/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkSLCompiler.h" #include "Test.h" // Note that the optimizer will aggressively kill dead code and substitute constants in place of // variables, so we have to jump through a few hoops to ensure that the code in these tests has the // necessary side-effects to remain live. In some cases we rely on the optimizer not (yet) being // smart enough to optimize around certain constructs; as the optimizer gets smarter it will // undoubtedly end up breaking some of these tests. That is a good thing, as long as the new code is // equivalent! static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Settings& settings, const char* expected, SkSL::Program::Inputs* inputs, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) { SkSL::Compiler compiler; SkSL::String output; std::unique_ptr program = compiler.convertProgram(kind, SkSL::String(src), settings); if (!program) { SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str()); } REPORTER_ASSERT(r, program); *inputs = program->fInputs; REPORTER_ASSERT(r, compiler.toGLSL(*program, &output)); if (program) { SkSL::String skExpected(expected); if (output != skExpected) { SkDebugf("GLSL MISMATCH:\nsource:\n%s\n\nexpected:\n'%s'\n\nreceived:\n'%s'", src, expected, output.c_str()); } REPORTER_ASSERT(r, output == skExpected); } } static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& caps, const char* expected, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) { SkSL::Program::Settings settings; settings.fCaps = ∩︀ SkSL::Program::Inputs inputs; test(r, src, settings, expected, &inputs, kind); } DEF_TEST(SkSLHelloWorld, r) { test(r, "void main() { sk_FragColor = half4(0.75); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(0.75);\n" "}\n"); } DEF_TEST(SkSLControl, r) { test(r, "void main() {" "if (sqrt(2) > 5) { sk_FragColor = half4(0.75); } else { discard; }" "int i = 0;" "while (i < 10) { sk_FragColor *= 0.5; i++; }" "do { sk_FragColor += 0.01; } while (sk_FragColor.x < 0.75);" "for (int i = 0; i < 10; i++) {" "if (i % 2 == 1) break; else continue;" "}" "return;" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " if (sqrt(2.0) > 5.0) {\n" " sk_FragColor = vec4(0.75);\n" " } else {\n" " discard;\n" " }\n" " int i = 0;\n" " while (i < 10) {\n" " sk_FragColor *= 0.5;\n" " i++;\n" " }\n" " do {\n" " sk_FragColor += 0.01;\n" " } while (sk_FragColor.x < 0.75);\n" " for (int i = 0;i < 10; i++) {\n" " if (i % 2 == 1) break; else continue;\n" " }\n" " return;\n" "}\n"); } DEF_TEST(SkSLFunctions, r) { test(r, "float foo(float v[2]) { return v[0] * v[1]; }" "void bar(inout float x) { float y[2], z; y[0] = x; y[1] = x * 2; z = foo(y); x = z; }" "void main() { float x = 10; bar(x); sk_FragColor = half4(half(x)); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "float foo(float v[2]) {\n" " return v[0] * v[1];\n" "}\n" "void bar(inout float x) {\n" " float y[2], z;\n" " y[0] = x;\n" " y[1] = x * 2.0;\n" " z = foo(y);\n" " x = z;\n" "}\n" "void main() {\n" " float x = 10.0;\n" " bar(x);\n" " sk_FragColor = vec4(x);\n" "}\n"); } DEF_TEST(SkSLOperators, r) { test(r, "void main() {" "float x = 1, y = 2;" "int z = 3;" "x = x - x + y * z * x * (y - z);" "y = x / y / z;" "z = (z / 2 % 3 << 4) >> 2 << 1;" "bool b = (x > 4) == x < 2 || 2 >= sqrt(2) && y <= z;" "x += 12;" "x -= 12;" "x *= y /= z = 10;" "b ||= false;" "b &&= true;" "b ^^= false;" "z |= 0;" "z &= -1;" "z ^= 0;" "z >>= 2;" "z <<= 4;" "z %= 5;" "x = (float2(sqrt(1)) , 6);" "z = (float2(sqrt(1)) , 6);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "void main() {\n" " float x = 1.0, y = 2.0;\n" " int z = 3;\n" " x = -6.0;\n" " y = -1.0;\n" " z = 8;\n" " bool b = false == true || 2.0 >= sqrt(2.0);\n" " x += 12.0;\n" " x -= 12.0;\n" " x *= (y /= float(z = 10));\n" " b ||= false;\n" " b &&= true;\n" " b ^^= false;\n" " z |= 0;\n" " z &= -1;\n" " z ^= 0;\n" " z >>= 2;\n" " z <<= 4;\n" " z %= 5;\n" " x = float((vec2(sqrt(1.0)) , 6));\n" " z = (vec2(sqrt(1.0)) , 6);\n" "}\n"); } DEF_TEST(SkSLMatrices, r) { test(r, "void main() {" "float2x4 x = float2x4(1);" "float3x2 y = float3x2(1, 0, 0, 1, float2(2, 2));" "float3x4 z = x * y;" "float3 v1 = float3x3(1) * float3(2);" "float3 v2 = float3(2) * float3x3(1);" "sk_FragColor = half4(half(z[0].x), half3(v1 + v2));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " mat3x4 z = mat2x4(1.0) * mat3x2(1.0, 0.0, 0.0, 1.0, vec2(2.0, 2.0));\n" " vec3 v1 = mat3(1.0) * vec3(2.0);\n" " vec3 v2 = vec3(2.0) * mat3(1.0);\n" " sk_FragColor = vec4(z[0].x, v1 + v2);\n" "}\n"); } DEF_TEST(SkSLInterfaceBlock, r) { test(r, "uniform testBlock {" "half x;" "half y[2];" "layout(binding=12) half3x2 z;" "bool w;" "};" "void main() {" " sk_FragColor = half4(x, y[0], y[1], 0);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "uniform testBlock {\n" " float x;\n" " float[2] y;\n" " layout (binding = 12) mat3x2 z;\n" " bool w;\n" "};\n" "void main() {\n" " sk_FragColor = vec4(x, y[0], y[1], 0.0);\n" "}\n"); test(r, "uniform testBlock {" "float x;" "} test;" "void main() {" " sk_FragColor = half4(half(test.x));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "uniform testBlock {\n" " float x;\n" "} test;\n" "void main() {\n" " sk_FragColor = vec4(test.x);\n" "}\n"); test(r, "uniform testBlock {" "float x;" "} test[2];" "void main() {" " sk_FragColor = half4(half(test[1].x));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "uniform testBlock {\n" " float x;\n" "} test[2];\n" "void main() {\n" " sk_FragColor = vec4(test[1].x);\n" "}\n"); } DEF_TEST(SkSLStructs, r) { test(r, "struct A {" "int x;" "int y;" "} a1, a2;" "A a3;" "struct B {" "float x;" "float y[2];" "layout(binding=1) A z;" "};" "B b1, b2, b3;" "void main() {" " a1.x = 0;" " b1.x = 0;" " sk_FragColor.r = half(a1.x + b1.x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "struct A {\n" " int x;\n" " int y;\n" "} a1;\n" "struct B {\n" " float x;\n" " float[2] y;\n" " layout (binding = 1) A z;\n" "} b1;\n" "void main() {\n" " a1.x = 0;\n" " b1.x = 0.0;\n" " sk_FragColor.x = float(a1.x) + b1.x;\n" "}\n"); } DEF_TEST(SkSLVersion, r) { test(r, "in float test; void main() { sk_FragColor.r = half(test); }", *SkSL::ShaderCapsFactory::Version450Core(), "#version 450 core\n" "out vec4 sk_FragColor;\n" "in float test;\n" "void main() {\n" " sk_FragColor.x = test;\n" "}\n"); test(r, "in float test; void main() { sk_FragColor.r = half(test); }", *SkSL::ShaderCapsFactory::Version110(), "#version 110\n" "varying float test;\n" "void main() {\n" " gl_FragColor.x = test;\n" "}\n"); } DEF_TEST(SkSLUsesPrecisionModifiers, r) { test(r, "void main() { half x = 0.75; float y = 1; x++; y++;" "sk_FragColor.rg = half2(x, half(y)); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " float x = 0.75;\n" " float y = 1.0;\n" " x++;\n" " y++;\n" " sk_FragColor.xy = vec2(x, y);\n" "}\n"); test(r, "void main() { half x = 0.75; float y = 1; x++; y++;" "sk_FragColor.rg = half2(x, half(y)); }", *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), "#version 