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

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  • Author : Olli Etuaho
    Date : 2015-10-13 12:21:01
    Hash : f541f529
    Message : Fix parsing integers larger than 0x7FFFFFFF Parsing should accept all values between 0 and 0xFFFFFFFF as specified in ESSL 3.00 section 4.1.3. When a signed literal is parsed, it's interpreted as if it specifies the bit pattern of a two's complement integer. For example, parsing "0xFFFFFFFF" results in -1. Decimal literals behave the same way, so for example parsing "3000000000" results in -1294967296. This change affects parsing of literals in ESSL 1.00 as well. In ESSL 3.00, an out-of-range integer literal now generates a compiler error. Unit tests are added based on examples in the ESSL 3.00 spec and one example in GLSL 4.5 spec that ESSL should match. BUG=541550 TEST=angle_unittests Change-Id: I82f8ef5cfa2881019a3f80d77ff99707d61c000d Reviewed-on: https://chromium-review.googlesource.com/305420 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@google.com>

  • src/tests/compiler_tests/ConstantFolding_test.cpp
  • //
    // Copyright (c) 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // ConstantFolding_test.cpp:
    //   Tests for constant folding
    //
    
    #include <vector>
    
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "GLSLANG/ShaderLang.h"
    #include "compiler/translator/PoolAlloc.h"
    #include "compiler/translator/TranslatorESSL.h"
    
    template <typename T>
    class ConstantFinder : public TIntermTraverser
    {
      public:
        ConstantFinder(const std::vector<T> &constantVector)
            : TIntermTraverser(true, false, false),
              mConstantVector(constantVector),
              mFaultTolerance(T()),
              mFound(false)
        {}
    
        ConstantFinder(const std::vector<T> &constantVector, const T &faultTolerance)
            : TIntermTraverser(true, false, false),
            mConstantVector(constantVector),
            mFaultTolerance(faultTolerance),
            mFound(false)
        {}
    
        ConstantFinder(const T &value)
            : TIntermTraverser(true, false, false),
              mFaultTolerance(T()),
              mFound(false)
        {
            mConstantVector.push_back(value);
        }
    
        void visitConstantUnion(TIntermConstantUnion *node)
        {
            if (node->getType().getObjectSize() == mConstantVector.size())
            {
                bool found = true;
                for (size_t i = 0; i < mConstantVector.size(); i++)
                {
                    if (!isEqual(node->getUnionArrayPointer()[i], mConstantVector[i]))
                    {
                        found = false;
                        break;
                    }
                }
                if (found)
                {
                    mFound = found;
                }
            }
        }
    
        bool found() const { return mFound; }
    
      private:
        bool isEqual(const TConstantUnion &node, const float &value) const
        {
            return mFaultTolerance >= fabsf(node.getFConst() - value);
        }
    
        bool isEqual(const TConstantUnion &node, const int &value) const
        {
            ASSERT(mFaultTolerance < std::numeric_limits<int>::max());
            // abs() returns 0 at least on some platforms when the minimum int value is passed in (it
            // doesn't have a positive counterpart).
            return mFaultTolerance >= abs(node.getIConst() - value) &&
                   (node.getIConst() - value) != std::numeric_limits<int>::min();
        }
    
        bool isEqual(const TConstantUnion &node, const unsigned int &value) const
        {
            ASSERT(mFaultTolerance < static_cast<unsigned int>(std::numeric_limits<int>::max()));
            return static_cast<int>(mFaultTolerance) >=
                       abs(static_cast<int>(node.getUConst() - value)) &&
                   static_cast<int>(node.getUConst() - value) != std::numeric_limits<int>::min();
        }
    
        bool isEqual(const TConstantUnion &node, const bool &value) const
        {
            return node.getBConst() == value;
        }
    
        std::vector<T> mConstantVector;
        T mFaultTolerance;
        bool mFound;
    };
    
    class ConstantFoldingTest : public testing::Test
    {
      public:
        ConstantFoldingTest() {}
    
      protected:
        virtual void SetUp()
        {
            allocator.push();
            SetGlobalPoolAllocator(&allocator);
            ShBuiltInResources resources;
            ShInitBuiltInResources(&resources);
    
