Hash :
6f80f0f0
Author :
Date :
2022-08-06T02:29:19
Translator: Clean up the compile flag passing interface Historically, compile flags were sent to the translator as a bitmask. Recently, we were getting close to running out of bits. Additionally, direct-to-metal work had started to introduce constants to be passed to the translator, which were misplaced in ShBuiltInResources and Caps. Recent work on Pixel Local Storage adds even more constants, aggravating the situation. In this change, the interface to passing compile flags is reworked. A struct is passed (instead of a bitmask) that has one bit for each flag. This can be indefinitely extended. Additionally, the constants needed by metal and PLS are also placed in this struct. In turn, the backends can set these options directly, and don't have to hack them into Caps to further get hacked into ShBuiltInResources. Bug: angleproject:7559 Change-Id: If93f1e1b8818ad3a0ac708ab04ab93b4b397d114 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3812562 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Auto-Submit: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2016 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.
//
// PruneEmptyDeclarations_test.cpp:
// Tests for pruning empty declarations.
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
namespace
{
class PruneEmptyDeclarationsTest : public MatchOutputCodeTest
{
public:
PruneEmptyDeclarationsTest()
: MatchOutputCodeTest(GL_VERTEX_SHADER, SH_GLSL_COMPATIBILITY_OUTPUT)
{}
};
TEST_F(PruneEmptyDeclarationsTest, EmptyDeclarationStartsDeclaratorList)
{
const std::string shaderString =
"precision mediump float;\n"
"uniform float u;\n"
"void main()\n"
"{\n"
" float, f;\n"
" gl_Position = vec4(u * f);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInCode("float _uf"));
ASSERT_TRUE(notFoundInCode("float, _uf"));
ASSERT_TRUE(notFoundInCode("float, f"));
ASSERT_TRUE(notFoundInCode("float _u, _uf"));
}
TEST_F(PruneEmptyDeclarationsTest, EmptyStructDeclarationWithQualifiers)
{
const std::string shaderString =
"precision mediump float;\n"
"const struct S { float f; };\n"
"uniform S s;"
"void main()\n"
"{\n"
" gl_Position = vec4(s.f);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInCode("struct _uS"));
ASSERT_TRUE(foundInCode("uniform _uS"));
ASSERT_TRUE(notFoundInCode("const struct _uS"));
}
} // namespace