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 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.
//
// RegenerateStructNames_test.cpp:
// Tests for regenerating struct names.
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
class RegenerateStructNamesTest : public MatchOutputCodeTest
{
public:
RegenerateStructNamesTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, SH_ESSL_OUTPUT)
{
ShCompileOptions defaultCompileOptions = {};
defaultCompileOptions.regenerateStructNames = true;
setDefaultCompileOptions(defaultCompileOptions);
}
};
// Test that a struct defined in a function scope is renamed. The global struct that's used as a
// type of a uniform cannot be renamed.
TEST_F(RegenerateStructNamesTest, GlobalStructAndLocalStructWithTheSameName)
{
const std::string &shaderString =
R"(precision mediump float;
struct myStruct
{
float foo;
};
uniform myStruct us;
void main()
{
struct myStruct
{
vec2 bar;
};
myStruct scoped;
scoped.bar = vec2(1.0, 2.0) * us.foo;
gl_FragColor = vec4(scoped.bar, 0.0, 1.0);
})";
compile(shaderString);
EXPECT_TRUE(foundInCode("struct _umyStruct"));
EXPECT_TRUE(foundInCode("struct _u_webgl_struct_"));
}
// Test that a nameless struct is handled gracefully.
TEST_F(RegenerateStructNamesTest, NamelessStruct)
{
const std::string &shaderString =
R"(precision mediump float;
uniform float u;
void main()
{
struct
{
vec2 bar;
} scoped;
scoped.bar = vec2(1.0, 2.0) * u;
gl_FragColor = vec4(scoped.bar, 0.0, 1.0);
})";
compile(shaderString);
EXPECT_TRUE(foundInCode("struct"));
}