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.
//
// compiler_test.h:
// utilities for compiler unit tests.
#ifndef TESTS_TEST_UTILS_COMPILER_TEST_H_
#define TESTS_TEST_UTILS_COMPILER_TEST_H_
#include <map>
#include <regex>
#include <vector>
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "compiler/translator/TranslatorESSL.h"
#include "compiler/translator/tree_util/FindSymbolNode.h"
namespace sh
{
bool compileTestShader(GLenum type,
ShShaderSpec spec,
ShShaderOutput output,
const std::string &shaderString,
ShBuiltInResources *resources,
const ShCompileOptions &compileOptions,
std::string *translatedCode,
std::string *infoLog);
bool compileTestShader(GLenum type,
ShShaderSpec spec,
ShShaderOutput output,
const std::string &shaderString,
const ShCompileOptions &compileOptions,
std::string *translatedCode,
std::string *infoLog);
class MatchOutputCodeTest : public testing::Test
{
protected:
MatchOutputCodeTest(GLenum shaderType, ShShaderOutput outputType);
void setDefaultCompileOptions(const ShCompileOptions &defaultCompileOptions);
void addOutputType(const ShShaderOutput outputType);
ShBuiltInResources *getResources();
// Compile functions clear any results from earlier calls to them.
void compile(const std::string &shaderString);
void compile(const std::string &shaderString, const ShCompileOptions &compileOptions);
bool foundInESSLCode(const char *stringToFind) const
{
return foundInCode(SH_ESSL_OUTPUT, stringToFind);
}
bool foundInGLSLCode(const char *stringToFind) const
{
return foundInCode(SH_GLSL_COMPATIBILITY_OUTPUT, stringToFind);
}
bool foundInCode(ShShaderOutput output, const char *stringToFind) const;
bool foundInCodeRegex(ShShaderOutput output,
const std::regex ®exToFind,
std::smatch *match = nullptr) const;
// Test that the strings are found in the specified output in the specified order.
bool foundInCodeInOrder(ShShaderOutput output, std::vector<const char *> stringsToFind);
// Test that the string occurs for exactly expectedOccurrences times
bool foundInCode(ShShaderOutput output,
const char *stringToFind,
const int expectedOccurrences) const;
// Test that the string is found in all outputs
bool foundInCode(const char *stringToFind) const;
bool foundInCodeRegex(const std::regex ®exToFind, std::smatch *match = nullptr) const;
// Test that the string occurs for exactly expectedOccurrences times in all outputs
bool foundInCode(const char *stringToFind, const int expectedOccurrences) const;
// Test that the strings are found in all outputs in the specified order.
bool foundInCodeInOrder(std::vector<const char *> stringsToFind);
// Test that the string is found in none of the outputs
bool notFoundInCode(const char *stringToFind) const;
private:
bool compileWithSettings(ShShaderOutput output,
const std::string &shaderString,
const ShCompileOptions &compileOptions,
std::string *translatedCode,
std::string *infoLog);
GLenum mShaderType;
ShCompileOptions mDefaultCompileOptions;
ShBuiltInResources mResources;
std::map<ShShaderOutput, std::string> mOutputCode;
};
// Returns a pointer to a function call node with a mangled name functionName.
const TIntermAggregate *FindFunctionCallNode(TIntermNode *root, const TString &functionName);
} // namespace sh
#endif // TESTS_TEST_UTILS_COMPILER_TEST_H_