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 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.
//
// Pack_Unpack_test.cpp:
// Tests for the emulating pack_unpack functions for GLSL.
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
namespace
{
class PackUnpackTest : public MatchOutputCodeTest
{
public:
PackUnpackTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, SH_GLSL_400_CORE_OUTPUT) {}
};
// Check if PackSnorm2x16 Emulation for GLSL < 4.2 compile correctly.
TEST_F(PackUnpackTest, PackSnorm2x16Emulation)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
vec2 v;
uint u = packSnorm2x16(v);
fragColor = vec4(u);
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("uint packSnorm2x16_emu(vec2 v)"));
}
// Check if UnpackSnorm2x16 Emulation for GLSL < 4.2 compile correctly.
TEST_F(PackUnpackTest, UnpackSnorm2x16Emulation)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
uint u;
vec2 v = unpackSnorm2x16(u);
fragColor = vec4(v, 0.0, 0.0);
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("vec2 unpackSnorm2x16_emu(uint u)"));
}
// Check if PackUnorm2x16 Emulation for GLSL < 4.1 compiles correctly.
TEST_F(PackUnpackTest, PackUnorm2x16Emulation)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
vec2 v;
uint u = packUnorm2x16(v);
fragColor = vec4(u);
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("uint packUnorm2x16_emu(vec2 v)"));
}
// Check if UnpackSnorm2x16 Emulation for GLSL < 4.1 compiles correctly.
TEST_F(PackUnpackTest, UnpackUnorm2x16Emulation)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
uint u;
vec2 v = unpackUnorm2x16(u);
fragColor = vec4(v, 0.0, 0.0);
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("vec2 unpackUnorm2x16_emu(uint u)"));
}
// Check if PackHalf2x16 Emulation for GLSL < 4.2 compiles correctly.
TEST_F(PackUnpackTest, PackHalf2x16Emulation)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
vec2 v;
uint u = packHalf2x16(v);
fragColor = vec4(u);
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("uint packHalf2x16_emu(vec2 v)"));
}
// Check if UnpackHalf2x16 Emulation for GLSL < 4.2 compiles correctly.
TEST_F(PackUnpackTest, UnpackHalf2x16Emulation)
{
const std::string &shaderString =
R"(#version 300 es
precision mediump float;
layout(location = 0) out mediump vec4 fragColor;
void main()
{
uint u;
vec2 v = unpackHalf2x16(u);
fragColor = vec4(v, 0.0, 0.0);
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("vec2 unpackHalf2x16_emu(uint u)"));
}
} // namespace