Hash :
75d577fb
Author :
Date :
2019-02-04T16:28:28
Fixed Bug where array initialized with same name of previously declared variable fails on DirectX. Combined user defined variables with their unique ids to avoid overwriting same name variables of different scope. Bug: angleproject:2126 Change-Id: If9ad9e48f629d83b105d43ee28a50b8176d0e0a1 Reviewed-on: https://chromium-review.googlesource.com/c/1456484 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067
//
// Copyright (c) 2014 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.
//
// DebugShaderPrecision_test.cpp:
// Tests for writing the code for shader precision emulation.
//
#include "GLSLANG/ShaderLang.h"
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
class DebugShaderPrecisionTest : public MatchOutputCodeTest
{
public:
DebugShaderPrecisionTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_ESSL_OUTPUT)
{
addOutputType(SH_GLSL_COMPATIBILITY_OUTPUT);
#if defined(ANGLE_ENABLE_HLSL)
addOutputType(SH_HLSL_4_1_OUTPUT);
#endif
getResources()->WEBGL_debug_shader_precision = 1;
}
protected:
bool foundInAllGLSLCode(const char *str)
{
return foundInCode(SH_GLSL_COMPATIBILITY_OUTPUT, str) && foundInCode(SH_ESSL_OUTPUT, str);
}
bool foundInHLSLCode(const char *stringToFind) const
{
#if defined(ANGLE_ENABLE_HLSL)
return foundInCode(SH_HLSL_4_1_OUTPUT, stringToFind);
#else
return true;
#endif
}
};
class NoDebugShaderPrecisionTest : public MatchOutputCodeTest
{
public:
NoDebugShaderPrecisionTest()
: MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_GLSL_COMPATIBILITY_OUTPUT)
{}
};
TEST_F(DebugShaderPrecisionTest, RoundingFunctionsDefined)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" gl_FragColor = vec4(u);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInESSLCode("highp float angle_frm(in highp float"));
ASSERT_TRUE(foundInESSLCode("highp vec2 angle_frm(in highp vec2"));
ASSERT_TRUE(foundInESSLCode("highp vec3 angle_frm(in highp vec3"));
ASSERT_TRUE(foundInESSLCode("highp vec4 angle_frm(in highp vec4"));
ASSERT_TRUE(foundInESSLCode("highp mat2 angle_frm(in highp mat2"));
ASSERT_TRUE(foundInESSLCode("highp mat3 angle_frm(in highp mat3"));
ASSERT_TRUE(foundInESSLCode("highp mat4 angle_frm(in highp mat4"));
ASSERT_TRUE(foundInESSLCode("highp float angle_frl(in highp float"));
ASSERT_TRUE(foundInESSLCode("highp vec2 angle_frl(in highp vec2"));
ASSERT_TRUE(foundInESSLCode("highp vec3 angle_frl(in highp vec3"));
ASSERT_TRUE(foundInESSLCode("highp vec4 angle_frl(in highp vec4"));
ASSERT_TRUE(foundInESSLCode("highp mat2 angle_frl(in highp mat2"));
ASSERT_TRUE(foundInESSLCode("highp mat3 angle_frl(in highp mat3"));
ASSERT_TRUE(foundInESSLCode("highp mat4 angle_frl(in highp mat4"));
ASSERT_TRUE(foundInGLSLCode("float angle_frm(in float"));
ASSERT_TRUE(foundInGLSLCode("vec2 angle_frm(in vec2"));
ASSERT_TRUE(foundInGLSLCode("vec3 angle_frm(in vec3"));
ASSERT_TRUE(foundInGLSLCode("vec4 angle_frm(in vec4"));
ASSERT_TRUE(foundInGLSLCode("mat2 angle_frm(in mat2"));
ASSERT_TRUE(foundInGLSLCode("mat3 angle_frm(in mat3"));
ASSERT_TRUE(foundInGLSLCode("mat4 angle_frm(in mat4"));
ASSERT_TRUE(foundInGLSLCode("float angle_frl(in float"));
ASSERT_TRUE(foundInGLSLCode("vec2 angle_frl(in vec2"));
ASSERT_TRUE(foundInGLSLCode("vec3 angle_frl(in vec3"));
ASSERT_TRUE(foundInGLSLCode("vec4 angle_frl(in vec4"));
ASSERT_TRUE(foundInGLSLCode("mat2 angle_frl(in mat2"));
ASSERT_TRUE(foundInGLSLCode("mat3 angle_frl(in mat3"));
ASSERT_TRUE(foundInGLSLCode("mat4 angle_frl(in mat4"));
ASSERT_TRUE(foundInHLSLCode("float1 angle_frm(float1"));
ASSERT_TRUE(foundInHLSLCode("float2 angle_frm(float2"));
ASSERT_TRUE(foundInHLSLCode("float3 angle_frm(float3"));
ASSERT_TRUE(foundInHLSLCode("float4 angle_frm(float4"));
ASSERT_TRUE(foundInHLSLCode("float2x2 angle_frm(float2x2"));
ASSERT_TRUE(foundInHLSLCode("float3x3 angle_frm(float3x3"));
ASSERT_TRUE(foundInHLSLCode("float4x4 angle_frm(float4x4"));
ASSERT_TRUE(foundInHLSLCode("float1 angle_frl(float1"));
ASSERT_TRUE(foundInHLSLCode("float2 angle_frl(float2"));
ASSERT_TRUE(foundInHLSLCode("float3 angle_frl(float3"));
ASSERT_TRUE(foundInHLSLCode("float4 angle_frl(float4"));
ASSERT_TRUE(foundInHLSLCode("float2x2 angle_frl(float2x2"));
ASSERT_TRUE(foundInHLSLCode("float3x3 angle_frl(float3x3"));
ASSERT_TRUE(foundInHLSLCode("float4x4 angle_frl(float4x4"));
// Check that ESSL 3.00 rounding functions for non-square matrices are not defined.
ASSERT_TRUE(notFoundInCode("mat2x"));
ASSERT_TRUE(notFoundInCode("mat3x"));
ASSERT_TRUE(notFoundInCode("mat4x"));
}
// Test that all ESSL 3.00 shaders get rounding function definitions for non-square matrices.
