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

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  • Author : Olli Etuaho
    Date : 2014-11-06 17:25:48
    Hash : 853dc1ab
    Message : Add mediump and lowp precision emulation support for GLSL output This implements the rounding as specified in WEBGL_debug_shader_precision extension proposal for desktop GLSL and ESSL output. The bulk of the new functionality is added in the form of a new EmulatePrecision AST traverser, which inserts calls to the rounding routines angle_frm and angle_frl in the appropriate places, and writes the rounding routines themselves to the shader. Compound assignments which are subject to emulation are transformed from "x op= y" to "angle_compound_op_frm(x, y)", a call to a function which does the appropriate rounding and places the result of the operation to x. The angle_ prefixed names should not clash with user-defined names if name hashing is on. If name hashing is not on, the precision emulation can only be used if the angle_ prefix is reserved for use by ANGLE. To support the rounding routines in output, a new operator type is added for internal helper function calls, which are not subject to name hashing. In ESSL output, all variables are forced to highp when precision emulation is on to ensure consistency with how precision emulation performs on desktop. Comprehensive tests for the added code generation are included. BUG=angle:787 Change-Id: I0d0ad9327888f803a32e79b64b08763c654c913b Reviewed-on: https://chromium-review.googlesource.com/229631 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com>

  • 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 "compiler/translator/TranslatorESSL.h"
    #include "compiler/translator/TranslatorGLSL.h"
    
    class DebugShaderPrecisionTest : public testing::Test
    {
      public:
        DebugShaderPrecisionTest() {}
    
      protected:
        virtual void SetUp()
        {
            ShBuiltInResources resources;
            ShInitBuiltInResources(&resources);
            resources.WEBGL_debug_shader_precision = 1;
    
            mTranslatorESSL = new TranslatorESSL(GL_FRAGMENT_SHADER, SH_GLES2_SPEC);
            ASSERT_TRUE(mTranslatorESSL->Init(resources));
            mTranslatorGLSL = new TranslatorGLSL(GL_FRAGMENT_SHADER, SH_GLES2_SPEC);
            ASSERT_TRUE(mTranslatorGLSL->Init(resources));
        }
    
        virtual void TearDown()
        {
            delete mTranslatorESSL;
            delete mTranslatorGLSL;
        }
    
        void compile(const std::string& shaderString)
        {
            const char *shaderStrings[] = { shaderString.c_str() };
    
            bool compilationSuccess = mTranslatorESSL->compile(shaderStrings, 1, SH_OBJECT_CODE);
            TInfoSink &infoSink = mTranslatorESSL->getInfoSink();
            mESSLCode = infoSink.obj.c_str();
            if (!compilationSuccess)
                FAIL() << "Shader compilation into ESSL failed " << infoSink.info.c_str();
    
            compilationSuccess = mTranslatorGLSL->compile(shaderStrings, 1, SH_OBJECT_CODE);
            infoSink = mTranslatorGLSL->getInfoSink();
            mGLSLCode = infoSink.obj.c_str();
            if (!compilationSuccess)
                FAIL() << "Shader compilation into GLSL failed " << infoSink.info.c_str();
        }
    
        bool foundInESSLCode(const char* stringToFind)
        {
            return mESSLCode.find(stringToFind) != std::string::npos;
        }
    
        bool foundInGLSLCode(const char* stringToFind)
        {
            return mGLSLCode.find(stringToFind) != std::string::npos;
        }
    
        bool foundInCode(const char* stringToFind)
        {
            return foundInESSLCode(stringToFind) && foundInGLSLCode(stringToFind);
        }
    
        bool notFoundInCode(const char* stringToFind)
        {
            return !foundInESSLCode(stringToFind) && !foundInGLSLCode(stringToFind);
        }
    
      private:
        TranslatorESSL *mTranslatorESSL;
        TranslatorGLSL *mTranslatorGLSL;
        std::string mESSLCode;
        std::string mGLSLCode;
    };
    
