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//
// Copyright (c) 2002-2012 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.
//
#include "gtest/gtest.h"
#include "angle_gl.h"
#include "common/utilities.h"
#include "common/angleutils.h"
#include "compiler/translator/VariablePacker.h"
static sh::GLenum types[] = {
GL_FLOAT_MAT4, // 0
GL_FLOAT_MAT2, // 1
GL_FLOAT_VEC4, // 2
GL_INT_VEC4, // 3
GL_BOOL_VEC4, // 4
GL_FLOAT_MAT3, // 5
GL_FLOAT_VEC3, // 6
GL_INT_VEC3, // 7
GL_BOOL_VEC3, // 8
GL_FLOAT_VEC2, // 9
GL_INT_VEC2, // 10
GL_BOOL_VEC2, // 11
GL_FLOAT, // 12
GL_INT, // 13
GL_BOOL, // 14
GL_SAMPLER_2D, // 15
GL_SAMPLER_CUBE, // 16
GL_SAMPLER_EXTERNAL_OES, // 17
GL_SAMPLER_2D_RECT_ARB, // 18
GL_UNSIGNED_INT, // 19
GL_UNSIGNED_INT_VEC2, // 20
GL_UNSIGNED_INT_VEC3, // 21
GL_UNSIGNED_INT_VEC4, // 22
GL_FLOAT_MAT2x3, // 23
GL_FLOAT_MAT2x4, // 24
GL_FLOAT_MAT3x2, // 25
GL_FLOAT_MAT3x4, // 26
GL_FLOAT_MAT4x2, // 27
GL_FLOAT_MAT4x3, // 28
GL_SAMPLER_3D, // 29
GL_SAMPLER_2D_ARRAY, // 30
GL_SAMPLER_2D_SHADOW, // 31
GL_SAMPLER_CUBE_SHADOW, // 32
GL_SAMPLER_2D_ARRAY_SHADOW, // 33
GL_INT_SAMPLER_2D, // 34
GL_INT_SAMPLER_CUBE, // 35
GL_INT_SAMPLER_3D, // 36
GL_INT_SAMPLER_2D_ARRAY, // 37
GL_UNSIGNED_INT_SAMPLER_2D, // 38
GL_UNSIGNED_INT_SAMPLER_CUBE, // 39
GL_UNSIGNED_INT_SAMPLER_3D, // 40
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY, // 41
};
static sh::GLenum nonSqMatTypes[] = {
GL_FLOAT_MAT2x3,
GL_FLOAT_MAT2x4,
GL_FLOAT_MAT3x2,
GL_FLOAT_MAT3x4,
GL_FLOAT_MAT4x2,
GL_FLOAT_MAT4x3
};
TEST(VariablePacking, Pack) {
VariablePacker packer;
std::vector<sh::ShaderVariable> vars;
const int kMaxRows = 16;
// test no vars.
EXPECT_TRUE(packer.CheckVariablesWithinPackingLimits(kMaxRows, vars));
for (size_t tt = 0; tt < ArraySize(types); ++tt)
{
sh::GLenum type = types[tt];
int num_rows = VariablePacker::GetNumRows(type);
int num_components_per_row = VariablePacker::GetNumComponentsPerRow(type);
// Check 1 of the type.
vars.clear();
vars.push_back(sh::ShaderVariable(type, 0));
EXPECT_TRUE(packer.CheckVariablesWithinPackingLimits(kMaxRows, vars));
// Check exactly the right amount of 1 type as an array.
int num_vars = kMaxRows / num_rows;
vars.clear();
vars.push_back(sh::ShaderVariable(type, num_vars == 1 ? 0 : num_vars));
EXPECT_TRUE(packer.CheckVariablesWithinPackingLimits(kMaxRows, vars));
// test too many
vars.clear();
vars.push_back(sh::ShaderVariable(type, num_vars == 0 ? 0 : (num_vars + 1)));
EXPECT_FALSE(packer.CheckVariablesWithinPackingLimits(kMaxRows, vars));
// Check exactly the right amount of 1 type as individual vars.
num_vars =
kMaxRows / num_rows * ((num_components_per_row > 2) ? 1 : (4 / num_components_per_row));
vars.clear();
for (int ii = 0; ii < num_vars; ++ii)
{
vars.push_back(sh::ShaderVariable(type, 0));
}
EXPECT_TRUE(packer.CheckVariablesWithinPackingLimits(kMaxRows, vars));
// Check 1 too many.
vars.push_back(sh::ShaderVariable(type, 0));
EXPECT_FALSE(packer.CheckVariablesWithinPackingLimits(kMaxRows, vars));
}
// Test example from GLSL ES 3.0 spec chapter 11.
