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

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  • Author : Olli Etuaho
    Date : 2018-03-19 10:29:37
    Hash : 40b1c770
    Message : Fix asserts related to writing nameless parameters in HLSL We rely on TSymbol::name() to generate names also for nameless parameters. Fix asserts to reflect this. BUG=chromium:823041 TEST=angle_unittests Change-Id: Ie9b8253a150e79965bf85d8a7f36643ada6c54cc Reviewed-on: https://chromium-review.googlesource.com/968242 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/HLSLOutput_test.cpp
  • //
    // Copyright (c) 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 "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, 0, SH_HLSL_4_1_OUTPUT) {}
    };
    
    class HLSL30VertexOutputTest : public MatchOutputCodeTest
    {
      public:
        HLSL30VertexOutputTest() : MatchOutputCodeTest(GL_VERTEX_SHADER, 0, SH_HLSL_3_0_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"));
    }
    
    // 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);
    }