blob: 82ed75ab736201af838736a33725aaff4a4c7fed [file] [log] [blame]
//
// 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.
//
// UnrollFlatten_test.cpp:
// Test for the outputting of [[unroll]] and [[flatten]] for the D3D compiler.
// This test can only be enabled when HLSL support is enabled.
//
#include "angle_gl.h"
#include "common/angleutils.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "tests/test_utils/compiler_test.h"
using namespace sh;
namespace
{
class UnrollFlattenTest : public testing::Test
{
public:
UnrollFlattenTest() : mInputSpec(SH_GLES2_SPEC) {}
UnrollFlattenTest(ShShaderSpec inputSpec) : mInputSpec(inputSpec) {}
protected:
void compile(const std::string &shaderString)
{
std::string infoLog;
bool compilationSuccess =
compileTestShader(GL_FRAGMENT_SHADER, mInputSpec, SH_HLSL_4_1_OUTPUT, shaderString,
SH_VARIABLES, &mTranslatedSource, &infoLog);
if (!compilationSuccess)
{
FAIL() << "Shader compilation failed " << infoLog;
}
// Ignore the beginning of the shader to avoid the definitions of LOOP and FLATTEN
mCurrentPosition = static_cast<int>(mTranslatedSource.find("cbuffer DriverConstants"));
}
void expect(const char *patterns[], size_t count)
{
const char *badPatterns[] = { UNROLL, FLATTEN };
for (size_t i = 0; i < count; i++)
{
const char *pattern = patterns[i];
auto position = mTranslatedSource.find(pattern, mCurrentPosition);
if (position == std::string::npos)
{
FAIL() << "Couldn't find '" << pattern << "' after expectations '"
<< mExpectationList << "' in translated source:\n" << mTranslatedSource;
}
for (size_t j = 0; j < ArraySize(badPatterns); j++)
{
const char *badPattern = badPatterns[j];
if (pattern != badPattern &&
mTranslatedSource.find(badPattern, mCurrentPosition) < position)
{
FAIL() << "Found '" << badPattern << "' before '" << pattern << "' after expectations '"
<< mExpectationList << "' in translated source:\n" << mTranslatedSource;
}
}
mExpectationList += " - " + std::string(pattern);
mCurrentPosition = static_cast<int>(position) + 1;
}
}
static const char *UNROLL;
static const char *FLATTEN;
private:
ShShaderSpec mInputSpec;
std::string mTranslatedSource;
int mCurrentPosition;
std::string mExpectationList;
};
const char *UnrollFlattenTest::UNROLL = "LOOP";
const char *UnrollFlattenTest::FLATTEN = "FLATTEN";
// Check that the nothing is added if there is no gradient operation
// even when there is ifs and discontinuous loops
TEST_F(UnrollFlattenTest, NoGradient)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float f;\n"
"float fun(float a){\n" // 1
" if (a > 1.0) {return f;}\n" // 2
" else {return a + 1.0;}\n"
"}\n"
"float fun2(float a){\n" // 3
" for (int i = 0; i < 10; i++) {\n" // 4
" if (a > 1.0) {break;}\n" // 5
" a = fun(a);\n" // 6
" }\n"
" return a;\n"
"}\n"
"void main() {\n"
" float accum = 0.0;\n"
" if (f < 5.0) {accum = fun2(accum);}\n" // 7
" gl_FragColor = vec4(accum);\n"
"}\n";
compile(shaderString);
// 1 - shouldn't get a Lod0 version generated
// 2 - no FLATTEN because does not contain discont loop
// 3 - shouldn't get a Lod0 version generated
// 4 - no LOOP because discont, and also no gradient
// 5 - no FLATTEN because does not contain loop with a gradient
// 6 - call non-Lod0 version
// 7 - no FLATTEN
const char *expectations[] =
{
"fun(", "if",
"fun2(", "for", "if", "break", "fun(",
"main(", "if", "fun2("
};
expect(expectations, ArraySize(expectations));
}
// Check that when we have a gradient in a non-discontinuous loop
// we use the regular version of the functions. Also checks that
// LOOP is generated for the loop containing the gradient.