TEST_F(DebugShaderPrecisionTest, NonSquareMatrixRoundingFunctionsDefinedES3)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"uniform float u;\n"
"out vec4 my_FragColor;\n"
"void main() {\n"
" my_FragColor = vec4(u);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInESSLCode("highp mat2x3 angle_frm(in highp mat2x3"));
ASSERT_TRUE(foundInESSLCode("highp mat2x4 angle_frm(in highp mat2x4"));
ASSERT_TRUE(foundInESSLCode("highp mat3x2 angle_frm(in highp mat3x2"));
ASSERT_TRUE(foundInESSLCode("highp mat3x4 angle_frm(in highp mat3x4"));
ASSERT_TRUE(foundInESSLCode("highp mat4x2 angle_frm(in highp mat4x2"));
ASSERT_TRUE(foundInESSLCode("highp mat4x3 angle_frm(in highp mat4x3"));
ASSERT_TRUE(foundInESSLCode("highp mat2x3 angle_frl(in highp mat2x3"));
ASSERT_TRUE(foundInESSLCode("highp mat2x4 angle_frl(in highp mat2x4"));
ASSERT_TRUE(foundInESSLCode("highp mat3x2 angle_frl(in highp mat3x2"));
ASSERT_TRUE(foundInESSLCode("highp mat3x4 angle_frl(in highp mat3x4"));
ASSERT_TRUE(foundInESSLCode("highp mat4x2 angle_frl(in highp mat4x2"));
ASSERT_TRUE(foundInESSLCode("highp mat4x3 angle_frl(in highp mat4x3"));
ASSERT_TRUE(foundInGLSLCode("mat2x3 angle_frm(in mat2x3"));
ASSERT_TRUE(foundInGLSLCode("mat2x4 angle_frm(in mat2x4"));
ASSERT_TRUE(foundInGLSLCode("mat3x2 angle_frm(in mat3x2"));
ASSERT_TRUE(foundInGLSLCode("mat3x4 angle_frm(in mat3x4"));
ASSERT_TRUE(foundInGLSLCode("mat4x2 angle_frm(in mat4x2"));
ASSERT_TRUE(foundInGLSLCode("mat4x3 angle_frm(in mat4x3"));
ASSERT_TRUE(foundInGLSLCode("mat2x3 angle_frl(in mat2x3"));
ASSERT_TRUE(foundInGLSLCode("mat2x4 angle_frl(in mat2x4"));
ASSERT_TRUE(foundInGLSLCode("mat3x2 angle_frl(in mat3x2"));
ASSERT_TRUE(foundInGLSLCode("mat3x4 angle_frl(in mat3x4"));
ASSERT_TRUE(foundInGLSLCode("mat4x2 angle_frl(in mat4x2"));
ASSERT_TRUE(foundInGLSLCode("mat4x3 angle_frl(in mat4x3"));
ASSERT_TRUE(foundInHLSLCode("float2x3 angle_frm(float2x3"));
ASSERT_TRUE(foundInHLSLCode("float2x4 angle_frm(float2x4"));
ASSERT_TRUE(foundInHLSLCode("float3x2 angle_frm(float3x2"));
ASSERT_TRUE(foundInHLSLCode("float3x4 angle_frm(float3x4"));
ASSERT_TRUE(foundInHLSLCode("float4x2 angle_frm(float4x2"));
ASSERT_TRUE(foundInHLSLCode("float4x3 angle_frm(float4x3"));
ASSERT_TRUE(foundInHLSLCode("float2x3 angle_frl(float2x3"));
ASSERT_TRUE(foundInHLSLCode("float2x4 angle_frl(float2x4"));
ASSERT_TRUE(foundInHLSLCode("float3x2 angle_frl(float3x2"));
ASSERT_TRUE(foundInHLSLCode("float3x4 angle_frl(float3x4"));
ASSERT_TRUE(foundInHLSLCode("float4x2 angle_frl(float4x2"));
ASSERT_TRUE(foundInHLSLCode("float4x3 angle_frl(float4x3"));
}
TEST_F(DebugShaderPrecisionTest, PragmaDisablesEmulation)
{
const std::string &shaderString =
"#pragma webgl_debug_shader_precision(off)\n"
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" gl_FragColor = vec4(u);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(notFoundInCode("angle_frm"));
const std::string &shaderStringPragmaOn =
"#pragma webgl_debug_shader_precision(on)\n"
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" gl_FragColor = vec4(u);\n"
"}\n";
compile(shaderStringPragmaOn);
ASSERT_TRUE(foundInCode("angle_frm"));
}
// Emulation can't be toggled on for only a part of a shader.
// Only the last pragma in the shader has an effect.
TEST_F(DebugShaderPrecisionTest, MultiplePragmas)
{
const std::string &shaderString =
"#pragma webgl_debug_shader_precision(off)\n"
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" gl_FragColor = vec4(u);\n"
"}\n"
"#pragma webgl_debug_shader_precision(on)\n";
compile(shaderString);
ASSERT_TRUE(foundInCode("angle_frm"));
}
TEST_F(NoDebugShaderPrecisionTest, HelpersWrittenOnlyWithExtension)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" gl_FragColor = vec4(u);\n"
"}\n";
compile(shaderString);
ASSERT_FALSE(foundInCode("angle_frm"));
}
TEST_F(NoDebugShaderPrecisionTest, PragmaHasEffectsOnlyWithExtension)
{
const std::string &shaderString =
"#pragma webgl_debug_shader_precision(on)\n"
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" gl_FragColor = vec4(u);\n"
"}\n";
compile(shaderString);
ASSERT_FALSE(foundInCode("angle_frm"));
}
TEST_F(DebugShaderPrecisionTest, DeclarationsAndConstants)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 f;\n"
"uniform float uu, uu2;\n"
"varying float vv, vv2;\n"
"float gg = 0.0, gg2;\n"
"void main() {\n"
" float aa = 0.0, aa2;\n"
" gl_FragColor = f;\n"
"}\n";
compile(shaderString);
// Declarations or constants should not have rounding inserted around them
ASSERT_TRUE(notFoundInCode("angle_frm(0"));
// GLSL output
ASSERT_TRUE(notFoundInCode("angle_frm(_uuu"));
ASSERT_TRUE(notFoundInCode("angle_frm(_uvv"));
ASSERT_TRUE(notFoundInCode("angle_frm(_ugg"));
ASSERT_TRUE(notFoundInCode("angle_frm(_uaa"));
// HLSL output
ASSERT_TRUE(notFoundInCode("angle_frm(_uu"));
ASSERT_TRUE(notFoundInCode("angle_frm(_vv"));
ASSERT_TRUE(notFoundInCode("angle_frm(_gg"));
ASSERT_TRUE(notFoundInCode("angle_frm(_aa"));
}
// Test that expressions that are part of initialization have rounding.