400\n" "precision mediump float;\n" "out mediump vec4 sk_FragColor;\n" "void main() {\n" " mediump float x = 0.75;\n" " highp float y = 1.0;\n" " x++;\n" " y++;\n" " sk_FragColor.xy = vec2(x, y);\n" "}\n"); } DEF_TEST(SkSLMinAbs, r) { test(r, "void main() {" "half x = -5;" "sk_FragColor.r = min(abs(x), 6);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = min(abs(-5.0), 6.0);\n" "}\n"); test(r, "void main() {" "half x = -5.0;" "sk_FragColor.r = min(abs(x), 6.0);" "}", *SkSL::ShaderCapsFactory::CannotUseMinAndAbsTogether(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " float minAbsHackVar0;\n" " float minAbsHackVar1;\n" " sk_FragColor.x = ((minAbsHackVar0 = abs(-5.0)) < (minAbsHackVar1 = 6.0) ? " "minAbsHackVar0 : minAbsHackVar1);\n" "}\n"); } DEF_TEST(SkSLFractNegative, r) { static constexpr char input[] = "void main() {" "float x = -42.0;" "sk_FragColor.r = half(fract(x));" "}"; static constexpr char output_default[] = "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = fract(-42.0);\n" "}\n"; static constexpr char output_workaround[] = "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = (0.5 - sign(-42.0) * (0.5 - fract(abs(-42.0))));\n" "}\n"; test(r, input, *SkSL::ShaderCapsFactory::Default(), output_default); test(r, input, *SkSL::ShaderCapsFactory::CannotUseFractForNegativeValues(), output_workaround); } DEF_TEST(SkSLNegatedAtan, r) { test(r, "void main() { float2 x = float2(sqrt(2)); sk_FragColor.r = half(atan(x.x, -x.y)); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " vec2 x = vec2(sqrt(2.0));\n" " sk_FragColor.x = atan(x.x, -x.y);\n" "}\n"); test(r, "void main() { float2 x = float2(sqrt(2)); sk_FragColor.r = half(atan(x.x, -x.y)); }", *SkSL::ShaderCapsFactory::MustForceNegatedAtanParamToFloat(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " vec2 x = vec2(sqrt(2.0));\n" " sk_FragColor.x = atan(x.x, -1.0 * x.y);\n" "}\n"); } DEF_TEST(SkSLModifiersDeclaration, r) { test(r, "layout(blend_support_all_equations) out;" "layout(blend_support_all_equations) out;" "layout(blend_support_multiply) out;" "layout(blend_support_screen) out;" "layout(blend_support_overlay) out;" "layout(blend_support_darken) out;" "layout(blend_support_lighten) out;" "layout(blend_support_colordodge) out;" "layout(blend_support_colorburn) out;" "layout(blend_support_hardlight) out;" "layout(blend_support_softlight) out;" "layout(blend_support_difference) out;" "layout(blend_support_exclusion) out;" "layout(blend_support_hsl_hue) out;" "layout(blend_support_hsl_saturation) out;" "layout(blend_support_hsl_color) out;" "layout(blend_support_hsl_luminosity) out;" "void main() { }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "layout (blend_support_all_equations) out ;\n" "layout (blend_support_all_equations) out ;\n" "layout (blend_support_multiply) out ;\n" "layout (blend_support_screen) out ;\n" "layout (blend_support_overlay) out ;\n" "layout (blend_support_darken) out ;\n" "layout (blend_support_lighten) out ;\n" "layout (blend_support_colordodge) out ;\n" "layout (blend_support_colorburn) out ;\n" "layout (blend_support_hardlight) out ;\n" "layout (blend_support_softlight) out ;\n" "layout (blend_support_difference) out ;\n" "layout (blend_support_exclusion) out ;\n" "layout (blend_support_hsl_hue) out ;\n" "layout (blend_support_hsl_saturation) out ;\n" "layout (blend_support_hsl_color) out ;\n" "layout (blend_support_hsl_luminosity) out ;\n" "void main() {\n" "}\n"); } DEF_TEST(SkSLHex, r) { test(r, "void main() {" "int i1 = 0x0;" "i1++;" "int i2 = 0x1234abcd;" "i2++;" "int i3 = 0x7fffffff;" "i3++;" "int i4 = 0xffffffff;" "i4++;" "int i5 = -0xbeef;" "i5++;" "uint u1 = 0x0;" "u1++;" "uint u2 = 0x1234abcd;" "u2++;" "uint u3 = 0x7fffffff;" "u3++;" "uint u4 = 0xffffffff;" "u4++;" "ushort u5 = 0xffff;" "u5++;" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "void main() {\n" " int i1 = 0;\n" " i1++;\n" " int i2 = 305441741;\n" " i2++;\n" " int i3 = 2147483647;\n" " i3++;\n" " int i4 = -1;\n" " i4++;\n" " int i5 = -48879;\n" " i5++;\n" " uint u1 = 0u;\n" " u1++;\n" " uint u2 = 305441741u;\n" " u2++;\n" " uint u3 = 2147483647u;\n" " u3++;\n" " uint u4 = 4294967295u;\n" " u4++;\n" " uint u5 = 65535u;\n" " u5++;\n" "}\n"); } DEF_TEST(SkSLVectorConstructors, r) { test(r, "float2 v1 = float2(1);" "float2 v2 = float2(1, 2);" "float2 v3 = float2(float2(1));" "float3 v4 = float3(float2(1), 1.0);" "int2 v5 = int2(1);" "int2 v6 = int2(float2(1, 2));" "float2 v7 = float2(int2(1, 2));" "void main() {" "sk_FragColor.r = half(v1.x + v2.x + v3.x + v4.x + v5.x + v6.x + v7.x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "vec2 v1 = vec2(1.0);\n" "vec2 v2 = vec2(1.0, 2.0);\n" "vec2 v3 = vec2(1.0);\n" "vec3 v4 = vec3(vec2(1.0), 1.0);\n" "ivec2 v5 = ivec2(1);\n" "ivec2 v6 = ivec2(vec2(1.0, 2.0));\n" "vec2 v7 = vec2(ivec2(1, 2));\n" "void main() {\n" " sk_FragColor.x = (((((v1.x + v2.x) + v3.x) + v4.x) + float(v5.x)) + float(v6.x)) + " "v7.x;\n" "}\n"); } DEF_TEST(SkSLArrayConstructors, r) { test(r, "float test1[] = float[](1, 2, 3, 4);" "float2 test2[] = float2[](float2(1, 2), float2(3, 4));" "float4x4 test3[] = float4x4[]();" "void main() {" "sk_FragColor.r = half(test1[0] + test2[0].x + test3[0][0][0]);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "float test1[] = float[](1.0, 2.0, 3.0, 4.0);\n" "vec2 test2[] = vec2[](vec2(1.0, 2.0), vec2(3.0, 4.0));\n" "mat4 test3[] = mat4[]();\n" "void main() {\n" " sk_FragColor.x = (test1[0] + test2[0].x) + test3[0][0][0];\n" "}\n"); } DEF_TEST(SkSLDerivatives, r) { test(r, "void main() { sk_FragColor.r = half(dFdx(1)); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = dFdx(1.0);\n" "}\n"); test(r, "void main() { sk_FragColor.r = 1; }", *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(), "#version 400\n" "precision mediump float;\n" "out mediump vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = 1.0;\n" "}\n"); test(r, "void main() { sk_FragColor.r = half(dFdx(1)); }", *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(), "#version 400\n" "#extension GL_OES_standard_derivatives : require\n" "precision mediump float;\n" "out mediump vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = dFdx(1.0);\n" "}\n"); SkSL::Program::Settings settings; settings.fFlipY = false; auto caps = SkSL::ShaderCapsFactory::Default(); settings.fCaps = caps.get(); SkSL::Program::Inputs inputs; test(r, "void main() { sk_FragColor.r = half(dFdx(1)), sk_FragColor.g = half(dFdy(1)); }", settings, "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " (sk_FragColor.x = dFdx(1.0) , sk_FragColor.y = dFdy(1.0));\n" "}\n", &inputs); settings.fFlipY = true; test(r, "void main() { sk_FragColor.r = half(dFdx(1)), sk_FragColor.g = half(dFdy(1)); }", settings, "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " (sk_FragColor.x = dFdx(1.0) , sk_FragColor.y = -dFdy(1.0));\n" "}\n", &inputs); } DEF_TEST(SkSLIntFolding, r) { test(r, "void main() {" "sk_FragColor.r = 32 + 2;" "sk_FragColor.r = 32 - 2;" "sk_FragColor.r = 32 * 2;" "sk_FragColor.r = 32 / 2;" "sk_FragColor.r = 12 | 6;" "sk_FragColor.r = 254 & 7;" "sk_FragColor.r = 2 ^ 7;" "sk_FragColor.r = 1 << 4;" "sk_FragColor.r = 128 >> 2;" "sk_FragColor.r = -1 == -1 ? 