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diff --git a/gfx/angle/src/tests/compiler_tests/TypeTracking_test.cpp b/gfx/angle/src/tests/compiler_tests/TypeTracking_test.cpp
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+++ b/gfx/angle/src/tests/compiler_tests/TypeTracking_test.cpp
@@ -0,0 +1,456 @@
+//
+// 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.
+//
+// TypeTracking_test.cpp:
+// Test for tracking types resulting from math operations, including their
+// precision.
+//
+
+#include "angle_gl.h"
+#include "gtest/gtest.h"
+#include "GLSLANG/ShaderLang.h"
+#include "compiler/translator/TranslatorESSL.h"
+
+using namespace sh;
+
+class TypeTrackingTest : public testing::Test
+{
+ public:
+ TypeTrackingTest() {}
+
+ protected:
+ void SetUp() override
+ {
+ ShBuiltInResources resources;
+ InitBuiltInResources(&resources);
+ resources.FragmentPrecisionHigh = 1;
+
+ mTranslator = new TranslatorESSL(GL_FRAGMENT_SHADER, SH_GLES3_SPEC);
+ ASSERT_TRUE(mTranslator->Init(resources));
+ }
+
+ void TearDown() override { delete mTranslator; }
+
+ void compile(const std::string& shaderString)
+ {
+ const char *shaderStrings[] = { shaderString.c_str() };
+ bool compilationSuccess = mTranslator->compile(shaderStrings, 1, SH_INTERMEDIATE_TREE);
+ TInfoSink &infoSink = mTranslator->getInfoSink();
+ mInfoLog = RemoveSymbolIdsFromInfoLog(infoSink.info.c_str());
+ if (!compilationSuccess)
+ FAIL() << "Shader compilation failed " << mInfoLog;
+ }
+
+ bool foundErrorInIntermediateTree() const
+ {
+ return foundInIntermediateTree("ERROR:");
+ }
+
+ bool foundInIntermediateTree(const char* stringToFind) const
+ {
+ return mInfoLog.find(stringToFind) != std::string::npos;
+ }
+
+ private:
+ // Remove symbol ids from info log - the tests don't care about them.
+ static std::string RemoveSymbolIdsFromInfoLog(const char *infoLog)
+ {
+ std::string filteredLog(infoLog);
+ size_t idPrefixPos = 0u;
+ do
+ {
+ idPrefixPos = filteredLog.find(" (symbol id");
+ if (idPrefixPos != std::string::npos)
+ {
+ size_t idSuffixPos = filteredLog.find(")", idPrefixPos);
+ filteredLog.erase(idPrefixPos, idSuffixPos - idPrefixPos + 1u);
+ }
+ } while (idPrefixPos != std::string::npos);
+ return filteredLog;
+ }
+
+ TranslatorESSL *mTranslator;
+ std::string mInfoLog;
+};
+
+TEST_F(TypeTrackingTest, FunctionPrototypeMangling)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "float fun(float a);\n"
+ "uniform float f;\n"
+ "void main() {\n"
+ " float ff = fun(f);\n"
+ " gl_FragColor = vec4(ff);\n"
+ "}\n"
+ "float fun(float a) {\n"
+ " return a * 2.0;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("Function Prototype: fun(f1;"));
+ ASSERT_TRUE(foundInIntermediateTree("Function Definition: fun(f1;"));
+}
+
+TEST_F(TypeTrackingTest, BuiltInFunctionResultPrecision)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float f;\n"
+ "void main() {\n"
+ " float ff = sin(f);\n"
+ " gl_FragColor = vec4(ff);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("sine (mediump float)"));
+}
+
+TEST_F(TypeTrackingTest, BinaryMathResultPrecision)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float f;\n"
+ "void main() {\n"
+ " float ff = f * 0.5;\n"
+ " gl_FragColor = vec4(ff);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("multiply (mediump float)"));
+}
+
+TEST_F(TypeTrackingTest, BuiltInVecFunctionResultTypeAndPrecision)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec2 a;\n"
+ "void main() {\n"
+ " float b = length(a);\n"
+ " float c = dot(a, vec2(0.5));\n"
+ " float d = distance(vec2(0.5), a);\n"
+ " gl_FragColor = vec4(b, c, d, 1.0);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("length (mediump float)"));
