3 angle_frl(in highp mat3"));
        ASSERT_TRUE(foundInESSLCode("highp mat4 angle_frl(in highp mat4"));
    
        ASSERT_TRUE(foundInGLSLCode("float angle_frm(in float"));
        ASSERT_TRUE(foundInGLSLCode("vec2 angle_frm(in vec2"));
        ASSERT_TRUE(foundInGLSLCode("vec3 angle_frm(in vec3"));
        ASSERT_TRUE(foundInGLSLCode("vec4 angle_frm(in vec4"));
        ASSERT_TRUE(foundInGLSLCode("mat2 angle_frm(in mat2"));
        ASSERT_TRUE(foundInGLSLCode("mat3 angle_frm(in mat3"));
        ASSERT_TRUE(foundInGLSLCode("mat4 angle_frm(in mat4"));
    
        ASSERT_TRUE(foundInGLSLCode("float angle_frl(in float"));
        ASSERT_TRUE(foundInGLSLCode("vec2 angle_frl(in vec2"));
        ASSERT_TRUE(foundInGLSLCode("vec3 angle_frl(in vec3"));
        ASSERT_TRUE(foundInGLSLCode("vec4 angle_frl(in vec4"));
        ASSERT_TRUE(foundInGLSLCode("mat2 angle_frl(in mat2"));
        ASSERT_TRUE(foundInGLSLCode("mat3 angle_frl(in mat3"));
        ASSERT_TRUE(foundInGLSLCode("mat4 angle_frl(in mat4"));
    
        ASSERT_TRUE(foundInHLSLCode("float1 angle_frm(float1"));
        ASSERT_TRUE(foundInHLSLCode("float2 angle_frm(float2"));
        ASSERT_TRUE(foundInHLSLCode("float3 angle_frm(float3"));
        ASSERT_TRUE(foundInHLSLCode("float4 angle_frm(float4"));
        ASSERT_TRUE(foundInHLSLCode("float2x2 angle_frm(float2x2"));
        ASSERT_TRUE(foundInHLSLCode("float3x3 angle_frm(float3x3"));
        ASSERT_TRUE(foundInHLSLCode("float4x4 angle_frm(float4x4"));
    
        ASSERT_TRUE(foundInHLSLCode("float1 angle_frl(float1"));
        ASSERT_TRUE(foundInHLSLCode("float2 angle_frl(float2"));
        ASSERT_TRUE(foundInHLSLCode("float3 angle_frl(float3"));
        ASSERT_TRUE(foundInHLSLCode("float4 angle_frl(float4"));
        ASSERT_TRUE(foundInHLSLCode("float2x2 angle_frl(float2x2"));
        ASSERT_TRUE(foundInHLSLCode("float3x3 angle_frl(float3x3"));
        ASSERT_TRUE(foundInHLSLCode("float4x4 angle_frl(float4x4"));
    
        // Check that ESSL 3.00 rounding functions for non-square matrices are not defined.
        ASSERT_TRUE(notFoundInCode("mat2x"));
        ASSERT_TRUE(notFoundInCode("mat3x"));
        ASSERT_TRUE(notFoundInCode("mat4x"));
    }
    
    // Test that all ESSL 3.00 shaders get rounding function definitions for non-square matrices.
    TEST_F(DebugShaderPrecisionTest, NonSquareMatrixRoundingFunctionsDefinedES3)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform float u;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   my_FragColor = vec4(u);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode("highp mat2x3 angle_frm(in highp mat2x3"));
        ASSERT_TRUE(foundInESSLCode("highp mat2x4 angle_frm(in highp mat2x4"));
        ASSERT_TRUE(foundInESSLCode("highp mat3x2 angle_frm(in highp mat3x2"));
        ASSERT_TRUE(foundInESSLCode("highp mat3x4 angle_frm(in highp mat3x4"));
        ASSERT_TRUE(foundInESSLCode("highp mat4x2 angle_frm(in highp mat4x2"));
        ASSERT_TRUE(foundInESSLCode("highp mat4x3 angle_frm(in highp mat4x3"));
    
        ASSERT_TRUE(foundInESSLCode("highp mat2x3 angle_frl(in highp mat2x3"));
        ASSERT_TRUE(foundInESSLCode("highp mat2x4 angle_frl(in highp mat2x4"));
        ASSERT_TRUE(foundInESSLCode("highp mat3x2 angle_frl(in highp mat3x2"));
        ASSERT_TRUE(foundInESSLCode("highp mat3x4 angle_frl(in highp mat3x4"));
        ASSERT_TRUE(foundInESSLCode("highp mat4x2 angle_frl(in highp mat4x2"));
        ASSERT_TRUE(foundInESSLCode("highp mat4x3 angle_frl(in highp mat4x3"));
    
        ASSERT_TRUE(foundInGLSLCode("mat2x3 angle_frm(in mat2x3"));
        ASSERT_TRUE(foundInGLSLCode("mat2x4 angle_frm(in mat2x4"));
        ASSERT_TRUE(foundInGLSLCode("mat3x2 angle_frm(in mat3x2"));
        ASSERT_TRUE(foundInGLSLCode("mat3x4 angle_frm(in mat3x4"));
        ASSERT_TRUE(foundInGLSLCode("mat4x2 angle_frm(in mat4x2"));
        ASSERT_TRUE(foundInGLSLCode("mat4x3 angle_frm(in mat4x3"));
    
        ASSERT_TRUE(foundInGLSLCode("mat2x3 angle_frl(in mat2x3"));
        ASSERT_TRUE(foundInGLSLCode("mat2x4 angle_frl(in mat2x4"));
        ASSERT_TRUE(foundInGLSLCode("mat3x2 angle_frl(in mat3x2"));
        ASSERT_TRUE(foundInGLSLCode("mat3x4 angle_frl(in mat3x4"));
        ASSERT_TRUE(foundInGLSLCode("mat4x2 angle_frl(in mat4x2"));
        ASSERT_TRUE(foundInGLSLCode("mat4x3 angle_frl(in mat4x3"));
    