1 : -1;" "sk_FragColor.r = -1 == -2 ? 2 : -2;" "sk_FragColor.r = 0 != 1 ? 3 : -3;" "sk_FragColor.r = 0 != 0 ? 4 : -4;" "sk_FragColor.r = 6 > 5 ? 5 : -5;" "sk_FragColor.r = 6 > 6 ? 6 : -6;" "sk_FragColor.r = -1 < 0 ? 7 : -7;" "sk_FragColor.r = 1 < 0 ? 8 : -8;" "sk_FragColor.r = 6 >= 6 ? 9 : -9;" "sk_FragColor.r = 6 >= 7 ? 10 : -10;" "sk_FragColor.r = 6 <= 6 ? 11 : -11;" "sk_FragColor.r = 6 <= 5 ? 12 : -12;" "sk_FragColor.r = int(sqrt(1)) + 0;" "sk_FragColor.r = 0 + int(sqrt(2));" "sk_FragColor.r = int(sqrt(3)) - 0;" "sk_FragColor.r = int(sqrt(4)) * 0;" "sk_FragColor.r = int(sqrt(5)) * 1;" "sk_FragColor.r = 1 * int(sqrt(6));" "sk_FragColor.r = 0 * int(sqrt(7));" "sk_FragColor.r = int(sqrt(8)) / 1;" "sk_FragColor.r = 0 / int(sqrt(9));" "int x = int(sqrt(2));" "x += 1;" "x += 0;" "x -= 1;" "x -= 0;" "x *= 1;" "x *= 2;" "x /= 1;" "x /= 2;" "sk_FragColor.r = x;" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = 34.0;\n" " sk_FragColor.x = 30.0;\n" " sk_FragColor.x = 64.0;\n" " sk_FragColor.x = 16.0;\n" " sk_FragColor.x = 14.0;\n" " sk_FragColor.x = 6.0;\n" " sk_FragColor.x = 5.0;\n" " sk_FragColor.x = 16.0;\n" " sk_FragColor.x = 32.0;\n" " sk_FragColor.x = 1.0;\n" " sk_FragColor.x = -2.0;\n" " sk_FragColor.x = 3.0;\n" " sk_FragColor.x = -4.0;\n" " sk_FragColor.x = 5.0;\n" " sk_FragColor.x = -6.0;\n" " sk_FragColor.x = 7.0;\n" " sk_FragColor.x = -8.0;\n" " sk_FragColor.x = 9.0;\n" " sk_FragColor.x = -10.0;\n" " sk_FragColor.x = 11.0;\n" " sk_FragColor.x = -12.0;\n" " sk_FragColor.x = float(int(sqrt(1.0)));\n" " sk_FragColor.x = float(int(sqrt(2.0)));\n" " sk_FragColor.x = float(int(sqrt(3.0)));\n" " sk_FragColor.x = 0.0;\n" " sk_FragColor.x = float(int(sqrt(5.0)));\n" " sk_FragColor.x = float(int(sqrt(6.0)));\n" " sk_FragColor.x = 0.0;\n" " sk_FragColor.x = float(int(sqrt(8.0)));\n" " sk_FragColor.x = 0.0;\n" " int x = int(sqrt(2.0));\n" " x += 1;\n" " x -= 1;\n" " x *= 2;\n" " x /= 2;\n" " sk_FragColor.x = float(x);\n" "}\n"); } DEF_TEST(SkSLFloatFolding, r) { test(r, "void main() {" "sk_FragColor.r = 32.0 + 2.0;" "sk_FragColor.r = 32.0 - 2.0;" "sk_FragColor.r = 32.0 * 2.0;" "sk_FragColor.r = 32.0 / 2.0;" "sk_FragColor.r = (12 > 2.0) ? (10 * 2 / 5 + 18 - 3) : 0;" "sk_FragColor.r = 0.0 == 0.0 ? 1 : -1;" "sk_FragColor.r = 0.0 == 1.0 ? 2 : -2;" "sk_FragColor.r = 0.0 != 1.0 ? 3 : -3;" "sk_FragColor.r = 0.0 != 0.0 ? 4 : -4;" "sk_FragColor.r = 6.0 > 5.0 ? 5 : -5;" "sk_FragColor.r = 6.0 > 6.0 ? 6 : -6;" "sk_FragColor.r = 6.0 >= 6.0 ? 7 : -7;" "sk_FragColor.r = 6.0 >= 7.0 ? 8 : -8;" "sk_FragColor.r = 5.0 < 6.0 ? 9 : -9;" "sk_FragColor.r = 6.0 < 6.0 ? 10 : -10;" "sk_FragColor.r = 6.0 <= 6.0 ? 11 : -11;" "sk_FragColor.r = 6.0 <= 5.0 ? 12 : -12;" "sk_FragColor.r = half(sqrt(1) + 0);" "sk_FragColor.r = half(0 + sqrt(2));" "sk_FragColor.r = half(sqrt(3) - 0);" "sk_FragColor.r = half(sqrt(4) * 0);" "sk_FragColor.r = half(sqrt(5) * 1);" "sk_FragColor.r = half(1 * sqrt(6));" "sk_FragColor.r = half(0 * sqrt(7));" "sk_FragColor.r = half(sqrt(8) / 1);" "sk_FragColor.r = half(0 / sqrt(9));" "sk_FragColor.r += 1;" "sk_FragColor.r += 0;" "sk_FragColor.r -= 1;" "sk_FragColor.r -= 0;" "sk_FragColor.r *= 1;" "sk_FragColor.r *= 2;" "sk_FragColor.r /= 1;" "sk_FragColor.r /= 2;" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = 34.0;\n" " sk_FragColor.x = 30.0;\n" " sk_FragColor.x = 64.0;\n" " sk_FragColor.x = 16.0;\n" " sk_FragColor.x = 19.0;\n" " sk_FragColor.x = 1.0;\n" " sk_FragColor.x = -2.0;\n" " sk_FragColor.x = 3.0;\n" " sk_FragColor.x = -4.0;\n" " sk_FragColor.x = 5.0;\n" " sk_FragColor.x = -6.0;\n" " sk_FragColor.x = 7.0;\n" " sk_FragColor.x = -8.0;\n" " sk_FragColor.x = 9.0;\n" " sk_FragColor.x = -10.0;\n" " sk_FragColor.x = 11.0;\n" " sk_FragColor.x = -12.0;\n" " sk_FragColor.x = sqrt(1.0);\n" " sk_FragColor.x = sqrt(2.0);\n" " sk_FragColor.x = sqrt(3.0);\n" " sk_FragColor.x = 0.0;\n" " sk_FragColor.x = sqrt(5.0);\n" " sk_FragColor.x = sqrt(6.0);\n" " sk_FragColor.x = 0.0;\n" " sk_FragColor.x = sqrt(8.0);\n" " sk_FragColor.x = 0.0;\n" " sk_FragColor.x += 1.0;\n" " sk_FragColor.x -= 1.0;\n" " sk_FragColor.x *= 2.0;\n" " sk_FragColor.x /= 2.0;\n" "}\n"); } DEF_TEST(SkSLBoolFolding, r) { test(r, "void main() {" "sk_FragColor.r = 1 == 1 || 2 == 8 ? 1 : -1;" "sk_FragColor.r = 1 > 1 || 2 == 8 ? 2 : -2;" "sk_FragColor.r = 1 == 1 && 2 <= 8 ? 3 : -3;" "sk_FragColor.r = 1 == 2 && 2 == 8 ? 4 : -4;" "sk_FragColor.r = 1 == 1 ^^ 1 != 1 ? 5 : -5;" "sk_FragColor.r = 1 == 1 ^^ 1 == 1 ? 6 : -6;" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = 1.0;\n" " sk_FragColor.x = -2.0;\n" " sk_FragColor.x = 3.0;\n" " sk_FragColor.x = -4.0;\n" " sk_FragColor.x = 5.0;\n" " sk_FragColor.x = -6.0;\n" "}\n"); } DEF_TEST(SkSLShortCircuitBoolFolding, r) { test(r, "void main() {" "bool expr1 = sk_FragCoord.x > 0;" "bool expr2 = sk_FragCoord.y > 0;" " if (true && expr1) {" // -> if (expr1) " sk_FragColor.r = 1;" " } else if (false && expr1) {" // -> if (false) -> block removed " sk_FragColor.r = -2;" " } else if (false || expr2) {" // -> if (expr2) " sk_FragColor.r = 3;" " } else if (true || expr2) {" // -> if (true) -> replaces unreachable else " sk_FragColor.r = 4;" " } else {" // removed " sk_FragColor.r = -5;" " }" // Test short-circuiting of right hand side boolean literals " if (expr1 && true) {" // -> if (expr1) " sk_FragColor.r = 1;" " } else if (expr1 && false) {" // -> if (false) -> block removed " sk_FragColor.r = -2;" " } else if (expr2 || false) {" // -> if (expr2) " sk_FragColor.r = 3;" " } else if (expr2 || true) {" // -> if (true) -> replaces unreachable else " sk_FragColor.r = 4;" " } else {" // removed " sk_FragColor.r = -5;" " }" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " bool expr1 = gl_FragCoord.x > 0.0;\n" " bool expr2 = gl_FragCoord.y > 0.0;\n" " if (expr1) {\n" " sk_FragColor.x = 1.0;\n" " } else if (expr2) {\n" " sk_FragColor.x = 3.0;\n" " } else {\n" " sk_FragColor.x = 4.0;\n" " }\n" " if (expr1) {\n" " sk_FragColor.x = 1.0;\n" " } else if (expr2) {\n" " sk_FragColor.x = 3.0;\n" " } else {\n" " sk_FragColor.x = 4.0;\n" " }\n" "}\n"); } DEF_TEST(SkSLVecFolding, r) { test(r, "void main() {\n" "sk_FragColor.r = half4(0.5, 1, 1, 1).x;\n" "sk_FragColor = half4(half2(1), half2(2, 3)) + half4(5, 6, 7, 8);\n" "sk_FragColor = half4(8, half3(10)) - half4(1);\n" "sk_FragColor = half4(2) * half4(1, 2, 3, 4);\n" "sk_FragColor = half4(12) / half4(1, 2, 3, 4);\n" "sk_FragColor.r = (half4(12) / half4(1, 2, 3, 4)).y;\n" "sk_FragColor.x = half4(1) == half4(1) ? 1.0 : -1.0;\n" "sk_FragColor.x = half4(1) == half4(2) ? 2.0 : -2.0;\n" "sk_FragColor.x = half2(1) == half2(1, 1) ? 3.0 : -3.0;\n" "sk_FragColor.x = half2(1, 1) == half2(1, 1) ? 4.0 : -4.0;\n" "sk_FragColor.x = half2(1) == half2(1, 0) ? 