+ ASSERT_TRUE(foundInIntermediateTree("dot-product (mediump float)"));
+ ASSERT_TRUE(foundInIntermediateTree("distance (mediump float)"));
+}
+
+TEST_F(TypeTrackingTest, BuiltInMatFunctionResultTypeAndPrecision)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "uniform mat4 m;\n"
+ "void main() {\n"
+ " mat3x2 tmp32 = mat3x2(m);\n"
+ " mat2x3 tmp23 = mat2x3(m);\n"
+ " mat4x2 tmp42 = mat4x2(m);\n"
+ " mat2x4 tmp24 = mat2x4(m);\n"
+ " mat4x3 tmp43 = mat4x3(m);\n"
+ " mat3x4 tmp34 = mat3x4(m);\n"
+ " my_FragColor = vec4(tmp32[2][1] * tmp23[1][2], tmp42[3][1] * tmp24[1][3], tmp43[3][2] * tmp34[2][3], 1.0);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("Construct mat2x3 (mediump 2X3 matrix of float)"));
+ ASSERT_TRUE(foundInIntermediateTree("Construct mat3x2 (mediump 3X2 matrix of float)"));
+ ASSERT_TRUE(foundInIntermediateTree("Construct mat2x4 (mediump 2X4 matrix of float)"));
+ ASSERT_TRUE(foundInIntermediateTree("Construct mat4x2 (mediump 4X2 matrix of float)"));
+ ASSERT_TRUE(foundInIntermediateTree("Construct mat3x4 (mediump 3X4 matrix of float)"));
+ ASSERT_TRUE(foundInIntermediateTree("Construct mat4x3 (mediump 4X3 matrix of float)"));
+}
+
+TEST_F(TypeTrackingTest, BuiltInFunctionChoosesHigherPrecision)
+{
+ const std::string &shaderString =
+ "precision lowp float;\n"
+ "uniform mediump vec2 a;\n"
+ "uniform lowp vec2 b;\n"
+ "void main() {\n"
+ " float c = dot(a, b);\n"
+ " float d = distance(b, a);\n"
+ " gl_FragColor = vec4(c, d, 0.0, 1.0);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("dot-product (mediump float)"));
+ ASSERT_TRUE(foundInIntermediateTree("distance (mediump float)"));
+}
+
+TEST_F(TypeTrackingTest, BuiltInBoolFunctionResultType)
+{
+ const std::string &shaderString =
+ "uniform bvec4 bees;\n"
+ "void main() {\n"
+ " bool b = any(bees);\n"
+ " bool c = all(bees);\n"
+ " bvec4 d = not(bees);\n"
+ " gl_FragColor = vec4(b ? 1.0 : 0.0, c ? 1.0 : 0.0, d.x ? 1.0 : 0.0, 1.0);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("any (bool)"));
+ ASSERT_TRUE(foundInIntermediateTree("all (bool)"));
+ ASSERT_TRUE(foundInIntermediateTree("Negate conditional (4-component vector of bool)"));
+}
+
+TEST_F(TypeTrackingTest, BuiltInVecToBoolFunctionResultType)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec2 apples;\n"
+ "uniform vec2 oranges;\n"
+ "uniform ivec2 foo;\n"
+ "uniform ivec2 bar;\n"
+ "void main() {\n"
+ " bvec2 a = lessThan(apples, oranges);\n"
+ " bvec2 b = greaterThan(foo, bar);\n"
+ " gl_FragColor = vec4(any(a) ? 1.0 : 0.0, any(b) ? 1.0 : 0.0, 0.0, 1.0);\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("Less Than (2-component vector of bool)"));
+ ASSERT_TRUE(foundInIntermediateTree("Greater Than (2-component vector of bool)"));
+}
+
+TEST_F(TypeTrackingTest, Texture2DResultTypeAndPrecision)
+{
+ // ESSL spec section 4.5.3: sampler2D and samplerCube are lowp by default
+ // ESSL spec section 8: For the texture functions, the precision of the return type matches the precision of the sampler type.
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform sampler2D s;\n"
+ "uniform vec2 a;\n"
+ "void main() {\n"
+ " vec4 c = texture2D(s, a);\n"
+ " gl_FragColor = c;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("texture2D(s21;vf2; (lowp 4-component vector of float)"));
+}
+
+TEST_F(TypeTrackingTest, TextureCubeResultTypeAndPrecision)
+{
+ // ESSL spec section 4.5.3: sampler2D and samplerCube are lowp by default
+ // ESSL spec section 8: For the texture functions, the precision of the return type matches the precision of the sampler type.
