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diff --git a/gfx/angle/src/tests/compiler_tests/ConstantFolding_test.cpp b/gfx/angle/src/tests/compiler_tests/ConstantFolding_test.cpp
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+++ b/gfx/angle/src/tests/compiler_tests/ConstantFolding_test.cpp
@@ -0,0 +1,1064 @@
+//
+// 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.
+//
+// ConstantFolding_test.cpp:
+// Tests for constant folding
+//
+
+#include <vector>
+
+#include "angle_gl.h"
+#include "gtest/gtest.h"
+#include "GLSLANG/ShaderLang.h"
+#include "compiler/translator/PoolAlloc.h"
+#include "compiler/translator/TranslatorESSL.h"
+
+using namespace sh;
+
+template <typename T>
+class ConstantFinder : public TIntermTraverser
+{
+ public:
+ ConstantFinder(const std::vector<T> &constantVector)
+ : TIntermTraverser(true, false, false),
+ mConstantVector(constantVector),
+ mFaultTolerance(T()),
+ mFound(false)
+ {}
+
+ ConstantFinder(const std::vector<T> &constantVector, const T &faultTolerance)
+ : TIntermTraverser(true, false, false),
+ mConstantVector(constantVector),
+ mFaultTolerance(faultTolerance),
+ mFound(false)
+ {}
+
+ ConstantFinder(const T &value)
+ : TIntermTraverser(true, false, false),
+ mFaultTolerance(T()),
+ mFound(false)
+ {
+ mConstantVector.push_back(value);
+ }
+
+ void visitConstantUnion(TIntermConstantUnion *node)
+ {
+ if (node->getType().getObjectSize() == mConstantVector.size())
+ {
+ bool found = true;
+ for (size_t i = 0; i < mConstantVector.size(); i++)
+ {
+ if (!isEqual(node->getUnionArrayPointer()[i], mConstantVector[i]))
+ {
+ found = false;
+ break;
+ }
+ }
+ if (found)
+ {
+ mFound = found;
+ }
+ }
+ }
+
+ bool found() const { return mFound; }
+
+ private:
+ bool isEqual(const TConstantUnion &node, const float &value) const
+ {
+ return mFaultTolerance >= fabsf(node.getFConst() - value);
+ }
+
+ bool isEqual(const TConstantUnion &node, const int &value) const
+ {
+ ASSERT(mFaultTolerance < std::numeric_limits<int>::max());
+ // abs() returns 0 at least on some platforms when the minimum int value is passed in (it
+ // doesn't have a positive counterpart).
+ return mFaultTolerance >= abs(node.getIConst() - value) &&
+ (node.getIConst() - value) != std::numeric_limits<int>::min();
+ }
+
+ bool isEqual(const TConstantUnion &node, const unsigned int &value) const
+ {
+ ASSERT(mFaultTolerance < static_cast<unsigned int>(std::numeric_limits<int>::max()));
+ return static_cast<int>(mFaultTolerance) >=
+ abs(static_cast<int>(node.getUConst() - value)) &&
+ static_cast<int>(node.getUConst() - value) != std::numeric_limits<int>::min();
+ }
+
+ bool isEqual(const TConstantUnion &node, const bool &value) const
+ {
+ return node.getBConst() == value;
+ }
+
+ std::vector<T> mConstantVector;
+ T mFaultTolerance;
+ bool mFound;
+};
+
+class ConstantFoldingTest : public testing::Test
+{
+ public:
+ ConstantFoldingTest() {}
+
+ protected:
+ virtual void SetUp()
+ {
+ allocator.push();
+ SetGlobalPoolAllocator(&allocator);
+ ShBuiltInResources resources;
+ InitBuiltInResources(&resources);
+
+ mTranslatorESSL = new TranslatorESSL(GL_FRAGMENT_SHADER, SH_GLES3_SPEC);
+ ASSERT_TRUE(mTranslatorESSL->Init(resources));
+ }
+
+ virtual void TearDown()
+ {
+ delete mTranslatorESSL;
+ SetGlobalPoolAllocator(NULL);
+ allocator.pop();
+ }
+
+ void compile(const std::string& shaderString)
+ {
+ const char *shaderStrings[] = { shaderString.c_str() };
+
+ mASTRoot = mTranslatorESSL->compileTreeForTesting(shaderStrings, 1, SH_OBJECT_CODE);
+ if (!mASTRoot)
+ {
+ TInfoSink &infoSink = mTranslatorESSL->getInfoSink();
+ FAIL() << "Shader compilation into ESSL failed " << infoSink.info.c_str();
