Edit

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

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2016-11-07 13:58:48
    Hash : 45bcc784
    Message : translator: Scope all classes with "sh". I was seeing an odd problem with our PoolAlloc conflicting with the glslang/Vulkan TIntermNode, so the fix was to move everything to a separate namespace. The bison grammars are also regenerated. No functional changes. BUG=angleproject:1576 Change-Id: I959c7afe4c092f0d458432c07b4dcee4d39513f3 Reviewed-on: https://chromium-review.googlesource.com/408267 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • 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"
    
    using namespace sh;
    
    class RecordConstantPrecisionTest : public MatchOutputCodeTest
    {
      public:
        RecordConstantPrecisionTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_ESSL_OUTPUT) {}
    };
    
    // 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 webgl_angle_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 webgl_angle_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 webgl_angle_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 webgl_angle_s"));
        ASSERT_FALSE(foundInCode("sin(0.5"));
        ASSERT_FALSE(foundInCode("sin((0.5"));
    }