        ASSERT_TRUE(foundInHLSLCode("float2x3 angle_frm(float2x3"));
        ASSERT_TRUE(foundInHLSLCode("float2x4 angle_frm(float2x4"));
        ASSERT_TRUE(foundInHLSLCode("float3x2 angle_frm(float3x2"));
        ASSERT_TRUE(foundInHLSLCode("float3x4 angle_frm(float3x4"));
        ASSERT_TRUE(foundInHLSLCode("float4x2 angle_frm(float4x2"));
        ASSERT_TRUE(foundInHLSLCode("float4x3 angle_frm(float4x3"));
    
        ASSERT_TRUE(foundInHLSLCode("float2x3 angle_frl(float2x3"));
        ASSERT_TRUE(foundInHLSLCode("float2x4 angle_frl(float2x4"));
        ASSERT_TRUE(foundInHLSLCode("float3x2 angle_frl(float3x2"));
        ASSERT_TRUE(foundInHLSLCode("float3x4 angle_frl(float3x4"));
        ASSERT_TRUE(foundInHLSLCode("float4x2 angle_frl(float4x2"));
        ASSERT_TRUE(foundInHLSLCode("float4x3 angle_frl(float4x3"));
    }
    
    TEST_F(DebugShaderPrecisionTest, PragmaDisablesEmulation)
    {
        const std::string &shaderString =
            "#pragma webgl_debug_shader_precision(off)\n"
            "precision mediump float;\n"
            "uniform float u;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(u);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(notFoundInCode("angle_frm"));
        const std::string &shaderStringPragmaOn =
            "#pragma webgl_debug_shader_precision(on)\n"
            "precision mediump float;\n"
            "uniform float u;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(u);\n"
            "}\n";
        compile(shaderStringPragmaOn);
        ASSERT_TRUE(foundInCode("angle_frm"));
    }
    
    // Emulation can't be toggled on for only a part of a shader.
    // Only the last pragma in the shader has an effect.
    TEST_F(DebugShaderPrecisionTest, MultiplePragmas)
    {
        const std::string &shaderString =
            "#pragma webgl_debug_shader_precision(off)\n"
            "precision mediump float;\n"
            "uniform float u;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(u);\n"
            "}\n"
            "#pragma webgl_debug_shader_precision(on)\n";
        compile(shaderString);
        ASSERT_TRUE(foundInCode("angle_frm"));
    }
    
    TEST_F(NoDebugShaderPrecisionTest, HelpersWrittenOnlyWithExtension)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform float u;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(u);\n"
            "}\n";
        compile(shaderString);
        ASSERT_FALSE(foundInCode("angle_frm"));
    }
    
    TEST_F(NoDebugShaderPrecisionTest, PragmaHasEffectsOnlyWithExtension)
    {
        const std::string &shaderString =
            "#pragma webgl_debug_shader_precision(on)\n"
            "precision mediump float;\n"
            "uniform float u;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(u);\n"
            "}\n";
        compile(shaderString);
        ASSERT_FALSE(foundInCode("angle_frm"));
    }
    
    TEST_F(DebugShaderPrecisionTest, DeclarationsAndConstants)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 f;\n"
            "uniform float uu, uu2;\n"
            "varying float vv, vv2;\n"
            "float gg = 0.0, gg2;\n"
            "void main() {\n"
            "   float aa = 0.0, aa2;\n"
            "   gl_FragColor = f;\n"
            "}\n";
        compile(shaderString);
        // Declarations or constants should not have rounding inserted around them
        ASSERT_TRUE(notFoundInCode("angle_frm(0"));
        // GLSL output
        ASSERT_TRUE(notFoundInCode("angle_frm(_uuu"));
        ASSERT_TRUE(notFoundInCode("angle_frm(_uvv"));
        ASSERT_TRUE(notFoundInCode("angle_frm(_ugg"));
        ASSERT_TRUE(notFoundInCode("angle_frm(_uaa"));
        // HLSL output
        ASSERT_TRUE(notFoundInCode("angle_frm(_uu"));
        ASSERT_TRUE(notFoundInCode("angle_frm(_vv"));
        ASSERT_TRUE(notFoundInCode("angle_frm(_gg"));
        ASSERT_TRUE(notFoundInCode("angle_frm(_aa"));
    }
    
    // Test that expressions that are part of initialization have rounding.
    TEST_F(DebugShaderPrecisionTest, InitializerRounding)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform float u;\n"
            "void main() {\n"
            "   float a = u;\n"
            "   gl_FragColor = vec4(a);\n"
            "}\n";
        compile(shaderString);
        // An expression that's part of initialization should have rounding
        ASSERT_TRUE(foundInAllGLSLCode("angle_frm(_uu)"));
        ASSERT_TRUE(foundInHLSLCode("angle_frm(_u)"));
    }
    
    // Test that compound additions have rounding in the GLSL translations.
    TEST_F(DebugShaderPrecisionTest, CompoundAddFunction)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "uniform vec4 u2;\n"
            "void main() {\n"
            "   vec4 v = u;\n"
            "   v += u2;\n"
            "   gl_FragColor = v;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode(
            "highp vec4 angle_compound_add_frm(inout highp vec4 x, in highp vec4 y) {\n"
            "    x = angle_frm(angle_frm(x) + y);"
        ));
        ASSERT_TRUE(foundInGLSLCode(
            "vec4 angle_compound_add_frm(inout vec4 x, in vec4 y) {\n"
            "    x = angle_frm(angle_frm(x) + y);"
        ));
        ASSERT_TRUE(
            foundInHLSLCode("float4 angle_compound_add_frm(inout float4 x, in float4 y) {\n"
                            "    x = angle_frm(angle_frm(x) + y);"));
        ASSERT_TRUE(foundInAllGLSLCode("angle_compound_add_frm(_uv, angle_frm(_uu2));"));
        ASSERT_TRUE(foundInHLSLCode("angle_compound_add_frm(_v, angle_frm(_u2));"));
        ASSERT_TRUE(notFoundInCode("+="));
    }
    