+ }
+ }
+
+ template <typename T>
+ bool constantFoundInAST(T constant)
+ {
+ ConstantFinder<T> finder(constant);
+ mASTRoot->traverse(&finder);
+ return finder.found();
+ }
+
+ template <typename T>
+ bool constantVectorFoundInAST(const std::vector<T> &constantVector)
+ {
+ ConstantFinder<T> finder(constantVector);
+ mASTRoot->traverse(&finder);
+ return finder.found();
+ }
+
+ template <typename T>
+ bool constantColumnMajorMatrixFoundInAST(const std::vector<T> &constantMatrix)
+ {
+ return constantVectorFoundInAST(constantMatrix);
+ }
+
+ template <typename T>
+ bool constantVectorNearFoundInAST(const std::vector<T> &constantVector, const T &faultTolerance)
+ {
+ ConstantFinder<T> finder(constantVector, faultTolerance);
+ mASTRoot->traverse(&finder);
+ return finder.found();
+ }
+
+ private:
+ TranslatorESSL *mTranslatorESSL;
+ TIntermNode *mASTRoot;
+
+ TPoolAllocator allocator;
+};
+
+TEST_F(ConstantFoldingTest, FoldIntegerAdd)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out int my_Int;\n"
+ "void main() {\n"
+ " const int i = 1124 + 5;\n"
+ " my_Int = i;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(constantFoundInAST(1124));
+ ASSERT_FALSE(constantFoundInAST(5));
+ ASSERT_TRUE(constantFoundInAST(1129));
+}
+
+TEST_F(ConstantFoldingTest, FoldIntegerSub)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out int my_Int;\n"
+ "void main() {\n"
+ " const int i = 1124 - 5;\n"
+ " my_Int = i;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(constantFoundInAST(1124));
+ ASSERT_FALSE(constantFoundInAST(5));
+ ASSERT_TRUE(constantFoundInAST(1119));
+}
+
+TEST_F(ConstantFoldingTest, FoldIntegerMul)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out int my_Int;\n"
+ "void main() {\n"
+ " const int i = 1124 * 5;\n"
+ " my_Int = i;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(constantFoundInAST(1124));
+ ASSERT_FALSE(constantFoundInAST(5));
+ ASSERT_TRUE(constantFoundInAST(5620));
+}
+
+TEST_F(ConstantFoldingTest, FoldIntegerDiv)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out int my_Int;\n"
+ "void main() {\n"
+ " const int i = 1124 / 5;\n"
+ " my_Int = i;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(constantFoundInAST(1124));
+ ASSERT_FALSE(constantFoundInAST(5));
+ // Rounding mode of division is undefined in the spec but ANGLE can be expected to round down.
+ ASSERT_TRUE(constantFoundInAST(224));
+}
+
+TEST_F(ConstantFoldingTest, FoldIntegerModulus)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out int my_Int;\n"
+ "void main() {\n"
+ " const int i = 1124 % 5;\n"
+ " my_Int = i;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(constantFoundInAST(1124));
+ ASSERT_FALSE(constantFoundInAST(5));
+ ASSERT_TRUE(constantFoundInAST(4));
+}
+
+TEST_F(ConstantFoldingTest, FoldVectorCrossProduct)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec3 my_Vec3;"
+ "void main() {\n"
+ " const vec3 v3 = cross(vec3(1.0f, 1.0f, 1.0f), vec3(1.0f, -1.0f, 1.0f));\n"
+ " my_Vec3 = v3;\n"
+ "}\n";
+ compile(shaderString);
+ std::vector<float> input1(3, 1.0f);
+ ASSERT_FALSE(constantVectorFoundInAST(input1));
+ std::vector<float> input2;
+ input2.push_back(1.0f);
+ input2.push_back(-1.0f);
+ input2.push_back(1.0f);
+ ASSERT_FALSE(constantVectorFoundInAST(input2));
+ std::vector<float> result;
+ result.push_back(2.0f);
+ result.push_back(0.0f);
+ result.push_back(-2.0f);
+ ASSERT_TRUE(constantVectorFoundInAST(result));
+}
+
+// FoldMxNMatrixInverse tests check if the matrix 'inverse' operation
+// on MxN matrix is constant folded when argument is constant expression and also
+// checks the correctness of the result returned by the constant folding operation.
