Edit

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

Branch :

  • Show log

    Commit

  • Author : Shahbaz Youssefi
    Date : 2023-05-25 14:54:49
    Hash : 02e7f967
    Message : Translator: Remove the "variables" option Variable collection is invariably enabled by the front-end as well as other major users of ANGLE such as Firefox. All translator backends except GLSL force-enable variable collection either way. This change removes this compile option and enables variable collection unconditionally. The flag itself remains in ShCompileOptions until references to it are removed from Chromium. Bug: chromium:1447314 Change-Id: I4d3b30c1bfbd345c5ad269abc62c0a6a59de2f56 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4568524 Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/compiler_tests/UnrollFlatten_test.cpp
  • //
    // Copyright 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.
    //
    // UnrollFlatten_test.cpp:
    //   Test for the outputting of [[unroll]] and [[flatten]] for the D3D compiler.
    //   This test can only be enabled when HLSL support is enabled.
    //
    
    #include "GLSLANG/ShaderLang.h"
    #include "angle_gl.h"
    #include "common/angleutils.h"
    #include "gtest/gtest.h"
    #include "tests/test_utils/compiler_test.h"
    
    using namespace sh;
    
    namespace
    {
    
    class UnrollFlattenTest : public testing::Test
    {
      public:
        UnrollFlattenTest() : mInputSpec(SH_GLES2_SPEC) {}
        UnrollFlattenTest(ShShaderSpec inputSpec) : mInputSpec(inputSpec) {}
    
      protected:
        void compile(const std::string &shaderString)
        {
            ShCompileOptions compileOptions = {};
    
            std::string infoLog;
            bool compilationSuccess =
                compileTestShader(GL_FRAGMENT_SHADER, mInputSpec, SH_HLSL_4_1_OUTPUT, shaderString,
                                  compileOptions, &mTranslatedSource, &infoLog);
            if (!compilationSuccess)
            {
                FAIL() << "Shader compilation failed " << infoLog;
            }
            // Ignore the beginning of the shader to avoid the definitions of LOOP and FLATTEN
            mCurrentPosition = static_cast<int>(mTranslatedSource.find("cbuffer DriverConstants"));
        }
    
        void expect(const char *patterns[], size_t count)
        {
            const char *badPatterns[] = {UNROLL, FLATTEN};
            for (size_t i = 0; i < count; i++)
            {
                const char *pattern = patterns[i];
                auto position       = mTranslatedSource.find(pattern, mCurrentPosition);
                if (position == std::string::npos)
                {
                    FAIL() << "Couldn't find '" << pattern << "' after expectations '"
                           << mExpectationList << "' in translated source:\n"
                           << mTranslatedSource;
                }
    
                for (size_t j = 0; j < ArraySize(badPatterns); j++)
                {
                    const char *badPattern = badPatterns[j];
                    if (pattern != badPattern &&
                        mTranslatedSource.find(badPattern, mCurrentPosition) < position)
                    {
                        FAIL() << "Found '" << badPattern << "' before '" << pattern
                               << "' after expectations '" << mExpectationList
                               << "' in translated source:\n"
                               << mTranslatedSource;
                    }
                }
                mExpectationList += " - " + std::string(pattern);
                mCurrentPosition = static_cast<int>(position) + 1;
            }
        }
    
        static const char *UNROLL;
        static const char *FLATTEN;
    
      private:
        ShShaderSpec mInputSpec;
        std::string mTranslatedSource;
    
        int mCurrentPosition;
        std::string mExpectationList;
    };
    
    const char *UnrollFlattenTest::UNROLL  = "LOOP";
    const char *UnrollFlattenTest::FLATTEN = "FLATTEN";
    
    // Check that the nothing is added if there is no gradient operation
    // even when there is ifs and discontinuous loops
    TEST_F(UnrollFlattenTest, NoGradient)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform float f;\n"
            "float fun(float a){\n"           // 1
            "    if (a > 1.0) {return f;}\n"  // 2
            "    else {return a + 1.0;}\n"
            "}\n"
            "float fun2(float a){\n"                // 3
            "    for (int i = 0; i < 10; i++) {\n"  // 4
            "        if (a > 1.0) {break;}\n"       // 5
            "        a = fun(a);\n"                 // 6
            "    }\n"
            "    return a;\n"
            "}\n"
            "void main() {\n"
            "    float accum = 0.0;\n"
            "    if (f < 5.0) {accum = fun2(accum);}\n"  // 7
            "    gl_FragColor = vec4(accum);\n"
            "}\n";
        compile(shaderString);
        // 1 - shouldn't get a Lod0 version generated
        // 2 - no FLATTEN because does not contain discont loop
        // 3 - shouldn't get a Lod0 version generated
        // 4 - no LOOP because discont, and also no gradient
        // 5 - no FLATTEN because does not contain loop with a gradient
        // 6 - call non-Lod0 version
        // 7 - no FLATTEN
        const char *expectations[] = {"fun(",  "if",   "fun2(", "for", "if",
                                      "break", "fun(", "main(", "if",  "fun2("};
        expect(expectations, ArraySize(expectations));
    }
    
