| // |
| // Copyright (c) 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. |
| // |
| // HLSLOutput_test.cpp: |
| // Tests for HLSL output. |
| // |
| |
| #include "GLSLANG/ShaderLang.h" |
| #include "angle_gl.h" |
| #include "gtest/gtest.h" |
| #include "tests/test_utils/compiler_test.h" |
| |
| using namespace sh; |
| |
| class HLSLOutputTest : public MatchOutputCodeTest |
| { |
| public: |
| HLSLOutputTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_HLSL_4_1_OUTPUT) {} |
| }; |
| |
| class HLSL30VertexOutputTest : public MatchOutputCodeTest |
| { |
| public: |
| HLSL30VertexOutputTest() : MatchOutputCodeTest(GL_VERTEX_SHADER, 0, SH_HLSL_3_0_OUTPUT) {} |
| }; |
| |
| // Test that having dynamic indexing of a vector inside the right hand side of logical or doesn't |
| // trigger asserts in HLSL output. |
| TEST_F(HLSLOutputTest, 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); |
| } |
| |
| // Test that rewriting else blocks in a function that returns a struct doesn't use the struct name |
| // without a prefix. |
| TEST_F(HLSL30VertexOutputTest, RewriteElseBlockReturningStruct) |
| { |
| const std::string &shaderString = |
| "struct foo\n" |
| "{\n" |
| " float member;\n" |
| "};\n" |
| "uniform bool b;\n" |
| "foo getFoo()\n" |
| "{\n" |
| " if (b)\n" |
| " {\n" |
| " return foo(0.0);\n" |
| " }\n" |
| " else\n" |
| " {\n" |
| " return foo(1.0);\n" |
| " }\n" |
| "}\n" |
| "void main()\n" |
| "{\n" |
| " gl_Position = vec4(getFoo().member);\n" |
| "}\n"; |
| compile(shaderString); |
| EXPECT_TRUE(foundInCode("_foo")); |
| EXPECT_FALSE(foundInCode("(foo)")); |
| EXPECT_FALSE(foundInCode(" foo")); |
| } |
| |
| // Test that having an array constructor as a statement doesn't trigger an assert in HLSL output. |
| // This test has a constant array constructor statement. |
| TEST_F(HLSLOutputTest, ConstArrayConstructorStatement) |
| { |
| const std::string &shaderString = |
| R"(#version 300 es |
| void main() |
| { |
| int[1](0); |
| })"; |
| compile(shaderString); |
| } |
| |
| // Test that having an array constructor as a statement doesn't trigger an assert in HLSL output. |
| TEST_F(HLSLOutputTest, 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); |
| } |
| |
| // Test an array of arrays constructor as a statement. |
| TEST_F(HLSLOutputTest, 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); |
| } |
| |
| // 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(HLSLOutputTest, 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); |
| } |
| |
| // 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(HLSLOutputTest, 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); |
| } |
| |
| // Test that writing parameters without a name doesn't assert. |
| TEST_F(HLSLOutputTest, 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); |
| } |
| |
| // Test that array dimensions are written out correctly. |
| TEST_F(HLSLOutputTest, Array) |
| { |
| 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); |
| float arr[2]; |
| for (int i = 0; i < 2; ++i) { |
| arr[i] = uf * 2.0; |
| my_FragColor.x += arr[i]; |
| } |
| })"; |
| compile(shaderString); |
| EXPECT_TRUE(foundInCode("_arr[2]")); |
| } |