    TEST_F(DebugShaderPrecisionTest, CompoundSubFunction)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "uniform vec4 u2;\n"
            "void main() {\n"
            "   vec4 v = u;\n"
            "   v -= u2;\n"
            "   gl_FragColor = v;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode(
            "highp vec4 angle_compound_sub_frm(inout highp vec4 x, in highp vec4 y) {\n"
            "    x = angle_frm(angle_frm(x) - y);"
        ));
        ASSERT_TRUE(foundInGLSLCode(
            "vec4 angle_compound_sub_frm(inout vec4 x, in vec4 y) {\n"
            "    x = angle_frm(angle_frm(x) - y);"
        ));
        ASSERT_TRUE(
            foundInHLSLCode("float4 angle_compound_sub_frm(inout float4 x, in float4 y) {\n"
                            "    x = angle_frm(angle_frm(x) - y);"));
        ASSERT_TRUE(foundInAllGLSLCode("angle_compound_sub_frm(_uv, angle_frm(_uu2));"));
        ASSERT_TRUE(foundInHLSLCode("angle_compound_sub_frm(_v, angle_frm(_u2));"));
        ASSERT_TRUE(notFoundInCode("-="));
    }
    
    TEST_F(DebugShaderPrecisionTest, CompoundDivFunction)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "uniform vec4 u2;\n"
            "void main() {\n"
            "   vec4 v = u;\n"
            "   v /= u2;\n"
            "   gl_FragColor = v;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode(
            "highp vec4 angle_compound_div_frm(inout highp vec4 x, in highp vec4 y) {\n"
            "    x = angle_frm(angle_frm(x) / y);"
        ));
        ASSERT_TRUE(foundInGLSLCode(
            "vec4 angle_compound_div_frm(inout vec4 x, in vec4 y) {\n"
            "    x = angle_frm(angle_frm(x) / y);"
        ));
        ASSERT_TRUE(
            foundInHLSLCode("float4 angle_compound_div_frm(inout float4 x, in float4 y) {\n"
                            "    x = angle_frm(angle_frm(x) / y);"));
        ASSERT_TRUE(foundInAllGLSLCode("angle_compound_div_frm(_uv, angle_frm(_uu2));"));
        ASSERT_TRUE(foundInHLSLCode("angle_compound_div_frm(_v, angle_frm(_u2));"));
        ASSERT_TRUE(notFoundInCode("/="));
    }
    
    TEST_F(DebugShaderPrecisionTest, CompoundMulFunction)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "uniform vec4 u2;\n"
            "void main() {\n"
            "   vec4 v = u;\n"
            "   v *= u2;\n"
            "   gl_FragColor = v;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode(
            "highp vec4 angle_compound_mul_frm(inout highp vec4 x, in highp vec4 y) {\n"
            "    x = angle_frm(angle_frm(x) * y);"
        ));
        ASSERT_TRUE(foundInGLSLCode(
            "vec4 angle_compound_mul_frm(inout vec4 x, in vec4 y) {\n"
            "    x = angle_frm(angle_frm(x) * y);"
        ));
        ASSERT_TRUE(
            foundInHLSLCode("float4 angle_compound_mul_frm(inout float4 x, in float4 y) {\n"
                            "    x = angle_frm(angle_frm(x) * y);"));
        ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_uv, angle_frm(_uu2));"));
        ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_v, angle_frm(_u2));"));
        ASSERT_TRUE(notFoundInCode("*="));
    }
    
    TEST_F(DebugShaderPrecisionTest, CompoundAddVectorPlusScalarFunction)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "uniform float u2;\n"
            "void main() {\n"
            "   vec4 v = u;\n"
            "   v += u2;\n"
            "   gl_FragColor = v;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode(
            "highp vec4 angle_compound_add_frm(inout highp vec4 x, in highp float y) {\n"
            "    x = angle_frm(angle_frm(x) + y);"
        ));
        ASSERT_TRUE(foundInGLSLCode(
            "vec4 angle_compound_add_frm(inout vec4 x, in float y) {\n"
            "    x = angle_frm(angle_frm(x) + y);"
        ));
        ASSERT_TRUE(
            foundInHLSLCode("float4 angle_compound_add_frm(inout float4 x, in float y) {\n"
                            "    x = angle_frm(angle_frm(x) + y);"));
        ASSERT_TRUE(foundInAllGLSLCode("angle_compound_add_frm(_uv, angle_frm(_uu2));"));
        ASSERT_TRUE(foundInHLSLCode("angle_compound_add_frm(_v, angle_frm(_u2));"));
        ASSERT_TRUE(notFoundInCode("+="));
    }
    
    TEST_F(DebugShaderPrecisionTest, CompoundMatrixTimesMatrixFunction)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform mat4 u;\n"
            "uniform mat4 u2;\n"
            "void main() {\n"
            "   mat4 m = u;\n"
            "   m *= u2;\n"
            "   gl_FragColor = m[0];\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode(
            "highp mat4 angle_compound_mul_frm(inout highp mat4 x, in highp mat4 y) {\n"
            "    x = angle_frm(angle_frm(x) * y);"
        ));
        ASSERT_TRUE(foundInGLSLCode(
            "mat4 angle_compound_mul_frm(inout mat4 x, in mat4 y) {\n"
            "    x = angle_frm(angle_frm(x) * y);"
        ));
        ASSERT_TRUE(
            foundInHLSLCode("float4x4 angle_compound_mul_frm(inout float4x4 x, in float4x4 y) {\n"
                            "    x = angle_frm(angle_frm(x) * y);"));
        ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_um, angle_frm(_uu2));"));
        ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_m, angle_frm(_u2));"));
        ASSERT_TRUE(notFoundInCode("*="));
    }
    
    // Test that compound multiplying a non-square matrix with another matrix gets translated into an
    // angle_compound_mul function call.
    TEST_F(DebugShaderPrecisionTest, CompoundNonSquareMatrixTimesMatrixFunction)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform mat2x4 u;\n"
            "uniform mat2 u2;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   mat2x4 m = u;\n"
            "   m *= u2;\n"
            "   my_FragColor = m[0];\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode(
            "highp mat2x4 angle_compound_mul_frm(inout highp mat2x4 x, in highp mat2 y) {\n"
            "    x = angle_frm(angle_frm(x) * y);"));
        ASSERT_TRUE(
            foundInGLSLCode("mat2x4 angle_compound_mul_frm(inout mat2x4 x, in mat2 y) {\n"
                            "    x = angle_frm(angle_frm(x) * y);"));
        ASSERT_TRUE(
            foundInHLSLCode("float2x4 angle_compound_mul_frm(inout float2x4 x, in float2x2 y) {\n"
                            "    x = angle_frm(angle_frm(x) * y);"));
        ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_um, angle_frm(_uu2));"));
        ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_m, angle_frm(_u2));"));
        ASSERT_TRUE(notFoundInCode("*="));
    }
    
