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//
// Copyright (c) 2015 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.
//
// RecordConstantPrecision_test.cpp:
// Test for recording constant variable precision when it affects consuming expression.
//
#include "angle_gl.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
class RecordConstantPrecisionTest : public MatchOutputCodeTest
{
public:
RecordConstantPrecisionTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_ESSL_OUTPUT) {}
};
// The constant cannot be folded if its precision is higher than the other operands, since it
// increases the precision of the consuming expression.
TEST_F(RecordConstantPrecisionTest, HigherPrecisionConstantAsParameter)
{
const std::string &shaderString =
"uniform mediump float u;"
"void main()\n"
"{\n"
" const highp float a = 4096.5;\n"
" mediump float b = fract(a + u);\n"
" gl_FragColor = vec4(b);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInCode("const highp float webgl_angle_s"));
ASSERT_FALSE(foundInCode("fract(4096.5"));
ASSERT_FALSE(foundInCode("fract((4096.5"));
}
// The constant can be folded if its precision is equal to the other operands, as it does not
// increase the precision of the consuming expression.
TEST_F(RecordConstantPrecisionTest, EqualPrecisionConstantAsParameter)
{
const std::string &shaderString =
"uniform mediump float u;"
"void main()\n"
"{\n"
" const mediump float a = 4096.5;\n"
" mediump float b = fract(a + u);\n"
" gl_FragColor = vec4(b);\n"
"}\n";
compile(shaderString);
ASSERT_FALSE(foundInCode("const mediump float webgl_angle_s"));
ASSERT_TRUE(foundInCode("fract((4096.5"));
}
// The constant cannot be folded if its precision is higher than the other operands, since it
// increases the precision of the consuming expression. This applies also when the constant is
// part of a constant expression that can be folded.
TEST_F(RecordConstantPrecisionTest, FoldedBinaryConstantPrecisionIsHigher)
{
const std::string &shaderString =
"uniform mediump float u;"
"void main()\n"
"{\n"
" const highp float a = 4095.5;\n"
" mediump float b = fract((a + 1.0) + u);\n"
" gl_FragColor = vec4(b);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInCode("const highp float webgl_angle_s"));
ASSERT_FALSE(foundInCode("fract(4096.5"));
ASSERT_FALSE(foundInCode("fract((4096.5"));
}
// The constant cannot be folded if its precision is higher than the other operands, since it
// increases the precision of the consuming expression. This applies also when the constant is
// part of a constant expression that can be folded.
TEST_F(RecordConstantPrecisionTest, FoldedUnaryConstantPrecisionIsHigher)
{
const std::string &shaderString =
"uniform mediump float u;"
"void main()\n"
"{\n"
" const highp float a = 0.5;\n"
" mediump float b = sin(fract(a) + u);\n"
" gl_FragColor = vec4(b);\n"
"}\n";
compile(shaderString);
ASSERT_TRUE(foundInCode("const highp float webgl_angle_s"));
ASSERT_FALSE(foundInCode("sin(0.5"));
ASSERT_FALSE(foundInCode("sin((0.5"));
}