summaryrefslogtreecommitdiffstats
path: root/gfx/angle/src/tests/compiler_tests/UnrollFlatten_test.cpp
blob: 3819c3bea4070def0a202e0fdbc0f7b937f85afc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
//
// 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.
//
// UnrollFlatten_test.cpp:
//   Test for the outputting of [[unroll]] and [[flatten]] for the D3D compiler.
//   This test can only be enabled when HLSL support is enabled.
//

#include "angle_gl.h"
#include "common/angleutils.h"
#include "gtest/gtest.h"
#include "GLSLANG/ShaderLang.h"
#include "tests/test_utils/compiler_test.h"

namespace
{

class UnrollFlattenTest : public testing::Test
{
  public:
    UnrollFlattenTest() {}

  protected:
    void compile(const std::string &shaderString)
    {
        std::string infoLog;
        bool compilationSuccess =
            compileTestShader(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, SH_HLSL_4_1_OUTPUT, shaderString,
                              SH_VARIABLES, &mTranslatedSource, &infoLog);
        if (!compilationSuccess)
        {
            FAIL() << "Shader compilation failed " << infoLog;
        }
        // Ignore the beginning of the shader to avoid the definitions of LOOP and FLATTEN
        mCurrentPosition = static_cast<int>(mTranslatedSource.find("GL_USES_FRAG_COLOR"));
    }

    void expect(const char *patterns[], size_t count)
    {
        const char *badPatterns[] = { UNROLL, FLATTEN };
        for (size_t i = 0; i < count; i++)
        {
            const char *pattern = patterns[i];
            auto position = mTranslatedSource.find(pattern, mCurrentPosition);
            if (position == std::string::npos)
            {
                FAIL() << "Couldn't find '" << pattern << "' after expectations '"
                       << mExpectationList << "' in translated source:\n" << mTranslatedSource;
            }

            for (size_t j = 0; j < ArraySize(badPatterns); j++)
            {
                const char *badPattern = badPatterns[j];
                if (pattern != badPattern &&
                    mTranslatedSource.find(badPattern, mCurrentPosition) < position)
                {
                    FAIL() << "Found '" << badPattern << "' before '" << pattern << "' after expectations '"
                           << mExpectationList << "' in translated source:\n" << mTranslatedSource;
                }
            }
            mExpectationList += " - " + std::string(pattern);
            mCurrentPosition = static_cast<int>(position) + 1;
        }
    }

    static const char *UNROLL;
    static const char *FLATTEN;

  private:
    std::string mTranslatedSource;

    int mCurrentPosition;
    std::string mExpectationList;
};

const char *UnrollFlattenTest::UNROLL = "LOOP";
const char *UnrollFlattenTest::FLATTEN = "FLATTEN";

// Check that the nothing is added if there is no gradient operation
// even when there is ifs and discontinuous loops
TEST_F(UnrollFlattenTest, NoGradient)
{
    const std::string &shaderString =
        "precision mediump float;\n"
        "uniform float f;\n"
        "float fun(float a){\n" // 1
        "    if (a > 1.0) {return f;}\n" // 2
        "    else {return a + 1.0;}\n"
        "}\n"
        "float fun2(float a){\n" // 3
        "    for (int i = 0; i < 10; i++) {\n" // 4
        "        if (a > 1.0) {break;}\n" // 5
        "        a = fun(a);\n" // 6
        "    }\n"
        "    return a;\n"
        "}\n"
        "void main() {\n"
        "    float accum = 0.0;\n"
        "    if (f < 5.0) {accum = fun2(accum);}\n" // 7
        "    gl_FragColor = vec4(accum);\n"
        "}\n";
    compile(shaderString);
    // 1 - shouldn't get a Lod0 version generated
    // 2 - no FLATTEN because does not contain discont loop
    // 3 - shouldn't get a Lod0 version generated
    // 4 - no LOOP because discont, and also no gradient
    // 5 - no FLATTEN because does not contain loop with a gradient
    // 6 - call non-Lod0 version
    // 7 - no FLATTEN
    const char *expectations[] =
    {
        "fun(", "if",
        "fun2(", "for", "if", "break", "fun(",
        "main(", "if", "fun2("
    };
    expect(expectations, ArraySize(expectations));
}