    TEST_F(DebugShaderPrecisionTest, CompoundMatrixTimesScalarFunction)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform mat4 u;\n"
            "uniform float u2;\n"
            "void main() {\n"
            "   mat4 m = u;\n"
            "   m *= u2;\n"
            "   gl_FragColor = m[0];\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode(
            "highp mat4 angle_compound_mul_frm(inout highp mat4 x, in highp float y) {\n"
            "    x = angle_frm(angle_frm(x) * y);"
        ));
        ASSERT_TRUE(foundInGLSLCode(
            "mat4 angle_compound_mul_frm(inout mat4 x, in float y) {\n"
            "    x = angle_frm(angle_frm(x) * y);"
        ));
        ASSERT_TRUE(
            foundInHLSLCode("float4x4 angle_compound_mul_frm(inout float4x4 x, in float y) {\n"
                            "    x = angle_frm(angle_frm(x) * y);"));
        ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_um, angle_frm(_uu2));"));
        ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_m, angle_frm(_u2));"));
        ASSERT_TRUE(notFoundInCode("*="));
    }
    
    TEST_F(DebugShaderPrecisionTest, CompoundVectorTimesMatrixFunction)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "uniform mat4 u2;\n"
            "void main() {\n"
            "   vec4 v = u;\n"
            "   v *= u2;\n"
            "   gl_FragColor = v;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode(
            "highp vec4 angle_compound_mul_frm(inout highp vec4 x, in highp mat4 y) {\n"
            "    x = angle_frm(angle_frm(x) * y);"
        ));
        ASSERT_TRUE(foundInGLSLCode("vec4 angle_compound_mul_frm(inout vec4 x, in mat4 y) {\n"
            "    x = angle_frm(angle_frm(x) * y);"
        ));
        ASSERT_TRUE(
            foundInHLSLCode("float4 angle_compound_mul_frm(inout float4 x, in float4x4 y) {\n"
                            "    x = angle_frm(angle_frm(x) * y);"));
        ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_uv, angle_frm(_uu2));"));
        ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_v, angle_frm(_u2));"));
        ASSERT_TRUE(notFoundInCode("*="));
    }
    
    TEST_F(DebugShaderPrecisionTest, CompoundVectorTimesScalarFunction)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "uniform float u2;\n"
            "void main() {\n"
            "   vec4 v = u;\n"
            "   v *= u2;\n"
            "   gl_FragColor = v;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInESSLCode(
            "highp vec4 angle_compound_mul_frm(inout highp vec4 x, in highp float y) {\n"
            "    x = angle_frm(angle_frm(x) * y);"
        ));
        ASSERT_TRUE(foundInGLSLCode(
            "vec4 angle_compound_mul_frm(inout vec4 x, in float y) {\n"
            "    x = angle_frm(angle_frm(x) * y);"
        ));
        ASSERT_TRUE(
            foundInHLSLCode("float4 angle_compound_mul_frm(inout float4 x, in float y) {\n"
                            "    x = angle_frm(angle_frm(x) * y);"));
        ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_uv, angle_frm(_uu2));"));
        ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_v, angle_frm(_u2));"));
        ASSERT_TRUE(notFoundInCode("*="));
    }
    
    TEST_F(DebugShaderPrecisionTest, BinaryMathRounding)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u1;\n"
            "uniform vec4 u2;\n"
            "uniform vec4 u3;\n"
            "uniform vec4 u4;\n"
            "uniform vec4 u5;\n"
            "void main() {\n"
            "   vec4 v1 = u1 + u2;\n"
            "   vec4 v2 = u2 - u3;\n"
            "   vec4 v3 = u3 * u4;\n"
            "   vec4 v4 = u4 / u5;\n"
            "   vec4 v5;\n"
            "   vec4 v6 = (v5 = u5);\n"
            "   gl_FragColor = v1 + v2 + v3 + v4;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInAllGLSLCode("v1 = angle_frm((angle_frm(_uu1) + angle_frm(_uu2)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v2 = angle_frm((angle_frm(_uu2) - angle_frm(_uu3)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v3 = angle_frm((angle_frm(_uu3) * angle_frm(_uu4)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v4 = angle_frm((angle_frm(_uu4) / angle_frm(_uu5)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v6 = angle_frm((_uv5 = angle_frm(_uu5)))"));
    
        ASSERT_TRUE(foundInHLSLCode("v1 = angle_frm((angle_frm(_u1) + angle_frm(_u2)))"));
        ASSERT_TRUE(foundInHLSLCode("v2 = angle_frm((angle_frm(_u2) - angle_frm(_u3)))"));
        ASSERT_TRUE(foundInHLSLCode("v3 = angle_frm((angle_frm(_u3) * angle_frm(_u4)))"));
        ASSERT_TRUE(foundInHLSLCode("v4 = angle_frm((angle_frm(_u4) / angle_frm(_u5)))"));
        ASSERT_TRUE(foundInHLSLCode("v6 = angle_frm((_v5 = angle_frm(_u5)))"));
    }
    
