/* * Copyright 2019 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" 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.toMetal(*program, &output)); if (program) { SkSL::String skExpected(expected); if (output != skExpected) { SkDebugf("MSL 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(SkSLMetalHelloWorld, r) { test(r, "void main() { sk_FragColor = float4(0.75); }", *SkSL::ShaderCapsFactory::Default(), "#include \n" "#include \n" "using namespace metal;\n" "struct Inputs {\n" "};\n" "struct Outputs {\n" " float4 sk_FragColor [[color(0)]];\n" "};\n" "struct sksl_synthetic_uniforms {\n" " float u_skRTHeight;\n" "};\n" "fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant sksl_synthetic_uniforms& _anonInterface0 [[buffer(1)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n" " Outputs _outputStruct;\n" " thread Outputs* _out = &_outputStruct;\n" " _out->sk_FragColor = float4(0.75);\n" " return *_out;\n" "}\n"); } DEF_TEST(SkSLMetalMatrices, r) { test(r, "void main() {" "float2x2 m1 = float2x2(float4(1, 2, 3, 4));" "float2x2 m2 = float2x2(float4(0));" "float2x2 m3 = float2x2(m1);" "float2x2 m4 = float2x2(1);" "float2x2 m5 = float2x2(m1[0][0]);" "float2x2 m6 = float2x2(1, 2, 3, 4);" "float2x2 m7 = float2x2(5, 6, 7, 8);" "float3x3 m8 = float3x3(1);" "float3x3 m9 = float3x3(2);" "float4x4 m10 = float4x4(1);" "float4x4 m11 = float4x4(2);" "sk_FragColor = half4(m1[0][0] + m2[0][0] + m3[0][0] + m4[0][0] + m5[0][0] + m6[0][0] + " "m7[0][0] + m8[0][0] + m9[0][0] + m10[0][0] + m11[0][0]);" "}", *SkSL::ShaderCapsFactory::Default(), "#include \n" "#include \n" "using namespace metal;\n" "struct Inputs {\n" "};\n" "struct Outputs {\n" " float4 sk_FragColor [[color(0)]];\n" "};\n" "struct sksl_synthetic_uniforms {\n" " float u_skRTHeight;\n" "};\n" "float2x2 float2x2_from_float(float x) {\n" " return float2x2(float2(x, 0), float2(0, x));\n" "}\n" "float2x2 float2x2_from_float4(float4 v) {\n" " return float2x2(float2(v[0], v[1]), float2(v[2], v[3]));\n" "}\n" "float3x3 float3x3_from_float(float x) {\n" " return float3x3(float3(x, 0, 0), float3(0, x, 0), float3(0, 0, x));\n" "}\n" "float4x4 float4x4_from_float(float x) {\n" " return float4x4(float4(x, 0, 0, 0), float4(0, x, 0, 0), float4(0, 0, x, 0), float4(0," " 0, 0, x));\n" "}\n" "fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant sksl_synthetic_uniforms& " "_anonInterface0 [[buffer(1)]], bool _frontFacing [[front_facing]], float4 " "_fragCoord [[position]]) {\n" " Outputs _outputStruct;\n" " thread Outputs* _out = &_outputStruct;\n" " float2x2 m5 = float2x2_from_float(float2x2_from_float4(float4(1.0, 2.0, 3.0, " "4.0))[0][0]);\n" " _out->sk_FragColor = float4((((((((((float2x2_from_float4(float4(1.0, 2.0, 3.0, " "4.0))[0][0] + float2x2_from_float4(float4(0.0))[0][0]) + " "float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]) + " "float2x2_from_float(1.0)[0][0]) + m5[0][0]) + float2x2(float2(1.0, 2.0), " "float2(3.0, 4.0))[0][0]) + float2x2(float2(5.0, 6.0), float2(7.0, 8.0))[0][0]) + " "float3x3_from_float(1.0)[0][0]) + float3x3_from_float(2.0)[0][0]) + " "float4x4_from_float(1.0)[0][0]) + float4x4_from_float(2.0)[0][0]);\n" " return *_out;\n" "}\n" ); }