// // Copyright 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 } bool foundInHLSLCodeRegex(const char *regexToFind) const { #if defined(ANGLE_ENABLE_HLSL) return foundInCodeRegex(SH_HLSL_4_1_OUTPUT, std::regex(regexToFind)); #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(foundInHLSLCodeRegex(R"(angle_compound_add_frm\(_v(\d)*, 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(foundInHLSLCodeRegex("angle_compound_sub_frm\\(_v(\\d)*, 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(foundInHLSLCodeRegex("angle_compound_div_frm\\(_v(\\d)*, 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(foundInHLSLCodeRegex("angle_compound_mul_frm\\(_v(\\d)*, 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(foundInHLSLCodeRegex("angle_compound_add_frm\\(_v(\\d)*, 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(foundInHLSLCodeRegex("angle_compound_mul_frm\\(_m(\\d)*, 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(foundInHLSLCodeRegex("angle_compound_mul_frm\\(_m(\\d)*, 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(foundInHLSLCodeRegex("angle_compound_mul_frm\\(_m(\\d)*, 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(foundInHLSLCodeRegex("angle_compound_mul_frm\\(_v(\\d)*, 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(foundInHLSLCodeRegex("angle_compound_mul_frm\\(_v(\\d)*, 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(foundInHLSLCodeRegex( "v1(\\d)* = angle_frm\\(\\(angle_frm\\(_u1\\) \\+ angle_frm\\(_u2\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v2(\\d)* = angle_frm\\(\\(angle_frm\\(_u2\\) - angle_frm\\(_u3\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v3(\\d)* = angle_frm\\(\\(angle_frm\\(_u3\\) \\* angle_frm\\(_u4\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v4(\\d)* = angle_frm\\(\\(angle_frm\\(_u4\\) / angle_frm\\(_u5\\)\\)\\)")); ASSERT_TRUE( foundInHLSLCodeRegex("v6(\\d)* = angle_frm\\(\\(_v5(\\d)* = 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(foundInHLSLCodeRegex("v1(\\d)* = angle_frm\\(radians\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v2(\\d)* = angle_frm\\(degrees\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v3(\\d)* = angle_frm\\(sin\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v4(\\d)* = angle_frm\\(cos\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v5(\\d)* = angle_frm\\(tan\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v6(\\d)* = angle_frm\\(asin\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v7(\\d)* = angle_frm\\(acos\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v8(\\d)* = angle_frm\\(atan\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v9(\\d)* = angle_frm\\(atan_emu\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v10(\\d)* = angle_frm\\(pow\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v11(\\d)* = angle_frm\\(exp\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v12(\\d)* = angle_frm\\(log\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v13(\\d)* = angle_frm\\(exp2\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v14(\\d)* = angle_frm\\(log2\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v15(\\d)* = angle_frm\\(sqrt\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v16(\\d)* = angle_frm\\(rsqrt\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v17(\\d)* = angle_frm\\(abs\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v18(\\d)* = angle_frm\\(sign\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v19(\\d)* = angle_frm\\(floor\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v20(\\d)* = angle_frm\\(ceil\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v21(\\d)* = angle_frm\\(frac\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v22(\\d)* = angle_frm\\(mod_emu\\(angle_frm\\(_u1\\), angle_frm\\(_uf\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v23(\\d)* = angle_frm\\(mod_emu\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v24(\\d)* = angle_frm\\(min\\(angle_frm\\(_u1\\), angle_frm\\(_uf\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v25(\\d)* = angle_frm\\(min\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v26(\\d)* = angle_frm\\(max\\(angle_frm\\(_u1\\), angle_frm\\(_uf\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v27(\\d)* = angle_frm\\(max\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v28(\\d)* = angle_frm\\(clamp\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\), " "angle_frm\\(_u3\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v29(\\d)* = angle_frm\\(clamp\\(angle_frm\\(_u1\\), angle_frm\\(_uf\\), " "angle_frm\\(_uf2\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v30(\\d)* = angle_frm\\(lerp\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\), " "angle_frm\\(_u3\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v31(\\d)* = angle_frm\\(lerp\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\), " "angle_frm\\(_uf\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v32(\\d)* = angle_frm\\(step\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v33(\\d)* = angle_frm\\(step\\(angle_frm\\(_uf\\), angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE( foundInHLSLCodeRegex("v34(\\d)* = angle_frm\\(smoothstep\\(angle_frm\\(_u1\\), " "angle_frm\\(_u2\\), angle_frm\\(_u3\\)\\)\\)")); ASSERT_TRUE( foundInHLSLCodeRegex("v35(\\d)* = angle_frm\\(smoothstep\\(angle_frm\\(_uf\\), " "angle_frm\\(_uf2\\), angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE( foundInHLSLCodeRegex("v36(\\d)* = angle_frm\\(normalize\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE( foundInHLSLCodeRegex("v37(\\d)* = angle_frm\\(faceforward_emu\\(angle_frm\\(_u1\\), " "angle_frm\\(_u2\\), angle_frm\\(_u3\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "v38(\\d)* = angle_frm\\(reflect\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\)\\)\\)")); ASSERT_TRUE( foundInHLSLCodeRegex("v39(\\d)* = angle_frm\\(refract\\(angle_frm\\(_u1\\), " "angle_frm\\(_u2\\), angle_frm\\(_uf\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("f1(\\d)* = angle_frm\\(length\\(angle_frm\\(_u1\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "f2(\\d)* = angle_frm\\(distance\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "f3(\\d)* = angle_frm\\(dot\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "vf31(\\d)* = angle_frm\\(cross\\(angle_frm\\(_uf31\\), angle_frm\\(_uf32\\)\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex( "m1(\\d)* = 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(foundInHLSLCodeRegex("bv1(\\d)* = \\(angle_frm\\(_u1\\) < angle_frm\\(_u2\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("bv2(\\d)* = \\(angle_frm\\(_u1\\) <= angle_frm\\(_u2\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("bv3(\\d)* = \\(angle_frm\\(_u1\\) > angle_frm\\(_u2\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("bv4(\\d)* = \\(angle_frm\\(_u1\\) >= angle_frm\\(_u2\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("bv5(\\d)* = \\(angle_frm\\(_u1\\) == angle_frm\\(_u2\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("bv6(\\d)* = \\(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(foundInHLSLCodeRegex( "v1(\\d)* = angle_frm\\(vec4_ctor\\(_u1, _u2, angle_frl\\(_u3\\), _u4\\)\\)")); ASSERT_TRUE(foundInHLSLCodeRegex("v2(\\d)* = 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(foundInHLSLCodeRegex("s(\\d)* = _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(foundInHLSLCodeRegex("v(\\d)* = 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( foundInHLSLCodeRegex("v(\\d)* = 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(foundInHLSLCodeRegex( "v(\\d)* = f_add_float4_float4\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\)\\)")); // Test inout parameter ASSERT_TRUE(foundInAllGLSLCode("_ucompound_add(_uv, angle_frm(_uu3))")); ASSERT_TRUE( foundInHLSLCodeRegex("compound_add_float4_float4\\(_v(\\d)*, angle_frm\\(_u3\\)\\)")); // Test out parameter ASSERT_TRUE(foundInAllGLSLCode("_uadd_to_last(angle_frm(_uu4), angle_frm(_uu5), _uv2)")); ASSERT_TRUE(foundInHLSLCodeRegex( "add_to_last_float4_float4_float4\\(angle_frm\\(_u4\\), angle_frm\\(_u5\\), _v2(\\d)*\\)")); } 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(foundInHLSLCodeRegex( "v(\\d)* = f_add_float4_float4\\(angle_frm\\(_u1\\), angle_frm\\(_u2\\)\\)")); // Test inout parameter ASSERT_TRUE(foundInAllGLSLCode("_ucompound_add(_uv, angle_frm(_uu3))")); ASSERT_TRUE( foundInHLSLCodeRegex("compound_add_float4_float4\\(_v(\\d)*, angle_frm\\(_u3\\)\\)")); // Test out parameter ASSERT_TRUE(foundInAllGLSLCode("add_to_last(angle_frm(_uu4), angle_frm(_uu5), _uv2)")); ASSERT_TRUE(foundInHLSLCodeRegex( "add_to_last_float4_float4_float4\\(angle_frm\\(_u4\\), angle_frm\\(_u5\\), _v2(\\d)*\\)")); } 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(foundInHLSLCodeRegex( "v2(\\d)* = f_add_float4_float4\\(f_compound_add_float4_float4\\(_v(\\d)*, " "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(foundInHLSLCodeRegex(R"(modf\(angle_frm\(_u\), _o(\d)*)")); } #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")); }