Hash :
a4aa4e30
Author :
Date :
2015-06-04T15:54:30
Record precision of constant variables when needed Add a traverser that checks precision qualifiers of folded constants and hoists them to separate precision qualified variables if needed. Fixes sdk/tests/conformance/glsl/bugs/constant-precision-qualifier.html TEST=WebGL conformance tests, angle_unittests BUG=angleproject:817 Change-Id: I1639595e0e49470736be93274f0af07ee732e1fe Reviewed-on: https://chromium-review.googlesource.com/275095 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright (c) 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 "angle_gl.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "tests/test_utils/compiler_test.h"
class RecordConstantPrecisionTest : public testing::Test
{
public:
RecordConstantPrecisionTest() {}
protected:
void compile(const std::string &shaderString)
{
std::string infoLog;
bool compilationSuccess = compileTestShader(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, SH_ESSL_OUTPUT,
shaderString, &mTranslatedCode, &infoLog);
if (!compilationSuccess)
{
FAIL() << "Shader compilation into ESSL failed " << infoLog;
}
}
bool foundInCode(const char *stringToFind)
{
return mTranslatedCode.find(stringToFind) != std::string::npos;
}
private:
std::string mTranslatedCode;
};
// The constant cannot be folded 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 =
"uniform mediump float u;"
"void main()\n"
"{\n"
" const highp float a = 4096.5;\n"
" mediump float b = fract(a + u);\n"
" gl_FragColor = vec4(b);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInCode("const highp float s"));
ASSERT_FALSE(foundInCode("fract(4096.5"));
ASSERT_FALSE(foundInCode("fract((4096.5"));
}
// The constant can be folded if its precision is equal to the other operands, as it does not
// increase the precision of the consuming expression.
TEST_F(RecordConstantPrecisionTest, EqualPrecisionConstantAsParameter)
{
const std::string &shaderString =
"uniform mediump float u;"
"void main()\n"
"{\n"
" const mediump float a = 4096.5;\n"
" mediump float b = fract(a + u);\n"
" gl_FragColor = vec4(b);\n"
"}\n";
compile(shaderString);
ASSERT_FALSE(foundInCode("const mediump float s"));
ASSERT_TRUE(foundInCode("fract((4096.5"));
}
// The constant cannot be folded 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 =
"uniform mediump float u;"
"void main()\n"
"{\n"
" const highp float a = 4095.5;\n"
" mediump float b = fract((a + 1.0) + u);\n"
" gl_FragColor = vec4(b);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInCode("const highp float s"));
ASSERT_FALSE(foundInCode("fract(4096.5"));
ASSERT_FALSE(foundInCode("fract((4096.5"));
}
// The constant cannot be folded 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 =
"uniform mediump float u;"
"void main()\n"
"{\n"
" const highp float a = 0.5;\n"
" mediump float b = sin(fract(a) + u);\n"
" gl_FragColor = vec4(b);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInCode("const highp float s"));
ASSERT_FALSE(foundInCode("sin(0.5"));
ASSERT_FALSE(foundInCode("sin((0.5"));
}