    // Check that when we have a gradient in a non-discontinuous loop
    // we use the regular version of the functions. Also checks that
    // LOOP is generated for the loop containing the gradient.
    TEST_F(UnrollFlattenTest, GradientNotInDiscont)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform float f;\n"
            "uniform sampler2D tex;"
            "float fun(float a){\n"                         // 1
            "    return texture2D(tex, vec2(0.5, f)).x;\n"  // 2
            "}\n"
            "float fun2(float a){\n"                        // 3
            "    for (int i = 0; i < 10; i++) {\n"          // 4
            "        if (a > 1.0) {}\n"                     // 5
            "        a = fun(a);\n"                         // 6
            "        a += texture2D(tex, vec2(a, 0.0)).x;"  // 7
            "    }\n"
            "    return a;\n"
            "}\n"
            "void main() {\n"
            "    float accum = 0.0;\n"
            "    if (f < 5.0) {accum = fun2(accum);}\n"  // 8
            "    gl_FragColor = vec4(accum);\n"
            "}\n";
        // 1 - shouldn't get a Lod0 version generated
        // 2 - no Lod0 version generated
        // 3 - shouldn't get a Lod0 version generated (not in discont loop)
        // 4 - should have LOOP because it contains a gradient operation (even if Lod0)
        // 5 - no FLATTEN because doesn't contain loop with a gradient
        // 6 - call non-Lod0 version
        // 7 - call non-Lod0 version
        // 8 - FLATTEN because it contains a loop with a gradient
        compile(shaderString);
        const char *expectations[] = {"fun(", "texture2D(", "fun2(", "LOOP",    "for", "if",
                                      "fun(", "texture2D(", "main(", "FLATTEN", "if",  "fun2("};
        expect(expectations, ArraySize(expectations));
    }
    
    // Check that when we have a gradient in a discontinuous loop
    // we use the Lod0 version of the functions.
    TEST_F(UnrollFlattenTest, GradientInDiscont)
    {
        const std::string &shaderString =
            "precision mediump float;\n"
            "uniform float f;\n"
            "uniform sampler2D tex;"
            "float fun(float a){\n"                         // 1
            "    return texture2D(tex, vec2(0.5, f)).x;\n"  // 2
            "}\n"
            "float fun2(float a){\n"                        // 3
            "    for (int i = 0; i < 10; i++) {\n"          // 4
            "        if (a > 1.0) {break;}\n"               // 5
            "        a = fun(a);\n"                         // 6
            "        a += texture2D(tex, vec2(a, 0.0)).x;"  // 7
            "    }\n"
            "    return a;\n"
            "}\n"
            "void main() {\n"
            "    float accum = 0.0;\n"
            "    if (f < 5.0) {accum = fun2(accum);}\n"  // 8
            "    gl_FragColor = vec4(accum);\n"
            "}\n";
        // 1 - should get a Lod0 version generated (gradient + discont loop)
        // 2 - will get the Lod0 if in funLod0
        // 3 - shouldn't get a Lod0 version generated (not in discont loop)
        // 4 - should have LOOP because it contains a gradient operation (even if Lod0)
        // 5 - no FLATTEN because doesn't contain a loop with a gradient
        // 6 - call Lod0 version
        // 7 - call Lod0 version
        // 8 - FLATTEN because it contains a loop with a gradient
        compile(shaderString);
        const char *expectations[] = {
            "fun(",  "texture2D(", "funLod0(",      "texture2DLod0(", "fun2(",   "LOOP", "for",  "if",
            "break", "funLod0(",   "texture2DLod0", "main(",          "FLATTEN", "if",   "fun2("};
        expect(expectations, ArraySize(expectations));
    }
    
    class UnrollFlattenTest_ES3 : public UnrollFlattenTest
    {
      public:
        UnrollFlattenTest_ES3() : UnrollFlattenTest(SH_GLES3_SPEC) {}
    };
    
    // Check that we correctly detect the ES3 builtin "texture" function as a gradient operation.
    TEST_F(UnrollFlattenTest_ES3, TextureBuiltin)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform sampler2D tex;"
            "out float fragColor;\n"
            "void main() {\n"
            "    float a = 0.0;"
            "    for (int i = 0; i < 10; i++) {\n"
            "        if (a > 1.0) {break;}\n"
            "        a += texture(tex, vec2(a, 0.0)).x;"
            "    }\n"
            "    fragColor = a;\n"
            "}\n";
    
        compile(shaderString);
        const char *expectations[] = {"main(", "LOOP", "Lod0("};
        expect(expectations, ArraySize(expectations));
    }
    }  // namespace