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

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  • Author : Corentin Wallez
    Date : 2015-04-29 10:15:16
    Hash : a1884f2b
    Message : Fixes for the tagging of discontinuous loops The first fix was for all loops being considered discontinuous in OutputHLSL because of a typo that produced a tautology. The error was not detected by the unit tests because as an optimization we do not generate Lod0 calls when they are not needed for the callee function (which was correctly detected by the analysis in this case). Fixed the unit tests by adding a call to a builtin gradient operation. The second fix was for discard not being taken into account in the analyses of the AST, which caused a WebGL test regression after the first fix for conformance/glsl/bugs/conditional-discard-in-loop BUG=angleproject:982 Change-Id: I1315eac1ad36f726be52d7fda5facf3104341b1f Reviewed-on: https://chromium-review.googlesource.com/267814 Tested-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/compiler_tests/UnrollFlatten_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.
    //
    // UnrollFlatten_test.cpp:
    //   Test for the outputting of [[unroll]] and [[flatten]] for the D3D compiler
    //
    
    #include "angle_gl.h"
    #include "gtest/gtest.h"
    #include "GLSLANG/ShaderLang.h"
    #include "compiler/translator/TranslatorHLSL.h"
    
    namespace
    {
    
    class UnrollFlattenTest : public testing::Test
    {
      public:
        UnrollFlattenTest() {}
    
      protected:
        void SetUp() override
        {
            ShBuiltInResources resources;
            ShInitBuiltInResources(&resources);
            resources.FragmentPrecisionHigh = 1;
    
            mTranslator = new TranslatorHLSL(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, SH_HLSL11_OUTPUT);
            ASSERT_TRUE(mTranslator->Init(resources));
        }
    
        void TearDown() override
        {
            SafeDelete(mTranslator);
        }
    
        void compile(const std::string &shaderString)
        {
            const char *shaderStrings[] = { shaderString.c_str() };
            bool compilationSuccess = mTranslator->compile(shaderStrings, 1, SH_VARIABLES | SH_OBJECT_CODE);
            TInfoSink &infoSink = mTranslator->getInfoSink();
            if (!compilationSuccess)
            {
                FAIL() << "Shader compilation failed " << infoSink.info.str();
            }
            mTranslatedSource = infoSink.obj.str();
    
            // Ignore the beginning of the shader to avoid the definitions of LOOP and FLATTEN
            mCurrentPosition = mTranslatedSource.find("GL_USES_FRAG_COLOR");
        }
    
        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 = position + 1;
            }
        }
    
        static const char *UNROLL;
        static const char *FLATTEN;
    
      private:
        TranslatorHLSL *mTranslator;
        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 discont loop
        // 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 discont loop
        // 6 - call non-Lod0 version
        // 7 - call non-Lod0 version
        // 8 - no FLATTEN
        compile(shaderString);
        const char *expectations[] =
        {
            "fun(", "texture2D(",
            "fun2(", "LOOP", "for", "if", "fun(", "texture2D(",
            "main(", "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 discont loop
        // 6 - call Lod0 version
        // 7 - call Lod0 version
        // 8 - should have a FLATTEN because has a discont loop and 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));
    }
    
    }