TEST_F(DebugShaderPrecisionTest, InitializerRounding)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" float a = u;\n"
" gl_FragColor = vec4(a);\n"
"}\n";
compile(shaderString);
// An expression that's part of initialization should have rounding
ASSERT_TRUE(foundInAllGLSLCode("angle_frm(_uu)"));
ASSERT_TRUE(foundInHLSLCode("angle_frm(_u)"));
}
// Test that compound additions have rounding in the GLSL translations.
TEST_F(DebugShaderPrecisionTest, CompoundAddFunction)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u;\n"
"uniform vec4 u2;\n"
"void main() {\n"
" vec4 v = u;\n"
" v += u2;\n"
" gl_FragColor = v;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(
foundInESSLCode("highp vec4 angle_compound_add_frm(inout highp vec4 x, in highp vec4 y) {\n"
" x = angle_frm(angle_frm(x) + y);"));
ASSERT_TRUE(
foundInGLSLCode("vec4 angle_compound_add_frm(inout vec4 x, in vec4 y) {\n"
" x = angle_frm(angle_frm(x) + y);"));
ASSERT_TRUE(
foundInHLSLCode("float4 angle_compound_add_frm(inout float4 x, in float4 y) {\n"
" x = angle_frm(angle_frm(x) + y);"));
ASSERT_TRUE(foundInAllGLSLCode("angle_compound_add_frm(_uv, angle_frm(_uu2));"));
ASSERT_TRUE(foundInHLSLCode("angle_compound_add_frm(_v1030, angle_frm(_u2));"));
ASSERT_TRUE(notFoundInCode("+="));
}
TEST_F(DebugShaderPrecisionTest, CompoundSubFunction)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u;\n"
"uniform vec4 u2;\n"
"void main() {\n"
" vec4 v = u;\n"
" v -= u2;\n"
" gl_FragColor = v;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(
foundInESSLCode("highp vec4 angle_compound_sub_frm(inout highp vec4 x, in highp vec4 y) {\n"
" x = angle_frm(angle_frm(x) - y);"));
ASSERT_TRUE(
foundInGLSLCode("vec4 angle_compound_sub_frm(inout vec4 x, in vec4 y) {\n"
" x = angle_frm(angle_frm(x) - y);"));
ASSERT_TRUE(
foundInHLSLCode("float4 angle_compound_sub_frm(inout float4 x, in float4 y) {\n"
" x = angle_frm(angle_frm(x) - y);"));
ASSERT_TRUE(foundInAllGLSLCode("angle_compound_sub_frm(_uv, angle_frm(_uu2));"));
ASSERT_TRUE(foundInHLSLCode("angle_compound_sub_frm(_v1030, angle_frm(_u2));"));
ASSERT_TRUE(notFoundInCode("-="));
}
TEST_F(DebugShaderPrecisionTest, CompoundDivFunction)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u;\n"
"uniform vec4 u2;\n"
"void main() {\n"
" vec4 v = u;\n"
" v /= u2;\n"
" gl_FragColor = v;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(
foundInESSLCode("highp vec4 angle_compound_div_frm(inout highp vec4 x, in highp vec4 y) {\n"
" x = angle_frm(angle_frm(x) / y);"));
ASSERT_TRUE(
foundInGLSLCode("vec4 angle_compound_div_frm(inout vec4 x, in vec4 y) {\n"
" x = angle_frm(angle_frm(x) / y);"));
ASSERT_TRUE(
foundInHLSLCode("float4 angle_compound_div_frm(inout float4 x, in float4 y) {\n"
" x = angle_frm(angle_frm(x) / y);"));
ASSERT_TRUE(foundInAllGLSLCode("angle_compound_div_frm(_uv, angle_frm(_uu2));"));
ASSERT_TRUE(foundInHLSLCode("angle_compound_div_frm(_v1030, angle_frm(_u2));"));
ASSERT_TRUE(notFoundInCode("/="));
}
TEST_F(DebugShaderPrecisionTest, CompoundMulFunction)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u;\n"
"uniform vec4 u2;\n"
"void main() {\n"
" vec4 v = u;\n"
" v *= u2;\n"
" gl_FragColor = v;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(
foundInESSLCode("highp vec4 angle_compound_mul_frm(inout highp vec4 x, in highp vec4 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInGLSLCode("vec4 angle_compound_mul_frm(inout vec4 x, in vec4 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInHLSLCode("float4 angle_compound_mul_frm(inout float4 x, in float4 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_uv, angle_frm(_uu2));"));
ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_v1030, angle_frm(_u2));"));
ASSERT_TRUE(notFoundInCode("*="));
}
TEST_F(DebugShaderPrecisionTest, CompoundAddVectorPlusScalarFunction)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u;\n"
"uniform float u2;\n"
"void main() {\n"
" vec4 v = u;\n"
" v += u2;\n"
" gl_FragColor = v;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInESSLCode(
"highp vec4 angle_compound_add_frm(inout highp vec4 x, in highp float y) {\n"
" x = angle_frm(angle_frm(x) + y);"));
ASSERT_TRUE(
foundInGLSLCode("vec4 angle_compound_add_frm(inout vec4 x, in float y) {\n"
" x = angle_frm(angle_frm(x) + y);"));
ASSERT_TRUE(
foundInHLSLCode("float4 angle_compound_add_frm(inout float4 x, in float y) {\n"
" x = angle_frm(angle_frm(x) + y);"));
ASSERT_TRUE(foundInAllGLSLCode("angle_compound_add_frm(_uv, angle_frm(_uu2));"));
ASSERT_TRUE(foundInHLSLCode("angle_compound_add_frm(_v1030, angle_frm(_u2));"));
ASSERT_TRUE(notFoundInCode("+="));
}
TEST_F(DebugShaderPrecisionTest, CompoundMatrixTimesMatrixFunction)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform mat4 u;\n"
"uniform mat4 u2;\n"
"void main() {\n"
" mat4 m = u;\n"
" m *= u2;\n"
" gl_FragColor = m[0];\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(
foundInESSLCode("highp mat4 angle_compound_mul_frm(inout highp mat4 x, in highp mat4 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInGLSLCode("mat4 angle_compound_mul_frm(inout mat4 x, in mat4 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInHLSLCode("float4x4 angle_compound_mul_frm(inout float4x4 x, in float4x4 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_um, angle_frm(_uu2));"));
ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_m1030, angle_frm(_u2));"));
ASSERT_TRUE(notFoundInCode("*="));
}
// Test that compound multiplying a non-square matrix with another matrix gets translated into an
// angle_compound_mul function call.
