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

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  • Author : Olli Etuaho
    Date : 2015-06-04 15:54:30
    Hash : a4aa4e30
    Message : Record precision of constant variables when needed Add a traverser that checks precision qualifiers of folded constants and hoists them to separate precision qualified variables if needed. Fixes sdk/tests/conformance/glsl/bugs/constant-precision-qualifier.html TEST=WebGL conformance tests, angle_unittests BUG=angleproject:817 Change-Id: I1639595e0e49470736be93274f0af07ee732e1fe Reviewed-on: https://chromium-review.googlesource.com/275095 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/compiler_tests/RecordConstantPrecision_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.
    //
    // RecordConstantPrecision_test.cpp:
    //   Test for recording constant variable precision when it affects consuming expression.
    //
    
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "GLSLANG/ShaderLang.h"
    #include "tests/test_utils/compiler_test.h"
    
    class RecordConstantPrecisionTest : public testing::Test
    {
      public:
        RecordConstantPrecisionTest() {}
    
      protected:
        void compile(const std::string &shaderString)
        {
            std::string infoLog;
            bool compilationSuccess = compileTestShader(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, SH_ESSL_OUTPUT,
                                                        shaderString, &mTranslatedCode, &infoLog);
            if (!compilationSuccess)
            {
                FAIL() << "Shader compilation into ESSL failed " << infoLog;
            }
        }
    
        bool foundInCode(const char *stringToFind)
        {
            return mTranslatedCode.find(stringToFind) != std::string::npos;
        }
      private:
        std::string mTranslatedCode;
    };
    
    // The constant cannot be folded if its precision is higher than the other operands, since it
    // increases the precision of the consuming expression.
    TEST_F(RecordConstantPrecisionTest, HigherPrecisionConstantAsParameter)
    {
        const std::string &shaderString =
            "uniform mediump float u;"
            "void main()\n"
            "{\n"
            "    const highp float a = 4096.5;\n"
            "    mediump float b = fract(a + u);\n"
            "    gl_FragColor = vec4(b);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInCode("const highp float s"));
        ASSERT_FALSE(foundInCode("fract(4096.5"));
        ASSERT_FALSE(foundInCode("fract((4096.5"));
    }
    
    // The constant can be folded if its precision is equal to the other operands, as it does not
    // increase the precision of the consuming expression.
    TEST_F(RecordConstantPrecisionTest, EqualPrecisionConstantAsParameter)
    {
        const std::string &shaderString =
            "uniform mediump float u;"
            "void main()\n"
            "{\n"
            "    const mediump float a = 4096.5;\n"
            "    mediump float b = fract(a + u);\n"
            "    gl_FragColor = vec4(b);\n"
            "}\n";
        compile(shaderString);
        ASSERT_FALSE(foundInCode("const mediump float s"));
        ASSERT_TRUE(foundInCode("fract((4096.5"));
    }
    
    // The constant cannot be folded if its precision is higher than the other operands, since it
    // increases the precision of the consuming expression. This applies also when the constant is
    // part of a constant expression that can be folded.
    TEST_F(RecordConstantPrecisionTest, FoldedBinaryConstantPrecisionIsHigher)
    {
        const std::string &shaderString =
            "uniform mediump float u;"
            "void main()\n"
            "{\n"
            "    const highp float a = 4095.5;\n"
            "    mediump float b = fract((a + 1.0) + u);\n"
            "    gl_FragColor = vec4(b);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInCode("const highp float s"));
        ASSERT_FALSE(foundInCode("fract(4096.5"));
        ASSERT_FALSE(foundInCode("fract((4096.5"));
    }
    
    
    // The constant cannot be folded if its precision is higher than the other operands, since it
    // increases the precision of the consuming expression. This applies also when the constant is
    // part of a constant expression that can be folded.
    TEST_F(RecordConstantPrecisionTest, FoldedUnaryConstantPrecisionIsHigher)
    {
        const std::string &shaderString =
            "uniform mediump float u;"
            "void main()\n"
            "{\n"
            "    const highp float a = 0.5;\n"
            "    mediump float b = sin(fract(a) + u);\n"
            "    gl_FragColor = vec4(b);\n"
            "}\n";
        compile(shaderString);
        ASSERT_TRUE(foundInCode("const highp float s"));
        ASSERT_FALSE(foundInCode("sin(0.5"));
        ASSERT_FALSE(foundInCode("sin((0.5"));
    }