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.
//
// RecordConstantPrecision_test.cpp:
// Test for recording constant variable precision when it affects consuming expression.
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
class RecordConstantPrecisionTest : public MatchOutputCodeTest
{
public:
RecordConstantPrecisionTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, SH_ESSL_OUTPUT) {}
};
// The constant's precision must be specified if its precision is higher than the other operands,
// since it increases the precision of the consuming expression.
TEST_F(RecordConstantPrecisionTest, HigherPrecisionConstantAsParameter)
{
const std::string &shaderString = R"(
uniform mediump float u;
void main()
{
const highp float a = 4096.5;
mediump float b = fract(a + u);
gl_FragColor = vec4(b);
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("const highp float s"));
ASSERT_FALSE(foundInCode("fract(4096.5"));
ASSERT_FALSE(foundInCode("fract((4096.5"));
}
// The constant's precision does not need to be specified if its precision is equal to the other
// operands, as it does not increase the precision of the consuming expression. For simplicity
// however, the constant's precision is specified anyway.
TEST_F(RecordConstantPrecisionTest, EqualPrecisionConstantAsParameter)
{
const std::string &shaderString = R"(
uniform mediump float u;
void main()
{
const mediump float a = 4096.5;
mediump float b = fract(a + u);
gl_FragColor = vec4(b);
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("const mediump float s"));
ASSERT_FALSE(foundInCode("fract((4096.5"));
}
// The constant's precision must be specified if its precision is higher than the other operands,
// since it increases the precision of the consuming expression. This applies also when the
// constant is part of a constant expression that can be folded.
TEST_F(RecordConstantPrecisionTest, FoldedBinaryConstantPrecisionIsHigher)
{
const std::string &shaderString = R"(
uniform mediump float u;
void main()
{
const highp float a = 4095.5;
mediump float b = fract((a + 1.0) + u);
gl_FragColor = vec4(b);
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("const highp float s"));
ASSERT_FALSE(foundInCode("fract(4096.5"));
ASSERT_FALSE(foundInCode("fract((4096.5"));
}
// The constant's precision must be specified if its precision is higher than the other operands,
// since it increases the precision of the consuming expression. This applies also when the
// constant is part of a constant expression that can be folded.
TEST_F(RecordConstantPrecisionTest, FoldedUnaryConstantPrecisionIsHigher)
{
const std::string &shaderString = R"(
uniform mediump float u;
void main()
{
const highp float a = 0.5;
mediump float b = sin(fract(a) + u);
gl_FragColor = vec4(b);
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("const highp float s"));
ASSERT_FALSE(foundInCode("sin(0.5"));
ASSERT_FALSE(foundInCode("sin((0.5"));
}
// The constant's precision must be specified if its precision is higher than the other operands,
// since it increases the precision of the consuming expression. This applies also when the
// constant is part of a constructor expression. Note that lowp constants never need their
// precision specified.
TEST_F(RecordConstantPrecisionTest, HigherPrecisionConstantInConstructor)
{
const std::string &shaderString = R"(
uniform mediump float u;
void main()
{
const highp float a = 4096.5;
const lowp float b = 1.0;
lowp vec4 result = vec4(b, a, b, u);
gl_FragColor = result;
})";
compile(shaderString);
ASSERT_TRUE(foundInCode("const highp float s"));
ASSERT_FALSE(foundInCode("const lowp float s"));
ASSERT_TRUE(foundInCode("vec4(1.0, s"));
}
// The constant's precision does not need to be specified if its used to initialize a variable.
TEST_F(RecordConstantPrecisionTest, HigherPrecisionConstantInAssignment)
{
const std::string &shaderString = R"(
uniform mediump float u;
void main()
{
const highp float a = 4096.5;
mediump float b = a;
mediump float c;
c = a;
gl_FragColor = vec4(b, b, c, c);
})";
compile(shaderString);
ASSERT_FALSE(foundInCode("const highp float s"));
ASSERT_TRUE(foundInCode("b = 4096.5"));
ASSERT_TRUE(foundInCode("c = 4096.5"));
}
// The constant's precision does not need to be specified if its used as an index.
TEST_F(RecordConstantPrecisionTest, HigherPrecisionConstantInIndex)
{
const std::string &shaderString = R"(
uniform mediump float u;
void main()
{
const highp int a = 33000;
mediump float b[34000];
gl_FragColor = vec4(b[a]);
})";
compile(shaderString);
ASSERT_FALSE(foundInCode("const highp int s"));
ASSERT_TRUE(foundInCode("b[33000]"));
}