// // Copyright 2017 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. // // MSLOutput_test.cpp: // Tests for MSL output. // #include #include "GLSLANG/ShaderLang.h" #include "angle_gl.h" #include "gtest/gtest.h" #include "tests/test_utils/compiler_test.h" using namespace sh; class MSLVertexOutputTest : public MatchOutputCodeTest { public: MSLVertexOutputTest() : MatchOutputCodeTest(GL_VERTEX_SHADER, 0, SH_MSL_METAL_OUTPUT) {} }; class MSLOutputTest : public MatchOutputCodeTest { public: MSLOutputTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_MSL_METAL_OUTPUT) {} }; // Test that having dynamic indexing of a vector inside the right hand side of logical or doesn't // trigger asserts in MSL output. TEST_F(MSLOutputTest, DynamicIndexingOfVectorOnRightSideOfLogicalOr) { const std::string &shaderString = "#version 300 es\n" "precision highp float;\n" "out vec4 my_FragColor;\n" "uniform int u1;\n" "void main() {\n" " bvec4 v = bvec4(true, true, true, false);\n" " my_FragColor = vec4(v[u1 + 1] || v[u1]);\n" "}\n"; compile(shaderString, SH_VARIABLES); } // Test that having an array constructor as a statement doesn't trigger an assert in MSL output. TEST_F(MSLOutputTest, ArrayConstructorStatement) { const std::string &shaderString = R"(#version 300 es precision mediump float; out vec4 outColor; void main() { outColor = vec4(0.0, 0.0, 0.0, 1.0); float[1](outColor[1]++); })"; compile(shaderString, SH_VARIABLES); } // Test an array of arrays constructor as a statement. TEST_F(MSLOutputTest, ArrayOfArraysStatement) { const std::string &shaderString = R"(#version 310 es precision mediump float; out vec4 outColor; void main() { outColor = vec4(0.0, 0.0, 0.0, 1.0); float[2][2](float[2](outColor[1]++, 0.0), float[2](1.0, 2.0)); })"; compile(shaderString, SH_VARIABLES); } // Test dynamic indexing of a vector. This makes sure that helper functions added for dynamic // indexing have correct data that subsequent traversal steps rely on. TEST_F(MSLOutputTest, VectorDynamicIndexing) { const std::string &shaderString = R"(#version 300 es precision mediump float; out vec4 outColor; uniform int i; void main() { vec4 foo = vec4(0.0, 0.0, 0.0, 1.0); foo[i] = foo[i + 1]; outColor = foo; })"; compile(shaderString, SH_VARIABLES); } // Test returning an array from a user-defined function. This makes sure that function symbols are // changed consistently when the user-defined function is changed to have an array out parameter. TEST_F(MSLOutputTest, ArrayReturnValue) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform float u; out vec4 outColor; float[2] getArray(float f) { return float[2](f, f + 1.0); } void main() { float[2] arr = getArray(u); outColor = vec4(arr[0], arr[1], 0.0, 1.0); })"; compile(shaderString, SH_VARIABLES); } // Test that writing parameters without a name doesn't assert. TEST_F(MSLOutputTest, ParameterWithNoName) { const std::string &shaderString = R"(precision mediump float; uniform vec4 v; vec4 s(vec4) { return v; } void main() { gl_FragColor = s(v); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, Macro) { const std::string &shaderString = R"(#version 300 es precision highp float; #define FOO vec4 out vec4 outColor; void main() { outColor = FOO(1.0, 2.0, 3.0, 4.0); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, UniformSimple) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 outColor; uniform float x; void main() { outColor = vec4(x, x, x, x); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, FragmentOutSimple) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 outColor; void main() { outColor = vec4(1.0, 2.0, 3.0, 4.0); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, FragmentOutIndirect1) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 outColor; void foo() { outColor = vec4(1.0, 2.0, 3.0, 4.0); } void bar() { foo(); } void main() { bar(); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, FragmentOutIndirect2) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 outColor; void foo(); void bar() { foo(); } void foo() { outColor = vec4(1.0, 2.0, 3.0, 4.0); } void main() { bar(); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, FragmentOutIndirect3) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 outColor; float foo(float x, float y) { outColor = vec4(x, y, 3.0, 4.0); return 7.0; } float bar(float x) { return foo(x, 2.0); } float baz() { return 13.0; } float identity(float x) { return x; } void main() { identity(bar(baz())); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, VertexInOut) { const std::string &shaderString = R"(#version 300 es precision highp float; in float in0; out float out0; void main() { out0 = in0; })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, SymbolSharing) { const std::string &shaderString = R"(#version 300 es precision highp float; out vec4 outColor; struct Foo { float x; float y; }; void doFoo(Foo foo, float zw); void doFoo(Foo foo, float zw) { foo.x = foo.y; outColor = vec4(foo.x, foo.y, zw, zw); } void main() { Foo foo; foo.x = 2.0; foo.y = 2.0; doFoo(foo, 3.0); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, StructDecl) { const std::string &shaderString = R"(#version 300 es precision highp float; out float out0; struct Foo { float value; }; void main() { Foo foo; out0 = foo.value; } )"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, Structs) { const std::string &shaderString = R"(#version 300 es precision highp float; struct Foo { float value; }; out vec4 out0; struct Bar { Foo foo; }; void go(); uniform UniInstance { Bar bar; float instance; } uniInstance; uniform UniGlobal { Foo foo; float global; }; void main() { go(); } struct Baz { Bar bar; } baz; void go() { out0.x = baz.bar.foo.value; out0.y = global; out0.z = uniInstance.instance; out0.w = 0.0; } )"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, KeywordConflict) { const std::string &shaderString = R"(#version 300 es precision highp float; struct fragment { float kernel; } device; struct Foo { fragment frag; } foo; out float vertex; float kernel; float stage_in(float x) { return x; } void metal(float metal, float fragment); void metal(float metal, float fragment) { vertex = metal * fragment * foo.frag.kernel; } void main() { metal(stage_in(stage_in(kernel * device.kernel)), foo.frag.kernel); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLVertexOutputTest, Vertex) { const std::string &shaderString = R"(#version 300 es precision highp float; void main() { gl_Position = vec4(1.0,1.0,1.0,1.0); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLVertexOutputTest, LastReturn) { const std::string &shaderString = R"(#version 300 es in highp vec4 a_position; in highp vec4 a_coords; out highp vec4 v_color; void main (void) { gl_Position = a_position; v_color = vec4(a_coords.xyz, 1.0); return; })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, LastReturn) { const std::string &shaderString = R"(#version 300 es in mediump vec4 v_coords; layout(location = 0) out mediump vec4 o_color; void main (void) { o_color = vec4(v_coords.xyz, 1.0); return; })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, FragColor) { const std::string &shaderString = R"( void main () { gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, MatrixIn) { const std::string &shaderString = R"(#version 300 es precision highp float; in mat4 mat; out float out0; void main() { out0 = mat[0][0]; } )"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, WhileTrue) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform float uf; out vec4 my_FragColor; void main() { my_FragColor = vec4(0.0, 0.0, 0.0, 1.0); while (true) { break; } })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, ForTrue) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform float uf; out vec4 my_FragColor; void main() { my_FragColor = vec4(0.0, 0.0, 0.0, 1.0); for (;true;) { break; } })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, ForEmpty) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform float uf; out vec4 my_FragColor; void main() { my_FragColor = vec4(0.0, 0.0, 0.0, 1.0); for (;;) { break; } })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, ForComplex) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform float uf; out vec4 my_FragColor; void main() { my_FragColor = vec4(0.0, 0.0, 0.0, 1.0); for (int i = 0, j = 2; i < j; ++i) { if (i == 0) continue; if (i == 42) break; my_FragColor.x += float(i); } })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, ForSymbol) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform float uf; out vec4 my_FragColor; void main() { bool cond = true; for (;cond;) { my_FragColor = vec4(0.0, 0.0, 0.0, 1.0); cond = false; } })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, DoWhileSymbol) { const std::string &shaderString = R"(#version 300 es precision mediump float; uniform float uf; out vec4 my_FragColor; void main() { bool cond = false; do { my_FragColor = vec4(0.0, 0.0, 0.0, 1.0); } while (cond); })"; compile(shaderString, SH_VARIABLES); } TEST_F(MSLOutputTest, AnonymousStruct) { const std::string &shaderString = "#version 300 es\n" "precision highp float;\n" "out vec4 my_FragColor;\n" "uniform int u1;\n" "void main() {\n" " bvec4 v = bvec4(true, true, true, false);\n" " my_FragColor = vec4(v[u1 + 1] || v[u1]);\n" "}\n"; compile(shaderString, SH_VARIABLES); }