TEST_F(DebugShaderPrecisionTest, CompoundNonSquareMatrixTimesMatrixFunction)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"uniform mat2x4 u;\n"
"uniform mat2 u2;\n"
"out vec4 my_FragColor;\n"
"void main() {\n"
" mat2x4 m = u;\n"
" m *= u2;\n"
" my_FragColor = m[0];\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInESSLCode(
"highp mat2x4 angle_compound_mul_frm(inout highp mat2x4 x, in highp mat2 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInGLSLCode("mat2x4 angle_compound_mul_frm(inout mat2x4 x, in mat2 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInHLSLCode("float2x4 angle_compound_mul_frm(inout float2x4 x, in float2x2 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_um, angle_frm(_uu2));"));
ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_m1031, angle_frm(_u2));"));
ASSERT_TRUE(notFoundInCode("*="));
}
TEST_F(DebugShaderPrecisionTest, CompoundMatrixTimesScalarFunction)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform mat4 u;\n"
"uniform float u2;\n"
"void main() {\n"
" mat4 m = u;\n"
" m *= u2;\n"
" gl_FragColor = m[0];\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInESSLCode(
"highp mat4 angle_compound_mul_frm(inout highp mat4 x, in highp float y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInGLSLCode("mat4 angle_compound_mul_frm(inout mat4 x, in float y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInHLSLCode("float4x4 angle_compound_mul_frm(inout float4x4 x, in float y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_um, angle_frm(_uu2));"));
ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_m1030, angle_frm(_u2));"));
ASSERT_TRUE(notFoundInCode("*="));
}
TEST_F(DebugShaderPrecisionTest, CompoundVectorTimesMatrixFunction)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u;\n"
"uniform mat4 u2;\n"
"void main() {\n"
" vec4 v = u;\n"
" v *= u2;\n"
" gl_FragColor = v;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(
foundInESSLCode("highp vec4 angle_compound_mul_frm(inout highp vec4 x, in highp mat4 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInGLSLCode("vec4 angle_compound_mul_frm(inout vec4 x, in mat4 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInHLSLCode("float4 angle_compound_mul_frm(inout float4 x, in float4x4 y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_uv, angle_frm(_uu2));"));
ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_v1030, angle_frm(_u2));"));
ASSERT_TRUE(notFoundInCode("*="));
}
TEST_F(DebugShaderPrecisionTest, CompoundVectorTimesScalarFunction)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u;\n"
"uniform float u2;\n"
"void main() {\n"
" vec4 v = u;\n"
" v *= u2;\n"
" gl_FragColor = v;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInESSLCode(
"highp vec4 angle_compound_mul_frm(inout highp vec4 x, in highp float y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInGLSLCode("vec4 angle_compound_mul_frm(inout vec4 x, in float y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(
foundInHLSLCode("float4 angle_compound_mul_frm(inout float4 x, in float y) {\n"
" x = angle_frm(angle_frm(x) * y);"));
ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(_uv, angle_frm(_uu2));"));
ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_v1030, angle_frm(_u2));"));
ASSERT_TRUE(notFoundInCode("*="));
}
TEST_F(DebugShaderPrecisionTest, BinaryMathRounding)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u1;\n"
"uniform vec4 u2;\n"
"uniform vec4 u3;\n"
"uniform vec4 u4;\n"
"uniform vec4 u5;\n"
"void main() {\n"
" vec4 v1 = u1 + u2;\n"
" vec4 v2 = u2 - u3;\n"
" vec4 v3 = u3 * u4;\n"
" vec4 v4 = u4 / u5;\n"
" vec4 v5;\n"
" vec4 v6 = (v5 = u5);\n"
" gl_FragColor = v1 + v2 + v3 + v4;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInAllGLSLCode("v1 = angle_frm((angle_frm(_uu1) + angle_frm(_uu2)))"));
ASSERT_TRUE(foundInAllGLSLCode("v2 = angle_frm((angle_frm(_uu2) - angle_frm(_uu3)))"));
ASSERT_TRUE(foundInAllGLSLCode("v3 = angle_frm((angle_frm(_uu3) * angle_frm(_uu4)))"));
ASSERT_TRUE(foundInAllGLSLCode("v4 = angle_frm((angle_frm(_uu4) / angle_frm(_uu5)))"));
ASSERT_TRUE(foundInAllGLSLCode("v6 = angle_frm((_uv5 = angle_frm(_uu5)))"));
ASSERT_TRUE(foundInHLSLCode("v11033 = angle_frm((angle_frm(_u1) + angle_frm(_u2)))"));
ASSERT_TRUE(foundInHLSLCode("v21034 = angle_frm((angle_frm(_u2) - angle_frm(_u3)))"));
ASSERT_TRUE(foundInHLSLCode("v31035 = angle_frm((angle_frm(_u3) * angle_frm(_u4)))"));
ASSERT_TRUE(foundInHLSLCode("v41036 = angle_frm((angle_frm(_u4) / angle_frm(_u5)))"));
ASSERT_TRUE(foundInHLSLCode("v61038 = angle_frm((_v51037 = angle_frm(_u5)))"));
}
TEST_F(DebugShaderPrecisionTest, BuiltInMathFunctionRounding)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u1;\n"