5.0 : -5.0;\n" "sk_FragColor.x = half4(1) == half4(half2(1), half2(1)) ? 6.0 : -6.0;\n" "sk_FragColor.x = half4(half3(1), 1) == half4(half2(1), half2(1)) ? 7.0 : -7.0;\n" "sk_FragColor.x = half4(half3(1), 1) == half4(half2(1), 1, 0) ? 8.0 : -8.0;\n" "sk_FragColor.x = half2(1) != half2(1, 0) ? 9.0 : -9.0;\n" "sk_FragColor.x = half4(1) != half4(half2(1), half2(1)) ? 10.0 : -10.0;\n" "sk_FragColor = half4(half(sqrt(1))) * half4(1);\n" "sk_FragColor = half4(1) * half4(half(sqrt(2)));\n" "sk_FragColor = half4(0) * half4(half(sqrt(3)));\n" "sk_FragColor = half4(half(sqrt(4))) * half4(0);\n" "sk_FragColor = half4(0) / half4(half(sqrt(5)));\n" "sk_FragColor = half4(0) + half4(half(sqrt(6)));\n" "sk_FragColor = half4(half(sqrt(7))) + half4(0);\n" "sk_FragColor = half4(half(sqrt(8))) - half4(0);\n" "sk_FragColor = half4(0) + half(half(sqrt(9)));\n" "sk_FragColor = half4(0) * half(sqrt(10));\n" "sk_FragColor = half4(0) / half(sqrt(11));\n" "sk_FragColor = half4(1) * half(sqrt(12));\n" "sk_FragColor = 0 + half4(half(sqrt(13)));\n" "sk_FragColor = 0 * half4(half(sqrt(14)));\n" "sk_FragColor = 0 / half4(half(sqrt(15)));\n" "sk_FragColor = 1 * half4(half(sqrt(16)));\n" "sk_FragColor = half4(half(sqrt(17))) + 0;\n" "sk_FragColor = half4(half(sqrt(18))) * 0;\n" "sk_FragColor = half4(half(sqrt(19))) * 1;\n" "sk_FragColor = half4(half(sqrt(19.5))) - 0;\n" "sk_FragColor = half(half(sqrt(20))) * half4(1);\n" "sk_FragColor = half(half(sqrt(21))) + half4(0);\n" "sk_FragColor = half(half(sqrt(22))) - half4(0);\n" "sk_FragColor = half(half(sqrt(23))) / half4(1);\n" "sk_FragColor = half4(half(sqrt(24))) / 1;\n" "sk_FragColor += half4(1);\n" "sk_FragColor += half4(0);\n" "sk_FragColor -= half4(1);\n" "sk_FragColor -= half4(0);\n" "sk_FragColor *= half4(1);\n" "sk_FragColor *= half4(2);\n" "sk_FragColor /= half4(1);\n" "sk_FragColor /= half4(2);\n" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = 0.5;\n" " sk_FragColor = vec4(6.0, 7.0, 9.0, 11.0);\n" " sk_FragColor = vec4(7.0, 9.0, 9.0, 9.0);\n" " sk_FragColor = vec4(2.0, 4.0, 6.0, 8.0);\n" " sk_FragColor = vec4(12.0, 6.0, 4.0, 3.0);\n" " sk_FragColor.x = 6.0;\n" " sk_FragColor.x = 1.0;\n" " sk_FragColor.x = -2.0;\n" " sk_FragColor.x = 3.0;\n" " sk_FragColor.x = 4.0;\n" " sk_FragColor.x = -5.0;\n" " sk_FragColor.x = 6.0;\n" " sk_FragColor.x = 7.0;\n" " sk_FragColor.x = -8.0;\n" " sk_FragColor.x = 9.0;\n" " sk_FragColor.x = -10.0;\n" " sk_FragColor = vec4(sqrt(1.0));\n" " sk_FragColor = vec4(sqrt(2.0));\n" " sk_FragColor = vec4(0.0);\n" " sk_FragColor = vec4(0.0);\n" " sk_FragColor = vec4(0.0);\n" " sk_FragColor = vec4(sqrt(6.0));\n" " sk_FragColor = vec4(sqrt(7.0));\n" " sk_FragColor = vec4(sqrt(8.0));\n" " sk_FragColor = vec4(sqrt(9.0));\n" " sk_FragColor = vec4(0.0);\n" " sk_FragColor = vec4(0.0);\n" " sk_FragColor = vec4(sqrt(12.0));\n" " sk_FragColor = vec4(sqrt(13.0));\n" " sk_FragColor = vec4(0.0);\n" " sk_FragColor = vec4(0.0);\n" " sk_FragColor = vec4(sqrt(16.0));\n" " sk_FragColor = vec4(sqrt(17.0));\n" " sk_FragColor = vec4(0.0);\n" " sk_FragColor = vec4(sqrt(19.0));\n" " sk_FragColor = vec4(sqrt(19.5));\n" " sk_FragColor = vec4(sqrt(20.0));\n" " sk_FragColor = vec4(sqrt(21.0));\n" " sk_FragColor = vec4(sqrt(22.0));\n" " sk_FragColor = vec4(sqrt(23.0));\n" " sk_FragColor = vec4(sqrt(24.0));\n" " sk_FragColor += vec4(1.0);\n" " sk_FragColor -= vec4(1.0);\n" " sk_FragColor *= vec4(2.0);\n" " sk_FragColor /= vec4(2.0);\n" "}\n"); } DEF_TEST(SkSLMatFolding, r) { test(r, "void main() {" "sk_FragColor.x = float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) == " "float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 1 : -1;" "sk_FragColor.x = float2x2(float2(1.0, 0.0), float2(1.0, 1.0)) == " "float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 2 : -2;" "sk_FragColor.x = float2x2(1) == float2x2(1) ? 3 : -3;" "sk_FragColor.x = float2x2(1) == float2x2(0) ? 4 : -4;" "sk_FragColor.x = float2x2(1) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 5 : -5;" "sk_FragColor.x = float2x2(2) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 6 : -6;" "sk_FragColor.x = float3x2(2) == float3x2(float2(2.0, 0.0), float2(0.0, 2.0), float2(0.0))" "? 7 : -7;" "sk_FragColor.x = float2x2(1) != float2x2(1) ? 8 : -8;" "sk_FragColor.x = float2x2(1) != float2x2(0) ? 9 : -9;" "sk_FragColor.x = float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), " "float3(0.0, 0.0, 0.0)) == float3x3(float2x2(1.0)) ? 10 : -10;" "sk_FragColor.x = float2x2(float3x3(1.0)) == float2x2(1.0) ? 11 : -11;" "sk_FragColor.x = float2x2(float4(1.0, 0.0, 0.0, 1.0)) == float2x2(1.0) ? 12 : -12;" "sk_FragColor.x = float2x2(1.0, 0.0, float2(0.0, 1.0)) == float2x2(1.0) ? 13 : -13;" "sk_FragColor.x = float2x2(float2(1.0, 0.0), 0.0, 1.0) == float2x2(1.0) ? 14 : -14;" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = 1.0;\n" " sk_FragColor.x = -2.0;\n" " sk_FragColor.x = 3.0;\n" " sk_FragColor.x = -4.0;\n" " sk_FragColor.x = 5.0;\n" " sk_FragColor.x = -6.0;\n" " sk_FragColor.x = 7.0;\n" " sk_FragColor.x = -8.0;\n" " sk_FragColor.x = 9.0;\n" " sk_FragColor.x = 10.0;\n" " sk_FragColor.x = 11.0;\n" " sk_FragColor.x = 12.0;\n" " sk_FragColor.x = 13.0;\n" " sk_FragColor.x = 14.0;\n" "}\n"); } DEF_TEST(SkSLConstantIf, r) { test(r, "void main() {" "int x;" "if (true) x = 1;" "if (2 > 1) x = 2; else x = 3;" "if (1 > 2) x = 4; else x = 5;" "if (false) x = 6;" "sk_FragColor.r = x;" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = 5.0;\n" "}\n"); } DEF_TEST(SkSLCaps, r) { test(r, "void main() {" "int x = 0;" "int y = 0;" "int z = 0;" "int w = 0;" "if (sk_Caps.externalTextureSupport) x = 1;" "if (sk_Caps.fbFetchSupport) y = 1;" "if (sk_Caps.dropsTileOnZeroDivide) z = 1;" "if (sk_Caps.canUseAnyFunctionInShader) w = 1;" "sk_FragColor = half4(x, y, z, w);" "}", *SkSL::ShaderCapsFactory::VariousCaps(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(1.0, 0.0, 1.0, 0.0);\n" "}\n"); } DEF_TEST(SkSLTexture, r) { test(r, "uniform sampler1D one;" "uniform sampler2D two;" "void main() {" "float4 a = texture(one, 0);" "float4 b = texture(two, float2(0));" "float4 c = texture(one, float2(0));" "float4 d = texture(two, float3(0));" "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "uniform sampler1D one;\n" "uniform sampler2D two;\n" "void main() {\n" " vec4 a = texture(one, 0.0);\n" " vec4 b = texture(two, vec2(0.0));\n" " vec4 c = textureProj(one, vec2(0.0));\n" " vec4 d = textureProj(two, vec3(0.0));\n" " sk_FragColor = vec4(a.x, b.x, c.x, d.x);\n" "}\n"); test(r, "uniform sampler1D one;" "uniform sampler2D two;" "void main() {" "float4 a = texture(one, 0);" "float4 b = texture(two, float2(0));" "float4 c = texture(one, float2(0));" "float4 d = texture(two, float3(0));" "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));" "}", *SkSL::ShaderCapsFactory::Version110(), "#version 110\n" "uniform sampler1D one;\n" "uniform sampler2D two;\n" "void main() {\n" " vec4 a = texture1D(one, 0.0);\n" " vec4 b = texture2D(two, vec2(0.0));\n" " vec4 c = texture1DProj(one, vec2(0.0));\n" " vec4 d = texture2DProj(two, vec3(0.0));\n" " gl_FragColor = vec4(a.x, b.x, c.x, d.x);\n" "}\n"); } DEF_TEST(SkSLSharpen, r) { SkSL::Program::Settings settings; settings.fSharpenTextures = true; sk_sp caps = SkSL::ShaderCapsFactory::Default(); settings.fCaps = caps.get(); SkSL::Program::Inputs inputs; test(r, "uniform sampler1D one;" "uniform sampler2D two;" "void main() {" "float4 a = texture(one, 0);" "float4 b = texture(two, float2(0));" "float4 c = texture(one, float2(0));" "float4 d = texture(two, float3(0));" "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));" "}", settings, "#version 400\n" "out vec4 sk_FragColor;\n" "uniform sampler1D one;\n" "uniform sampler2D two;\n" "void main() {\n" " vec4 a = texture(one, 0.0, -0.5);\n" " vec4 b = texture(two, vec2(0.0), -0.5);\n" " vec4 c = textureProj(one, vec2(0.0), -0.5);\n" " vec4 d = textureProj(two, vec3(0.0), -0.5);\n" " sk_FragColor = vec4(a.x, b.x, c.x, d.x);\n" "}\n", &inputs); caps = SkSL::ShaderCapsFactory::Version110(); settings.fCaps = caps.get(); test(r, "uniform sampler1D one;" "uniform sampler2D two;" "void main() {" "float4 a = texture(one, 0);" "float4 b = texture(two, float2(0));" "float4 c = texture(one, float2(0));" "float4 d = texture(two, float3(0));" "sk_FragColor = half4(half(a.x), half(b.x), half(c.x), half(d.x));" "}", settings, "#version 110\n" "uniform sampler1D one;\n" "uniform sampler2D two;\n" "void main() {\n" " vec4 a = texture1D(one, 0.0, -0.5);\n" " vec4 b = texture2D(two, vec2(0.0), -0.5);\n" " vec4 c = texture1DProj(one, vec2(0.0), -0.5);\n" " vec4 d = texture2DProj(two, vec3(0.0), -0.5);\n" " gl_FragColor = vec4(a.x, b.x, c.x, d.x);\n" "}\n", &inputs); } DEF_TEST(SkSLOffset, r) { test(r, "struct Test {" "layout(offset = 0) int x;" "layout(offset = 4) int y;" "int z;" "} test;" "void main() {" "Test t;" "t.x = 0;" "sk_FragColor.r = half(t.x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " struct Test {\n" " layout (offset = 0) int x;\n" " layout (offset = 4) int y;\n" " int z;\n" " } t;\n" " t.x = 0;\n" " sk_FragColor.x = float(t.x);\n" "}\n"); } DEF_TEST(SkSLFragCoord, r) { SkSL::Program::Settings settings; settings.fFlipY = true; sk_sp caps = SkSL::ShaderCapsFactory::FragCoordsOld(); settings.fCaps = caps.get(); SkSL::Program::Inputs inputs; test(r, "void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }", settings, "#version 110\n" "#extension GL_ARB_fragment_coord_conventions : require\n" "layout(origin_upper_left) in vec4 gl_FragCoord;\n" "void main() {\n" " gl_FragColor.xy = gl_FragCoord.xy;\n" "}\n", &inputs); REPORTER_ASSERT(r, !inputs.fRTHeight); caps = SkSL::ShaderCapsFactory::FragCoordsNew(); settings.fCaps = caps.get(); test(r, "void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }", settings, "#version 400\n" "layout(origin_upper_left) in vec4 gl_FragCoord;\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.xy = gl_FragCoord.xy;\n" "}\n", &inputs); REPORTER_ASSERT(r, !inputs.fRTHeight); caps = SkSL::ShaderCapsFactory::Default(); settings.fCaps = caps.get(); test(r, "void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }", settings, "#version 400\n" "uniform float u_skRTHeight;\n" "out vec4 sk_FragColor;\n" "void main() {\n" " vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTHeight - gl_FragCoord.y, " "gl_FragCoord.z, gl_FragCoord.w);\n" " sk_FragColor.xy = sk_FragCoord.xy;\n" "}\n", &inputs); REPORTER_ASSERT(r, inputs.fRTHeight); settings.fFlipY = false; test(r, "void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }", settings, "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.xy = gl_FragCoord.xy;\n" "}\n", &inputs); REPORTER_ASSERT(r, !inputs.fRTHeight); test(r, "in float4 pos; void main() { sk_Position = pos; }", *SkSL::ShaderCapsFactory::CannotUseFragCoord(), "#version 400\n" "out vec4 sk_FragCoord_Workaround;\n" "in vec4 pos;\n" "void main() {\n" " sk_FragCoord_Workaround = (gl_Position = pos);\n" "}\n", SkSL::Program::kVertex_Kind); test(r, "in uniform float4 sk_RTAdjust; in float4 pos; void main() { sk_Position = pos; }", *SkSL::ShaderCapsFactory::CannotUseFragCoord(), "#version 400\n" "out vec4 sk_FragCoord_Workaround;\n" "in uniform vec4 sk_RTAdjust;\n" "in vec4 pos;\n" "void main() {\n" " sk_FragCoord_Workaround = (gl_Position = pos);\n" " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw," " 0.0, gl_Position.w);\n" "}\n", SkSL::Program::kVertex_Kind); test(r, "void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }", *SkSL::ShaderCapsFactory::CannotUseFragCoord(), "#version 400\n" "in vec4 sk_FragCoord_Workaround;\n" "out vec4 sk_FragColor;\n" "void main() {\n" " float sk_FragCoord_InvW = 1. / sk_FragCoord_Workaround.w;\n" " vec4 sk_FragCoord_Resolved = vec4(sk_FragCoord_Workaround.xyz * " "sk_FragCoord_InvW, sk_FragCoord_InvW);\n" " sk_FragCoord_Resolved.xy = floor(sk_FragCoord_Resolved.xy) + vec2(.5);\n" " sk_FragColor.xy = sk_FragCoord_Resolved.xy;\n" "}\n"); } DEF_TEST(SkSLWidthAndHeight, r) { SkSL::Program::Settings settings; sk_sp caps = SkSL::ShaderCapsFactory::Default(); settings.fCaps = caps.get(); SkSL::Program::Inputs inputs; test(r, "void main() { sk_FragColor.r = half(sk_FragCoord.x / sk_Width); }", settings, "#version 400\n" "uniform float u_skRTWidth;\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = gl_FragCoord.x / u_skRTWidth;\n" "}\n", &inputs); REPORTER_ASSERT(r, inputs.fRTWidth); REPORTER_ASSERT(r, !inputs.fRTHeight); test(r, "void main() { sk_FragColor.r = half(sk_FragCoord.y / sk_Height); }", settings, "#version 400\n" "uniform float u_skRTHeight;\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor.x = gl_FragCoord.y / u_skRTHeight;\n" "}\n", &inputs); REPORTER_ASSERT(r, !inputs.fRTWidth); REPORTER_ASSERT(r, inputs.fRTHeight); } DEF_TEST(SkSLClockwise, r) { test(r, "void main() { sk_FragColor = half4(sk_Clockwise ? +1 : -1); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(float(gl_FrontFacing ? 