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-rwxr-xr-xgfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp1047
1 files changed, 1047 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp b/gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp
new file mode 100755
index 000000000..d1bee424a
--- /dev/null
+++ b/gfx/angle/src/tests/compiler_tests/DebugShaderPrecision_test.cpp
@@ -0,0 +1,1047 @@
+//
+// Copyright (c) 2014 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.
+//
+// DebugShaderPrecision_test.cpp:
+// Tests for writing the code for shader precision emulation.
+//
+
+#include "angle_gl.h"
+#include "gtest/gtest.h"
+#include "GLSLANG/ShaderLang.h"
+#include "tests/test_utils/compiler_test.h"
+
+using namespace sh;
+
+class DebugShaderPrecisionTest : public MatchOutputCodeTest
+{
+ public:
+ DebugShaderPrecisionTest() : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_ESSL_OUTPUT)
+ {
+ addOutputType(SH_GLSL_COMPATIBILITY_OUTPUT);
+#if defined(ANGLE_ENABLE_HLSL)
+ addOutputType(SH_HLSL_4_1_OUTPUT);
+#endif
+ getResources()->WEBGL_debug_shader_precision = 1;
+ }
+
+ protected:
+ bool foundInAllGLSLCode(const char *str)
+ {
+ return foundInCode(SH_GLSL_COMPATIBILITY_OUTPUT, str) && foundInCode(SH_ESSL_OUTPUT, str);
+ }
+
+ bool foundInHLSLCode(const char *stringToFind) const
+ {
+#if defined(ANGLE_ENABLE_HLSL)
+ return foundInCode(SH_HLSL_4_1_OUTPUT, stringToFind);
+#else
+ return true;
+#endif
+ }
+};
+
+class NoDebugShaderPrecisionTest : public MatchOutputCodeTest
+{
+ public:
+ NoDebugShaderPrecisionTest()
+ : MatchOutputCodeTest(GL_FRAGMENT_SHADER, 0, SH_GLSL_COMPATIBILITY_OUTPUT)
+ {
+ }
+};
+
+TEST_F(DebugShaderPrecisionTest, RoundingFunctionsDefined)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float u;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode("highp float angle_frm(in highp float"));
+ ASSERT_TRUE(foundInESSLCode("highp vec2 angle_frm(in highp vec2"));
+ ASSERT_TRUE(foundInESSLCode("highp vec3 angle_frm(in highp vec3"));
+ ASSERT_TRUE(foundInESSLCode("highp vec4 angle_frm(in highp vec4"));
+ ASSERT_TRUE(foundInESSLCode("highp mat2 angle_frm(in highp mat2"));
+ ASSERT_TRUE(foundInESSLCode("highp mat3 angle_frm(in highp mat3"));
+ ASSERT_TRUE(foundInESSLCode("highp mat4 angle_frm(in highp mat4"));
+
+ ASSERT_TRUE(foundInESSLCode("highp float angle_frl(in highp float"));
+ ASSERT_TRUE(foundInESSLCode("highp vec2 angle_frl(in highp vec2"));
+ ASSERT_TRUE(foundInESSLCode("highp vec3 angle_frl(in highp vec3"));
+ ASSERT_TRUE(foundInESSLCode("highp vec4 angle_frl(in highp vec4"));
+ ASSERT_TRUE(foundInESSLCode("highp mat2 angle_frl(in highp mat2"));
+ ASSERT_TRUE(foundInESSLCode("highp mat3 angle_frl(in highp mat3"));
+ ASSERT_TRUE(foundInESSLCode("highp mat4 angle_frl(in highp mat4"));
+
+ ASSERT_TRUE(foundInGLSLCode("float angle_frm(in float"));
+ ASSERT_TRUE(foundInGLSLCode("vec2 angle_frm(in vec2"));
+ ASSERT_TRUE(foundInGLSLCode("vec3 angle_frm(in vec3"));
+ ASSERT_TRUE(foundInGLSLCode("vec4 angle_frm(in vec4"));
+ ASSERT_TRUE(foundInGLSLCode("mat2 angle_frm(in mat2"));
+ ASSERT_TRUE(foundInGLSLCode("mat3 angle_frm(in mat3"));
+ ASSERT_TRUE(foundInGLSLCode("mat4 angle_frm(in mat4"));
+
+ ASSERT_TRUE(foundInGLSLCode("float angle_frl(in float"));
+ ASSERT_TRUE(foundInGLSLCode("vec2 angle_frl(in vec2"));
+ ASSERT_TRUE(foundInGLSLCode("vec3 angle_frl(in vec3"));
+ ASSERT_TRUE(foundInGLSLCode("vec4 angle_frl(in vec4"));
+ ASSERT_TRUE(foundInGLSLCode("mat2 angle_frl(in mat2"));
+ ASSERT_TRUE(foundInGLSLCode("mat3 angle_frl(in mat3"));
+ ASSERT_TRUE(foundInGLSLCode("mat4 angle_frl(in mat4"));
+
+ ASSERT_TRUE(foundInHLSLCode("float1 angle_frm(float1"));
+ ASSERT_TRUE(foundInHLSLCode("float2 angle_frm(float2"));
+ ASSERT_TRUE(foundInHLSLCode("float3 angle_frm(float3"));
+ ASSERT_TRUE(foundInHLSLCode("float4 angle_frm(float4"));
+ ASSERT_TRUE(foundInHLSLCode("float2x2 angle_frm(float2x2"));
+ ASSERT_TRUE(foundInHLSLCode("float3x3 angle_frm(float3x3"));
+ ASSERT_TRUE(foundInHLSLCode("float4x4 angle_frm(float4x4"));
+
+ ASSERT_TRUE(foundInHLSLCode("float1 angle_frl(float1"));
+ ASSERT_TRUE(foundInHLSLCode("float2 angle_frl(float2"));
+ ASSERT_TRUE(foundInHLSLCode("float3 angle_frl(float3"));
+ ASSERT_TRUE(foundInHLSLCode("float4 angle_frl(float4"));
+ ASSERT_TRUE(foundInHLSLCode("float2x2 angle_frl(float2x2"));
+ ASSERT_TRUE(foundInHLSLCode("float3x3 angle_frl(float3x3"));
+ ASSERT_TRUE(foundInHLSLCode("float4x4 angle_frl(float4x4"));
+
+ // Check that ESSL 3.00 rounding functions for non-square matrices are not defined.