"uniform vec4 u2;\n"
"uniform vec4 u3;\n"
"uniform float uf;\n"
"uniform float uf2;\n"
"uniform vec3 uf31;\n"
"uniform vec3 uf32;\n"
"uniform mat4 um1;\n"
"uniform mat4 um2;\n"
"void main() {\n"
" vec4 v1 = radians(u1);\n"
" vec4 v2 = degrees(u1);\n"
" vec4 v3 = sin(u1);\n"
" vec4 v4 = cos(u1);\n"
" vec4 v5 = tan(u1);\n"
" vec4 v6 = asin(u1);\n"
" vec4 v7 = acos(u1);\n"
" vec4 v8 = atan(u1);\n"
" vec4 v9 = atan(u1, u2);\n"
" vec4 v10 = pow(u1, u2);\n"
" vec4 v11 = exp(u1);\n"
" vec4 v12 = log(u1);\n"
" vec4 v13 = exp2(u1);\n"
" vec4 v14 = log2(u1);\n"
" vec4 v15 = sqrt(u1);\n"
" vec4 v16 = inversesqrt(u1);\n"
" vec4 v17 = abs(u1);\n"
" vec4 v18 = sign(u1);\n"
" vec4 v19 = floor(u1);\n"
" vec4 v20 = ceil(u1);\n"
" vec4 v21 = fract(u1);\n"
" vec4 v22 = mod(u1, uf);\n"
" vec4 v23 = mod(u1, u2);\n"
" vec4 v24 = min(u1, uf);\n"
" vec4 v25 = min(u1, u2);\n"
" vec4 v26 = max(u1, uf);\n"
" vec4 v27 = max(u1, u2);\n"
" vec4 v28 = clamp(u1, u2, u3);\n"
" vec4 v29 = clamp(u1, uf, uf2);\n"
" vec4 v30 = mix(u1, u2, u3);\n"
" vec4 v31 = mix(u1, u2, uf);\n"
" vec4 v32 = step(u1, u2);\n"
" vec4 v33 = step(uf, u1);\n"
" vec4 v34 = smoothstep(u1, u2, u3);\n"
" vec4 v35 = smoothstep(uf, uf2, u1);\n"
" vec4 v36 = normalize(u1);\n"
" vec4 v37 = faceforward(u1, u2, u3);\n"
" vec4 v38 = reflect(u1, u2);\n"
" vec4 v39 = refract(u1, u2, uf);\n"
" float f1 = length(u1);\n"
" float f2 = distance(u1, u2);\n"
" float f3 = dot(u1, u2);\n"
" vec3 vf31 = cross(uf31, uf32);\n"
" mat4 m1 = matrixCompMult(um1, um2);\n"
" gl_FragColor = v1 + v2 + v3 + v4 + v5 + v6 + v7 + v8 + v9 + v10 +"
"v11 + v12 + v13 + v14 + v15 + v16 + v17 + v18 + v19 + v20 +"
"v21 + v22 + v23 + v24 + v25 + v26 + v27 + v28 + v29 + v30 +"
"v31 + v32 + v33 + v34 + v35 + v36 + v37 + v38 + v39 +"
"vec4(f1, f2, f3, 0.0) + vec4(vf31, 0.0) + m1[0];\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInAllGLSLCode("v1 = angle_frm(radians(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v2 = angle_frm(degrees(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v3 = angle_frm(sin(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v4 = angle_frm(cos(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v5 = angle_frm(tan(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v6 = angle_frm(asin(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v7 = angle_frm(acos(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v8 = angle_frm(atan(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v9 = angle_frm(atan(angle_frm(_uu1), angle_frm(_uu2)))"));
ASSERT_TRUE(foundInAllGLSLCode("v10 = angle_frm(pow(angle_frm(_uu1), angle_frm(_uu2)))"));
ASSERT_TRUE(foundInAllGLSLCode("v11 = angle_frm(exp(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v12 = angle_frm(log(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v13 = angle_frm(exp2(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v14 = angle_frm(log2(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v15 = angle_frm(sqrt(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v16 = angle_frm(inversesqrt(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v17 = angle_frm(abs(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v18 = angle_frm(sign(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v19 = angle_frm(floor(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v20 = angle_frm(ceil(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v21 = angle_frm(fract(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v22 = angle_frm(mod(angle_frm(_uu1), angle_frm(_uuf)))"));
ASSERT_TRUE(foundInAllGLSLCode("v23 = angle_frm(mod(angle_frm(_uu1), angle_frm(_uu2)))"));
ASSERT_TRUE(foundInAllGLSLCode("v24 = angle_frm(min(angle_frm(_uu1), angle_frm(_uuf)))"));
ASSERT_TRUE(foundInAllGLSLCode("v25 = angle_frm(min(angle_frm(_uu1), angle_frm(_uu2)))"));
ASSERT_TRUE(foundInAllGLSLCode("v26 = angle_frm(max(angle_frm(_uu1), angle_frm(_uuf)))"));
ASSERT_TRUE(foundInAllGLSLCode("v27 = angle_frm(max(angle_frm(_uu1), angle_frm(_uu2)))"));
ASSERT_TRUE(foundInAllGLSLCode(
"v28 = angle_frm(clamp(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uu3)))"));
ASSERT_TRUE(foundInAllGLSLCode(
"v29 = angle_frm(clamp(angle_frm(_uu1), angle_frm(_uuf), angle_frm(_uuf2)))"));
ASSERT_TRUE(foundInAllGLSLCode(
"v30 = angle_frm(mix(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uu3)))"));
ASSERT_TRUE(foundInAllGLSLCode(
"v31 = angle_frm(mix(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uuf)))"));
ASSERT_TRUE(foundInAllGLSLCode("v32 = angle_frm(step(angle_frm(_uu1), angle_frm(_uu2)))"));
ASSERT_TRUE(foundInAllGLSLCode("v33 = angle_frm(step(angle_frm(_uuf), angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode(