+// All the matrices including matrices in the shader code are in column-major order.
+TEST_F(ConstantFoldingTest, Fold2x2MatrixInverse)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "in float i;\n"
+ "out vec2 my_Vec;\n"
+ "void main() {\n"
+ " const mat2 m2 = inverse(mat2(2.0f, 3.0f,\n"
+ " 5.0f, 7.0f));\n"
+ " mat2 m = m2 * mat2(i);\n"
+ " my_Vec = m[0];\n"
+ "}\n";
+ compile(shaderString);
+ float inputElements[] =
+ {
+ 2.0f, 3.0f,
+ 5.0f, 7.0f
+ };
+ std::vector<float> input(inputElements, inputElements + 4);
+ ASSERT_FALSE(constantColumnMajorMatrixFoundInAST(input));
+ float outputElements[] =
+ {
+ -7.0f, 3.0f,
+ 5.0f, -2.0f
+ };
+ std::vector<float> result(outputElements, outputElements + 4);
+ ASSERT_TRUE(constantColumnMajorMatrixFoundInAST(result));
+}
+
+// Check if the matrix 'inverse' operation on 3x3 matrix is constant folded.
+TEST_F(ConstantFoldingTest, Fold3x3MatrixInverse)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "in float i;\n"
+ "out vec3 my_Vec;\n"
+ "void main() {\n"
+ " const mat3 m3 = inverse(mat3(11.0f, 13.0f, 19.0f,\n"
+ " 23.0f, 29.0f, 31.0f,\n"
+ " 37.0f, 41.0f, 43.0f));\n"
+ " mat3 m = m3 * mat3(i);\n"
+ " my_Vec = m3[0];\n"
+ "}\n";
+ compile(shaderString);
+ float inputElements[] =
+ {
+ 11.0f, 13.0f, 19.0f,
+ 23.0f, 29.0f, 31.0f,
+ 37.0f, 41.0f, 43.0f
+ };
+ std::vector<float> input(inputElements, inputElements + 9);
+ ASSERT_FALSE(constantVectorFoundInAST(input));
+ float outputElements[] =
+ {
+ 3.0f / 85.0f, -11.0f / 34.0f, 37.0f / 170.0f,
+ -79.0f / 340.0f, 23.0f / 68.0f, -12.0f / 85.0f,
+ 13.0f / 68.0f, -3.0f / 68.0f, -1.0f / 34.0f
+ };
+ std::vector<float> result(outputElements, outputElements + 9);
+ const float floatFaultTolerance = 0.000001f;
+ ASSERT_TRUE(constantVectorNearFoundInAST(result, floatFaultTolerance));
+}
+
+// Check if the matrix 'inverse' operation on 4x4 matrix is constant folded.
+TEST_F(ConstantFoldingTest, Fold4x4MatrixInverse)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "in float i;\n"
+ "out vec4 my_Vec;\n"
+ "void main() {\n"
+ " const mat4 m4 = inverse(mat4(29.0f, 31.0f, 37.0f, 41.0f,\n"
+ " 43.0f, 47.0f, 53.0f, 59.0f,\n"
+ " 61.0f, 67.0f, 71.0f, 73.0f,\n"
+ " 79.0f, 83.0f, 89.0f, 97.0f));\n"
+ " mat4 m = m4 * mat4(i);\n"
+ " my_Vec = m[0];\n"
+ "}\n";
+ compile(shaderString);
+ float inputElements[] =
+ {
+ 29.0f, 31.0f, 37.0f, 41.0f,
+ 43.0f, 47.0f, 53.0f, 59.0f,
+ 61.0f, 67.0f, 71.0f, 73.0f,
+ 79.0f, 83.0f, 89.0f, 97.0f
+ };
+ std::vector<float> input(inputElements, inputElements + 16);
+ ASSERT_FALSE(constantVectorFoundInAST(input));
+ float outputElements[] =
+ {
+ 43.0f / 126.0f, -11.0f / 21.0f, -2.0f / 21.0f, 31.0f / 126.0f,
+ -5.0f / 7.0f, 9.0f / 14.0f, 1.0f / 14.0f, -1.0f / 7.0f,
+ 85.0f / 126.0f, -11.0f / 21.0f, 43.0f / 210.0f, -38.0f / 315.0f,
+ -2.0f / 7.0f, 5.0f / 14.0f, -6.0f / 35.0f, 3.0f / 70.0f
+ };
+ std::vector<float> result(outputElements, outputElements + 16);
+ const float floatFaultTolerance = 0.00001f;
+ ASSERT_TRUE(constantVectorNearFoundInAST(result, floatFaultTolerance));
+}
+
+// FoldMxNMatrixDeterminant tests check if the matrix 'determinant' operation
+// on MxN matrix is constant folded when argument is constant expression and also
+// checks the correctness of the result returned by the constant folding operation.