+ ASSERT_TRUE(notFoundInCode("mat2x"));
+ ASSERT_TRUE(notFoundInCode("mat3x"));
+ ASSERT_TRUE(notFoundInCode("mat4x"));
+}
+
+// Test that all ESSL 3.00 shaders get rounding function definitions for non-square matrices.
+TEST_F(DebugShaderPrecisionTest, NonSquareMatrixRoundingFunctionsDefinedES3)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "uniform float u;\n"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " my_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode("highp mat2x3 angle_frm(in highp mat2x3"));
+ ASSERT_TRUE(foundInESSLCode("highp mat2x4 angle_frm(in highp mat2x4"));
+ ASSERT_TRUE(foundInESSLCode("highp mat3x2 angle_frm(in highp mat3x2"));
+ ASSERT_TRUE(foundInESSLCode("highp mat3x4 angle_frm(in highp mat3x4"));
+ ASSERT_TRUE(foundInESSLCode("highp mat4x2 angle_frm(in highp mat4x2"));
+ ASSERT_TRUE(foundInESSLCode("highp mat4x3 angle_frm(in highp mat4x3"));
+
+ ASSERT_TRUE(foundInESSLCode("highp mat2x3 angle_frl(in highp mat2x3"));
+ ASSERT_TRUE(foundInESSLCode("highp mat2x4 angle_frl(in highp mat2x4"));
+ ASSERT_TRUE(foundInESSLCode("highp mat3x2 angle_frl(in highp mat3x2"));
+ ASSERT_TRUE(foundInESSLCode("highp mat3x4 angle_frl(in highp mat3x4"));
+ ASSERT_TRUE(foundInESSLCode("highp mat4x2 angle_frl(in highp mat4x2"));
+ ASSERT_TRUE(foundInESSLCode("highp mat4x3 angle_frl(in highp mat4x3"));
+
+ ASSERT_TRUE(foundInGLSLCode("mat2x3 angle_frm(in mat2x3"));
+ ASSERT_TRUE(foundInGLSLCode("mat2x4 angle_frm(in mat2x4"));
+ ASSERT_TRUE(foundInGLSLCode("mat3x2 angle_frm(in mat3x2"));
+ ASSERT_TRUE(foundInGLSLCode("mat3x4 angle_frm(in mat3x4"));
+ ASSERT_TRUE(foundInGLSLCode("mat4x2 angle_frm(in mat4x2"));
+ ASSERT_TRUE(foundInGLSLCode("mat4x3 angle_frm(in mat4x3"));
+
+ ASSERT_TRUE(foundInGLSLCode("mat2x3 angle_frl(in mat2x3"));
+ ASSERT_TRUE(foundInGLSLCode("mat2x4 angle_frl(in mat2x4"));
+ ASSERT_TRUE(foundInGLSLCode("mat3x2 angle_frl(in mat3x2"));
+ ASSERT_TRUE(foundInGLSLCode("mat3x4 angle_frl(in mat3x4"));
+ ASSERT_TRUE(foundInGLSLCode("mat4x2 angle_frl(in mat4x2"));
+ ASSERT_TRUE(foundInGLSLCode("mat4x3 angle_frl(in mat4x3"));
+
+ ASSERT_TRUE(foundInHLSLCode("float2x3 angle_frm(float2x3"));
+ ASSERT_TRUE(foundInHLSLCode("float2x4 angle_frm(float2x4"));
+ ASSERT_TRUE(foundInHLSLCode("float3x2 angle_frm(float3x2"));
+ ASSERT_TRUE(foundInHLSLCode("float3x4 angle_frm(float3x4"));
+ ASSERT_TRUE(foundInHLSLCode("float4x2 angle_frm(float4x2"));
+ ASSERT_TRUE(foundInHLSLCode("float4x3 angle_frm(float4x3"));
+
+ ASSERT_TRUE(foundInHLSLCode("float2x3 angle_frl(float2x3"));
+ ASSERT_TRUE(foundInHLSLCode("float2x4 angle_frl(float2x4"));
+ ASSERT_TRUE(foundInHLSLCode("float3x2 angle_frl(float3x2"));
+ ASSERT_TRUE(foundInHLSLCode("float3x4 angle_frl(float3x4"));
+ ASSERT_TRUE(foundInHLSLCode("float4x2 angle_frl(float4x2"));
+ ASSERT_TRUE(foundInHLSLCode("float4x3 angle_frl(float4x3"));
+}
+
+TEST_F(DebugShaderPrecisionTest, PragmaDisablesEmulation)
+{
+ const std::string &shaderString =
+ "#pragma webgl_debug_shader_precision(off)\n"
+ "precision mediump float;\n"
+ "uniform float u;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(notFoundInCode("angle_frm"));
+ const std::string &shaderStringPragmaOn =
+ "#pragma webgl_debug_shader_precision(on)\n"
+ "precision mediump float;\n"
+ "uniform float u;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderStringPragmaOn);
+ ASSERT_TRUE(foundInCode("angle_frm"));
+}
+
+// Emulation can't be toggled on for only a part of a shader.
+// Only the last pragma in the shader has an effect.
+TEST_F(DebugShaderPrecisionTest, MultiplePragmas)
+{
+ const std::string &shaderString =
+ "#pragma webgl_debug_shader_precision(off)\n"
+ "precision mediump float;\n"
+ "uniform float u;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(u);\n"
+ "}\n"
+ "#pragma webgl_debug_shader_precision(on)\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInCode("angle_frm"));
+}
+
+TEST_F(NoDebugShaderPrecisionTest, HelpersWrittenOnlyWithExtension)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float u;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundInCode("angle_frm"));
+}
+
+TEST_F(NoDebugShaderPrecisionTest, PragmaHasEffectsOnlyWithExtension)
+{
+ const std::string &shaderString =
+ "#pragma webgl_debug_shader_precision(on)\n"
+ "precision mediump float;\n"
+ "uniform float u;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundInCode("angle_frm"));
+}
+
+TEST_F(DebugShaderPrecisionTest, DeclarationsAndConstants)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 f;\n"
+ "uniform float uu, uu2;\n"
+ "varying float vv, vv2;\n"
+ "float gg = 0.0, gg2;\n"
+ "void main() {\n"
+ " float aa = 0.0, aa2;\n"
+ " gl_FragColor = f;\n"
+ "}\n";
+ compile(shaderString);
+ // Declarations or constants should not have rounding inserted around them
+ ASSERT_TRUE(notFoundInCode("angle_frm(0"));
+ ASSERT_TRUE(notFoundInCode("angle_frm(uu"));
+ ASSERT_TRUE(notFoundInCode("angle_frm(vv"));
+ ASSERT_TRUE(notFoundInCode("angle_frm(gg"));
+ ASSERT_TRUE(notFoundInCode("angle_frm(aa"));
+}
+
+// Test that expressions that are part of initialization have rounding.