"v34 = angle_frm(smoothstep(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uu3)))"));
ASSERT_TRUE(foundInAllGLSLCode(
"v35 = angle_frm(smoothstep(angle_frm(_uuf), angle_frm(_uuf2), angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("v36 = angle_frm(normalize(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode(
"v37 = angle_frm(faceforward(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uu3)))"));
ASSERT_TRUE(foundInAllGLSLCode("v38 = angle_frm(reflect(angle_frm(_uu1), angle_frm(_uu2)))"));
ASSERT_TRUE(foundInAllGLSLCode(
"v39 = angle_frm(refract(angle_frm(_uu1), angle_frm(_uu2), angle_frm(_uuf)))"));
ASSERT_TRUE(foundInAllGLSLCode("f1 = angle_frm(length(angle_frm(_uu1)))"));
ASSERT_TRUE(foundInAllGLSLCode("f2 = angle_frm(distance(angle_frm(_uu1), angle_frm(_uu2)))"));
ASSERT_TRUE(foundInAllGLSLCode("f3 = angle_frm(dot(angle_frm(_uu1), angle_frm(_uu2)))"));
ASSERT_TRUE(
foundInAllGLSLCode("vf31 = angle_frm(cross(angle_frm(_uuf31), angle_frm(_uuf32)))"));
ASSERT_TRUE(
foundInAllGLSLCode("m1 = angle_frm(matrixCompMult(angle_frm(_uum1), angle_frm(_uum2)))"));
ASSERT_TRUE(foundInHLSLCode("v11037 = angle_frm(radians(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v21038 = angle_frm(degrees(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v31039 = angle_frm(sin(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v41040 = angle_frm(cos(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v51041 = angle_frm(tan(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v61042 = angle_frm(asin(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v71043 = angle_frm(acos(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v81044 = angle_frm(atan(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v91045 = angle_frm(atan_emu(angle_frm(_u1), angle_frm(_u2)))"));
ASSERT_TRUE(foundInHLSLCode("v101046 = angle_frm(pow(angle_frm(_u1), angle_frm(_u2)))"));
ASSERT_TRUE(foundInHLSLCode("v111047 = angle_frm(exp(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v121048 = angle_frm(log(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v131049 = angle_frm(exp2(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v141050 = angle_frm(log2(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v151051 = angle_frm(sqrt(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v161052 = angle_frm(rsqrt(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v171053 = angle_frm(abs(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v181054 = angle_frm(sign(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v191055 = angle_frm(floor(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v201056 = angle_frm(ceil(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v211057 = angle_frm(frac(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v221058 = angle_frm(mod_emu(angle_frm(_u1), angle_frm(_uf)))"));
ASSERT_TRUE(foundInHLSLCode("v231059 = angle_frm(mod_emu(angle_frm(_u1), angle_frm(_u2)))"));
ASSERT_TRUE(foundInHLSLCode("v241060 = angle_frm(min(angle_frm(_u1), angle_frm(_uf)))"));
ASSERT_TRUE(foundInHLSLCode("v251061 = angle_frm(min(angle_frm(_u1), angle_frm(_u2)))"));
ASSERT_TRUE(foundInHLSLCode("v261062 = angle_frm(max(angle_frm(_u1), angle_frm(_uf)))"));
ASSERT_TRUE(foundInHLSLCode("v271063 = angle_frm(max(angle_frm(_u1), angle_frm(_u2)))"));
ASSERT_TRUE(foundInHLSLCode(
"v281064 = angle_frm(clamp(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
ASSERT_TRUE(foundInHLSLCode(
"v291065 = angle_frm(clamp(angle_frm(_u1), angle_frm(_uf), angle_frm(_uf2)))"));
ASSERT_TRUE(foundInHLSLCode(
"v301066 = angle_frm(lerp(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
ASSERT_TRUE(foundInHLSLCode(
"v311067 = angle_frm(lerp(angle_frm(_u1), angle_frm(_u2), angle_frm(_uf)))"));
ASSERT_TRUE(foundInHLSLCode("v321068 = angle_frm(step(angle_frm(_u1), angle_frm(_u2)))"));
ASSERT_TRUE(foundInHLSLCode("v331069 = angle_frm(step(angle_frm(_uf), angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode(
"v341070 = angle_frm(smoothstep(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
ASSERT_TRUE(foundInHLSLCode(
"v351071 = angle_frm(smoothstep(angle_frm(_uf), angle_frm(_uf2), angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("v361072 = angle_frm(normalize(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode(
"v371073 = angle_frm(faceforward_emu(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
ASSERT_TRUE(foundInHLSLCode("v381074 = angle_frm(reflect(angle_frm(_u1), angle_frm(_u2)))"));
ASSERT_TRUE(foundInHLSLCode(
"v391075 = angle_frm(refract(angle_frm(_u1), angle_frm(_u2), angle_frm(_uf)))"));
ASSERT_TRUE(foundInHLSLCode("f11076 = angle_frm(length(angle_frm(_u1)))"));