            mTranslatorESSL = new TranslatorESSL(GL_FRAGMENT_SHADER, SH_GLES3_SPEC);
            ASSERT_TRUE(mTranslatorESSL->Init(resources));
        }
    
        virtual void TearDown()
        {
            delete mTranslatorESSL;
            SetGlobalPoolAllocator(NULL);
            allocator.pop();
        }
    
        void compile(const std::string& shaderString)
        {
            const char *shaderStrings[] = { shaderString.c_str() };
    
            mASTRoot = mTranslatorESSL->compileTreeForTesting(shaderStrings, 1, SH_OBJECT_CODE);
            if (!mASTRoot)
            {
                TInfoSink &infoSink = mTranslatorESSL->getInfoSink();
                FAIL() << "Shader compilation into ESSL failed " << infoSink.info.c_str();
            }
        }
    
        template <typename T>
        bool constantFoundInAST(T constant)
        {
            ConstantFinder<T> finder(constant);
            mASTRoot->traverse(&finder);
            return finder.found();
        }
    
        template <typename T>
        bool constantVectorFoundInAST(const std::vector<T> &constantVector)
        {
            ConstantFinder<T> finder(constantVector);
            mASTRoot->traverse(&finder);
            return finder.found();
        }
    
        template <typename T>
        bool constantVectorNearFoundInAST(const std::vector<T> &constantVector, const T &faultTolerance)
        {
            ConstantFinder<T> finder(constantVector, faultTolerance);
            mASTRoot->traverse(&finder);
            return finder.found();
        }
    
      private:
        TranslatorESSL *mTranslatorESSL;
        TIntermNode *mASTRoot;
    
        TPoolAllocator allocator;
    };
    
    TEST_F(ConstantFoldingTest, FoldIntegerAdd)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out int my_Int;\n"
            "void main() {\n"
            "   const int i = 1124 + 5;\n"
            "   my_Int = i;\n"
            "}\n";
        compile(shaderString);
        ASSERT_FALSE(constantFoundInAST(1124));
        ASSERT_FALSE(constantFoundInAST(5));
        ASSERT_TRUE(constantFoundInAST(1129));
    }
    
    TEST_F(ConstantFoldingTest, FoldIntegerSub)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out int my_Int;\n"
            "void main() {\n"
            "   const int i = 1124 - 5;\n"
            "   my_Int = i;\n"
            "}\n";
        compile(shaderString);
        ASSERT_FALSE(constantFoundInAST(1124));
        ASSERT_FALSE(constantFoundInAST(5));
        ASSERT_TRUE(constantFoundInAST(1119));
    }
    
    TEST_F(ConstantFoldingTest, FoldIntegerMul)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out int my_Int;\n"
            "void main() {\n"
            "   const int i = 1124 * 5;\n"
            "   my_Int = i;\n"
            "}\n";
        compile(shaderString);
        ASSERT_FALSE(constantFoundInAST(1124));
        ASSERT_FALSE(constantFoundInAST(5));
        ASSERT_TRUE(constantFoundInAST(5620));
    }
    
    TEST_F(ConstantFoldingTest, FoldIntegerDiv)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out int my_Int;\n"
            "void main() {\n"
            "   const int i = 1124 / 5;\n"
            "   my_Int = i;\n"
            "}\n";
        compile(shaderString);
        ASSERT_FALSE(constantFoundInAST(1124));
        ASSERT_FALSE(constantFoundInAST(5));
        // Rounding mode of division is undefined in the spec but ANGLE can be expected to round down.
        ASSERT_TRUE(constantFoundInAST(224));
    }
    
    TEST_F(ConstantFoldingTest, FoldIntegerModulus)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out int my_Int;\n"
            "void main() {\n"
            "   const int i = 1124 % 5;\n"
            "   my_Int = i;\n"
            "}\n";
        compile(shaderString);
        ASSERT_FALSE(constantFoundInAST(1124));
        ASSERT_FALSE(constantFoundInAST(5));
        ASSERT_TRUE(constantFoundInAST(4));
    }
    