TEST_F(UnrollFlattenTest, GradientNotInDiscont)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float f;\n"
"uniform sampler2D tex;"
"float fun(float a){\n" // 1
" return texture2D(tex, vec2(0.5, f)).x;\n" // 2
"}\n"
"float fun2(float a){\n" // 3
" for (int i = 0; i < 10; i++) {\n" // 4
" if (a > 1.0) {}\n" // 5
" a = fun(a);\n" // 6
" a += texture2D(tex, vec2(a, 0.0)).x;" // 7
" }\n"
" return a;\n"
"}\n"
"void main() {\n"
" float accum = 0.0;\n"
" if (f < 5.0) {accum = fun2(accum);}\n" // 8
" gl_FragColor = vec4(accum);\n"
"}\n";
// 1 - shouldn't get a Lod0 version generated
// 2 - no Lod0 version generated
// 3 - shouldn't get a Lod0 version generated (not in discont loop)
// 4 - should have LOOP because it contains a gradient operation (even if Lod0)
// 5 - no FLATTEN because doesn't contain loop with a gradient
// 6 - call non-Lod0 version
// 7 - call non-Lod0 version
// 8 - FLATTEN because it contains a loop with a gradient
compile(shaderString);
const char *expectations[] =
{
"fun(", "texture2D(",
"fun2(", "LOOP", "for", "if", "fun(", "texture2D(",
"main(", "FLATTEN", "if", "fun2("
};
expect(expectations, ArraySize(expectations));
}
// Check that when we have a gradient in a discontinuous loop
// we use the Lod0 version of the functions.
TEST_F(UnrollFlattenTest, GradientInDiscont)
{
const std::string &shaderString =
"precision mediump float;\n"
"uniform float f;\n"
"uniform sampler2D tex;"
"float fun(float a){\n" // 1
" return texture2D(tex, vec2(0.5, f)).x;\n" // 2
"}\n"
"float fun2(float a){\n" // 3
" for (int i = 0; i < 10; i++) {\n" // 4
" if (a > 1.0) {break;}\n" // 5
" a = fun(a);\n" // 6
" a += texture2D(tex, vec2(a, 0.0)).x;" // 7
" }\n"
" return a;\n"
"}\n"
"void main() {\n"
" float accum = 0.0;\n"
" if (f < 5.0) {accum = fun2(accum);}\n" // 8
" gl_FragColor = vec4(accum);\n"
"}\n";
// 1 - should get a Lod0 version generated (gradient + discont loop)
// 2 - will get the Lod0 if in funLod0
// 3 - shouldn't get a Lod0 version generated (not in discont loop)
// 4 - should have LOOP because it contains a gradient operation (even if Lod0)
// 5 - no FLATTEN because doesn't contain a loop with a gradient
// 6 - call Lod0 version
// 7 - call Lod0 version
// 8 - FLATTEN because it contains a loop with a gradient
compile(shaderString);
const char *expectations[] =
{
"fun(", "texture2D(",
"funLod0(", "texture2DLod0(",
"fun2(", "LOOP", "for", "if", "break", "funLod0(", "texture2DLod0",
"main(", "FLATTEN", "if", "fun2("
};
expect(expectations, ArraySize(expectations));
}
class UnrollFlattenTest_ES3 : public UnrollFlattenTest
{
public:
UnrollFlattenTest_ES3() : UnrollFlattenTest(SH_GLES3_SPEC) {}
};
// Check that we correctly detect the ES3 builtin "texture" function as a gradient operation.
TEST_F(UnrollFlattenTest_ES3, TextureBuiltin)
{
const std::string &shaderString =
"#version 300 es\n"
"precision mediump float;\n"
"uniform sampler2D tex;"
"out float fragColor;\n"
"void main() {\n"
" float a = 0.0;"
" for (int i = 0; i < 10; i++) {\n"
" if (a > 1.0) {break;}\n"
" a += texture(tex, vec2(a, 0.0)).x;"
" }\n"
" fragColor = a;\n"
"}\n";
compile(shaderString);
const char *expectations[] = {"main(", "LOOP", "Lod0("};
expect(expectations, ArraySize(expectations));
}
}