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//
// Copyright 2002 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.
//
#include "gtest/gtest.h"
#include "angle_gl.h"
#include "common/angleutils.h"
#include "common/utilities.h"
#include "compiler/translator/VariablePacker.h"
namespace
{
static sh::GLenum types[] = {
GL_FLOAT_MAT4, // 0
GL_FLOAT_MAT2, // 1
GL_FLOAT_VEC4, // 2
GL_INT_VEC4, // 3
GL_BOOL_VEC4, // 4
GL_FLOAT_MAT3, // 5
GL_FLOAT_VEC3, // 6
GL_INT_VEC3, // 7
GL_BOOL_VEC3, // 8
GL_FLOAT_VEC2, // 9
GL_INT_VEC2, // 10
GL_BOOL_VEC2, // 11
GL_FLOAT, // 12
GL_INT, // 13
GL_BOOL, // 14
GL_SAMPLER_2D, // 15
GL_SAMPLER_CUBE, // 16
GL_SAMPLER_EXTERNAL_OES, // 17
GL_SAMPLER_2D_RECT_ANGLE, // 18
GL_UNSIGNED_INT, // 19
GL_UNSIGNED_INT_VEC2, // 20
GL_UNSIGNED_INT_VEC3, // 21
GL_UNSIGNED_INT_VEC4, // 22
GL_FLOAT_MAT2x3, // 23
GL_FLOAT_MAT2x4, // 24
GL_FLOAT_MAT3x2, // 25
GL_FLOAT_MAT3x4, // 26
GL_FLOAT_MAT4x2, // 27
GL_FLOAT_MAT4x3, // 28
GL_SAMPLER_3D, // 29
GL_SAMPLER_2D_ARRAY, // 30
GL_SAMPLER_2D_SHADOW, // 31
GL_SAMPLER_CUBE_SHADOW, // 32
GL_SAMPLER_2D_ARRAY_SHADOW, // 33
GL_INT_SAMPLER_2D, // 34
GL_INT_SAMPLER_CUBE, // 35
GL_INT_SAMPLER_3D, // 36
GL_INT_SAMPLER_2D_ARRAY, // 37
GL_UNSIGNED_INT_SAMPLER_2D, // 38
GL_UNSIGNED_INT_SAMPLER_CUBE, // 39
GL_UNSIGNED_INT_SAMPLER_3D, // 40
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY, // 41
};
static sh::GLenum nonSqMatTypes[] = {GL_FLOAT_MAT2x3, GL_FLOAT_MAT2x4, GL_FLOAT_MAT3x2,
GL_FLOAT_MAT3x4, GL_FLOAT_MAT4x2, GL_FLOAT_MAT4x3};
// Creates either a single variable or an array variable depending on numVars.
sh::ShaderVariable CreateShaderVariable(sh::GLenum type, int numVars)
{
ASSERT(numVars != 0);
if (numVars == 1)
{
return sh::ShaderVariable(type);
}
return sh::ShaderVariable(type, numVars);
}
} // anonymous namespace
TEST(VariablePacking, Pack)
{
std::vector<sh::ShaderVariable> vars;
const int kMaxRows = 16;
// test no vars.
EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
for (size_t tt = 0; tt < ArraySize(types); ++tt)
{
sh::GLenum type = types[tt];
int num_rows = sh::GetTypePackingRows(type);
int num_components_per_row = sh::GetTypePackingComponentsPerRow(type);
// Check 1 of the type.
vars.clear();
vars.push_back(sh::ShaderVariable(type));
EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
// Check exactly the right amount of 1 type as an array.
int num_vars = kMaxRows / num_rows;
vars.clear();
vars.push_back(CreateShaderVariable(type, num_vars));
EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
// test too many
vars.clear();
vars.push_back(CreateShaderVariable(type, num_vars + 1));
EXPECT_FALSE(CheckVariablesInPackingLimits(kMaxRows, vars));
// Check exactly the right amount of 1 type as individual vars.
num_vars =
kMaxRows / num_rows * ((num_components_per_row > 2) ? 1 : (4 / num_components_per_row));
vars.clear();
for (int ii = 0; ii < num_vars; ++ii)
{
vars.push_back(sh::ShaderVariable(type));
}
EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
// Check 1 too many.
