Hash :
5546fb4f
Author :
Date :
2019-01-17T12:25:54
Vulkan:Adding custom pool allocator Migrated pool allocator used by compiler to common. Planning to use this for ANGLE custom command buffers so this some refactoring in preparation for that work. Added a unit test to check PoolAllocator functionality. Bug: angleproject:2951 Reviewed-on: https://chromium-review.googlesource.com/c/1476953 Reviewed-by: Jamie Madill <jmadill@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Tobin Ehlis <tobine@google.com> Change-Id: I0b4f3d55ea1799e35c9799c221f7129233f30b24 Reviewed-on: https://chromium-review.googlesource.com/c/1492972
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//
// 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.
//
// RemovePow_test.cpp:
// Tests for removing pow() function calls from the AST.
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "compiler/translator/TranslatorGLSL.h"
#include "compiler/translator/tree_util/NodeSearch.h"
#include "gtest/gtest.h"
using namespace sh;
class RemovePowTest : public testing::Test
{
public:
RemovePowTest() {}
protected:
void SetUp() override
{
allocator.push();
SetGlobalPoolAllocator(&allocator);
ShBuiltInResources resources;
sh::InitBuiltInResources(&resources);
mTranslatorGLSL =
new sh::TranslatorGLSL(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, SH_GLSL_COMPATIBILITY_OUTPUT);
ASSERT_TRUE(mTranslatorGLSL->Init(resources));
}
void TearDown() override
{
SafeDelete(mTranslatorGLSL);
SetGlobalPoolAllocator(nullptr);
allocator.pop();
}
void compile(const std::string &shaderString)
{
const char *shaderStrings[] = {shaderString.c_str()};
mASTRoot = mTranslatorGLSL->compileTreeForTesting(
shaderStrings, 1, SH_OBJECT_CODE | SH_REMOVE_POW_WITH_CONSTANT_EXPONENT);
if (!mASTRoot)
{
TInfoSink &infoSink = mTranslatorGLSL->getInfoSink();
FAIL() << "Shader compilation into ESSL failed " << infoSink.info.c_str();
}
}
template <class T>
bool foundInAST()
{
return T::search(mASTRoot);
}
private:
sh::TranslatorGLSL *mTranslatorGLSL;
TIntermNode *mASTRoot;
angle::PoolAllocator allocator;
};
// Check if there's a pow() node anywhere in the tree.
class FindPow : public sh::NodeSearchTraverser<FindPow>
{
public:
bool visitBinary(Visit visit, TIntermBinary *node) override
{
if (node->getOp() == EOpPow)
{
mFound = true;
}
return !mFound;
}
};
// Check if the tree starting at node corresponds to exp2(y * log2(x))
// If the tree matches, set base to the node corresponding to x.
bool IsPowWorkaround(TIntermNode *node, TIntermNode **base)
{
TIntermUnary *exp = node->getAsUnaryNode();
if (exp != nullptr && exp->getOp() == EOpExp2)
{
TIntermBinary *mul = exp->getOperand()->getAsBinaryNode();
if (mul != nullptr && mul->isMultiplication())
{
TIntermUnary *log = mul->getRight()->getAsUnaryNode();
if (mul->getLeft()->getAsConstantUnion() && log != nullptr)
{
if (log->getOp() == EOpLog2)
{
if (base)
*base = log->getOperand();
return true;
}
}
}
}
return false;
}
// Check if there's a node with the correct workaround to pow anywhere in the tree.
class FindPowWorkaround : public sh::NodeSearchTraverser<FindPowWorkaround>
{
public:
bool visitUnary(Visit visit, TIntermUnary *node) override
{
mFound = IsPowWorkaround(node, nullptr);
return !mFound;
}
};
// Check if there's a node with the correct workaround to pow with another workaround to pow
// nested within it anywhere in the tree.
class FindNestedPowWorkaround : public sh::NodeSearchTraverser<FindNestedPowWorkaround>
{
public:
bool visitUnary(Visit visit, TIntermUnary *node) override
{
TIntermNode *base = nullptr;
bool oneFound = IsPowWorkaround(node, &base);
if (oneFound && base)
mFound = IsPowWorkaround(base, nullptr);
return !mFound;
}
};
TEST_F(RemovePowTest, PowWithConstantExponent)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" gl_FragColor = pow(vec4(u), vec4(0.5));\n"
"}\n";
compile(shaderString);
ASSERT_FALSE(foundInAST<FindPow>());
ASSERT_TRUE(foundInAST<FindPowWorkaround>());
ASSERT_FALSE(foundInAST<FindNestedPowWorkaround>());
}
TEST_F(RemovePowTest, NestedPowWithConstantExponent)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" gl_FragColor = pow(pow(vec4(u), vec4(2.0)), vec4(0.5));\n"
"}\n";
compile(shaderString);
ASSERT_FALSE(foundInAST<FindPow>());
ASSERT_TRUE(foundInAST<FindNestedPowWorkaround>());
}