+TEST_F(DebugShaderPrecisionTest, InitializerRounding)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float u;\n"
+ "void main() {\n"
+ " float a = u;\n"
+ " gl_FragColor = vec4(a);\n"
+ "}\n";
+ compile(shaderString);
+ // An expression that's part of initialization should have rounding
+ ASSERT_TRUE(foundInAllGLSLCode("angle_frm(u)"));
+ ASSERT_TRUE(foundInHLSLCode("angle_frm(_u)"));
+}
+
+// Test that compound additions have rounding in the GLSL translations.
+TEST_F(DebugShaderPrecisionTest, CompoundAddFunction)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u;\n"
+ "uniform vec4 u2;\n"
+ "void main() {\n"
+ " vec4 v = u;\n"
+ " v += u2;\n"
+ " gl_FragColor = v;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode(
+ "highp vec4 angle_compound_add_frm(inout highp vec4 x, in highp vec4 y) {\n"
+ " x = angle_frm(angle_frm(x) + y);"
+ ));
+ ASSERT_TRUE(foundInGLSLCode(
+ "vec4 angle_compound_add_frm(inout vec4 x, in vec4 y) {\n"
+ " x = angle_frm(angle_frm(x) + y);"
+ ));
+ ASSERT_TRUE(
+ foundInHLSLCode("float4 angle_compound_add_frm(inout float4 x, in float4 y) {\n"
+ " x = angle_frm(angle_frm(x) + y);"));
+ ASSERT_TRUE(foundInAllGLSLCode("angle_compound_add_frm(v, angle_frm(u2));"));
+ ASSERT_TRUE(foundInHLSLCode("angle_compound_add_frm(_v, angle_frm(_u2));"));
+ ASSERT_TRUE(notFoundInCode("+="));
+}
+
+TEST_F(DebugShaderPrecisionTest, CompoundSubFunction)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u;\n"
+ "uniform vec4 u2;\n"
+ "void main() {\n"
+ " vec4 v = u;\n"
+ " v -= u2;\n"
+ " gl_FragColor = v;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode(
+ "highp vec4 angle_compound_sub_frm(inout highp vec4 x, in highp vec4 y) {\n"
+ " x = angle_frm(angle_frm(x) - y);"
+ ));
+ ASSERT_TRUE(foundInGLSLCode(
+ "vec4 angle_compound_sub_frm(inout vec4 x, in vec4 y) {\n"
+ " x = angle_frm(angle_frm(x) - y);"
+ ));
+ ASSERT_TRUE(
+ foundInHLSLCode("float4 angle_compound_sub_frm(inout float4 x, in float4 y) {\n"
+ " x = angle_frm(angle_frm(x) - y);"));
+ ASSERT_TRUE(foundInAllGLSLCode("angle_compound_sub_frm(v, angle_frm(u2));"));
+ ASSERT_TRUE(foundInHLSLCode("angle_compound_sub_frm(_v, angle_frm(_u2));"));
+ ASSERT_TRUE(notFoundInCode("-="));
+}
+
+TEST_F(DebugShaderPrecisionTest, CompoundDivFunction)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u;\n"
+ "uniform vec4 u2;\n"
+ "void main() {\n"
+ " vec4 v = u;\n"
+ " v /= u2;\n"
+ " gl_FragColor = v;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode(
+ "highp vec4 angle_compound_div_frm(inout highp vec4 x, in highp vec4 y) {\n"
+ " x = angle_frm(angle_frm(x) / y);"
+ ));
+ ASSERT_TRUE(foundInGLSLCode(
+ "vec4 angle_compound_div_frm(inout vec4 x, in vec4 y) {\n"
+ " x = angle_frm(angle_frm(x) / y);"
+ ));
+ ASSERT_TRUE(
+ foundInHLSLCode("float4 angle_compound_div_frm(inout float4 x, in float4 y) {\n"
+ " x = angle_frm(angle_frm(x) / y);"));
+ ASSERT_TRUE(foundInAllGLSLCode("angle_compound_div_frm(v, angle_frm(u2));"));
+ ASSERT_TRUE(foundInHLSLCode("angle_compound_div_frm(_v, angle_frm(_u2));"));
+ ASSERT_TRUE(notFoundInCode("/="));
+}
+
+TEST_F(DebugShaderPrecisionTest, CompoundMulFunction)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u;\n"
+ "uniform vec4 u2;\n"
+ "void main() {\n"
+ " vec4 v = u;\n"
+ " v *= u2;\n"
+ " gl_FragColor = v;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode(
+ "highp vec4 angle_compound_mul_frm(inout highp vec4 x, in highp vec4 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"
+ ));
+ ASSERT_TRUE(foundInGLSLCode(
+ "vec4 angle_compound_mul_frm(inout vec4 x, in vec4 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"
+ ));
+ ASSERT_TRUE(
+ foundInHLSLCode("float4 angle_compound_mul_frm(inout float4 x, in float4 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"));
+ ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(v, angle_frm(u2));"));
+ ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_v, angle_frm(_u2));"));
+ ASSERT_TRUE(notFoundInCode("*="));
+}
+
+TEST_F(DebugShaderPrecisionTest, CompoundAddVectorPlusScalarFunction)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u;\n"
+ "uniform float u2;\n"
+ "void main() {\n"
+ " vec4 v = u;\n"
+ " v += u2;\n"
+ " gl_FragColor = v;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode(
+ "highp vec4 angle_compound_add_frm(inout highp vec4 x, in highp float y) {\n"
+ " x = angle_frm(angle_frm(x) + y);"
+ ));
+ ASSERT_TRUE(foundInGLSLCode(
+ "vec4 angle_compound_add_frm(inout vec4 x, in float y) {\n"
+ " x = angle_frm(angle_frm(x) + y);"
+ ));
+ ASSERT_TRUE(
+ foundInHLSLCode("float4 angle_compound_add_frm(inout float4 x, in float y) {\n"
+ " x = angle_frm(angle_frm(x) + y);"));
+ ASSERT_TRUE(foundInAllGLSLCode("angle_compound_add_frm(v, angle_frm(u2));"));
+ ASSERT_TRUE(foundInHLSLCode("angle_compound_add_frm(_v, angle_frm(_u2));"));
+ ASSERT_TRUE(notFoundInCode("+="));
+}
+
+TEST_F(DebugShaderPrecisionTest, CompoundMatrixTimesMatrixFunction)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform mat4 u;\n"
+ "uniform mat4 u2;\n"
+ "void main() {\n"
+ " mat4 m = u;\n"
+ " m *= u2;\n"
+ " gl_FragColor = m[0];\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode(
+ "highp mat4 angle_compound_mul_frm(inout highp mat4 x, in highp mat4 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"
+ ));
+ ASSERT_TRUE(foundInGLSLCode(
+ "mat4 angle_compound_mul_frm(inout mat4 x, in mat4 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"
+ ));
+ ASSERT_TRUE(
+ foundInHLSLCode("float4x4 angle_compound_mul_frm(inout float4x4 x, in float4x4 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"));
+ ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(m, angle_frm(u2));"));
+ ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_m, angle_frm(_u2));"));
+ ASSERT_TRUE(notFoundInCode("*="));
+}
+
+// Test that compound multiplying a non-square matrix with another matrix gets translated into an
+// angle_compound_mul function call.