1 : -1));\n" "}\n"); } DEF_TEST(SkSLVertexID, r) { test(r, "out int id; void main() { id = sk_VertexID; }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out int id;\n" "void main() {\n" " id = gl_VertexID;\n" "}\n", SkSL::Program::kVertex_Kind); } DEF_TEST(SkSLInstanceID, r) { test(r, "out int id; void main() { id = sk_InstanceID; }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out int id;\n" "void main() {\n" " id = gl_InstanceID;\n" "}\n", SkSL::Program::kVertex_Kind); } DEF_TEST(SkSLClipDistance, r) { test(r, "void main() { sk_ClipDistance[0] = 0; }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "void main() {\n" " gl_ClipDistance[0] = 0.0;\n" "}\n", SkSL::Program::kVertex_Kind); test(r, "void main() { sk_FragColor = half4(half(sk_ClipDistance[0])); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(gl_ClipDistance[0]);\n" "}\n"); } DEF_TEST(SkSLArrayTypes, r) { test(r, "void main() { float2 x[2] = float2[2](float2(1), float2(2));" "float2[2] y = float2[2](float2(3), float2(4));" "sk_FragColor = half4(half2(x[0]), half2(y[1])); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(vec2[2](vec2(1.0), vec2(2.0))[0], " "vec2[2](vec2(3.0), vec2(4.0))[1]);\n" "}\n"); } DEF_TEST(SkSLArrayIndexTypes, r) { test(r, "void main() { float array[4] = float[4](1, 2, 3, 4);\n" "short x = 0;\n ushort y = 1;\n int z = 2;\n uint w = 3;\n" "sk_FragColor = half4(half(array[x]), half(array[y]), half(array[z]), half(array[w])); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(float[4](1.0, 2.0, 3.0, 4.0)[0], " "float[4](1.0, 2.0, 3.0, 4.0)[1], " "float[4](1.0, 2.0, 3.0, 4.0)[2], " "float[4](1.0, 2.0, 3.0, 4.0)[3]);\n" "}\n"); } DEF_TEST(SkSLGeometry, r) { test(r, "layout(points) in;" "layout(invocations = 2) in;" "layout(line_strip, max_vertices = 2) out;" "void main() {" "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "EndPrimitive();" "}", *SkSL::ShaderCapsFactory::GeometryShaderSupport(), "#version 400\n" "layout (points) in ;\n" "layout (invocations = 2) in ;\n" "layout (line_strip, max_vertices = 2) out ;\n" "void main() {\n" " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" " EmitVertex();\n" " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n" " EmitVertex();\n" " EndPrimitive();\n" "}\n", SkSL::Program::kGeometry_Kind); } DEF_TEST(SkSLSwitch, r) { // basic "does a switch even work" test test(r, "void main() {" " float x;" " switch (int(sqrt(1))) {" " case 0:" " x = 0.0;" " break;" " case 1:" " x = 1.0;" " break;" " default:" " x = 2.0;" " }" " sk_FragColor = half4(half(x));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " float x;\n" " switch (int(sqrt(1.0))) {\n" " case 0:\n" " x = 0.0;\n" " break;\n" " case 1:\n" " x = 1.0;\n" " break;\n" " default:\n" " x = 2.0;\n" " }\n" " sk_FragColor = vec4(x);\n" "}\n"); // dead code inside of switch test(r, "void main() {" " float x;" " switch (int(sqrt(2))) {" " case 0:" " x = 0.0;" " case 1:" " x = 1.0;" " default:" " x = 2.0;" " }" " sk_FragColor = half4(half(x));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " switch (int(sqrt(2.0))) {\n" " case 0:\n" " ;\n" " case 1:\n" " ;\n" " default:\n" " ;\n" " }\n" " sk_FragColor = vec4(2.0);\n" "}\n"); // non-static test w/ fallthrough test(r, "void main() {" " float x = 0.0;" " switch (int(sqrt(3))) {" " case 0:" " x = 0.0;" " case 1:" " x = 1.0;" " }" " sk_FragColor = half4(half(x));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " float x = 0.0;\n" " switch (int(sqrt(3.0))) {\n" " case 0:\n" " x = 0.0;\n" " case 1:\n" " x = 1.0;\n" " }\n" " sk_FragColor = vec4(x);\n" "}\n"); // static test w/ fallthrough test(r, "void main() {" " float x = 0.0;" " switch (0) {" " case 0:" " x = 0.0;" " case 1:" " x = 1.0;" " }" " sk_FragColor = half4(half(x));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(1.0);\n" "}\n"); // static test w/ fallthrough, different entry point test(r, "void main() {" " float x = 0.0;" " switch (1) {" " case 0:" " x = 0.0;" " case 1:" " x = 1.0;" " }" " sk_FragColor = half4(half(x));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(1.0);\n" "}\n"); // static test w/ break test(r, "void main() {" " float x = 0.0;" " switch (0) {" " case 0:" " x = 0.0;" " break;" " case 1:" " x = 1.0;" " }" " sk_FragColor = half4(half(x));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(0.0);\n" "}\n"); // static test w/ static conditional break test(r, "void main() {" " float x = 0.0;" " switch (0) {" " case 0:" " x = 0.0;" " if (x < 1) break;" " case 1:" " x = 1.0;" " }" " sk_FragColor = half4(half(x));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(0.0);\n" "}\n"); // static test w/ non-static conditional break test(r, "void main() {" " float x = 0.0;" " switch (0) {" " case 0:" " x = 0.0;" " if (x < sqrt(1)) break;" " case 1:" " x = 1.0;" " }" " sk_FragColor = half4(half(x));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " float x = 0.0;\n" " switch (0) {\n" " case 0:\n" " x = 0.0;\n" " if (0.0 < sqrt(1.0)) break;\n" " case 1:\n" " x = 1.0;\n" " }\n" " sk_FragColor = vec4(x);\n" "}\n"); } DEF_TEST(SkSLRectangleTexture, r) { test(r, "uniform sampler2D test;" "void main() {" " sk_FragColor = texture(test, float2(0.5));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "uniform sampler2D test;\n" "void main() {\n" " sk_FragColor = texture(test, vec2(0.5));\n" "}\n"); test(r, "uniform sampler2DRect test;" "void main() {" " sk_FragColor = texture(test, float2(0.5));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "uniform sampler2DRect test;\n" "void main() {\n" " sk_FragColor = texture(test, vec2(0.5));\n" "}\n"); test(r, "uniform sampler2DRect test;" "void main() {" " sk_FragColor = texture(test, float3(0.5));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "uniform sampler2DRect test;\n" "void main() {\n" " sk_FragColor = texture(test, vec3(0.5));\n" "}\n"); } DEF_TEST(SkSLUnusedVars, r) { test(r, "void main() {" "float a = 1, b = 2, c = 3;" "float d = c;" "float e = d;" "b++;" "d++;" "sk_FragColor = half4(half(b), half(b), half(d), half(d));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " float b = 2.0;\n" " float d = 3.0;\n" " b++;\n" " d++;\n" " sk_FragColor = vec4(b, b, d, d);\n" "}\n"); } DEF_TEST(SkSLMultipleAssignments, r) { test(r, "void main() {" "float x;" "float y;" "int z;" "x = y = z = 1;" "sk_FragColor = half4(z);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(1.0);\n" "}\n"); } DEF_TEST(SkSLComplexDelete, r) { test(r, "uniform float4x4 colorXform;" "uniform sampler2D sampler;" "void main() {" "float4 tmpColor;" "sk_FragColor = half4(1.0) * (tmpColor = texture(sampler, float2(1)) , " "half4(colorXform != float4x4(1.0) ? float4(clamp((float4x4(colorXform) * " "float4(tmpColor.xyz, 1.0)).xyz, " "0.0, tmpColor.w), tmpColor.w) : tmpColor));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "uniform mat4 colorXform;\n" "uniform sampler2D sampler;\n" "void main() {\n" " vec4 tmpColor;\n" " sk_FragColor = (tmpColor = texture(sampler, vec2(1.0)) , colorXform != mat4(1.0) ? " "vec4(clamp((colorXform * vec4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : " "tmpColor);\n" "}\n"); } DEF_TEST(SkSLDependentInitializers, r) { test(r, "void main() {" "float x = 0.5, y = x * 2;" "sk_FragColor = half4(half(y));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(1.0);\n" "}\n"); } DEF_TEST(SkSLDeadLoopVar, r) { test(r, "void main() {" "for (int x = 0; x < 4; ) {" "break;" "}" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "void main() {\n" " for (; true; ) {\n" " break;\n" " }\n" "}\n" ); } DEF_TEST(SkSLGeometryShaders, r) { test(r, "layout(points) in;" "layout(invocations = 2) in;" "layout(line_strip, max_vertices = 2) out;" "void test() {" "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "}" "void main() {" "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "}", *SkSL::ShaderCapsFactory::NoGSInvocationsSupport(), "#version 400\n" "int sk_InvocationID;\n" "layout (points) in ;\n" "layout (line_strip, max_vertices = 4) out ;\n" "void