Hash :
68981eb5
Author :
Date :
2018-01-23T17:46:12
Track parameter qualifiers of functions in call nodes We now add a reference to TFunction to all TIntermAggregate nodes where it is possible, including built-in ops. We also make sure that internal TFunctions added in traversers have correct parameter qualifiers. This makes TLValueTrackingTraverser much simpler. Instead of storing traversed functions or looking up builtin functions from the symbol table, determining which function parameters are out parameters can now be done simply by looking it up from the function symbol associated with the aggregate node. Symbol instances are no longer deleted when a symbol table level goes out of scope, and TFunction destructor no longer clears the parameters. They're all either statically allocated or pool allocated, so this does not result in leaks. TEST=angle_unittests BUG=angleproject:2267 Change-Id: I57e5570da5b5a69a98a8778da3c2dc82b6284738 Reviewed-on: https://chromium-review.googlesource.com/881324 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2017 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.
//
// HLSLOutput_test.cpp:
// Tests for HLSL output.
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
class HLSLOutputTest : public MatchOutputCodeTest
{
public:
HLSLOutputTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_HLSL_4_1_OUTPUT) {}
};
class HLSL30VertexOutputTest : public MatchOutputCodeTest
{
public:
HLSL30VertexOutputTest() : MatchOutputCodeTest(GL_VERTEX_SHADER, 0, SH_HLSL_3_0_OUTPUT) {}
};
// Test that having dynamic indexing of a vector inside the right hand side of logical or doesn't
// trigger asserts in HLSL output.
TEST_F(HLSLOutputTest, DynamicIndexingOfVectorOnRightSideOfLogicalOr)
{
const std::string &shaderString =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 my_FragColor;\n"
"uniform int u1;\n"
"void main() {\n"
" bvec4 v = bvec4(true, true, true, false);\n"
" my_FragColor = vec4(v[u1 + 1] || v[u1]);\n"
"}\n";
compile(shaderString);
}
// Test that rewriting else blocks in a function that returns a struct doesn't use the struct name
// without a prefix.
TEST_F(HLSL30VertexOutputTest, RewriteElseBlockReturningStruct)
{
const std::string &shaderString =
"struct foo\n"
"{\n"
" float member;\n"
"};\n"
"uniform bool b;\n"
"foo getFoo()\n"
"{\n"
" if (b)\n"
" {\n"
" return foo(0.0);\n"
" }\n"
" else\n"
" {\n"
" return foo(1.0);\n"
" }\n"
"}\n"
"void main()\n"
"{\n"
" gl_Position = vec4(getFoo().member);\n"
"}\n";
compile(shaderString);
EXPECT_TRUE(foundInCode("_foo"));
EXPECT_FALSE(foundInCode("(foo)"));
EXPECT_FALSE(foundInCode(" foo"));
}
// Test that having an array constructor as a statement doesn't trigger an assert in HLSL output.
// This test has a constant array constructor statement.
TEST_F(HLSLOutputTest, ConstArrayConstructorStatement)
{
const std::string &shaderString =
R"(#version 300 es
void main()
{
int[1](0);
})";
compile(shaderString);
}
// Test that having an array constructor as a statement doesn't trigger an assert in HLSL output.
TEST_F(HLSLOutputTest, ArrayConstructorStatement)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
out vec4 outColor;
void main()
{
outColor = vec4(0.0, 0.0, 0.0, 1.0);
float[1](outColor[1]++);
})";
compile(shaderString);
}
// Test an array of arrays constructor as a statement.
TEST_F(HLSLOutputTest, ArrayOfArraysStatement)
{
const std::string &shaderString =
R"(#version 310 es
precision mediump float;
out vec4 outColor;
void main()
{
outColor = vec4(0.0, 0.0, 0.0, 1.0);
float[2][2](float[2](outColor[1]++, 0.0), float[2](1.0, 2.0));
})";
compile(shaderString);
}
// Test dynamic indexing of a vector. This makes sure that helper functions added for dynamic
// indexing have correct data that subsequent traversal steps rely on.
TEST_F(HLSLOutputTest, VectorDynamicIndexing)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
out vec4 outColor;
uniform int i;
void main()
{
vec4 foo = vec4(0.0, 0.0, 0.0, 1.0);
foo[i] = foo[i + 1];
outColor = foo;
})";
compile(shaderString);
}
// Test returning an array from a user-defined function. This makes sure that function symbols are
// changed consistently when the user-defined function is changed to have an array out parameter.
TEST_F(HLSLOutputTest, ArrayReturnValue)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
uniform float u;
out vec4 outColor;
float[2] getArray(float f)
{
return float[2](f, f + 1.0);
}
void main()
{
float[2] arr = getArray(u);
outColor = vec4(arr[0], arr[1], 0.0, 1.0);
})";
compile(shaderString);
}