+// All the matrices including matrices in the shader code are in column-major order.
+TEST_F(ConstantFoldingTest, Fold2x2MatrixDeterminant)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out float my_Float;"
+ "void main() {\n"
+ " const float f = determinant(mat2(2.0f, 3.0f,\n"
+ " 5.0f, 7.0f));\n"
+ " my_Float = f;\n"
+ "}\n";
+ compile(shaderString);
+ float inputElements[] =
+ {
+ 2.0f, 3.0f,
+ 5.0f, 7.0f
+ };
+ std::vector<float> input(inputElements, inputElements + 4);
+ ASSERT_FALSE(constantColumnMajorMatrixFoundInAST(input));
+ ASSERT_TRUE(constantFoundInAST(-1.0f));
+}
+
+// Check if the matrix 'determinant' operation on 3x3 matrix is constant folded.
+TEST_F(ConstantFoldingTest, Fold3x3MatrixDeterminant)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out float my_Float;"
+ "void main() {\n"
+ " const float f = determinant(mat3(11.0f, 13.0f, 19.0f,\n"
+ " 23.0f, 29.0f, 31.0f,\n"
+ " 37.0f, 41.0f, 43.0f));\n"
+ " my_Float = f;\n"
+ "}\n";
+ compile(shaderString);
+ float inputElements[] =
+ {
+ 11.0f, 13.0f, 19.0f,
+ 23.0f, 29.0f, 31.0f,
+ 37.0f, 41.0f, 43.0f
+ };
+ std::vector<float> input(inputElements, inputElements + 9);
+ ASSERT_FALSE(constantColumnMajorMatrixFoundInAST(input));
+ ASSERT_TRUE(constantFoundInAST(-680.0f));
+}
+
+// Check if the matrix 'determinant' operation on 4x4 matrix is constant folded.
+TEST_F(ConstantFoldingTest, Fold4x4MatrixDeterminant)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out float my_Float;"
+ "void main() {\n"
+ " const float f = determinant(mat4(29.0f, 31.0f, 37.0f, 41.0f,\n"
+ " 43.0f, 47.0f, 53.0f, 59.0f,\n"
+ " 61.0f, 67.0f, 71.0f, 73.0f,\n"
+ " 79.0f, 83.0f, 89.0f, 97.0f));\n"
+ " my_Float = f;\n"
+ "}\n";
+ compile(shaderString);
+ float inputElements[] =
+ {
+ 29.0f, 31.0f, 37.0f, 41.0f,
+ 43.0f, 47.0f, 53.0f, 59.0f,
+ 61.0f, 67.0f, 71.0f, 73.0f,
+ 79.0f, 83.0f, 89.0f, 97.0f
+ };
+ std::vector<float> input(inputElements, inputElements + 16);
+ ASSERT_FALSE(constantColumnMajorMatrixFoundInAST(input));
+ ASSERT_TRUE(constantFoundInAST(-2520.0f));
+}
+
+// Check if the matrix 'transpose' operation on 3x3 matrix is constant folded.
+// All the matrices including matrices in the shader code are in column-major order.
+TEST_F(ConstantFoldingTest, Fold3x3MatrixTranspose)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "in float i;\n"
+ "out vec3 my_Vec;\n"
+ "void main() {\n"
+ " const mat3 m3 = transpose(mat3(11.0f, 13.0f, 19.0f,\n"
+ " 23.0f, 29.0f, 31.0f,\n"
+ " 37.0f, 41.0f, 43.0f));\n"
+ " mat3 m = m3 * mat3(i);\n"
+ " my_Vec = m[0];\n"
+ "}\n";
+ compile(shaderString);
+ float inputElements[] =
+ {
+ 11.0f, 13.0f, 19.0f,
+ 23.0f, 29.0f, 31.0f,
+ 37.0f, 41.0f, 43.0f
+ };
+ std::vector<float> input(inputElements, inputElements + 9);
+ ASSERT_FALSE(constantColumnMajorMatrixFoundInAST(input));
+ float outputElements[] =
+ {
+ 11.0f, 23.0f, 37.0f,
+ 13.0f, 29.0f, 41.0f,
+ 19.0f, 31.0f, 43.0f
+ };
+ std::vector<float> result(outputElements, outputElements + 9);
+ ASSERT_TRUE(constantColumnMajorMatrixFoundInAST(result));
+}
+
+// Test that 0xFFFFFFFF wraps to -1 when parsed as integer.