    TEST_F(DebugShaderPrecisionTest, BuiltInMathFunctionRounding)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u1;\n"
            "uniform vec4 u2;\n"
            "uniform vec4 u3;\n"
            "uniform float uf;\n"
            "uniform float uf2;\n"
            "uniform vec3 uf31;\n"
            "uniform vec3 uf32;\n"
            "uniform mat4 um1;\n"
            "uniform mat4 um2;\n"
            "void main() {\n"
            "   vec4 v1 = radians(u1);\n"
            "   vec4 v2 = degrees(u1);\n"
            "   vec4 v3 = sin(u1);\n"
            "   vec4 v4 = cos(u1);\n"
            "   vec4 v5 = tan(u1);\n"
            "   vec4 v6 = asin(u1);\n"
            "   vec4 v7 = acos(u1);\n"
            "   vec4 v8 = atan(u1);\n"
            "   vec4 v9 = atan(u1, u2);\n"
            "   vec4 v10 = pow(u1, u2);\n"
            "   vec4 v11 = exp(u1);\n"
            "   vec4 v12 = log(u1);\n"
            "   vec4 v13 = exp2(u1);\n"
            "   vec4 v14 = log2(u1);\n"
            "   vec4 v15 = sqrt(u1);\n"
            "   vec4 v16 = inversesqrt(u1);\n"
            "   vec4 v17 = abs(u1);\n"
            "   vec4 v18 = sign(u1);\n"
            "   vec4 v19 = floor(u1);\n"
            "   vec4 v20 = ceil(u1);\n"
            "   vec4 v21 = fract(u1);\n"
            "   vec4 v22 = mod(u1, uf);\n"
            "   vec4 v23 = mod(u1, u2);\n"
            "   vec4 v24 = min(u1, uf);\n"
            "   vec4 v25 = min(u1, u2);\n"
            "   vec4 v26 = max(u1, uf);\n"
            "   vec4 v27 = max(u1, u2);\n"
            "   vec4 v28 = clamp(u1, u2, u3);\n"
            "   vec4 v29 = clamp(u1, uf, uf2);\n"
            "   vec4 v30 = mix(u1, u2, u3);\n"
            "   vec4 v31 = mix(u1, u2, uf);\n"
            "   vec4 v32 = step(u1, u2);\n"
            "   vec4 v33 = step(uf, u1);\n"
            "   vec4 v34 = smoothstep(u1, u2, u3);\n"
            "   vec4 v35 = smoothstep(uf, uf2, u1);\n"
            "   vec4 v36 = normalize(u1);\n"
            "   vec4 v37 = faceforward(u1, u2, u3);\n"
            "   vec4 v38 = reflect(u1, u2);\n"
            "   vec4 v39 = refract(u1, u2, uf);\n"
    
            "   float f1 = length(u1);\n"
            "   float f2 = distance(u1, u2);\n"
            "   float f3 = dot(u1, u2);\n"
            "   vec3 vf31 = cross(uf31, uf32);\n"
            "   mat4 m1 = matrixCompMult(um1, um2);\n"
    
            "   gl_FragColor = v1 + v2 + v3 + v4 + v5 + v6 + v7 + v8 + v9 + v10 +"
                "v11 + v12 + v13 + v14 + v15 + v16 + v17 + v18 + v19 + v20 +"
                "v21 + v22 + v23 + v24 + v25 + v26 + v27 + v28 + v29 + v30 +"
                "v31 + v32 + v33 + v34 + v35 + v36 + v37 + v38 + v39 +"
                "vec4(f1, f2, f3, 0.0) + vec4(vf31, 0.0) + m1[0];\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInAllGLSLCode("v1 = angle_frm(radians(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v2 = angle_frm(degrees(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v3 = angle_frm(sin(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v4 = angle_frm(cos(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v5 = angle_frm(tan(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v6 = angle_frm(asin(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v7 = angle_frm(acos(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v8 = angle_frm(atan(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v9 = angle_frm(atan(angle_frm(_uu1), angle_frm(_uu2)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v10 = angle_frm(pow(angle_frm(_uu1), angle_frm(_uu2)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v11 = angle_frm(exp(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v12 = angle_frm(log(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v13 = angle_frm(exp2(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v14 = angle_frm(log2(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v15 = angle_frm(sqrt(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v16 = angle_frm(inversesqrt(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v17 = angle_frm(abs(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v18 = angle_frm(sign(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v19 = angle_frm(floor(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v20 = angle_frm(ceil(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v21 = angle_frm(fract(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v22 = angle_frm(mod(angle_frm(_uu1), angle_frm(_uuf)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v23 = angle_frm(mod(angle_frm(_uu1), angle_frm(_uu2)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v24 = angle_frm(min(angle_frm(_uu1), angle_frm(_uuf)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v25 = angle_frm(min(angle_frm(_uu1), angle_frm(_uu2)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v26 = angle_frm(max(angle_frm(_uu1), angle_frm(_uuf)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v27 = angle_frm(max(angle_frm(_uu1), angle_frm(_uu2)))"));
        ASSERT_TRUE(foundInAllGLSLCode(
            "v28 = angle_frm(clamp(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uu3)))"));
        ASSERT_TRUE(foundInAllGLSLCode(
            "v29 = angle_frm(clamp(angle_frm(_uu1), angle_frm(_uuf), angle_frm(_uuf2)))"));
        ASSERT_TRUE(foundInAllGLSLCode(
            "v30 = angle_frm(mix(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uu3)))"));
        ASSERT_TRUE(foundInAllGLSLCode(
            "v31 = angle_frm(mix(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uuf)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v32 = angle_frm(step(angle_frm(_uu1), angle_frm(_uu2)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v33 = angle_frm(step(angle_frm(_uuf), angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode(
            "v34 = angle_frm(smoothstep(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uu3)))"));
        ASSERT_TRUE(foundInAllGLSLCode(
            "v35 = angle_frm(smoothstep(angle_frm(_uuf), angle_frm(_uuf2), angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v36 = angle_frm(normalize(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode(
            "v37 = angle_frm(faceforward(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uu3)))"));
        ASSERT_TRUE(foundInAllGLSLCode("v38 = angle_frm(reflect(angle_frm(_uu1), angle_frm(_uu2)))"));
        ASSERT_TRUE(foundInAllGLSLCode(
            "v39 = angle_frm(refract(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uuf)))"));
    