    TEST_F(ConstantFoldingTest, FoldVectorCrossProduct)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec3 my_Vec3;"
            "void main() {\n"
            "   const vec3 v3 = cross(vec3(1.0f, 1.0f, 1.0f), vec3(1.0f, -1.0f, 1.0f));\n"
            "   my_Vec3 = v3;\n"
            "}\n";
        compile(shaderString);
        std::vector<float> input1(3, 1.0f);
        ASSERT_FALSE(constantVectorFoundInAST(input1));
        std::vector<float> input2;
        input2.push_back(1.0f);
        input2.push_back(-1.0f);
        input2.push_back(1.0f);
        ASSERT_FALSE(constantVectorFoundInAST(input2));
        std::vector<float> result;
        result.push_back(2.0f);
        result.push_back(0.0f);
        result.push_back(-2.0f);
        ASSERT_TRUE(constantVectorFoundInAST(result));
    }
    
    // FoldMxNMatrixInverse tests check if the matrix 'inverse' operation
    // on MxN matrix is constant folded when argument is constant expression and also
    // checks the correctness of the result returned by the constant folding operation.
    // All the matrices including matrices in the shader code are in column-major order.
    TEST_F(ConstantFoldingTest, Fold2x2MatrixInverse)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in float i;\n"
            "out vec2 my_Vec;\n"
            "void main() {\n"
            "   const mat2 m2 = inverse(mat2(2.0f, 3.0f,\n"
            "                                5.0f, 7.0f));\n"
            "   mat2 m = m2 * mat2(i);\n"
            "   my_Vec = m[0];\n"
            "}\n";
        compile(shaderString);
        float inputElements[] =
        {
            2.0f, 3.0f,
            5.0f, 7.0f
        };
        std::vector<float> input(inputElements, inputElements + 4);
        ASSERT_FALSE(constantVectorFoundInAST(input));
        float outputElements[] =
        {
            -7.0f, 3.0f,
            5.0f, -2.0f
        };
        std::vector<float> result(outputElements, outputElements + 4);
        ASSERT_TRUE(constantVectorFoundInAST(result));
    }
    
    // Check if the matrix 'inverse' operation on 3x3 matrix is constant folded.
    TEST_F(ConstantFoldingTest, Fold3x3MatrixInverse)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in float i;\n"
            "out vec3 my_Vec;\n"
            "void main() {\n"
            "   const mat3 m3 = inverse(mat3(11.0f, 13.0f, 19.0f,\n"
            "                                23.0f, 29.0f, 31.0f,\n"
            "                                37.0f, 41.0f, 43.0f));\n"
            "   mat3 m = m3 * mat3(i);\n"
            "   my_Vec = m3[0];\n"
            "}\n";
        compile(shaderString);
        float inputElements[] =
        {
            11.0f, 13.0f, 19.0f,
            23.0f, 29.0f, 31.0f,
            37.0f, 41.0f, 43.0f
        };
        std::vector<float> input(inputElements, inputElements + 9);
        ASSERT_FALSE(constantVectorFoundInAST(input));
        float outputElements[] =
        {
            3.0f / 85.0f, -11.0f / 34.0f, 37.0f / 170.0f,
            -79.0f / 340.0f, 23.0f / 68.0f, -12.0f / 85.0f,
            13.0f / 68.0f, -3.0f / 68.0f, -1.0f / 34.0f
        };
        std::vector<float> result(outputElements, outputElements + 9);
        const float floatFaultTolerance = 0.000001f;
        ASSERT_TRUE(constantVectorNearFoundInAST(result, floatFaultTolerance));
    }
    