+// This is featured in the examples of ESSL3 section 4.1.3. ESSL3 section 12.42
+// means that any 32-bit unsigned integer value is a valid literal.
+TEST_F(ConstantFoldingTest, ParseWrappedHexIntLiteral)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "precision highp int;\n"
+ "uniform int inInt;\n"
+ "out vec4 my_Vec;\n"
+ "void main() {\n"
+ " const int i = 0xFFFFFFFF;\n"
+ " my_Vec = vec4(i * inInt);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(-1));
+}
+
+// Test that 3000000000 wraps to -1294967296 when parsed as integer.
+// This is featured in the examples of GLSL 4.5, and ESSL behavior should match
+// desktop GLSL when it comes to integer parsing.
+TEST_F(ConstantFoldingTest, ParseWrappedDecimalIntLiteral)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "precision highp int;\n"
+ "uniform int inInt;\n"
+ "out vec4 my_Vec;\n"
+ "void main() {\n"
+ " const int i = 3000000000;\n"
+ " my_Vec = vec4(i * inInt);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(-1294967296));
+}
+
+// Test that 0xFFFFFFFFu is parsed correctly as an unsigned integer literal.
+// This is featured in the examples of ESSL3 section 4.1.3. ESSL3 section 12.42
+// means that any 32-bit unsigned integer value is a valid literal.
+TEST_F(ConstantFoldingTest, ParseMaxUintLiteral)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "precision highp int;\n"
+ "uniform uint inInt;\n"
+ "out vec4 my_Vec;\n"
+ "void main() {\n"
+ " const uint i = 0xFFFFFFFFu;\n"
+ " my_Vec = vec4(i * inInt);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(0xFFFFFFFFu));
+}
+
+// Test that unary minus applied to unsigned int is constant folded correctly.
+// This is featured in the examples of ESSL3 section 4.1.3. ESSL3 section 12.42
+// means that any 32-bit unsigned integer value is a valid literal.
+TEST_F(ConstantFoldingTest, FoldUnaryMinusOnUintLiteral)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "precision highp int;\n"
+ "uniform uint inInt;\n"
+ "out vec4 my_Vec;\n"
+ "void main() {\n"
+ " const uint i = -1u;\n"
+ " my_Vec = vec4(i * inInt);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(0xFFFFFFFFu));
+}
+
+// Test that constant mat2 initialization with a mat2 parameter works correctly.
+TEST_F(ConstantFoldingTest, FoldMat2ConstructorTakingMat2)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float mult;\n"
+ "void main() {\n"
+ " const mat2 cm = mat2(mat2(0.0, 1.0, 2.0, 3.0));\n"
+ " mat2 m = cm * mult;\n"
+ " gl_FragColor = vec4(m[0], m[1]);\n"
+ "}\n";
+ compile(shaderString);
+ float outputElements[] =
+ {
+ 0.0f, 1.0f,
+ 2.0f, 3.0f
+ };
+ std::vector<float> result(outputElements, outputElements + 4);
+ ASSERT_TRUE(constantColumnMajorMatrixFoundInAST(result));
+}
+
+// Test that constant mat2 initialization with an int parameter works correctly.
+TEST_F(ConstantFoldingTest, FoldMat2ConstructorTakingScalar)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float mult;\n"
+ "void main() {\n"
+ " const mat2 cm = mat2(3);\n"
+ " mat2 m = cm * mult;\n"
+ " gl_FragColor = vec4(m[0], m[1]);\n"
+ "}\n";
+ compile(shaderString);
+ float outputElements[] =
+ {
+ 3.0f, 0.0f,
+ 0.0f, 3.0f
+ };
+ std::vector<float> result(outputElements, outputElements + 4);
+ ASSERT_TRUE(constantColumnMajorMatrixFoundInAST(result));
+}
+
+// Test that constant mat2 initialization with a mix of parameters works correctly.