ASSERT_TRUE(foundInHLSLCode("f21077 = angle_frm(distance(angle_frm(_u1), angle_frm(_u2)))"));
ASSERT_TRUE(foundInHLSLCode("f31078 = angle_frm(dot(angle_frm(_u1), angle_frm(_u2)))"));
ASSERT_TRUE(foundInHLSLCode("vf311079 = angle_frm(cross(angle_frm(_uf31), angle_frm(_uf32)))"));
ASSERT_TRUE(foundInHLSLCode("m11080 = angle_frm((angle_frm(_um1) * angle_frm(_um2)))"));
}
TEST_F(DebugShaderPrecisionTest, BuiltInRelationalFunctionRounding)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u1;\n"
"uniform vec4 u2;\n"
"void main() {\n"
" bvec4 bv1 = lessThan(u1, u2);\n"
" bvec4 bv2 = lessThanEqual(u1, u2);\n"
" bvec4 bv3 = greaterThan(u1, u2);\n"
" bvec4 bv4 = greaterThanEqual(u1, u2);\n"
" bvec4 bv5 = equal(u1, u2);\n"
" bvec4 bv6 = notEqual(u1, u2);\n"
" gl_FragColor = vec4(bv1) + vec4(bv2) + vec4(bv3) + vec4(bv4) + vec4(bv5) + vec4(bv6);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInAllGLSLCode("bv1 = lessThan(angle_frm(_uu1), angle_frm(_uu2))"));
ASSERT_TRUE(foundInAllGLSLCode("bv2 = lessThanEqual(angle_frm(_uu1), angle_frm(_uu2))"));
ASSERT_TRUE(foundInAllGLSLCode("bv3 = greaterThan(angle_frm(_uu1), angle_frm(_uu2))"));
ASSERT_TRUE(foundInAllGLSLCode("bv4 = greaterThanEqual(angle_frm(_uu1), angle_frm(_uu2))"));
ASSERT_TRUE(foundInAllGLSLCode("bv5 = equal(angle_frm(_uu1), angle_frm(_uu2))"));
ASSERT_TRUE(foundInAllGLSLCode("bv6 = notEqual(angle_frm(_uu1), angle_frm(_uu2))"));
ASSERT_TRUE(foundInHLSLCode("bv11030 = (angle_frm(_u1) < angle_frm(_u2))"));
ASSERT_TRUE(foundInHLSLCode("bv21031 = (angle_frm(_u1) <= angle_frm(_u2))"));
ASSERT_TRUE(foundInHLSLCode("bv31032 = (angle_frm(_u1) > angle_frm(_u2))"));
ASSERT_TRUE(foundInHLSLCode("bv41033 = (angle_frm(_u1) >= angle_frm(_u2))"));
ASSERT_TRUE(foundInHLSLCode("bv51034 = (angle_frm(_u1) == angle_frm(_u2))"));
ASSERT_TRUE(foundInHLSLCode("bv61035 = (angle_frm(_u1) != angle_frm(_u2))"));
}
TEST_F(DebugShaderPrecisionTest, ConstructorRounding)
{
const std::string &shaderString =
"precision mediump float;\n"
"precision mediump int;\n"
"uniform float u1;\n"
"uniform float u2;\n"
"uniform lowp float u3;\n"
"uniform float u4;\n"
"uniform ivec4 uiv;\n"
"void main() {\n"
" vec4 v1 = vec4(u1, u2, u3, u4);\n"
" vec4 v2 = vec4(uiv);\n"
" gl_FragColor = v1 + v2;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInAllGLSLCode("v1 = angle_frm(vec4(_uu1, _uu2, angle_frl(_uu3), _uu4))"));
ASSERT_TRUE(foundInAllGLSLCode("v2 = angle_frm(vec4(_uuiv))"));
ASSERT_TRUE(foundInHLSLCode("v11033 = angle_frm(vec4_ctor(_u1, _u2, angle_frl(_u3), _u4))"));
ASSERT_TRUE(foundInHLSLCode("v21034 = angle_frm(vec4_ctor(_uiv))"));
}
TEST_F(DebugShaderPrecisionTest, StructConstructorNoRounding)
{
const std::string &shaderString =
"precision mediump float;\n"
"struct S { mediump vec4 a; };\n"
"uniform vec4 u;\n"
"void main() {\n"
" S s = S(u);\n"
" gl_FragColor = s.a;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInAllGLSLCode("s = _uS(angle_frm(_uu))"));
ASSERT_TRUE(foundInHLSLCode("s1031 = _S_ctor(angle_frm(_u))"));
ASSERT_TRUE(notFoundInCode("angle_frm(_uS")); // GLSL
ASSERT_TRUE(notFoundInCode("angle_frm(_S")); // HLSL
}
TEST_F(DebugShaderPrecisionTest, SwizzleRounding)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u;\n"
"void main() {\n"
" vec4 v = u.xyxy;"
" gl_FragColor = v;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInAllGLSLCode("v = angle_frm(_uu).xyxy"));
ASSERT_TRUE(foundInHLSLCode("v1029 = angle_frm(_u).xyxy"));
}
TEST_F(DebugShaderPrecisionTest, BuiltInTexFunctionRounding)
{
const std::string &shaderString =
"precision mediump float;\n"
"precision lowp sampler2D;\n"
"uniform vec2 u;\n"
"uniform sampler2D s;\n"
"void main() {\n"
" lowp vec4 v = texture2D(s, u);\n"
" gl_FragColor = v;\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInAllGLSLCode("v = angle_frl(texture2D(_us, angle_frm(_uu)))"));
ASSERT_TRUE(foundInHLSLCode("v1030 = angle_frl(gl_texture2D(_s, angle_frm(_u)))"));
}
TEST_F(DebugShaderPrecisionTest, FunctionCallParameterQualifiersFromDefinition)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u1;\n"
"uniform vec4 u2;\n"
"uniform vec4 u3;\n"
"uniform vec4 u4;\n"
"uniform vec4 u5;\n"
"vec4 add(in vec4 x, in vec4 y) {\n"
" return x + y;\n"
"}\n"
"void compound_add(inout vec4 x, in vec4 y) {\n"
" x = x + y;\n"
"}\n"
"void add_to_last(in vec4 x, in vec4 y, out vec4 z) {\n"
" z = x + y;\n"
"}\n"
"void main() {\n"
" vec4 v = add(u1, u2);\n"
" compound_add(v, u3);\n"
" vec4 v2;\n"
" add_to_last(u4, u5, v2);\n"
" gl_FragColor = v + v2;\n"
"}\n";
compile(shaderString);
// Note that this is not optimal code, there are redundant frm calls.
// However, getting the implementation working when other operations
// are nested within function calls would be tricky if to get right
// otherwise.