test() {\n" " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(sk_InvocationID));\n" " EmitVertex();\n" "}\n" "void _invoke() {\n" " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(sk_InvocationID));\n" " EmitVertex();\n" "}\n" "void main() {\n" " for (sk_InvocationID = 0;sk_InvocationID < 2; sk_InvocationID++) {\n" " _invoke();\n" " EndPrimitive();\n" " }\n" "}\n", SkSL::Program::kGeometry_Kind); test(r, "layout(points, invocations = 2) in;" "layout(invocations = 3) in;" "layout(line_strip, max_vertices = 2) out;" "void main() {" "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "EndPrimitive();" "}", *SkSL::ShaderCapsFactory::GSInvocationsExtensionString(), "#version 400\n" "#extension GL_ARB_gpu_shader5 : require\n" "layout (points, invocations = 2) in ;\n" "layout (invocations = 3) in ;\n" "layout (line_strip, max_vertices = 2) out ;\n" "void main() {\n" " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" " EmitVertex();\n" " EndPrimitive();\n" "}\n", SkSL::Program::kGeometry_Kind); test(r, "layout(points, invocations = 2) in;" "layout(invocations = 3) in;" "layout(line_strip, max_vertices = 2) out;" "void main() {" "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "EndPrimitive();" "}", *SkSL::ShaderCapsFactory::GeometryShaderExtensionString(), "#version 310es\n" "#extension GL_EXT_geometry_shader : require\n" "layout (points, invocations = 2) in ;\n" "layout (invocations = 3) in ;\n" "layout (line_strip, max_vertices = 2) out ;\n" "void main() {\n" " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" " EmitVertex();\n" " EndPrimitive();\n" "}\n", SkSL::Program::kGeometry_Kind); } DEF_TEST(SkSLTypePrecision, r) { test(r, "float f = 1;" "half h = 2;" "double d = 3;" "float2 f2 = float2(1, 2);" "half3 h3 = half3(1, 2, 3);" "double4 d4 = double4(1, 2, 3, 4);" "float2x2 f22 = float2x2(1, 2, 3, 4);" "half2x4 h24 = half2x4(1, 2, 3, 4, 5, 6, 7, 8);" "double4x2 d42 = double4x2(1, 2, 3, 4, 5, 6, 7, 8);" "void main() {" "sk_FragColor.r = half(f + h + d + f2.x + h3.x + d4.x + f22[0][0] + h24[0][0] + " "d42[0][0]);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "float f = 1.0;\n" "float h = 2.0;\n" "double d = 3.0;\n" "vec2 f2 = vec2(1.0, 2.0);\n" "vec3 h3 = vec3(1.0, 2.0, 3.0);\n" "dvec4 d4 = dvec4(1.0, 2.0, 3.0, 4.0);\n" "mat2 f22 = mat2(1.0, 2.0, 3.0, 4.0);\n" "mat2x4 h24 = mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n" "dmat4x2 d42 = dmat4x2(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n" "void main() {\n" " sk_FragColor.x = float(((((((double(f + h) + d) + double(f2.x)) + double(h3.x)) + " "d4.x) + double(f22[0][0])) + double(h24[0][0])) + d42[0][0]);\n" "}\n"); test(r, "float f = 1;" "half h = 2;" "float2 f2 = float2(1, 2);" "half3 h3 = half3(1, 2, 3);" "float2x2 f22 = float2x2(1, 2, 3, 4);" "half2x4 h24 = half2x4(1, 2, 3, 4, 5, 6, 7, 8);" "void main() {" "sk_FragColor.r = half(f + h + f2.x + h3.x + f22[0][0] + h24[0][0]);" "}", *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), "#version 400\n" "precision mediump float;\n" "out mediump vec4 sk_FragColor;\n" "highp float f = 1.0;\n" "mediump float h = 2.0;\n" "highp vec2 f2 = vec2(1.0, 2.0);\n" "mediump vec3 h3 = vec3(1.0, 2.0, 3.0);\n" "highp mat2 f22 = mat2(1.0, 2.0, 3.0, 4.0);\n" "mediump mat2x4 h24 = mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n" "void main() {\n" " sk_FragColor.x = ((((f + h) + f2.x) + h3.x) + f22[0][0]) + h24[0][0];\n" "}\n"); } DEF_TEST(SkSLNumberConversions, r) { test(r, "short s = short(sqrt(1));" "int i = int(sqrt(1));" "ushort us = ushort(sqrt(1));" "uint ui = uint(sqrt(1));" "half h = half(sqrt(1));" "float f = sqrt(1);" "short s2s = s;" "short i2s = short(i);" "short us2s = short(us);" "short ui2s = short(ui);" "short h2s = short(h);" "short f2s = short(f);" "int s2i = s;" "int i2i = i;" "int us2i = int(us);" "int ui2i = int(ui);" "int h2i = int(h);" "int f2i = int(f);" "ushort s2us = ushort(s);" "ushort i2us = ushort(i);" "ushort us2us = us;" "ushort ui2us = ushort(ui);" "ushort h2us = ushort(h);" "ushort f2us = ushort(f);" "uint s2ui = uint(s);" "uint i2ui = uint(i);" "uint us2ui = us;" "uint ui2ui = ui;" "uint h2ui = uint(h);" "uint f2ui = uint(f);" "float s2f = s;" "float i2f = i;" "float us2f = us;" "float ui2f = ui;" "float h2f = h;" "float f2f = f;" "void main() {" "sk_FragColor.r = half(s + i + us + half(ui) + h + f + s2s + i2s + us2s + ui2s + h2s + " "f2s + s2i + i2i + us2i + ui2i + h2i + f2i + s2us + i2us + us2us + " "ui2us + h2us + f2us + half(s2ui) + half(i2ui) + half(us2ui) + " "half(ui2ui) + half(h2ui) + half(f2ui) + s2f + i2f + us2f + ui2f + " "h2f + f2f);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "int s = int(sqrt(1.0));\n" "int i = int(sqrt(1.0));\n" "uint us = uint(sqrt(1.0));\n" "uint ui = uint(sqrt(1.0));\n" "float h = sqrt(1.0);\n" "float f = sqrt(1.0);\n" "int s2s = s;\n" "int i2s = i;\n" "int us2s = int(us);\n" "int ui2s = int(ui);\n" "int h2s = int(h);\n" "int f2s = int(f);\n" "int s2i = s;\n" "int i2i = i;\n" "int us2i = int(us);\n" "int ui2i = int(ui);\n" "int h2i = int(h);\n" "int f2i = int(f);\n" "uint s2us = uint(s);\n" "uint i2us = uint(i);\n" "uint us2us = us;\n" "uint ui2us = ui;\n" "uint h2us = uint(h);\n" "uint f2us = uint(f);\n" "uint s2ui = uint(s);\n" "uint i2ui = uint(i);\n" "uint us2ui = us;\n" "uint ui2ui = ui;\n" "uint h2ui = uint(h);\n" "uint f2ui = uint(f);\n" "float s2f = float(s);\n" "float i2f = float(i);\n" "float us2f = float(us);\n" "float ui2f = float(ui);\n" "float h2f = h;\n" "float f2f = f;\n" "void main() {\n" " sk_FragColor.x = ((((((((((((((((((((((((((((((((float((s + i) + int(us)) + " "float(ui)) + h) + f) + float(s2s)) + float(i2s)) + float(us2s)) + float(ui2s)) + " "float(h2s)) + float(f2s)) + float(s2i)) + float(i2i)) + float(us2i)) + float(ui2i)) + " "float(h2i)) + float(f2i)) + float(s2us)) + float(i2us)) + float(us2us)) + " "float(ui2us)) + float(h2us)) + float(f2us)) + float(s2ui)) + float(i2ui)) + " "float(us2ui)) + float(ui2ui)) + float(h2ui)) + float(f2ui)) + s2f) + i2f) + us2f) + " "ui2f) + h2f) + f2f;\n" "}\n"); } DEF_TEST(SkSLForceHighPrecision, r) { test(r, "void main() {\n half x = half(sqrt(1));\n half4 y = half4(x);\n sk_FragColor = y;\n }", *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), "#version 400\n" "precision mediump float;\n" "out mediump vec4 sk_FragColor;\n" "void main() {\n" " mediump float x = sqrt(1.0);\n" " mediump vec4 y = vec4(x);\n" " sk_FragColor = y;\n" "}\n"); SkSL::Program::Settings settings; settings.fForceHighPrecision = true; sk_sp caps = SkSL::ShaderCapsFactory::UsesPrecisionModifiers(); settings.fCaps = caps.get(); SkSL::Program::Inputs inputs; test(r, "void main() { half x = half(sqrt(1)); half4 y = half4(x); sk_FragColor = y; }", settings, "#version 400\n" "precision mediump float;\n" "out mediump vec4 sk_FragColor;\n" "void main() {\n" " highp float x = sqrt(1.0);\n" " highp vec4 y = vec4(x);\n" " sk_FragColor = y;\n" "}\n", &inputs); } DEF_TEST(SkSLNormalization, r) { test(r, "uniform