        ASSERT_TRUE(foundInAllGLSLCode("f1 = angle_frm(length(angle_frm(_uu1)))"));
        ASSERT_TRUE(foundInAllGLSLCode("f2 = angle_frm(distance(angle_frm(_uu1), angle_frm(_uu2)))"));
        ASSERT_TRUE(foundInAllGLSLCode("f3 = angle_frm(dot(angle_frm(_uu1), angle_frm(_uu2)))"));
        ASSERT_TRUE(
            foundInAllGLSLCode("vf31 = angle_frm(cross(angle_frm(_uuf31), angle_frm(_uuf32)))"));
        ASSERT_TRUE(
            foundInAllGLSLCode("m1 = angle_frm(matrixCompMult(angle_frm(_uum1), angle_frm(_uum2)))"));
    
        ASSERT_TRUE(foundInHLSLCode("v1 = angle_frm(radians(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v2 = angle_frm(degrees(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v3 = angle_frm(sin(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v4 = angle_frm(cos(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v5 = angle_frm(tan(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v6 = angle_frm(asin(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v7 = angle_frm(acos(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v8 = angle_frm(atan(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v9 = angle_frm(atan_emu(angle_frm(_u1), angle_frm(_u2)))"));
        ASSERT_TRUE(foundInHLSLCode("v10 = angle_frm(pow(angle_frm(_u1), angle_frm(_u2)))"));
        ASSERT_TRUE(foundInHLSLCode("v11 = angle_frm(exp(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v12 = angle_frm(log(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v13 = angle_frm(exp2(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v14 = angle_frm(log2(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v15 = angle_frm(sqrt(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v16 = angle_frm(rsqrt(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v17 = angle_frm(abs(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v18 = angle_frm(sign(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v19 = angle_frm(floor(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v20 = angle_frm(ceil(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v21 = angle_frm(frac(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v22 = angle_frm(mod_emu(angle_frm(_u1), angle_frm(_uf)))"));
        ASSERT_TRUE(foundInHLSLCode("v23 = angle_frm(mod_emu(angle_frm(_u1), angle_frm(_u2)))"));
        ASSERT_TRUE(foundInHLSLCode("v24 = angle_frm(min(angle_frm(_u1), angle_frm(_uf)))"));
        ASSERT_TRUE(foundInHLSLCode("v25 = angle_frm(min(angle_frm(_u1), angle_frm(_u2)))"));
        ASSERT_TRUE(foundInHLSLCode("v26 = angle_frm(max(angle_frm(_u1), angle_frm(_uf)))"));
        ASSERT_TRUE(foundInHLSLCode("v27 = angle_frm(max(angle_frm(_u1), angle_frm(_u2)))"));
        ASSERT_TRUE(
            foundInHLSLCode("v28 = angle_frm(clamp(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
        ASSERT_TRUE(
            foundInHLSLCode("v29 = angle_frm(clamp(angle_frm(_u1), angle_frm(_uf), angle_frm(_uf2)))"));
        ASSERT_TRUE(
            foundInHLSLCode("v30 = angle_frm(lerp(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
        ASSERT_TRUE(
            foundInHLSLCode("v31 = angle_frm(lerp(angle_frm(_u1), angle_frm(_u2), angle_frm(_uf)))"));
        ASSERT_TRUE(foundInHLSLCode("v32 = angle_frm(step(angle_frm(_u1), angle_frm(_u2)))"));
        ASSERT_TRUE(foundInHLSLCode("v33 = angle_frm(step(angle_frm(_uf), angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode(
            "v34 = angle_frm(smoothstep(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
        ASSERT_TRUE(foundInHLSLCode(
            "v35 = angle_frm(smoothstep(angle_frm(_uf), angle_frm(_uf2), angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("v36 = angle_frm(normalize(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode(
            "v37 = angle_frm(faceforward_emu(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
        ASSERT_TRUE(foundInHLSLCode("v38 = angle_frm(reflect(angle_frm(_u1), angle_frm(_u2)))"));
        ASSERT_TRUE(foundInHLSLCode(
            "v39 = angle_frm(refract(angle_frm(_u1), angle_frm(_u2), angle_frm(_uf)))"));
    
        ASSERT_TRUE(foundInHLSLCode("f1 = angle_frm(length(angle_frm(_u1)))"));
        ASSERT_TRUE(foundInHLSLCode("f2 = angle_frm(distance(angle_frm(_u1), angle_frm(_u2)))"));
        ASSERT_TRUE(foundInHLSLCode("f3 = angle_frm(dot(angle_frm(_u1), angle_frm(_u2)))"));
        ASSERT_TRUE(foundInHLSLCode("vf31 = angle_frm(cross(angle_frm(_uf31), angle_frm(_uf32)))"));
        ASSERT_TRUE(foundInHLSLCode("m1 = angle_frm((angle_frm(_um1) * angle_frm(_um2)))"));
    }
    
    TEST_F(DebugShaderPrecisionTest, BuiltInRelationalFunctionRounding)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u1;\n"
            "uniform vec4 u2;\n"
            "void main() {\n"
            "   bvec4 bv1 = lessThan(u1, u2);\n"
            "   bvec4 bv2 = lessThanEqual(u1, u2);\n"
            "   bvec4 bv3 = greaterThan(u1, u2);\n"
            "   bvec4 bv4 = greaterThanEqual(u1, u2);\n"
            "   bvec4 bv5 = equal(u1, u2);\n"
            "   bvec4 bv6 = notEqual(u1, u2);\n"
            "   gl_FragColor = vec4(bv1) + vec4(bv2) + vec4(bv3) + vec4(bv4) + vec4(bv5) + vec4(bv6);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInAllGLSLCode("bv1 = lessThan(angle_frm(_uu1), angle_frm(_uu2))"));
        ASSERT_TRUE(foundInAllGLSLCode("bv2 = lessThanEqual(angle_frm(_uu1), angle_frm(_uu2))"));
        ASSERT_TRUE(foundInAllGLSLCode("bv3 = greaterThan(angle_frm(_uu1), angle_frm(_uu2))"));
        ASSERT_TRUE(foundInAllGLSLCode("bv4 = greaterThanEqual(angle_frm(_uu1), angle_frm(_uu2))"));
        ASSERT_TRUE(foundInAllGLSLCode("bv5 = equal(angle_frm(_uu1), angle_frm(_uu2))"));
        ASSERT_TRUE(foundInAllGLSLCode("bv6 = notEqual(angle_frm(_uu1), angle_frm(_uu2))"));
    