    class NoDebugShaderPrecisionTest : public testing::Test
    {
      public:
        NoDebugShaderPrecisionTest() {}
    
      protected:
        virtual void SetUp()
        {
            ShBuiltInResources resources;
            ShInitBuiltInResources(&resources);
    
            mTranslator = new TranslatorGLSL(GL_FRAGMENT_SHADER, SH_GLES2_SPEC);
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    
        virtual void TearDown()
        {
            delete mTranslator;
        }
    
        bool compile(const std::string& shaderString)
        {
            const char *shaderStrings[] = { shaderString.c_str() };
            bool compilationSuccess = mTranslator->compile(shaderStrings, 1, SH_OBJECT_CODE);
            TInfoSink &infoSink = mTranslator->getInfoSink();
            mCode = infoSink.obj.c_str();
            return compilationSuccess;
        }
    
        bool foundInCode(const char* stringToFind)
        {
            return mCode.find(stringToFind) != std::string::npos;
        }
    
      private:
        TranslatorGLSL *mTranslator;
        std::string mCode;
    };
    
    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"));
    };
    
    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";
        ASSERT_TRUE(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";
        ASSERT_TRUE(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"));
        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_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(foundInCode("angle_frm(u)"));
    };
    
    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(foundInCode("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(foundInCode("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(foundInCode("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(foundInCode("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(foundInCode("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(foundInCode("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(foundInCode("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(foundInCode("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(foundInCode("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(foundInCode("v1 = angle_frm((angle_frm(u1) + angle_frm(u2)))"));
        ASSERT_TRUE(foundInCode("v2 = angle_frm((angle_frm(u2) - angle_frm(u3)))"));
        ASSERT_TRUE(foundInCode("v3 = angle_frm((angle_frm(u3) * angle_frm(u4)))"));
        ASSERT_TRUE(foundInCode("v4 = angle_frm((angle_frm(u4) / angle_frm(u5)))"));
        ASSERT_TRUE(foundInCode("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(foundInCode("v1 = angle_frm(radians(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v2 = angle_frm(degrees(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v3 = angle_frm(sin(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v4 = angle_frm(cos(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v5 = angle_frm(tan(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v6 = angle_frm(asin(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v7 = angle_frm(acos(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v8 = angle_frm(atan(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v9 = angle_frm(atan(angle_frm(u1), angle_frm(u2)))"));
        ASSERT_TRUE(foundInCode("v10 = angle_frm(pow(angle_frm(u1), angle_frm(u2)))"));
        ASSERT_TRUE(foundInCode("v11 = angle_frm(exp(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v12 = angle_frm(log(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v13 = angle_frm(exp2(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v14 = angle_frm(log2(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v15 = angle_frm(sqrt(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v16 = angle_frm(inversesqrt(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v17 = angle_frm(abs(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v18 = angle_frm(sign(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v19 = angle_frm(floor(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v20 = angle_frm(ceil(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v21 = angle_frm(fract(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v22 = angle_frm(mod(angle_frm(u1), angle_frm(uf)))"));
        ASSERT_TRUE(foundInCode("v23 = angle_frm(mod(angle_frm(u1), angle_frm(u2)))"));
        ASSERT_TRUE(foundInCode("v24 = angle_frm(min(angle_frm(u1), angle_frm(uf)))"));
        ASSERT_TRUE(foundInCode("v25 = angle_frm(min(angle_frm(u1), angle_frm(u2)))"));
        ASSERT_TRUE(foundInCode("v26 = angle_frm(max(angle_frm(u1), angle_frm(uf)))"));
        ASSERT_TRUE(foundInCode("v27 = angle_frm(max(angle_frm(u1), angle_frm(u2)))"));
        ASSERT_TRUE(foundInCode("v28 = angle_frm(clamp(angle_frm(u1), angle_frm(u2), angle_frm(u3)))"));
        ASSERT_TRUE(foundInCode("v29 = angle_frm(clamp(angle_frm(u1), angle_frm(uf), angle_frm(uf2)))"));
        ASSERT_TRUE(foundInCode("v30 = angle_frm(mix(angle_frm(u1), angle_frm(u2), angle_frm(u3)))"));
        ASSERT_TRUE(foundInCode("v31 = angle_frm(mix(angle_frm(u1), angle_frm(u2), angle_frm(uf)))"));
        ASSERT_TRUE(foundInCode("v32 = angle_frm(step(angle_frm(u1), angle_frm(u2)))"));
        ASSERT_TRUE(foundInCode("v33 = angle_frm(step(angle_frm(uf), angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v34 = angle_frm(smoothstep(angle_frm(u1), angle_frm(u2), angle_frm(u3)))"));
        ASSERT_TRUE(foundInCode("v35 = angle_frm(smoothstep(angle_frm(uf), angle_frm(uf2), angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v36 = angle_frm(normalize(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("v37 = angle_frm(faceforward(angle_frm(u1), angle_frm(u2), angle_frm(u3)))"));
        ASSERT_TRUE(foundInCode("v38 = angle_frm(reflect(angle_frm(u1), angle_frm(u2)))"));
        ASSERT_TRUE(foundInCode("v39 = angle_frm(refract(angle_frm(u1), angle_frm(u2), angle_frm(uf)))"));
    