+TEST_F(DebugShaderPrecisionTest, CompoundNonSquareMatrixTimesMatrixFunction)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "uniform mat2x4 u;\n"
+ "uniform mat2 u2;\n"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " mat2x4 m = u;\n"
+ " m *= u2;\n"
+ " my_FragColor = m[0];\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode(
+ "highp mat2x4 angle_compound_mul_frm(inout highp mat2x4 x, in highp mat2 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"));
+ ASSERT_TRUE(
+ foundInGLSLCode("mat2x4 angle_compound_mul_frm(inout mat2x4 x, in mat2 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"));
+ ASSERT_TRUE(
+ foundInHLSLCode("float2x4 angle_compound_mul_frm(inout float2x4 x, in float2x2 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"));
+ ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(m, angle_frm(u2));"));
+ ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_m, angle_frm(_u2));"));
+ ASSERT_TRUE(notFoundInCode("*="));
+}
+
+TEST_F(DebugShaderPrecisionTest, CompoundMatrixTimesScalarFunction)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform mat4 u;\n"
+ "uniform float u2;\n"
+ "void main() {\n"
+ " mat4 m = u;\n"
+ " m *= u2;\n"
+ " gl_FragColor = m[0];\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode(
+ "highp mat4 angle_compound_mul_frm(inout highp mat4 x, in highp float y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"
+ ));
+ ASSERT_TRUE(foundInGLSLCode(
+ "mat4 angle_compound_mul_frm(inout mat4 x, in float y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"
+ ));
+ ASSERT_TRUE(
+ foundInHLSLCode("float4x4 angle_compound_mul_frm(inout float4x4 x, in float y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"));
+ ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(m, angle_frm(u2));"));
+ ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_m, angle_frm(_u2));"));
+ ASSERT_TRUE(notFoundInCode("*="));
+}
+
+TEST_F(DebugShaderPrecisionTest, CompoundVectorTimesMatrixFunction)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u;\n"
+ "uniform mat4 u2;\n"
+ "void main() {\n"
+ " vec4 v = u;\n"
+ " v *= u2;\n"
+ " gl_FragColor = v;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode(
+ "highp vec4 angle_compound_mul_frm(inout highp vec4 x, in highp mat4 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"
+ ));
+ ASSERT_TRUE(foundInGLSLCode("vec4 angle_compound_mul_frm(inout vec4 x, in mat4 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"
+ ));
+ ASSERT_TRUE(
+ foundInHLSLCode("float4 angle_compound_mul_frm(inout float4 x, in float4x4 y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"));
+ ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(v, angle_frm(u2));"));
+ ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_v, angle_frm(_u2));"));
+ ASSERT_TRUE(notFoundInCode("*="));
+}
+
+TEST_F(DebugShaderPrecisionTest, CompoundVectorTimesScalarFunction)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u;\n"
+ "uniform float u2;\n"
+ "void main() {\n"
+ " vec4 v = u;\n"
+ " v *= u2;\n"
+ " gl_FragColor = v;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInESSLCode(
+ "highp vec4 angle_compound_mul_frm(inout highp vec4 x, in highp float y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"
+ ));
+ ASSERT_TRUE(foundInGLSLCode(
+ "vec4 angle_compound_mul_frm(inout vec4 x, in float y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"
+ ));
+ ASSERT_TRUE(
+ foundInHLSLCode("float4 angle_compound_mul_frm(inout float4 x, in float y) {\n"
+ " x = angle_frm(angle_frm(x) * y);"));
+ ASSERT_TRUE(foundInAllGLSLCode("angle_compound_mul_frm(v, angle_frm(u2));"));
+ ASSERT_TRUE(foundInHLSLCode("angle_compound_mul_frm(_v, angle_frm(_u2));"));
+ ASSERT_TRUE(notFoundInCode("*="));
+}
+
+TEST_F(DebugShaderPrecisionTest, BinaryMathRounding)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u1;\n"
+ "uniform vec4 u2;\n"
+ "uniform vec4 u3;\n"
+ "uniform vec4 u4;\n"
+ "uniform vec4 u5;\n"
+ "void main() {\n"
+ " vec4 v1 = u1 + u2;\n"
+ " vec4 v2 = u2 - u3;\n"
+ " vec4 v3 = u3 * u4;\n"
+ " vec4 v4 = u4 / u5;\n"
+ " vec4 v5;\n"
+ " vec4 v6 = (v5 = u5);\n"
+ " gl_FragColor = v1 + v2 + v3 + v4;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInAllGLSLCode("v1 = angle_frm((angle_frm(u1) + angle_frm(u2)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v2 = angle_frm((angle_frm(u2) - angle_frm(u3)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v3 = angle_frm((angle_frm(u3) * angle_frm(u4)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v4 = angle_frm((angle_frm(u4) / angle_frm(u5)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v6 = angle_frm((v5 = angle_frm(u5)))"));
+
+ ASSERT_TRUE(foundInHLSLCode("v1 = angle_frm((angle_frm(_u1) + angle_frm(_u2)))"));
+ ASSERT_TRUE(foundInHLSLCode("v2 = angle_frm((angle_frm(_u2) - angle_frm(_u3)))"));
+ ASSERT_TRUE(foundInHLSLCode("v3 = angle_frm((angle_frm(_u3) * angle_frm(_u4)))"));