    // Check if the matrix 'inverse' operation on 4x4 matrix is constant folded.
    TEST_F(ConstantFoldingTest, Fold4x4MatrixInverse)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in float i;\n"
            "out vec4 my_Vec;\n"
            "void main() {\n"
            "   const mat4 m4 = inverse(mat4(29.0f, 31.0f, 37.0f, 41.0f,\n"
            "                                43.0f, 47.0f, 53.0f, 59.0f,\n"
            "                                61.0f, 67.0f, 71.0f, 73.0f,\n"
            "                                79.0f, 83.0f, 89.0f, 97.0f));\n"
            "   mat4 m = m4 * mat4(i);\n"
            "   my_Vec = m[0];\n"
            "}\n";
        compile(shaderString);
        float inputElements[] =
        {
            29.0f, 31.0f, 37.0f, 41.0f,
            43.0f, 47.0f, 53.0f, 59.0f,
            61.0f, 67.0f, 71.0f, 73.0f,
            79.0f, 83.0f, 89.0f, 97.0f
        };
        std::vector<float> input(inputElements, inputElements + 16);
        ASSERT_FALSE(constantVectorFoundInAST(input));
        float outputElements[] =
        {
            43.0f / 126.0f, -11.0f / 21.0f, -2.0f / 21.0f, 31.0f / 126.0f,
            -5.0f / 7.0f, 9.0f / 14.0f, 1.0f / 14.0f, -1.0f / 7.0f,
            85.0f / 126.0f, -11.0f / 21.0f, 43.0f / 210.0f, -38.0f / 315.0f,
            -2.0f / 7.0f, 5.0f / 14.0f, -6.0f / 35.0f, 3.0f / 70.0f
        };
        std::vector<float> result(outputElements, outputElements + 16);
        const float floatFaultTolerance = 0.00001f;
        ASSERT_TRUE(constantVectorNearFoundInAST(result, floatFaultTolerance));
    }
    
    // FoldMxNMatrixDeterminant tests check if the matrix 'determinant' operation
    // on MxN matrix is constant folded when argument is constant expression and also
    // checks the correctness of the result returned by the constant folding operation.
    // All the matrices including matrices in the shader code are in column-major order.
    TEST_F(ConstantFoldingTest, Fold2x2MatrixDeterminant)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out float my_Float;"
            "void main() {\n"
            "   const float f = determinant(mat2(2.0f, 3.0f,\n"
            "                                    5.0f, 7.0f));\n"
            "   my_Float = f;\n"
            "}\n";
        compile(shaderString);
        float inputElements[] =
        {
            2.0f, 3.0f,
            5.0f, 7.0f
        };
        std::vector<float> input(inputElements, inputElements + 4);
        ASSERT_FALSE(constantVectorFoundInAST(input));
        ASSERT_TRUE(constantFoundInAST(-1.0f));
    }
    
    // Check if the matrix 'determinant' operation on 3x3 matrix is constant folded.
    TEST_F(ConstantFoldingTest, Fold3x3MatrixDeterminant)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out float my_Float;"
            "void main() {\n"
            "   const float f = determinant(mat3(11.0f, 13.0f, 19.0f,\n"
                 "                               23.0f, 29.0f, 31.0f,\n"
            "                                    37.0f, 41.0f, 43.0f));\n"
            "   my_Float = f;\n"
            "}\n";
        compile(shaderString);
        float inputElements[] =
        {
            11.0f, 13.0f, 19.0f,
            23.0f, 29.0f, 31.0f,
            37.0f, 41.0f, 43.0f
        };
        std::vector<float> input(inputElements, inputElements + 9);
        ASSERT_FALSE(constantVectorFoundInAST(input));
        ASSERT_TRUE(constantFoundInAST(-680.0f));
    }
    
    // Check if the matrix 'determinant' operation on 4x4 matrix is constant folded.
    TEST_F(ConstantFoldingTest, Fold4x4MatrixDeterminant)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out float my_Float;"
            "void main() {\n"
            "   const float f = determinant(mat4(29.0f, 31.0f, 37.0f, 41.0f,\n"
            "                                    43.0f, 47.0f, 53.0f, 59.0f,\n"
            "                                    61.0f, 67.0f, 71.0f, 73.0f,\n"
            "                                    79.0f, 83.0f, 89.0f, 97.0f));\n"
            "   my_Float = f;\n"
            "}\n";
        compile(shaderString);
        float inputElements[] =
        {
            29.0f, 31.0f, 37.0f, 41.0f,
            43.0f, 47.0f, 53.0f, 59.0f,
            61.0f, 67.0f, 71.0f, 73.0f,
            79.0f, 83.0f, 89.0f, 97.0f
        };
        std::vector<float> input(inputElements, inputElements + 16);
        ASSERT_FALSE(constantVectorFoundInAST(input));
        ASSERT_TRUE(constantFoundInAST(-2520.0f));
    }
    