+TEST_F(ConstantFoldingTest, FoldMat2ConstructorTakingMix)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float mult;\n"
+ "void main() {\n"
+ " const mat2 cm = mat2(-1, vec2(0.0, 1.0), vec4(2.0));\n"
+ " mat2 m = cm * mult;\n"
+ " gl_FragColor = vec4(m[0], m[1]);\n"
+ "}\n";
+ compile(shaderString);
+ float outputElements[] =
+ {
+ -1.0, 0.0f,
+ 1.0f, 2.0f
+ };
+ std::vector<float> result(outputElements, outputElements + 4);
+ ASSERT_TRUE(constantColumnMajorMatrixFoundInAST(result));
+}
+
+// Test that constant mat2 initialization with a mat3 parameter works correctly.
+TEST_F(ConstantFoldingTest, FoldMat2ConstructorTakingMat3)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float mult;\n"
+ "void main() {\n"
+ " const mat2 cm = mat2(mat3(0.0, 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0));\n"
+ " mat2 m = cm * mult;\n"
+ " gl_FragColor = vec4(m[0], m[1]);\n"
+ "}\n";
+ compile(shaderString);
+ float outputElements[] =
+ {
+ 0.0f, 1.0f,
+ 3.0f, 4.0f
+ };
+ std::vector<float> result(outputElements, outputElements + 4);
+ ASSERT_TRUE(constantColumnMajorMatrixFoundInAST(result));
+}
+
+// Test that constant mat4x3 initialization with a mat3x2 parameter works correctly.
+TEST_F(ConstantFoldingTest, FoldMat4x3ConstructorTakingMat3x2)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "uniform float mult;\n"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " const mat4x3 cm = mat4x3(mat3x2(1.0, 2.0,\n"
+ " 3.0, 4.0,\n"
+ " 5.0, 6.0));\n"
+ " mat4x3 m = cm * mult;\n"
+ " my_FragColor = vec4(m[0], m[1][0]);\n"
+ "}\n";
+ compile(shaderString);
+ float outputElements[] =
+ {
+ 1.0f, 2.0f, 0.0f,
+ 3.0f, 4.0f, 0.0f,
+ 5.0f, 6.0f, 1.0f,
+ 0.0f, 0.0f, 0.0f
+ };
+ std::vector<float> result(outputElements, outputElements + 12);
+ ASSERT_TRUE(constantColumnMajorMatrixFoundInAST(result));
+}
+
+
+// Test that constant mat2 initialization with a vec4 parameter works correctly.
+TEST_F(ConstantFoldingTest, FoldMat2ConstructorTakingVec4)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float mult;\n"
+ "void main() {\n"
+ " const mat2 cm = mat2(vec4(0.0, 1.0, 2.0, 3.0));\n"
+ " mat2 m = cm * mult;\n"
+ " gl_FragColor = vec4(m[0], m[1]);\n"
+ "}\n";
+ compile(shaderString);
+ float outputElements[] =
+ {
+ 0.0f, 1.0f,
+ 2.0f, 3.0f
+ };
+ std::vector<float> result(outputElements, outputElements + 4);
+ ASSERT_TRUE(constantColumnMajorMatrixFoundInAST(result));
+}
+
+// Test that equality comparison of two different structs with a nested struct inside returns false.
+TEST_F(ConstantFoldingTest, FoldNestedDifferentStructEqualityComparison)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "struct nested {\n"
+ " float f\n;"
+ "};\n"
+ "struct S {\n"
+ " nested a;\n"
+ " float f;\n"
+ "};\n"
+ "uniform vec4 mult;\n"
+ "void main()\n"
+ "{\n"
+ " const S s1 = S(nested(0.0), 2.0);\n"
+ " const S s2 = S(nested(0.0), 3.0);\n"
+ " gl_FragColor = (s1 == s2 ? 1.0 : 0.5) * mult;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(0.5f));
+}
+
+// Test that equality comparison of two identical structs with a nested struct inside returns true.