+ ASSERT_TRUE(foundInHLSLCode("v4 = angle_frm((angle_frm(_u4) / angle_frm(_u5)))"));
+ ASSERT_TRUE(foundInHLSLCode("v6 = angle_frm((_v5 = angle_frm(_u5)))"));
+}
+
+TEST_F(DebugShaderPrecisionTest, BuiltInMathFunctionRounding)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u1;\n"
+ "uniform vec4 u2;\n"
+ "uniform vec4 u3;\n"
+ "uniform float uf;\n"
+ "uniform float uf2;\n"
+ "uniform vec3 uf31;\n"
+ "uniform vec3 uf32;\n"
+ "uniform mat4 um1;\n"
+ "uniform mat4 um2;\n"
+ "void main() {\n"
+ " vec4 v1 = radians(u1);\n"
+ " vec4 v2 = degrees(u1);\n"
+ " vec4 v3 = sin(u1);\n"
+ " vec4 v4 = cos(u1);\n"
+ " vec4 v5 = tan(u1);\n"
+ " vec4 v6 = asin(u1);\n"
+ " vec4 v7 = acos(u1);\n"
+ " vec4 v8 = atan(u1);\n"
+ " vec4 v9 = atan(u1, u2);\n"
+ " vec4 v10 = pow(u1, u2);\n"
+ " vec4 v11 = exp(u1);\n"
+ " vec4 v12 = log(u1);\n"
+ " vec4 v13 = exp2(u1);\n"
+ " vec4 v14 = log2(u1);\n"
+ " vec4 v15 = sqrt(u1);\n"
+ " vec4 v16 = inversesqrt(u1);\n"
+ " vec4 v17 = abs(u1);\n"
+ " vec4 v18 = sign(u1);\n"
+ " vec4 v19 = floor(u1);\n"
+ " vec4 v20 = ceil(u1);\n"
+ " vec4 v21 = fract(u1);\n"
+ " vec4 v22 = mod(u1, uf);\n"
+ " vec4 v23 = mod(u1, u2);\n"
+ " vec4 v24 = min(u1, uf);\n"
+ " vec4 v25 = min(u1, u2);\n"
+ " vec4 v26 = max(u1, uf);\n"
+ " vec4 v27 = max(u1, u2);\n"
+ " vec4 v28 = clamp(u1, u2, u3);\n"
+ " vec4 v29 = clamp(u1, uf, uf2);\n"
+ " vec4 v30 = mix(u1, u2, u3);\n"
+ " vec4 v31 = mix(u1, u2, uf);\n"
+ " vec4 v32 = step(u1, u2);\n"
+ " vec4 v33 = step(uf, u1);\n"
+ " vec4 v34 = smoothstep(u1, u2, u3);\n"
+ " vec4 v35 = smoothstep(uf, uf2, u1);\n"
+ " vec4 v36 = normalize(u1);\n"
+ " vec4 v37 = faceforward(u1, u2, u3);\n"
+ " vec4 v38 = reflect(u1, u2);\n"
+ " vec4 v39 = refract(u1, u2, uf);\n"
+
+ " float f1 = length(u1);\n"
+ " float f2 = distance(u1, u2);\n"
+ " float f3 = dot(u1, u2);\n"
+ " vec3 vf31 = cross(uf31, uf32);\n"
+ " mat4 m1 = matrixCompMult(um1, um2);\n"
+
+ " gl_FragColor = v1 + v2 + v3 + v4 + v5 + v6 + v7 + v8 + v9 + v10 +"
+ "v11 + v12 + v13 + v14 + v15 + v16 + v17 + v18 + v19 + v20 +"
+ "v21 + v22 + v23 + v24 + v25 + v26 + v27 + v28 + v29 + v30 +"
+ "v31 + v32 + v33 + v34 + v35 + v36 + v37 + v38 + v39 +"
+ "vec4(f1, f2, f3, 0.0) + vec4(vf31, 0.0) + m1[0];\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInAllGLSLCode("v1 = angle_frm(radians(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v2 = angle_frm(degrees(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v3 = angle_frm(sin(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v4 = angle_frm(cos(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v5 = angle_frm(tan(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v6 = angle_frm(asin(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v7 = angle_frm(acos(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v8 = angle_frm(atan(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v9 = angle_frm(atan(angle_frm(u1), angle_frm(u2)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v10 = angle_frm(pow(angle_frm(u1), angle_frm(u2)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v11 = angle_frm(exp(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v12 = angle_frm(log(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v13 = angle_frm(exp2(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v14 = angle_frm(log2(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v15 = angle_frm(sqrt(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v16 = angle_frm(inversesqrt(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v17 = angle_frm(abs(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v18 = angle_frm(sign(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v19 = angle_frm(floor(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v20 = angle_frm(ceil(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v21 = angle_frm(fract(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v22 = angle_frm(mod(angle_frm(u1), angle_frm(uf)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v23 = angle_frm(mod(angle_frm(u1), angle_frm(u2)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v24 = angle_frm(min(angle_frm(u1), angle_frm(uf)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v25 = angle_frm(min(angle_frm(u1), angle_frm(u2)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v26 = angle_frm(max(angle_frm(u1), angle_frm(uf)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v27 = angle_frm(max(angle_frm(u1), angle_frm(u2)))"));
+ ASSERT_TRUE(
+ foundInAllGLSLCode("v28 = angle_frm(clamp(angle_frm(u1), angle_frm(u2), angle_frm(u3)))"));
+ ASSERT_TRUE(
+ foundInAllGLSLCode("v29 = angle_frm(clamp(angle_frm(u1), angle_frm(uf), angle_frm(uf2)))"));
+ ASSERT_TRUE(
+ foundInAllGLSLCode("v30 = angle_frm(mix(angle_frm(u1), angle_frm(u2), angle_frm(u3)))"));
+ ASSERT_TRUE(