    // Check if the matrix 'transpose' operation on 3x3 matrix is constant folded.
    // All the matrices including matrices in the shader code are in column-major order.
    TEST_F(ConstantFoldingTest, Fold3x3MatrixTranspose)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in float i;\n"
            "out vec3 my_Vec;\n"
            "void main() {\n"
            "   const mat3 m3 = transpose(mat3(11.0f, 13.0f, 19.0f,\n"
            "                                  23.0f, 29.0f, 31.0f,\n"
            "                                  37.0f, 41.0f, 43.0f));\n"
            "   mat3 m = m3 * mat3(i);\n"
            "   my_Vec = m[0];\n"
            "}\n";
        compile(shaderString);
        float inputElements[] =
        {
            11.0f, 13.0f, 19.0f,
            23.0f, 29.0f, 31.0f,
            37.0f, 41.0f, 43.0f
        };
        std::vector<float> input(inputElements, inputElements + 9);
        ASSERT_FALSE(constantVectorFoundInAST(input));
        float outputElements[] =
        {
            11.0f, 23.0f, 37.0f,
            13.0f, 29.0f, 41.0f,
            19.0f, 31.0f, 43.0f
        };
        std::vector<float> result(outputElements, outputElements + 9);
        ASSERT_TRUE(constantVectorFoundInAST(result));
    }
    
    // Test that 0xFFFFFFFF wraps to -1 when parsed as integer.
    // This is featured in the examples of ESSL3 section 4.1.3. ESSL3 section 12.42
    // means that any 32-bit unsigned integer value is a valid literal.
    TEST_F(ConstantFoldingTest, ParseWrappedHexIntLiteral)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "precision highp int;\n"
            "uniform int inInt;\n"
            "out vec4 my_Vec;\n"
            "void main() {\n"
            "   const int i = 0xFFFFFFFF;\n"
            "   my_Vec = vec4(i * inInt);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(constantFoundInAST(-1));
    }
    
    // Test that 3000000000 wraps to -1294967296 when parsed as integer.
    // This is featured in the examples of GLSL 4.5, and ESSL behavior should match
    // desktop GLSL when it comes to integer parsing.
    TEST_F(ConstantFoldingTest, ParseWrappedDecimalIntLiteral)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "precision highp int;\n"
            "uniform int inInt;\n"
            "out vec4 my_Vec;\n"
            "void main() {\n"
            "   const int i = 3000000000;\n"
            "   my_Vec = vec4(i * inInt);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(constantFoundInAST(-1294967296));
    }
    
    // Test that 0xFFFFFFFFu is parsed correctly as an unsigned integer literal.
    // This is featured in the examples of ESSL3 section 4.1.3. ESSL3 section 12.42
    // means that any 32-bit unsigned integer value is a valid literal.
    TEST_F(ConstantFoldingTest, ParseMaxUintLiteral)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "precision highp int;\n"
            "uniform uint inInt;\n"
            "out vec4 my_Vec;\n"
            "void main() {\n"
            "   const uint i = 0xFFFFFFFFu;\n"
            "   my_Vec = vec4(i * inInt);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(constantFoundInAST(0xFFFFFFFFu));
    }
    
    // Test that unary minus applied to unsigned int is constant folded correctly.
    // This is featured in the examples of ESSL3 section 4.1.3. ESSL3 section 12.42
    // means that any 32-bit unsigned integer value is a valid literal.
    TEST_F(ConstantFoldingTest, FoldUnaryMinusOnUintLiteral)
    {
        const std::string &shaderString =
            "#version 300 es\n"
            "precision mediump float;\n"
            "precision highp int;\n"
            "uniform uint inInt;\n"
            "out vec4 my_Vec;\n"
            "void main() {\n"
            "   const uint i = -1u;\n"
            "   my_Vec = vec4(i * inInt);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(constantFoundInAST(0xFFFFFFFFu));
    }