+TEST_F(ConstantFoldingTest, FoldNestedIdenticalStructEqualityComparison)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "struct nested {\n"
+ " float f\n;"
+ "};\n"
+ "struct S {\n"
+ " nested a;\n"
+ " float f;\n"
+ " int i;\n"
+ "};\n"
+ "uniform vec4 mult;\n"
+ "void main()\n"
+ "{\n"
+ " const S s1 = S(nested(0.0), 2.0, 3);\n"
+ " const S s2 = S(nested(0.0), 2.0, 3);\n"
+ " gl_FragColor = (s1 == s2 ? 1.0 : 0.5) * mult;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(1.0f));
+}
+
+// Test that right elements are chosen from non-square matrix
+TEST_F(ConstantFoldingTest, FoldNonSquareMatrixIndexing)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " my_FragColor = mat3x4(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11)[1];\n"
+ "}\n";
+ compile(shaderString);
+ float outputElements[] = {4.0f, 5.0f, 6.0f, 7.0f};
+ std::vector<float> result(outputElements, outputElements + 4);
+ ASSERT_TRUE(constantVectorFoundInAST(result));
+}
+
+// Test that folding outer product of vectors with non-matching lengths works.
+TEST_F(ConstantFoldingTest, FoldNonSquareOuterProduct)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " mat3x2 prod = outerProduct(vec2(2.0, 3.0), vec3(5.0, 7.0, 11.0));\n"
+ " my_FragColor = vec4(prod[0].x);\n"
+ "}\n";
+ compile(shaderString);
+ // clang-format off
+ float outputElements[] =
+ {
+ 10.0f, 15.0f,
+ 14.0f, 21.0f,
+ 22.0f, 33.0f
+ };
+ // clang-format on
+ std::vector<float> result(outputElements, outputElements + 6);
+ ASSERT_TRUE(constantColumnMajorMatrixFoundInAST(result));
+}
+
+// Test that folding bit shift left with non-matching signedness works.
+TEST_F(ConstantFoldingTest, FoldBitShiftLeftDifferentSignedness)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " uint u = 0xffffffffu << 31;\n"
+ " my_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(0x80000000u));
+}
+
+// Test that folding bit shift right with non-matching signedness works.
+TEST_F(ConstantFoldingTest, FoldBitShiftRightDifferentSignedness)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " uint u = 0xffffffffu >> 30;\n"
+ " my_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(0x3u));
+}
+
+// Test that folding signed bit shift right extends the sign bit.
+// ESSL 3.00.6 section 5.9 Expressions.
+TEST_F(ConstantFoldingTest, FoldBitShiftRightExtendSignBit)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " const int i = 0x8fffe000 >> 6;\n"
+ " uint u = uint(i);"
+ " my_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ // The bits of the operand are 0x8fffe000 = 1000 1111 1111 1111 1110 0000 0000 0000
+ // After shifting, they become 1111 1110 0011 1111 1111 1111 1000 0000 = 0xfe3fff80
+ ASSERT_TRUE(constantFoundInAST(0xfe3fff80u));
+}
+
+// Signed bit shift left should interpret its operand as a bit pattern. As a consequence a number
+// may turn from positive to negative when shifted left.
+// ESSL 3.00.6 section 5.9 Expressions.
+TEST_F(ConstantFoldingTest, FoldBitShiftLeftInterpretedAsBitPattern)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " const int i = 0x1fffffff << 3;\n"
+ " uint u = uint(i);"
+ " my_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(0xfffffff8u));
+}
+
+// Test that dividing the minimum signed integer by -1 works.
+// ESSL 3.00.6 section 4.1.3 Integers:
+// "However, for the case where the minimum representable value is divided by -1, it is allowed to
+// return either the minimum representable value or the maximum representable value."
+TEST_F(ConstantFoldingTest, FoldDivideMinimumIntegerByMinusOne)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " int i = 0x80000000 / (-1);\n"
+ " my_FragColor = vec4(i);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(0x7fffffff) || constantFoundInAST(-0x7fffffff - 1));
+}
+
+// Test that folding an unsigned integer addition that overflows works.
+// ESSL 3.00.6 section 4.1.3 Integers:
+// "For all precisions, operations resulting in overflow or underflow will not cause any exception,
+// nor will they saturate, rather they will 'wrap' to yield the low-order n bits of the result where
+// n is the size in bits of the integer."
+TEST_F(ConstantFoldingTest, FoldUnsignedIntegerAddOverflow)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " uint u = 0xffffffffu + 43u;\n"
+ " my_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(42u));
+}
+
+// Test that folding a signed integer addition that overflows works.