+ foundInAllGLSLCode("v31 = angle_frm(mix(angle_frm(u1), angle_frm(u2), angle_frm(uf)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v32 = angle_frm(step(angle_frm(u1), angle_frm(u2)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v33 = angle_frm(step(angle_frm(uf), angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode(
+ "v34 = angle_frm(smoothstep(angle_frm(u1), angle_frm(u2), angle_frm(u3)))"));
+ ASSERT_TRUE(foundInAllGLSLCode(
+ "v35 = angle_frm(smoothstep(angle_frm(uf), angle_frm(uf2), angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v36 = angle_frm(normalize(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode(
+ "v37 = angle_frm(faceforward(angle_frm(u1), angle_frm(u2), angle_frm(u3)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v38 = angle_frm(reflect(angle_frm(u1), angle_frm(u2)))"));
+ ASSERT_TRUE(foundInAllGLSLCode(
+ "v39 = angle_frm(refract(angle_frm(u1), angle_frm(u2), angle_frm(uf)))"));
+
+ ASSERT_TRUE(foundInAllGLSLCode("f1 = angle_frm(length(angle_frm(u1)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("f2 = angle_frm(distance(angle_frm(u1), angle_frm(u2)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("f3 = angle_frm(dot(angle_frm(u1), angle_frm(u2)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("vf31 = angle_frm(cross(angle_frm(uf31), angle_frm(uf32)))"));
+ ASSERT_TRUE(
+ foundInAllGLSLCode("m1 = angle_frm(matrixCompMult(angle_frm(um1), angle_frm(um2)))"));
+
+ ASSERT_TRUE(foundInHLSLCode("v1 = angle_frm(radians(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v2 = angle_frm(degrees(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v3 = angle_frm(sin(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v4 = angle_frm(cos(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v5 = angle_frm(tan(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v6 = angle_frm(asin(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v7 = angle_frm(acos(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v8 = angle_frm(atan(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v9 = angle_frm(webgl_atan_emu(angle_frm(_u1), angle_frm(_u2)))"));
+ ASSERT_TRUE(foundInHLSLCode("v10 = angle_frm(pow(angle_frm(_u1), angle_frm(_u2)))"));
+ ASSERT_TRUE(foundInHLSLCode("v11 = angle_frm(exp(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v12 = angle_frm(log(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v13 = angle_frm(exp2(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v14 = angle_frm(log2(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v15 = angle_frm(sqrt(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v16 = angle_frm(rsqrt(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v17 = angle_frm(abs(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v18 = angle_frm(sign(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v19 = angle_frm(floor(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v20 = angle_frm(ceil(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v21 = angle_frm(frac(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v22 = angle_frm(webgl_mod_emu(angle_frm(_u1), angle_frm(_uf)))"));
+ ASSERT_TRUE(foundInHLSLCode("v23 = angle_frm(webgl_mod_emu(angle_frm(_u1), angle_frm(_u2)))"));
+ ASSERT_TRUE(foundInHLSLCode("v24 = angle_frm(min(angle_frm(_u1), angle_frm(_uf)))"));
+ ASSERT_TRUE(foundInHLSLCode("v25 = angle_frm(min(angle_frm(_u1), angle_frm(_u2)))"));
+ ASSERT_TRUE(foundInHLSLCode("v26 = angle_frm(max(angle_frm(_u1), angle_frm(_uf)))"));
+ ASSERT_TRUE(foundInHLSLCode("v27 = angle_frm(max(angle_frm(_u1), angle_frm(_u2)))"));
+ ASSERT_TRUE(
+ foundInHLSLCode("v28 = angle_frm(clamp(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
+ ASSERT_TRUE(
+ foundInHLSLCode("v29 = angle_frm(clamp(angle_frm(_u1), angle_frm(_uf), angle_frm(_uf2)))"));
+ ASSERT_TRUE(
+ foundInHLSLCode("v30 = angle_frm(lerp(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
+ ASSERT_TRUE(
+ foundInHLSLCode("v31 = angle_frm(lerp(angle_frm(_u1), angle_frm(_u2), angle_frm(_uf)))"));
+ ASSERT_TRUE(foundInHLSLCode("v32 = angle_frm(step(angle_frm(_u1), angle_frm(_u2)))"));
+ ASSERT_TRUE(foundInHLSLCode("v33 = angle_frm(step(angle_frm(_uf), angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode(
+ "v34 = angle_frm(smoothstep(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
+ ASSERT_TRUE(foundInHLSLCode(
+ "v35 = angle_frm(smoothstep(angle_frm(_uf), angle_frm(_uf2), angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("v36 = angle_frm(normalize(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode(
+ "v37 = angle_frm(webgl_faceforward_emu(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3)))"));
+ ASSERT_TRUE(foundInHLSLCode("v38 = angle_frm(reflect(angle_frm(_u1), angle_frm(_u2)))"));
+ ASSERT_TRUE(foundInHLSLCode(
+ "v39 = angle_frm(refract(angle_frm(_u1), angle_frm(_u2), angle_frm(_uf)))"));
+
+ ASSERT_TRUE(foundInHLSLCode("f1 = angle_frm(length(angle_frm(_u1)))"));