        ASSERT_TRUE(foundInHLSLCode("bv1 = (angle_frm(_u1) < angle_frm(_u2))"));
        ASSERT_TRUE(foundInHLSLCode("bv2 = (angle_frm(_u1) <= angle_frm(_u2))"));
        ASSERT_TRUE(foundInHLSLCode("bv3 = (angle_frm(_u1) > angle_frm(_u2))"));
        ASSERT_TRUE(foundInHLSLCode("bv4 = (angle_frm(_u1) >= angle_frm(_u2))"));
        ASSERT_TRUE(foundInHLSLCode("bv5 = (angle_frm(_u1) == angle_frm(_u2))"));
        ASSERT_TRUE(foundInHLSLCode("bv6 = (angle_frm(_u1) != angle_frm(_u2))"));
    }
    
    TEST_F(DebugShaderPrecisionTest, ConstructorRounding)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "precision mediump int;\n"
            "uniform float u1;\n"
            "uniform float u2;\n"
            "uniform lowp float u3;\n"
            "uniform float u4;\n"
            "uniform ivec4 uiv;\n"
            "void main() {\n"
            "   vec4 v1 = vec4(u1, u2, u3, u4);\n"
            "   vec4 v2 = vec4(uiv);\n"
            "   gl_FragColor = v1 + v2;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInAllGLSLCode("v1 = angle_frm(vec4(_uu1, _uu2, angle_frl(_uu3), _uu4))"));
        ASSERT_TRUE(foundInAllGLSLCode("v2 = angle_frm(vec4(_uuiv))"));
    
        ASSERT_TRUE(foundInHLSLCode("v1 = angle_frm(vec4_ctor(_u1, _u2, angle_frl(_u3), _u4))"));
        ASSERT_TRUE(foundInHLSLCode("v2 = angle_frm(vec4_ctor(_uiv))"));
    }
    
    TEST_F(DebugShaderPrecisionTest, StructConstructorNoRounding)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "struct S { mediump vec4 a; };\n"
            "uniform vec4 u;\n"
            "void main() {\n"
            "   S s = S(u);\n"
            "   gl_FragColor = s.a;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInAllGLSLCode("s = _uS(angle_frm(_uu))"));
        ASSERT_TRUE(foundInHLSLCode("s = _S_ctor(angle_frm(_u))"));
        ASSERT_TRUE(notFoundInCode("angle_frm(_uS"));  // GLSL
        ASSERT_TRUE(notFoundInCode("angle_frm(_S"));   // HLSL
    }
    
    TEST_F(DebugShaderPrecisionTest, SwizzleRounding)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u;\n"
            "void main() {\n"
            "   vec4 v = u.xyxy;"
            "   gl_FragColor = v;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInAllGLSLCode("v = angle_frm(_uu).xyxy"));
        ASSERT_TRUE(foundInHLSLCode("v = angle_frm(_u).xyxy"));
    }
    
    TEST_F(DebugShaderPrecisionTest, BuiltInTexFunctionRounding)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "precision lowp sampler2D;\n"
            "uniform vec2 u;\n"
            "uniform sampler2D s;\n"
            "void main() {\n"
            "   lowp vec4 v = texture2D(s, u);\n"
            "   gl_FragColor = v;\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInAllGLSLCode("v = angle_frl(texture2D(_us, angle_frm(_uu)))"));
        ASSERT_TRUE(foundInHLSLCode("v = angle_frl(gl_texture2D(_s, angle_frm(_u)))"));
    }
    
    TEST_F(DebugShaderPrecisionTest, FunctionCallParameterQualifiersFromDefinition)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u1;\n"
            "uniform vec4 u2;\n"
            "uniform vec4 u3;\n"
            "uniform vec4 u4;\n"
            "uniform vec4 u5;\n"
            "vec4 add(in vec4 x, in vec4 y) {\n"
            "   return x + y;\n"
            "}\n"
            "void compound_add(inout vec4 x, in vec4 y) {\n"
            "   x = x + y;\n"
            "}\n"
            "void add_to_last(in vec4 x, in vec4 y, out vec4 z) {\n"
            "   z = x + y;\n"
            "}\n"
            "void main() {\n"
            "   vec4 v = add(u1, u2);\n"
            "   compound_add(v, u3);\n"
            "   vec4 v2;\n"
            "   add_to_last(u4, u5, v2);\n"
            "   gl_FragColor = v + v2;\n"
            "}\n";
        compile(shaderString);
        // Note that this is not optimal code, there are redundant frm calls.
        // However, getting the implementation working when other operations
        // are nested within function calls would be tricky if to get right
        // otherwise.
        // Test in parameters
        ASSERT_TRUE(foundInAllGLSLCode("v = _uadd(angle_frm(_uu1), angle_frm(_uu2))"));
        ASSERT_TRUE(foundInHLSLCode("v = f_add_float4_float4(angle_frm(_u1), angle_frm(_u2))"));
        // Test inout parameter
        ASSERT_TRUE(foundInAllGLSLCode("_ucompound_add(_uv, angle_frm(_uu3))"));
        ASSERT_TRUE(foundInHLSLCode("compound_add_float4_float4(_v, angle_frm(_u3))"));
        // Test out parameter
        ASSERT_TRUE(foundInAllGLSLCode("_uadd_to_last(angle_frm(_uu4), angle_frm(_uu5), _uv2)"));
        ASSERT_TRUE(
            foundInHLSLCode("add_to_last_float4_float4_float4(angle_frm(_u4), angle_frm(_u5), _v2)"));
    }
    