vars.push_back(sh::ShaderVariable(type));
EXPECT_FALSE(CheckVariablesInPackingLimits(kMaxRows, vars));
}
// Test example from GLSL ES 3.0 spec chapter 11.
vars.clear();
vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC4));
vars.push_back(sh::ShaderVariable(GL_FLOAT_MAT3));
vars.push_back(sh::ShaderVariable(GL_FLOAT_MAT3));
vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 6));
vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 4));
vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2));
vars.push_back(sh::ShaderVariable(GL_FLOAT, 3));
vars.push_back(sh::ShaderVariable(GL_FLOAT, 2));
vars.push_back(sh::ShaderVariable(GL_FLOAT));
EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
}
TEST(VariablePacking, PackSizes)
{
for (size_t tt = 0; tt < ArraySize(types); ++tt)
{
sh::GLenum type = types[tt];
int expectedComponents = gl::VariableComponentCount(type);
int expectedRows = gl::VariableRowCount(type);
if (type == GL_FLOAT_MAT2)
{
expectedComponents = 4;
}
else if (gl::IsMatrixType(type))
{
int squareSize = std::max(gl::VariableRowCount(type), gl::VariableColumnCount(type));
expectedComponents = squareSize;
expectedRows = squareSize;
}
EXPECT_EQ(expectedComponents, sh::GetTypePackingComponentsPerRow(type));
EXPECT_EQ(expectedRows, sh::GetTypePackingRows(type));
}
}
// Check special assumptions about packing non-square mats
TEST(VariablePacking, NonSquareMats)
{
for (size_t mt = 0; mt < ArraySize(nonSqMatTypes); ++mt)
{
sh::GLenum type = nonSqMatTypes[mt];
int rows = gl::VariableRowCount(type);
int cols = gl::VariableColumnCount(type);
int squareSize = std::max(rows, cols);
std::vector<sh::ShaderVariable> vars;
vars.push_back(sh::ShaderVariable(type));
// Fill columns
for (int row = 0; row < squareSize; row++)
{
for (int col = squareSize; col < 4; ++col)
{
vars.push_back(sh::ShaderVariable(GL_FLOAT));
}
}
EXPECT_TRUE(CheckVariablesInPackingLimits(squareSize, vars));
// and one scalar and packing should fail
vars.push_back(sh::ShaderVariable(GL_FLOAT));
EXPECT_FALSE(CheckVariablesInPackingLimits(squareSize, vars));
}
}
// Scalar type variables can be packed sharing rows with other variables.
TEST(VariablePacking, ReuseRows)
{
std::vector<sh::ShaderVariable> vars;
const int kMaxRows = 512;
// uniform bool u0[129];
// uniform bool u1[129];
// uniform bool u2[129];
// uniform bool u3[129];
{
int num_arrays = 4;
int num_elements_per_array = kMaxRows / num_arrays + 1;
for (int ii = 0; ii < num_arrays; ++ii)
{
vars.push_back(sh::ShaderVariable(GL_BOOL, num_elements_per_array));
}
EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
}
vars.clear();
// uniform vec2 u0[257];
// uniform float u1[257];
// uniform int u1[257];
{
int num_elements_per_array = kMaxRows / 2 + 1;
vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, num_elements_per_array));
vars.push_back(sh::ShaderVariable(GL_FLOAT, num_elements_per_array));
vars.push_back(sh::ShaderVariable(GL_INT, num_elements_per_array));
EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
}
}
// Check the packer supports and flattens structures.
TEST(VariablePacking, Struct)
{
std::vector<sh::ShaderVariable> fields;
const int kMaxRows = 16;
// Test example from GLSL ES 3.0 spec chapter 11, but with structs
std::vector<sh::ShaderVariable> vars;
vars.push_back(sh::ShaderVariable(GL_NONE));
sh::ShaderVariable &parentStruct = vars[0];
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC4));
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_MAT3));
parentStruct.fields.push_back(sh::ShaderVariable(GL_NONE));
sh::ShaderVariable &innerStruct = parentStruct.fields.back();
innerStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_MAT3));
innerStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 6));
innerStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 4));
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC2));
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT, 3));
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT, 2));
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT));
EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
}