+ ASSERT_TRUE(foundInHLSLCode("f2 = angle_frm(distance(angle_frm(_u1), angle_frm(_u2)))"));
+ ASSERT_TRUE(foundInHLSLCode("f3 = angle_frm(dot(angle_frm(_u1), angle_frm(_u2)))"));
+ ASSERT_TRUE(foundInHLSLCode("vf31 = angle_frm(cross(angle_frm(_uf31), angle_frm(_uf32)))"));
+ ASSERT_TRUE(foundInHLSLCode("m1 = angle_frm((angle_frm(_um1) * angle_frm(_um2)))"));
+}
+
+TEST_F(DebugShaderPrecisionTest, BuiltInRelationalFunctionRounding)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u1;\n"
+ "uniform vec4 u2;\n"
+ "void main() {\n"
+ " bvec4 bv1 = lessThan(u1, u2);\n"
+ " bvec4 bv2 = lessThanEqual(u1, u2);\n"
+ " bvec4 bv3 = greaterThan(u1, u2);\n"
+ " bvec4 bv4 = greaterThanEqual(u1, u2);\n"
+ " bvec4 bv5 = equal(u1, u2);\n"
+ " bvec4 bv6 = notEqual(u1, u2);\n"
+ " gl_FragColor = vec4(bv1) + vec4(bv2) + vec4(bv3) + vec4(bv4) + vec4(bv5) + vec4(bv6);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInAllGLSLCode("bv1 = lessThan(angle_frm(u1), angle_frm(u2))"));
+ ASSERT_TRUE(foundInAllGLSLCode("bv2 = lessThanEqual(angle_frm(u1), angle_frm(u2))"));
+ ASSERT_TRUE(foundInAllGLSLCode("bv3 = greaterThan(angle_frm(u1), angle_frm(u2))"));
+ ASSERT_TRUE(foundInAllGLSLCode("bv4 = greaterThanEqual(angle_frm(u1), angle_frm(u2))"));
+ ASSERT_TRUE(foundInAllGLSLCode("bv5 = equal(angle_frm(u1), angle_frm(u2))"));
+ ASSERT_TRUE(foundInAllGLSLCode("bv6 = notEqual(angle_frm(u1), angle_frm(u2))"));
+
+ ASSERT_TRUE(foundInHLSLCode("bv1 = (angle_frm(_u1) < angle_frm(_u2))"));
+ ASSERT_TRUE(foundInHLSLCode("bv2 = (angle_frm(_u1) <= angle_frm(_u2))"));
+ ASSERT_TRUE(foundInHLSLCode("bv3 = (angle_frm(_u1) > angle_frm(_u2))"));
+ ASSERT_TRUE(foundInHLSLCode("bv4 = (angle_frm(_u1) >= angle_frm(_u2))"));
+ ASSERT_TRUE(foundInHLSLCode("bv5 = (angle_frm(_u1) == angle_frm(_u2))"));
+ ASSERT_TRUE(foundInHLSLCode("bv6 = (angle_frm(_u1) != angle_frm(_u2))"));
+}
+
+TEST_F(DebugShaderPrecisionTest, ConstructorRounding)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "uniform float u1;\n"
+ "uniform float u2;\n"
+ "uniform float u3;\n"
+ "uniform float u4;\n"
+ "uniform ivec4 uiv;\n"
+ "void main() {\n"
+ " vec4 v1 = vec4(u1, u2, u3, u4);\n"
+ " vec4 v2 = vec4(uiv);\n"
+ " gl_FragColor = v1 + v2;\n"
+ "}\n";
+ compile(shaderString);
+ // Note: this is suboptimal for the case taking four floats, but optimizing would be tricky.
+ ASSERT_TRUE(foundInAllGLSLCode(
+ "v1 = angle_frm(vec4(angle_frm(u1), angle_frm(u2), angle_frm(u3), angle_frm(u4)))"));
+ ASSERT_TRUE(foundInAllGLSLCode("v2 = angle_frm(vec4(uiv))"));
+
+ ASSERT_TRUE(foundInHLSLCode(
+ "v1 = angle_frm(vec4(angle_frm(_u1), angle_frm(_u2), angle_frm(_u3), angle_frm(_u4)))"));
+ ASSERT_TRUE(foundInHLSLCode("v2 = angle_frm(vec4(_uiv))"));
+}
+
+TEST_F(DebugShaderPrecisionTest, StructConstructorNoRounding)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "struct S { mediump vec4 a; };\n"
+ "uniform vec4 u;\n"
+ "void main() {\n"
+ " S s = S(u);\n"
+ " gl_FragColor = s.a;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInAllGLSLCode("s = S(angle_frm(u))"));
+ ASSERT_TRUE(foundInHLSLCode("s = _S_ctor(angle_frm(_u))"));
+ ASSERT_TRUE(notFoundInCode("angle_frm(S"));
+}
+
+TEST_F(DebugShaderPrecisionTest, SwizzleRounding)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u;\n"
+ "void main() {\n"
+ " vec4 v = u.xyxy;"
+ " gl_FragColor = v;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInAllGLSLCode("v = angle_frm(u).xyxy"));
+ ASSERT_TRUE(foundInHLSLCode("v = angle_frm(_u).xyxy"));
+}
+
+TEST_F(DebugShaderPrecisionTest, BuiltInTexFunctionRounding)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "precision lowp sampler2D;\n"
+ "uniform vec2 u;\n"
+ "uniform sampler2D s;\n"
+ "void main() {\n"
+ " lowp vec4 v = texture2D(s, u);\n"
+ " gl_FragColor = v;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInAllGLSLCode("v = angle_frl(texture2D(s, angle_frm(u)))"));
+ ASSERT_TRUE(foundInHLSLCode("v = angle_frl(gl_texture2D(_s, angle_frm(_u)))"));
+}
+
+TEST_F(DebugShaderPrecisionTest, FunctionCallParameterQualifiersFromDefinition)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u1;\n"
+ "uniform vec4 u2;\n"
+ "uniform vec4 u3;\n"
+ "uniform vec4 u4;\n"
+ "uniform vec4 u5;\n"
+ "vec4 add(in vec4 x, in vec4 y) {\n"
+ " return x + y;\n"
+ "}\n"
+ "void compound_add(inout vec4 x, in vec4 y) {\n"
+ " x = x + y;\n"
+ "}\n"
+ "void add_to_last(in vec4 x, in vec4 y, out vec4 z) {\n"
+ " z = x + y;\n"
+ "}\n"
+ "void main() {\n"
+ " vec4 v = add(u1, u2);\n"
+ " compound_add(v, u3);\n"
+ " vec4 v2;\n"
+ " add_to_last(u4, u5, v2);\n"
+ " gl_FragColor = v + v2;\n"
+ "}\n";
+ compile(shaderString);
+ // Note that this is not optimal code, there are redundant frm calls.
+ // However, getting the implementation working when other operations
+ // are nested within function calls would be tricky if to get right
+ // otherwise.