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform samplerCube sc;\n"
+ "uniform vec3 a;\n"
+ "void main() {\n"
+ " vec4 c = textureCube(sc, a);\n"
+ " gl_FragColor = c;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("textureCube(sC1;vf3; (lowp 4-component vector of float)"));
+}
+
+TEST_F(TypeTrackingTest, TextureSizeResultTypeAndPrecision)
+{
+ // ESSL 3.0 spec section 8: textureSize has predefined precision highp
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "out vec4 my_FragColor;\n"
+ "uniform sampler2D s;\n"
+ "void main() {\n"
+ " ivec2 size = textureSize(s, 0);\n"
+ " if (size.x > 100) {\n"
+ " my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ " } else {\n"
+ " my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ " }\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("textureSize(s21;i1; (highp 2-component vector of int)"));
+}
+
+TEST_F(TypeTrackingTest, BuiltInConstructorResultTypeAndPrecision)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float u1;\n"
+ "uniform float u2;\n"
+ "uniform float u3;\n"
+ "uniform float u4;\n"
+ "void main() {\n"
+ " vec4 a = vec4(u1, u2, u3, u4);\n"
+ " gl_FragColor = a;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("Construct vec4 (mediump 4-component vector of float)"));
+}
+
+TEST_F(TypeTrackingTest, StructConstructorResultNoPrecision)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform vec4 u1;\n"
+ "uniform vec4 u2;\n"
+ "struct S { highp vec4 a; highp vec4 b; };\n"
+ "void main() {\n"
+ " S s = S(u1, u2);\n"
+ " gl_FragColor = s.a;\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("Construct structure (structure)"));
+}
+
+TEST_F(TypeTrackingTest, PackResultTypeAndPrecision)
+{
+ // ESSL 3.0 spec section 8.4: pack functions have predefined precision highp
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "uniform vec2 uv;\n"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " uint u0 = packSnorm2x16(uv);\n"
+ " uint u1 = packUnorm2x16(uv);\n"
+ " uint u2 = packHalf2x16(uv);\n"
+ " if (u0 + u1 + u2 > 100u) {\n"
+ " my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ " } else {\n"
+ " my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ " }\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("pack Snorm 2x16 (highp uint)"));
+ ASSERT_TRUE(foundInIntermediateTree("pack Unorm 2x16 (highp uint)"));
+ ASSERT_TRUE(foundInIntermediateTree("pack half 2x16 (highp uint)"));
+}
+
+TEST_F(TypeTrackingTest, UnpackNormResultTypeAndPrecision)
+{
+ // ESSL 3.0 spec section 8.4: unpack(S/U)norm2x16 has predefined precision highp
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "uniform uint uu;\n"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " vec2 v0 = unpackSnorm2x16(uu);\n"
+ " vec2 v1 = unpackUnorm2x16(uu);\n"
+ " if (v0.x * v1.x > 1.0) {\n"
+ " my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ " } else {\n"
+ " my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ " }\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("unpack Snorm 2x16 (highp 2-component vector of float)"));
+ ASSERT_TRUE(foundInIntermediateTree("unpack Unorm 2x16 (highp 2-component vector of float)"));
+}
+
+TEST_F(TypeTrackingTest, UnpackHalfResultTypeAndPrecision)
+{
+ // ESSL 3.0 spec section 8.4: unpackHalf2x16 has predefined precision mediump
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision highp float;\n"
+ "precision highp int;\n"
+ "uniform uint uu;\n"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " vec2 v = unpackHalf2x16(uu);\n"
+ " if (v.x > 1.0) {\n"
+ " my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ " } else {\n"
+ " my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ " }\n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("unpack half 2x16 (mediump 2-component vector of float)"));
+}
+
+TEST_F(TypeTrackingTest, BuiltInAbsSignFunctionFloatResultTypeAndPrecision)
+{
+ const std::string &shaderString =
+ "precision mediump float;\n"
+ "uniform float fval1;\n"
+ "void main() {\n"
+ " float fval2 = abs(fval1);\n"
+ " float fval3 = sign(fval1);\n"
+ " gl_FragColor = vec4(fval1, 0.0, 0.0, 1.0); \n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("Absolute value (mediump float)"));
+ ASSERT_TRUE(foundInIntermediateTree("Sign (mediump float)"));
+}
+
+TEST_F(TypeTrackingTest, BuiltInAbsSignFunctionIntResultTypeAndPrecision)
+{
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "uniform int ival1;\n"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " int ival2 = abs(ival1);\n"
+ " int ival3 = sign(ival1);\n"
+ " my_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("Absolute value (mediump int)"));
+ ASSERT_TRUE(foundInIntermediateTree("Sign (mediump int)"));
+}
+
+TEST_F(TypeTrackingTest, BuiltInFloatBitsToIntResultTypeAndPrecision)
+{
+ // ESSL 3.00 section 8.3: floatBitsTo(U)int returns a highp value.
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "uniform float f;\n"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " int i = floatBitsToInt(f);\n"
+ " uint u = floatBitsToUint(f);\n"
+ " my_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("float bits to int (highp int)"));
+ ASSERT_TRUE(foundInIntermediateTree("float bits to uint (highp uint)"));
+}
+
+TEST_F(TypeTrackingTest, BuiltInIntBitsToFloatResultTypeAndPrecision)
+{
+ // ESSL 3.00 section 8.3: (u)intBitsToFloat returns a highp value.
+ const std::string &shaderString =
+ "#version 300 es\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "uniform int i;\n"
+ "uniform uint u;\n"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " float f1 = intBitsToFloat(i);\n"
+ " float f2 = uintBitsToFloat(u);\n"
+ " my_FragColor = vec4(f1, f2, 0.0, 1.0); \n"
+ "}\n";
+ compile(shaderString);
+ ASSERT_FALSE(foundErrorInIntermediateTree());
+ ASSERT_TRUE(foundInIntermediateTree("int bits to float (highp float)"));
+ ASSERT_TRUE(foundInIntermediateTree("uint bits to float (highp float)"));
+}