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1 /*
2  * Copyright 2019 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "SkSLCompiler.h"
9 
10 #include "Test.h"
11 
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)12 static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Settings& settings,
13                  const char* expected, SkSL::Program::Inputs* inputs,
14                  SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
15     SkSL::Compiler compiler;
16     SkSL::String output;
17     std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkSL::String(src),
18                                                                      settings);
19     if (!program) {
20         SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str());
21     }
22     REPORTER_ASSERT(r, program);
23     *inputs = program->fInputs;
24     REPORTER_ASSERT(r, compiler.toMetal(*program, &output));
25     if (program) {
26         SkSL::String skExpected(expected);
27         if (output != skExpected) {
28             SkDebugf("MSL MISMATCH:\nsource:\n%s\n\nexpected:\n'%s'\n\nreceived:\n'%s'", src,
29                      expected, output.c_str());
30         }
31         REPORTER_ASSERT(r, output == skExpected);
32     }
33 }
34 
test(skiatest::Reporter * r,const char * src,const GrShaderCaps & caps,const char * expected,SkSL::Program::Kind kind=SkSL::Program::kFragment_Kind)35 static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& caps,
36                  const char* expected, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
37     SkSL::Program::Settings settings;
38     settings.fCaps = &caps;
39     SkSL::Program::Inputs inputs;
40     test(r, src, settings, expected, &inputs, kind);
41 }
42 
DEF_TEST(SkSLMetalHelloWorld,r)43 DEF_TEST(SkSLMetalHelloWorld, r) {
44     test(r,
45          "void main() { sk_FragColor = half4(0.75); }",
46          *SkSL::ShaderCapsFactory::Default(),
47          "#include <metal_stdlib>\n"
48          "#include <simd/simd.h>\n"
49          "using namespace metal;\n"
50          "struct Inputs {\n"
51          "};\n"
52          "struct Outputs {\n"
53          "    float4 sk_FragColor [[color(0)]];\n"
54          "};\n"
55          "fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n"
56          "    Outputs _outputStruct;\n"
57          "    thread Outputs* _out = &_outputStruct;\n"
58          "    _out->sk_FragColor = float4(0.75);\n"
59          "    return *_out;\n"
60          "}\n");
61 }
62 
DEF_TEST(SkSLMetalMatrices,r)63 DEF_TEST(SkSLMetalMatrices, r) {
64     test(r,
65          "void main() {"
66          "float2x2 m1 = float2x2(float4(1, 2, 3, 4));"
67          "float2x2 m2 = float2x2(float4(0));"
68          "float2x2 m3 = float2x2(m1);"
69          "float2x2 m4 = float2x2(1);"
70          "float2x2 m5 = float2x2(m1[0][0]);"
71          "float2x2 m6 = float2x2(1, 2, 3, 4);"
72          "float2x2 m7 = float2x2(5, 6, 7, 8);"
73          "float3x3 m8 = float3x3(1);"
74          "float3x3 m9 = float3x3(2);"
75          "float4x4 m10 = float4x4(1);"
76          "float4x4 m11 = float4x4(2);"
77          "sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0] + m4[0][0] + m5[0][0] + "
78                 "m6[0][0] + m7[0][0] + m8[0][0] + m9[0][0] + m10[0][0] + m11[0][0]));"
79          "}",
80          *SkSL::ShaderCapsFactory::Default(),
81          "#include <metal_stdlib>\n"
82          "#include <simd/simd.h>\n"
83          "using namespace metal;\n"
84          "struct Inputs {\n"
85          "};\n"
86          "struct Outputs {\n"
87          "    float4 sk_FragColor [[color(0)]];\n"
88          "};\n"
89          "float2x2 float2x2_from_float(float x) {\n"
90          "    return float2x2(float2(x, 0), float2(0, x));\n"
91          "}\n"
92          "float2x2 float2x2_from_float4(float4 v) {\n"
93          "    return float2x2(float2(v[0], v[1]), float2(v[2], v[3]));\n"
94          "}\n"
95          "float2x2 float2x2_from_float(float x) {\n"
96          "    return float2x2(float2(x, 0), float2(0, x));\n"
97          "}\n"
98          "float3x3 float3x3_from_float(float x) {\n"
99          "    return float3x3(float3(x, 0, 0), float3(0, x, 0), float3(0, 0, x));\n"
100          "}\n"
101          "float4x4 float4x4_from_float(float x) {\n"
102          "    return float4x4(float4(x, 0, 0, 0), float4(0, x, 0, 0), float4(0, 0, x, 0), float4(0, 0, 0, x));\n"
103          "}\n"
104          "fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n"
105          "    Outputs _outputStruct;\n"
106          "    thread Outputs* _out = &_outputStruct;\n"
107          "    float2x2 m5 = float2x2_from_float(float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]);\n"
108          "    _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"
109          "    return *_out;\n"
110          "}\n");
111 }
112 
DEF_TEST(SkSLMetalConstantSwizzle,r)113 DEF_TEST(SkSLMetalConstantSwizzle, r) {
114     test(r,
115          "void main() {"
116          "sk_FragColor = half4(0.5).rgb1;"
117          "}",
118          *SkSL::ShaderCapsFactory::Default(),
119          "#include <metal_stdlib>\n"
120          "#include <simd/simd.h>\n"
121          "using namespace metal;\n"
122          "struct Inputs {\n"
123          "};\n"
124          "struct Outputs {\n"
125          "    float4 sk_FragColor [[color(0)]];\n"
126          "};\n"
127          "fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n"
128          "    Outputs _outputStruct;\n"
129          "    thread Outputs* _out = &_outputStruct;\n"
130          "    _out->sk_FragColor = float4(float4(0.5).xyz, 1);\n"
131          "    return *_out;\n"
132          "}\n");
133 }
134