        ASSERT_TRUE(foundInCode("f1 = angle_frm(length(angle_frm(u1)))"));
        ASSERT_TRUE(foundInCode("f2 = angle_frm(distance(angle_frm(u1), angle_frm(u2)))"));
        ASSERT_TRUE(foundInCode("f3 = angle_frm(dot(angle_frm(u1), angle_frm(u2)))"));
        ASSERT_TRUE(foundInCode("vf31 = angle_frm(cross(angle_frm(uf31), angle_frm(uf32)))"));
        ASSERT_TRUE(foundInCode("m1 = angle_frm(matrixCompMult(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(foundInCode("bv1 = lessThan(angle_frm(u1), angle_frm(u2))"));
        ASSERT_TRUE(foundInCode("bv2 = lessThanEqual(angle_frm(u1), angle_frm(u2))"));
        ASSERT_TRUE(foundInCode("bv3 = greaterThan(angle_frm(u1), angle_frm(u2))"));
        ASSERT_TRUE(foundInCode("bv4 = greaterThanEqual(angle_frm(u1), angle_frm(u2))"));
        ASSERT_TRUE(foundInCode("bv5 = equal(angle_frm(u1), angle_frm(u2))"));
        ASSERT_TRUE(foundInCode("bv6 = notEqual(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 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);
        // Note: this is suboptimal for the case taking four floats, but optimizing would be tricky.
        ASSERT_TRUE(foundInCode("v1 = angle_frm(vec4(angle_frm(u1), angle_frm(u2), angle_frm(u3), angle_frm(u4)))"));
        ASSERT_TRUE(foundInCode("v2 = angle_frm(vec4(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(foundInCode("s = S(angle_frm(u))"));
        ASSERT_TRUE(notFoundInCode("angle_frm(S"));
    };
    
    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(foundInCode("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(foundInCode("v = angle_frl(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(foundInCode("v = add(angle_frm(u1), angle_frm(u2))"));
        // Test inout parameter
        ASSERT_TRUE(foundInCode("compound_add(v, angle_frm(u3))"));
        // Test out parameter
        ASSERT_TRUE(foundInCode("add_to_last(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(foundInCode("v = add(angle_frm(u1), angle_frm(u2))"));
        // Test inout parameter
        ASSERT_TRUE(foundInCode("compound_add(v, angle_frm(u3))"));
        // Test out parameter
        ASSERT_TRUE(foundInCode("add_to_last(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(foundInCode("v2 = add(compound_add(v, angle_frm(u2)), angle_frm(fract(angle_frm(u3))))"));
    };