// Check that when we have a gradient in a non-discontinuous loop
// we use the regular version of the functions. Also checks that
// LOOP is generated for the loop containing the gradient.
TEST_F(UnrollFlattenTest, GradientNotInDiscont)
{
    const std::string &shaderString =
        "precision mediump float;\n"
        "uniform float f;\n"
        "uniform sampler2D tex;"
        "float fun(float a){\n" // 1
        "    return texture2D(tex, vec2(0.5, f)).x;\n" // 2
        "}\n"
        "float fun2(float a){\n" // 3
        "    for (int i = 0; i < 10; i++) {\n" // 4
        "        if (a > 1.0) {}\n" // 5
        "        a = fun(a);\n" // 6
        "        a += texture2D(tex, vec2(a, 0.0)).x;" // 7
        "    }\n"
        "    return a;\n"
        "}\n"
        "void main() {\n"
        "    float accum = 0.0;\n"
        "    if (f < 5.0) {accum = fun2(accum);}\n" // 8
        "    gl_FragColor = vec4(accum);\n"
        "}\n";
    // 1 - shouldn't get a Lod0 version generated
    // 2 - no Lod0 version generated
    // 3 - shouldn't get a Lod0 version generated (not in discont loop)
    // 4 - should have LOOP because it contains a gradient operation (even if Lod0)
    // 5 - no FLATTEN because doesn't contain loop with a gradient
    // 6 - call non-Lod0 version
    // 7 - call non-Lod0 version
    // 8 - FLATTEN because it contains a loop with a gradient
    compile(shaderString);
    const char *expectations[] =
    {
        "fun(", "texture2D(",
        "fun2(", "LOOP", "for", "if", "fun(", "texture2D(",
        "main(", "FLATTEN", "if", "fun2("
    };
    expect(expectations, ArraySize(expectations));
}

// Check that when we have a gradient in a discontinuous loop
// we use the Lod0 version of the functions.
TEST_F(UnrollFlattenTest, GradientInDiscont)
{
    const std::string &shaderString =
        "precision mediump float;\n"
        "uniform float f;\n"
        "uniform sampler2D tex;"
        "float fun(float a){\n" // 1
        "    return texture2D(tex, vec2(0.5, f)).x;\n" // 2
        "}\n"
        "float fun2(float a){\n" // 3
        "    for (int i = 0; i < 10; i++) {\n" // 4
        "        if (a > 1.0) {break;}\n" // 5
        "        a = fun(a);\n" // 6
        "        a += texture2D(tex, vec2(a, 0.0)).x;" // 7
        "    }\n"
        "    return a;\n"
        "}\n"
        "void main() {\n"
        "    float accum = 0.0;\n"
        "    if (f < 5.0) {accum = fun2(accum);}\n" // 8
        "    gl_FragColor = vec4(accum);\n"
        "}\n";
    // 1 - should get a Lod0 version generated (gradient + discont loop)
    // 2 - will get the Lod0 if in funLod0
    // 3 - shouldn't get a Lod0 version generated (not in discont loop)
    // 4 - should have LOOP because it contains a gradient operation (even if Lod0)
    // 5 - no FLATTEN because doesn't contain a loop with a gradient
    // 6 - call Lod0 version
    // 7 - call Lod0 version
    // 8 - FLATTEN because it contains a loop with a gradient
    compile(shaderString);
    const char *expectations[] =
    {
        "fun(", "texture2D(",
        "funLod0(", "texture2DLod0(",
        "fun2(", "LOOP", "for", "if", "break", "funLod0(", "texture2DLod0",
        "main(", "FLATTEN", "if", "fun2("
    };
    expect(expectations, ArraySize(expectations));
}

}