// // 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" class TypeTrackingTest : public testing::Test { public: TypeTrackingTest() {} protected: virtual void SetUp() { ShBuiltInResources resources; ShInitBuiltInResources(&resources); resources.FragmentPrecisionHigh = 1; mTranslator = new TranslatorESSL(GL_FRAGMENT_SHADER, SH_GLES3_SPEC); ASSERT_TRUE(mTranslator->Init(resources)); } virtual void TearDown() { 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 = 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: 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)")); }