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

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  • Author : shrekshao
    Date : 2019-06-25 17:52:17
    Hash : be3d2d98
    Message : More HLSL tests with regex Replace some more HLSL hardcoded unique id tests suffix with regex Bug: angleproject:3551 Change-Id: I4ed54092f9b2dda27702ba9412959ec3fb93a455 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1677408 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/compiler_tests/HLSLOutput_test.cpp
  • //
    // 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 <regex>
    #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);
    }
    
    // Test that writing parameters without a name doesn't assert.
    TEST_F(HLSLOutputTest, ParameterWithNoName)
    {
        const std::string &shaderString =
            R"(precision mediump float;
    
            uniform vec4 v;
    
            vec4 s(vec4)
            {
                return v;
            }
            void main()
            {
                gl_FragColor = s(v);
            })";
        compile(shaderString);
    }
    
    // Test that array dimensions are written out correctly.
    TEST_F(HLSLOutputTest, Array)
    {
        const std::string &shaderString =
            R"(#version 300 es
            precision mediump float;
    
            uniform float uf;
    
            out vec4 my_FragColor;
    
            void main()
            {
                my_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
                float arr[2];
                for (int i = 0; i < 2; ++i) {
                    arr[i] = uf * 2.0;
                    my_FragColor.x += arr[i];
                }
            })";
        compile(shaderString);
        EXPECT_TRUE(foundInCodeRegex(std::regex("_arr(\\d)*\\[2\\]")));
    }
    
    // Test that initializing array with previously declared array will not be overwritten
    TEST_F(HLSLOutputTest, SameNameArray)
    {
        const std::string &shaderString =
            R"(#version 300 es
            precision highp float;
            out vec4 my_FragColor;
    
            void main()
            {
              float arr[2] = float[2](1.0, 1.0);
              {
                float arr[2] = arr;
                my_FragColor = vec4(0.0, arr[0], 0.0, arr[1]);
              }
            })";
        compile(shaderString);
        // There should be two different arr defined, e.g. _arr1000 and _arr1001
        // Use Workaround for now.
        // Once the build team fixes libc++ we could use the following one line solution instead.
        // EXPECT_TRUE(foundInCodeRegex(std::regex("_arr(\\d*)\\[2\\](.|\\r|\\n)*_arr(?!\\1)\\d*\\[2\\]")));
        std::smatch m;
        EXPECT_TRUE(foundInCodeRegex(std::regex("_arr(\\d)*\\[2\\]"), &m));
        EXPECT_TRUE(m.size() == 2);
        EXPECT_TRUE(m[0].str() != m[1].str());
    }
    
    // Test that passing a non-struct member of a std140 structure to a function won't trigger the
    // struct mapping.
    TEST_F(HLSLOutputTest, NonStructMemberAsFunctionArgument)
    {
        constexpr char shaderString[] = R"(#version 300 es
    precision highp float;
    out vec4 my_FragColor;
    
    struct InstancingData
    {
        vec4 data;
    };
    
    layout(std140) uniform InstanceBlock
    {
        InstancingData instances[8];
    };
    
    void main()
    {
        int index = int(gl_FragCoord.x);
        float result = dot(instances[index].data, vec4(1.0, 1.0, 1.0, 1.0));
        my_FragColor = vec4(result, 0.0, 0.0, 1.0);
    })";
    
        compile(shaderString);
        EXPECT_FALSE(foundInCode("map_instances"));
    }