vars.clear();
vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC4, 0));
vars.push_back(sh::ShaderVariable(GL_FLOAT_MAT3, 0));
vars.push_back(sh::ShaderVariable(GL_FLOAT_MAT3, 0));
vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 6));
vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 4));
vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 0));
vars.push_back(sh::ShaderVariable(GL_FLOAT, 3));
vars.push_back(sh::ShaderVariable(GL_FLOAT, 2));
vars.push_back(sh::ShaderVariable(GL_FLOAT, 0));
EXPECT_TRUE(packer.CheckVariablesWithinPackingLimits(kMaxRows, vars));
}
TEST(VariablePacking, PackSizes) {
for (size_t tt = 0; tt < ArraySize(types); ++tt) {
GLenum type = types[tt];
int expectedComponents = gl::VariableComponentCount(type);
int expectedRows = gl::VariableRowCount(type);
if (type == GL_FLOAT_MAT2) {
expectedComponents = 4;
} else if (gl::IsMatrixType(type)) {
int squareSize = std::max(gl::VariableRowCount(type),
gl::VariableColumnCount(type));
expectedComponents = squareSize;
expectedRows = squareSize;
}
EXPECT_EQ(expectedComponents,
VariablePacker::GetNumComponentsPerRow(type));
EXPECT_EQ(expectedRows, VariablePacker::GetNumRows(type));
}
}
// Check special assumptions about packing non-square mats
TEST(VariablePacking, NonSquareMats) {
for (size_t mt = 0; mt < ArraySize(nonSqMatTypes); ++mt) {
GLenum type = nonSqMatTypes[mt];
int rows = gl::VariableRowCount(type);
int cols = gl::VariableColumnCount(type);
int squareSize = std::max(rows, cols);
std::vector<sh::ShaderVariable> vars;
vars.push_back(sh::ShaderVariable(type, 0));
// Fill columns
for (int row = 0; row < squareSize; row++) {
for (int col = squareSize; col < 4; ++col) {
vars.push_back(sh::ShaderVariable(GL_FLOAT, 0));
}
}
VariablePacker packer;
EXPECT_TRUE(packer.CheckVariablesWithinPackingLimits(squareSize, vars));
// and one scalar and packing should fail
vars.push_back(sh::ShaderVariable(GL_FLOAT, 0));
EXPECT_FALSE(packer.CheckVariablesWithinPackingLimits(squareSize, vars));
}
}
// Scalar type variables can be packed sharing rows with other variables.
TEST(VariablePacking, ReuseRows)
{
VariablePacker packer;
std::vector<sh::ShaderVariable> vars;
const int kMaxRows = 512;
// uniform bool u0[129];
// uniform bool u1[129];
// uniform bool u2[129];
// uniform bool u3[129];
{
int num_arrays = 4;
int num_elements_per_array = kMaxRows / num_arrays + 1;
for (int ii = 0; ii < num_arrays; ++ii)
{
vars.push_back(sh::ShaderVariable(GL_BOOL, num_elements_per_array));
}
EXPECT_TRUE(packer.CheckVariablesWithinPackingLimits(kMaxRows, vars));
}
vars.clear();
// uniform vec2 u0[257];
// uniform float u1[257];
// uniform int u1[257];
{
int num_elements_per_array = kMaxRows / 2 + 1;
vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, num_elements_per_array));
vars.push_back(sh::ShaderVariable(GL_FLOAT, num_elements_per_array));
vars.push_back(sh::ShaderVariable(GL_INT, num_elements_per_array));
EXPECT_TRUE(packer.CheckVariablesWithinPackingLimits(kMaxRows, vars));
}
}
// Check the packer supports and flattens structures.
TEST(VariablePacking, Struct)
{
VariablePacker packer;
std::vector<sh::ShaderVariable> fields;
const int kMaxRows = 16;
// Test example from GLSL ES 3.0 spec chapter 11, but with structs
std::vector<sh::ShaderVariable> vars;
vars.push_back(sh::ShaderVariable(GL_STRUCT_ANGLEX, 0));
sh::ShaderVariable &parentStruct = vars[0];
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC4, 0));
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_MAT3, 0));
parentStruct.fields.push_back(sh::ShaderVariable(GL_STRUCT_ANGLEX, 0));
sh::ShaderVariable &innerStruct = parentStruct.fields.back();
innerStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_MAT3, 0));
innerStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 6));
innerStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 4));
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 0));
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT, 3));
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT, 2));
parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT, 0));
EXPECT_TRUE(packer.CheckVariablesWithinPackingLimits(kMaxRows, vars));
}
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