    TEST_F(DebugShaderPrecisionTest, FunctionCallParameterQualifiersFromPrototype)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u1;\n"
            "uniform vec4 u2;\n"
            "uniform vec4 u3;\n"
            "uniform vec4 u4;\n"
            "uniform vec4 u5;\n"
            "vec4 add(in vec4 x, in vec4 y);\n"
            "void compound_add(inout vec4 x, in vec4 y);\n"
            "void add_to_last(in vec4 x, in vec4 y, out vec4 z);\n"
            "void main() {\n"
            "   vec4 v = add(u1, u2);\n"
            "   compound_add(v, u3);\n"
            "   vec4 v2;\n"
            "   add_to_last(u4, u5, v2);\n"
            "   gl_FragColor = v + v2;\n"
            "}\n"
            "vec4 add(in vec4 x, in vec4 y) {\n"
            "   return x + y;\n"
            "}\n"
            "void compound_add(inout vec4 x, in vec4 y) {\n"
            "   x = x + y;\n"
            "}\n"
            "void add_to_last(in vec4 x, in vec4 y, out vec4 z) {\n"
            "   z = x + y;\n"
            "}\n";
        compile(shaderString);
        // Test in parameters
        ASSERT_TRUE(foundInAllGLSLCode("v = _uadd(angle_frm(_uu1), angle_frm(_uu2))"));
        ASSERT_TRUE(foundInHLSLCode("v = f_add_float4_float4(angle_frm(_u1), angle_frm(_u2))"));
        // Test inout parameter
        ASSERT_TRUE(foundInAllGLSLCode("_ucompound_add(_uv, angle_frm(_uu3))"));
        ASSERT_TRUE(foundInHLSLCode("compound_add_float4_float4(_v, angle_frm(_u3))"));
        // Test out parameter
        ASSERT_TRUE(foundInAllGLSLCode("add_to_last(angle_frm(_uu4), angle_frm(_uu5), _uv2)"));
        ASSERT_TRUE(
            foundInHLSLCode("add_to_last_float4_float4_float4(angle_frm(_u4), angle_frm(_u5), _v2)"));
    }
    
    TEST_F(DebugShaderPrecisionTest, NestedFunctionCalls)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u1;\n"
            "uniform vec4 u2;\n"
            "uniform vec4 u3;\n"
            "vec4 add(in vec4 x, in vec4 y) {\n"
            "   return x + y;\n"
            "}\n"
            "vec4 compound_add(inout vec4 x, in vec4 y) {\n"
            "   x = x + y;\n"
            "   return x;\n"
            "}\n"
            "void main() {\n"
            "   vec4 v = u1;\n"
            "   vec4 v2 = add(compound_add(v, u2), fract(u3));\n"
            "   gl_FragColor = v + v2;\n"
            "}\n";
        compile(shaderString);
        // Test nested calls
        ASSERT_TRUE(foundInAllGLSLCode(
            "v2 = _uadd(_ucompound_add(_uv, angle_frm(_uu2)), angle_frm(fract(angle_frm(_uu3))))"));
        ASSERT_TRUE(foundInHLSLCode(
            "v2 = f_add_float4_float4(f_compound_add_float4_float4(_v, angle_frm(_u2)), "
            "angle_frm(frac(angle_frm(_u3))))"));
    }
    
    // Test that code inside an index of a function out parameter gets processed.
    TEST_F(DebugShaderPrecisionTest, OpInIndexOfFunctionOutParameter)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "void foo(out vec4 f) { f.x = 0.0; }\n"
            "uniform float u2;\n"
            "void main() {\n"
            "   vec4 v[2];\n"
            "   foo(v[int(exp2(u2))]);\n"
            "   gl_FragColor = v[0];\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInAllGLSLCode("angle_frm(exp2(angle_frm(_uu2)))"));
        ASSERT_TRUE(foundInHLSLCode("angle_frm(exp2(angle_frm(_u2)))"));
    }
    
    // Test that code inside an index of an l-value gets processed.
    TEST_F(DebugShaderPrecisionTest, OpInIndexOfLValue)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform vec4 u1;\n"
            "uniform float u2;\n"
            "void main() {\n"
            "   vec4 v[2];\n"
            "   v[int(exp2(u2))] = u1;\n"
            "   gl_FragColor = v[0];\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInAllGLSLCode("angle_frm(exp2(angle_frm(_uu2)))"));
        ASSERT_TRUE(foundInHLSLCode("angle_frm(exp2(angle_frm(_u2)))"));
    }
    
    // Test that the out parameter of modf doesn't get rounded
    TEST_F(DebugShaderPrecisionTest, ModfOutParameter)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform float u;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   float o;\n"
            "   float f = modf(u, o);\n"
            "   my_FragColor = vec4(f, o, 0, 1);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInAllGLSLCode("modf(angle_frm(_uu), _uo)"));
        ASSERT_TRUE(foundInHLSLCode("modf(angle_frm(_u), _o)"));
    }
    
    #if defined(ANGLE_ENABLE_HLSL)
    // Tests precision emulation with HLSL 3.0 output -- should error gracefully.
    TEST(DebugShaderPrecisionNegativeTest, HLSL3Unsupported)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform float u;\n"
            "void main() {\n"
            "   gl_FragColor = vec4(u);\n"
            "}\n";
        std::string infoLog;
        std::string translatedCode;
        ShBuiltInResources resources;
        sh::InitBuiltInResources(&resources);
        resources.WEBGL_debug_shader_precision = 1;
        ASSERT_FALSE(compileTestShader(GL_FRAGMENT_SHADER, SH_GLES3_SPEC, SH_HLSL_3_0_OUTPUT,
                                       shaderString, &resources, 0, &translatedCode, &infoLog));
    }
    #endif  // defined(ANGLE_ENABLE_HLSL)
    
    // Test that compound assignment inside an expression compiles correctly. This is a test for a bug
    // where incorrect type information on the compound assignment call node caused an assert to trigger
    // in the debug build.
    TEST_F(DebugShaderPrecisionTest, CompoundAssignmentInsideExpression)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "void main() {\n"
            "   float f = 0.0;\n"
            "   my_FragColor = vec4(abs(f += 1.0), 0, 0, 1);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInAllGLSLCode("abs(angle_compound_add_frm(_uf, 1.0))"));
    }
    
    // Test that having rounded values inside the right hand side of logical or doesn't trigger asserts
    // in HLSL output.
    TEST_F(DebugShaderPrecisionTest, RoundedValueOnRightSideOfLogicalOr)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 my_FragColor;\n"
            "uniform float u1, u2;\n"
            "void main() {\n"
            "   my_FragColor = vec4(u1 == 0.0 || u2 == 0.0);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInHLSLCode("angle_frm(_u2) == 0.0"));
    }