float4 sk_RTAdjust; void main() { sk_Position = half4(1); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "uniform vec4 sk_RTAdjust;\n" "void main() {\n" " gl_Position = vec4(1.0);\n" " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" "}\n", SkSL::Program::kVertex_Kind); test(r, "uniform float4 sk_RTAdjust;" "layout(points) in;" "layout(invocations = 2) in;" "layout(line_strip, max_vertices = 2) out;" "void main() {" "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "EndPrimitive();" "}", *SkSL::ShaderCapsFactory::GeometryShaderSupport(), "#version 400\n" "uniform vec4 sk_RTAdjust;\n" "layout (points) in ;\n" "layout (invocations = 2) in ;\n" "layout (line_strip, max_vertices = 2) out ;\n" "void main() {\n" " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" " {\n" " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" " EmitVertex();\n" " }\n" " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n" " {\n" " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" " EmitVertex();\n" " }\n" " EndPrimitive();\n" "}\n", SkSL::Program::kGeometry_Kind); } DEF_TEST(SkSLTernaryLValue, r) { test(r, "void main() { int r, g; (true ? r : g) = 1; (false ? r : g) = 0; " "sk_FragColor = half4(r, g, 1, 1); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " sk_FragColor = vec4(1.0, 0.0, 1.0, 1.0);\n" "}\n"); test(r, "void main() { half r, g; (true ? r : g) = half(sqrt(1)); (false ? r : g) = half(sqrt(0));" "sk_FragColor = half4(r, g, 1, 1); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " float r, g;\n" " r = sqrt(1.0);\n" " g = sqrt(0.0);\n" " sk_FragColor = vec4(r, g, 1.0, 1.0);\n" "}\n"); test(r, "void main() {" "half r, g;" "(sqrt(1) > 0 ? r : g) = half(sqrt(1));" "(sqrt(0) > 0 ? r : g) = half(sqrt(0));" "sk_FragColor = half4(r, g, 1, 1);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " float r, g;\n" " sqrt(1.0) > 0.0 ? r : g = sqrt(1.0);\n" " sqrt(0.0) > 0.0 ? r : g = sqrt(0.0);\n" " sk_FragColor = vec4(r, g, 1.0, 1.0);\n" "}\n"); } DEF_TEST(SkSLIncompleteShortIntPrecision, r) { test(r, "uniform sampler2D tex;" "in float2 texcoord;" "in short2 offset;" "void main() {" " short scalar = offset.y;" " sk_FragColor = texture(tex, texcoord + float2(offset * scalar));" "}", *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), "#version 400\n" "precision mediump float;\n" "out mediump vec4 sk_FragColor;\n" "uniform sampler2D tex;\n" "in highp vec2 texcoord;\n" "in mediump ivec2 offset;\n" "void main() {\n" " mediump int scalar = offset.y;\n" " sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n" "}\n", SkSL::Program::kFragment_Kind); test(r, "uniform sampler2D tex;" "in float2 texcoord;" "in short2 offset;" "void main() {" " short scalar = offset.y;" " sk_FragColor = texture(tex, texcoord + float2(offset * scalar));" "}", *SkSL::ShaderCapsFactory::IncompleteShortIntPrecision(), "#version 310es\n" "precision mediump float;\n" "out mediump vec4 sk_FragColor;\n" "uniform sampler2D tex;\n" "in highp vec2 texcoord;\n" "in highp ivec2 offset;\n" "void main() {\n" " highp int scalar = offset.y;\n" " sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n" "}\n", SkSL::Program::kFragment_Kind); } DEF_TEST(SkSLFrExp, r) { test(r, "void main() {" " int exp;" " float foo = frexp(0.5, exp);" " sk_FragColor = half4(exp);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " int exp;\n" " float foo = frexp(0.5, exp);\n" " sk_FragColor = vec4(float(exp));\n" "}\n"); } DEF_TEST(SkSLWorkaroundAddAndTrueToLoopCondition, r) { test(r, "void main() {" " int c = 0;" " for (int i = 0; i < 4 || c < 10; ++i) {" " c += 1;" " }" "}", *SkSL::ShaderCapsFactory::AddAndTrueToLoopCondition(), "#version 400\n" "void main() {\n" " int c = 0;\n" " for (int i = 0;(i < 4 || c < 10) && true; ++i) {\n" " c += 1;\n" " }\n" "}\n", SkSL::Program::kFragment_Kind ); } DEF_TEST(SkSLWorkaroundUnfoldShortCircuitAsTernary, r) { test(r, "uniform bool x;" "uniform bool y;" "uniform int i;" "uniform int j;" "void main() {" " bool andXY = x && y;" " bool orXY = x || y;" " bool combo = (x && y) || (x || y);" " bool prec = (i + j == 3) && y;" " while (andXY && orXY && combo && prec) {" " sk_FragColor = half4(0);" " break;" " }" "}", *SkSL::ShaderCapsFactory::UnfoldShortCircuitAsTernary(), "#version 400\n" "out vec4 sk_FragColor;\n" "uniform bool x;\n" "uniform bool y;\n" "uniform int i;\n" "uniform int j;\n" "void main() {\n" " bool andXY = x ? y : false;\n" " bool orXY = x ? true : y;\n" " bool combo = (x ? y : false) ? true : (x ? true : y);\n" " bool prec = i + j == 3 ? y : false;\n" " while (((andXY ? orXY : false) ? combo : false) ? prec : false) {\n" " sk_FragColor = vec4(0.0);\n" " break;\n" " }\n" "}\n", SkSL::Program::kFragment_Kind ); } DEF_TEST(SkSLWorkaroundEmulateAbsIntFunction, r) { test(r, "uniform int i;" "uniform float f;" "void main() {" " float output = abs(f) + abs(i);" " sk_FragColor = half4(half(output));" "}", *SkSL::ShaderCapsFactory::EmulateAbsIntFunction(), "#version 400\n" "int _absemulation(int x) {\n" " return x * sign(x);\n" "}\n" "out vec4 sk_FragColor;\n" "uniform int i;\n" "uniform float f;\n" "void main() {\n" " float output = abs(f) + float(_absemulation(i));\n" " sk_FragColor = vec4(output);\n" "}\n", SkSL::Program::kFragment_Kind ); } DEF_TEST(SkSLWorkaroundRewriteDoWhileLoops, r) { test(r, "void main() {" " int i = 0;" " do {" " ++i;" " do {" " i++;" " } while (true);" " } while (i < 10);" " sk_FragColor = half4(i);" "}", *SkSL::ShaderCapsFactory::RewriteDoWhileLoops(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " int i = 0;\n" " bool _tmpLoopSeenOnce0 = false;\n" " while (true) {\n" " if (_tmpLoopSeenOnce0) {\n" " if (!(i < 10)) {\n" " break;\n" " }\n" " }\n" " _tmpLoopSeenOnce0 = true;\n" " {\n" " ++i;\n" " bool _tmpLoopSeenOnce1 = false;\n" " while (true) {\n" " if (_tmpLoopSeenOnce1) {\n" " if (!true) {\n" " break;\n" " }\n" " }\n" " _tmpLoopSeenOnce1 = true;\n" " {\n" " i++;\n" " }\n" " }\n" " }\n" " }\n" " sk_FragColor = vec4(float(i));\n" "}\n", SkSL::Program::kFragment_Kind ); } DEF_TEST(SkSLWorkaroundRemovePowWithConstantExponent, r) { test(r, "uniform float x;" "uniform float y;" "void main() {" " float z = pow(x + 1.0, y + 2.0);" " sk_FragColor = half4(half(z));" "}", *SkSL::ShaderCapsFactory::RemovePowWithConstantExponent(), "#version 400\n" "out vec4 sk_FragColor;\n" "uniform float x;\n" "uniform float y;\n" "void main() {\n" " float z = exp2((y + 2.0) * log2(x + 1.0));\n" " sk_FragColor = vec4(z);\n" "}\n", SkSL::Program::kFragment_Kind ); } DEF_TEST(SkSLSwizzleConstants, r) { test(r, "void main() {" " half4 v = half4(half(sqrt(1)));" " sk_FragColor = v.rgb1;" " half4 c = half4(1);" " sk_FragColor = c.rgb0;" "}", *SkSL::ShaderCapsFactory::RemovePowWithConstantExponent(), "#version 400\n" "out vec4 sk_FragColor;\n" "void main() {\n" " vec4 v = vec4(sqrt(1.0));\n" " sk_FragColor = vec4(v.xyz, 1);\n" " sk_FragColor = vec4(vec4(1.0).xyz, 0);\n" "}\n", SkSL::Program::kFragment_Kind ); }