+// ESSL 3.00.6 section 4.1.3 Integers:
+// "For all precisions, operations resulting in overflow or underflow will not cause any exception,
+// nor will they saturate, rather they will 'wrap' to yield the low-order n bits of the result where
+// n is the size in bits of the integer."
+TEST_F(ConstantFoldingTest, FoldSignedIntegerAddOverflow)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " int i = 0x7fffffff + 4;\n"
+ " my_FragColor = vec4(i);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(-0x7ffffffd));
+}
+
+// Test that folding an unsigned integer subtraction that overflows works.
+// ESSL 3.00.6 section 4.1.3 Integers:
+// "For all precisions, operations resulting in overflow or underflow will not cause any exception,
+// nor will they saturate, rather they will 'wrap' to yield the low-order n bits of the result where
+// n is the size in bits of the integer."
+TEST_F(ConstantFoldingTest, FoldUnsignedIntegerDiffOverflow)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " uint u = 0u - 5u;\n"
+ " my_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(0xfffffffbu));
+}
+
+// Test that folding a signed integer subtraction that overflows works.
+// ESSL 3.00.6 section 4.1.3 Integers:
+// "For all precisions, operations resulting in overflow or underflow will not cause any exception,
+// nor will they saturate, rather they will 'wrap' to yield the low-order n bits of the result where
+// n is the size in bits of the integer."
+TEST_F(ConstantFoldingTest, FoldSignedIntegerDiffOverflow)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " int i = -0x7fffffff - 7;\n"
+ " my_FragColor = vec4(i);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(0x7ffffffa));
+}
+
+// Test that folding an unsigned integer multiplication that overflows works.
+// ESSL 3.00.6 section 4.1.3 Integers:
+// "For all precisions, operations resulting in overflow or underflow will not cause any exception,
+// nor will they saturate, rather they will 'wrap' to yield the low-order n bits of the result where
+// n is the size in bits of the integer."
+TEST_F(ConstantFoldingTest, FoldUnsignedIntegerMultiplyOverflow)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " uint u = 0xffffffffu * 10u;\n"
+ " my_FragColor = vec4(u);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(0xfffffff6u));
+}
+
+// Test that folding a signed integer multiplication that overflows works.
+// ESSL 3.00.6 section 4.1.3 Integers:
+// "For all precisions, operations resulting in overflow or underflow will not cause any exception,
+// nor will they saturate, rather they will 'wrap' to yield the low-order n bits of the result where
+// n is the size in bits of the integer."
+TEST_F(ConstantFoldingTest, FoldSignedIntegerMultiplyOverflow)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " int i = 0x7fffffff * 42;\n"
+ " my_FragColor = vec4(i);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(-42));
+}
+
+// Test that folding of negating the minimum representable integer works. Note that in the test
+// "0x80000000" is a negative literal, and the minus sign before it is the negation operator.
+// ESSL 3.00.6 section 4.1.3 Integers:
+// "For all precisions, operations resulting in overflow or underflow will not cause any exception,
+// nor will they saturate, rather they will 'wrap' to yield the low-order n bits of the result where
+// n is the size in bits of the integer."
+TEST_F(ConstantFoldingTest, FoldMinimumSignedIntegerNegation)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " int i = -0x80000000;\n"
+ " my_FragColor = vec4(i);\n"
+ "}\n";
+ compile(shaderString);
+ // Negating the minimum signed integer overflows the positive range, so it wraps back to itself.
+ ASSERT_TRUE(constantFoundInAST(-0x7fffffff - 1));
+}
+
+// Test that folding of shifting the minimum representable integer works.
+TEST_F(ConstantFoldingTest, FoldMinimumSignedIntegerRightShift)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " int i = (0x80000000 >> 1);\n"
+ " int j = (0x80000000 >> 7);\n"
+ " my_FragColor = vec4(i, j, i, j);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(-0x40000000));
+ ASSERT_TRUE(constantFoundInAST(-0x01000000));
+}
+
+// Test that folding of shifting by 0 works.
+TEST_F(ConstantFoldingTest, FoldShiftByZero)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "void main()\n"
+ "{\n"
+ " int i = (3 >> 0);\n"
+ " int j = (73 << 0);\n"
+ " my_FragColor = vec4(i, j, i, j);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_TRUE(constantFoundInAST(3));
+ ASSERT_TRUE(constantFoundInAST(73));
+}