+ // Test in parameters
+ ASSERT_TRUE(foundInAllGLSLCode("v = add(angle_frm(u1), angle_frm(u2))"));
+ ASSERT_TRUE(foundInHLSLCode("v = _add_float4_float4(angle_frm(_u1), angle_frm(_u2))"));
+ // Test inout parameter
+ ASSERT_TRUE(foundInAllGLSLCode("compound_add(v, angle_frm(u3))"));
+ ASSERT_TRUE(foundInHLSLCode("compound_add_float4_float4(_v, angle_frm(_u3))"));
+ // Test out parameter
+ ASSERT_TRUE(foundInAllGLSLCode("add_to_last(angle_frm(u4), angle_frm(u5), v2)"));
+ ASSERT_TRUE(
+ foundInHLSLCode("add_to_last_float4_float4_float4(angle_frm(_u4), angle_frm(_u5), _v2)"));
+}
+
+TEST_F(DebugShaderPrecisionTest, FunctionCallParameterQualifiersFromPrototype)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u1;\n"
+ "uniform vec4 u2;\n"
+ "uniform vec4 u3;\n"
+ "uniform vec4 u4;\n"
+ "uniform vec4 u5;\n"
+ "vec4 add(in vec4 x, in vec4 y);\n"
+ "void compound_add(inout vec4 x, in vec4 y);\n"
+ "void add_to_last(in vec4 x, in vec4 y, out vec4 z);\n"
+ "void main() {\n"
+ " vec4 v = add(u1, u2);\n"
+ " compound_add(v, u3);\n"
+ " vec4 v2;\n"
+ " add_to_last(u4, u5, v2);\n"
+ " gl_FragColor = v + v2;\n"
+ "}\n"
+ "vec4 add(in vec4 x, in vec4 y) {\n"
+ " return x + y;\n"
+ "}\n"
+ "void compound_add(inout vec4 x, in vec4 y) {\n"
+ " x = x + y;\n"
+ "}\n"
+ "void add_to_last(in vec4 x, in vec4 y, out vec4 z) {\n"
+ " z = x + y;\n"
+ "}\n";
+ compile(shaderString);
+ // Test in parameters
+ ASSERT_TRUE(foundInAllGLSLCode("v = add(angle_frm(u1), angle_frm(u2))"));
+ ASSERT_TRUE(foundInHLSLCode("v = _add_float4_float4(angle_frm(_u1), angle_frm(_u2))"));
+ // Test inout parameter
+ ASSERT_TRUE(foundInAllGLSLCode("compound_add(v, angle_frm(u3))"));
+ ASSERT_TRUE(foundInHLSLCode("compound_add_float4_float4(_v, angle_frm(_u3))"));
+ // Test out parameter
+ ASSERT_TRUE(foundInAllGLSLCode("add_to_last(angle_frm(u4), angle_frm(u5), v2)"));
+ ASSERT_TRUE(
+ foundInHLSLCode("add_to_last_float4_float4_float4(angle_frm(_u4), angle_frm(_u5), _v2)"));
+}
+
+TEST_F(DebugShaderPrecisionTest, NestedFunctionCalls)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u1;\n"
+ "uniform vec4 u2;\n"
+ "uniform vec4 u3;\n"
+ "vec4 add(in vec4 x, in vec4 y) {\n"
+ " return x + y;\n"
+ "}\n"
+ "vec4 compound_add(inout vec4 x, in vec4 y) {\n"
+ " x = x + y;\n"
+ " return x;\n"
+ "}\n"
+ "void main() {\n"
+ " vec4 v = u1;\n"
+ " vec4 v2 = add(compound_add(v, u2), fract(u3));\n"
+ " gl_FragColor = v + v2;\n"
+ "}\n";
+ compile(shaderString);
+ // Test nested calls
+ ASSERT_TRUE(foundInAllGLSLCode(
+ "v2 = add(compound_add(v, angle_frm(u2)), angle_frm(fract(angle_frm(u3))))"));
+ ASSERT_TRUE(
+ foundInHLSLCode("v2 = _add_float4_float4(_compound_add_float4_float4(_v, angle_frm(_u2)), "
+ "angle_frm(frac(angle_frm(_u3))))"));
+}
+
+// Test that code inside an index of a function out parameter gets processed.
+TEST_F(DebugShaderPrecisionTest, OpInIndexOfFunctionOutParameter)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "void foo(out vec4 f) { f.x = 0.0; }\n"
+ "uniform float u2;\n"
+ "void main() {\n"
+ " vec4 v[2];\n"
+ " foo(v[int(exp2(u2))]);\n"
+ " gl_FragColor = v[0];\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInAllGLSLCode("angle_frm(exp2(angle_frm(u2)))"));
+ ASSERT_TRUE(foundInHLSLCode("angle_frm(exp2(angle_frm(_u2)))"));
+}
+
+// Test that code inside an index of an l-value gets processed.
+TEST_F(DebugShaderPrecisionTest, OpInIndexOfLValue)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u1;\n"
+ "uniform float u2;\n"
+ "void main() {\n"
+ " vec4 v[2];\n"
+ " v[int(exp2(u2))] = u1;\n"
+ " gl_FragColor = v[0];\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInAllGLSLCode("angle_frm(exp2(angle_frm(u2)))"));
+ ASSERT_TRUE(foundInHLSLCode("angle_frm(exp2(angle_frm(_u2)))"));
+}
+
+// Test that the out parameter of modf doesn't get rounded
+TEST_F(DebugShaderPrecisionTest, ModfOutParameter)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "uniform float u;\n"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " float o;\n"
+ " float f = modf(u, o);\n"
+ " my_FragColor = vec4(f, o, 0, 1);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(foundInAllGLSLCode("modf(angle_frm(u), o)"));
+ ASSERT_TRUE(foundInHLSLCode("modf(angle_frm(_u), _o)"));
+}
+
+#if defined(ANGLE_ENABLE_HLSL)
+// Tests precision emulation with HLSL 3.0 output -- should error gracefully.
+TEST(DebugShaderPrecisionNegativeTest, HLSL3Unsupported)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float u;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(u);\n"
+ "}\n";
+ std::string infoLog;
+ std::string translatedCode;
+ ShBuiltInResources resources;
+ sh::InitBuiltInResources(&resources);
+ resources.WEBGL_debug_shader_precision = 1;
+ ASSERT_FALSE(compileTestShader(GL_FRAGMENT_SHADER, SH_GLES3_SPEC, SH_HLSL_3_0_OUTPUT,
+ shaderString, &resources, 0, &translatedCode, &infoLog));
+}
+#endif // defined(ANGLE_ENABLE_HLSL)