// Test in parameters
ASSERT_TRUE(foundInAllGLSLCode("v = _uadd(angle_frm(_uu1), angle_frm(_uu2))"));
ASSERT_TRUE(foundInHLSLCode("v1043 = f_add_float4_float4(angle_frm(_u1), angle_frm(_u2))"));
// Test inout parameter
ASSERT_TRUE(foundInAllGLSLCode("_ucompound_add(_uv, angle_frm(_uu3))"));
ASSERT_TRUE(foundInHLSLCode("compound_add_float4_float4(_v1043, angle_frm(_u3))"));
// Test out parameter
ASSERT_TRUE(foundInAllGLSLCode("_uadd_to_last(angle_frm(_uu4), angle_frm(_uu5), _uv2)"));
ASSERT_TRUE(foundInHLSLCode(
"add_to_last_float4_float4_float4(angle_frm(_u4), angle_frm(_u5), _v21044)"));
}
TEST_F(DebugShaderPrecisionTest, FunctionCallParameterQualifiersFromPrototype)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u1;\n"
"uniform vec4 u2;\n"
"uniform vec4 u3;\n"
"uniform vec4 u4;\n"
"uniform vec4 u5;\n"
"vec4 add(in vec4 x, in vec4 y);\n"
"void compound_add(inout vec4 x, in vec4 y);\n"
"void add_to_last(in vec4 x, in vec4 y, out vec4 z);\n"
"void main() {\n"
" vec4 v = add(u1, u2);\n"
" compound_add(v, u3);\n"
" vec4 v2;\n"
" add_to_last(u4, u5, v2);\n"
" gl_FragColor = v + v2;\n"
"}\n"
"vec4 add(in vec4 x, in vec4 y) {\n"
" return x + y;\n"
"}\n"
"void compound_add(inout vec4 x, in vec4 y) {\n"
" x = x + y;\n"
"}\n"
"void add_to_last(in vec4 x, in vec4 y, out vec4 z) {\n"
" z = x + y;\n"
"}\n";
compile(shaderString);
// Test in parameters
ASSERT_TRUE(foundInAllGLSLCode("v = _uadd(angle_frm(_uu1), angle_frm(_uu2))"));
ASSERT_TRUE(foundInHLSLCode("v1043 = f_add_float4_float4(angle_frm(_u1), angle_frm(_u2))"));
// Test inout parameter
ASSERT_TRUE(foundInAllGLSLCode("_ucompound_add(_uv, angle_frm(_uu3))"));
ASSERT_TRUE(foundInHLSLCode("compound_add_float4_float4(_v1043, angle_frm(_u3))"));
// Test out parameter
ASSERT_TRUE(foundInAllGLSLCode("add_to_last(angle_frm(_uu4), angle_frm(_uu5), _uv2)"));
ASSERT_TRUE(foundInHLSLCode(
"add_to_last_float4_float4_float4(angle_frm(_u4), angle_frm(_u5), _v21044)"));
}
TEST_F(DebugShaderPrecisionTest, NestedFunctionCalls)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u1;\n"
"uniform vec4 u2;\n"
"uniform vec4 u3;\n"
"vec4 add(in vec4 x, in vec4 y) {\n"
" return x + y;\n"
"}\n"
"vec4 compound_add(inout vec4 x, in vec4 y) {\n"
" x = x + y;\n"
" return x;\n"
"}\n"
"void main() {\n"
" vec4 v = u1;\n"
" vec4 v2 = add(compound_add(v, u2), fract(u3));\n"
" gl_FragColor = v + v2;\n"
"}\n";
compile(shaderString);
// Test nested calls
ASSERT_TRUE(foundInAllGLSLCode(
"v2 = _uadd(_ucompound_add(_uv, angle_frm(_uu2)), angle_frm(fract(angle_frm(_uu3))))"));
ASSERT_TRUE(foundInHLSLCode(
"v21038 = f_add_float4_float4(f_compound_add_float4_float4(_v1037, angle_frm(_u2)), "
"angle_frm(frac(angle_frm(_u3))))"));
}
// Test that code inside an index of a function out parameter gets processed.
TEST_F(DebugShaderPrecisionTest, OpInIndexOfFunctionOutParameter)
{
const std::string &shaderString =
"precision mediump float;\n"
"void foo(out vec4 f) { f.x = 0.0; }\n"
"uniform float u2;\n"
"void main() {\n"
" vec4 v[2];\n"
" foo(v[int(exp2(u2))]);\n"
" gl_FragColor = v[0];\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInAllGLSLCode("angle_frm(exp2(angle_frm(_uu2)))"));
ASSERT_TRUE(foundInHLSLCode("angle_frm(exp2(angle_frm(_u2)))"));
}
// Test that code inside an index of an l-value gets processed.
TEST_F(DebugShaderPrecisionTest, OpInIndexOfLValue)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform vec4 u1;\n"
"uniform float u2;\n"
"void main() {\n"
" vec4 v[2];\n"
" v[int(exp2(u2))] = u1;\n"
" gl_FragColor = v[0];\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInAllGLSLCode("angle_frm(exp2(angle_frm(_uu2)))"));
ASSERT_TRUE(foundInHLSLCode("angle_frm(exp2(angle_frm(_u2)))"));
}
// Test that the out parameter of modf doesn't get rounded
TEST_F(DebugShaderPrecisionTest, ModfOutParameter)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"uniform float u;\n"
"out vec4 my_FragColor;\n"
"void main() {\n"
" float o;\n"
" float f = modf(u, o);\n"
" my_FragColor = vec4(f, o, 0, 1);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInAllGLSLCode("modf(angle_frm(_uu), _uo)"));
ASSERT_TRUE(foundInHLSLCode("modf(angle_frm(_u), _o1030)"));
}
#if defined(ANGLE_ENABLE_HLSL)
// Tests precision emulation with HLSL 3.0 output -- should error gracefully.
TEST(DebugShaderPrecisionNegativeTest, HLSL3Unsupported)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float u;\n"
"void main() {\n"
" gl_FragColor = vec4(u);\n"
"}\n";
std::string infoLog;
std::string translatedCode;
ShBuiltInResources resources;
sh::InitBuiltInResources(&resources);
resources.WEBGL_debug_shader_precision = 1;
ASSERT_FALSE(compileTestShader(GL_FRAGMENT_SHADER, SH_GLES3_SPEC, SH_HLSL_3_0_OUTPUT,
shaderString, &resources, 0, &translatedCode, &infoLog));
}
#endif // defined(ANGLE_ENABLE_HLSL)
// Test that compound assignment inside an expression compiles correctly. This is a test for a bug
// where incorrect type information on the compound assignment call node caused an assert to trigger
// in the debug build.
TEST_F(DebugShaderPrecisionTest, CompoundAssignmentInsideExpression)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"void main() {\n"
" float f = 0.0;\n"
" my_FragColor = vec4(abs(f += 1.0), 0, 0, 1);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInAllGLSLCode("abs(angle_compound_add_frm(_uf, 1.0))"));
}
// Test that having rounded values inside the right hand side of logical or doesn't trigger asserts
// in HLSL output.
TEST_F(DebugShaderPrecisionTest, RoundedValueOnRightSideOfLogicalOr)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 my_FragColor;\n"
"uniform float u1, u2;\n"
"void main() {\n"
" my_FragColor = vec4(u1 == 0.0 || u2 == 0.0);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInHLSLCode("angle_frm(_u2) == 0.0"));
}