| Index: tests/SkSLGLSLTest.cpp
|
| diff --git a/tests/SkSLGLSLTest.cpp b/tests/SkSLGLSLTest.cpp
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..3906f671152993e0540a6b5407a6202e22e0e858
|
| --- /dev/null
|
| +++ b/tests/SkSLGLSLTest.cpp
|
| @@ -0,0 +1,227 @@
|
| +/*
|
| + * Copyright 2016 Google Inc.
|
| + *
|
| + * Use of this source code is governed by a BSD-style license that can be
|
| + * found in the LICENSE file.
|
| + */
|
| +
|
| +#include "SkSLCompiler.h"
|
| +
|
| +#include "Test.h"
|
| +
|
| +static void test(skiatest::Reporter* r, const char* src, SkSL::GLCaps caps, const char* expected) {
|
| + SkSL::Compiler compiler;
|
| + std::string output;
|
| + bool result = compiler.toGLSL(SkSL::Program::kFragment_Kind, src, caps, &output);
|
| + if (!result) {
|
| + SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str());
|
| + }
|
| + REPORTER_ASSERT(r, result);
|
| + if (result) {
|
| + if (output != expected) {
|
| + SkDebugf("GLSL MISMATCH:\nsource:\n%s\n\nexpected:\n'%s'\n\nreceived:\n'%s'", src,
|
| + expected, output.c_str());
|
| + }
|
| + REPORTER_ASSERT(r, output == expected);
|
| + }
|
| +}
|
| +
|
| +DEF_TEST(SkSLHelloWorld, r) {
|
| + SkSL::GLCaps caps = { 400, SkSL::GLCaps::kGL_Standard };
|
| + test(r,
|
| + "out vec4 fragColor; void main() { fragColor = vec4(0.75); }",
|
| + caps,
|
| + "#version 400\n"
|
| + "out vec4 fragColor;\n"
|
| + "void main() {\n"
|
| + " fragColor = vec4(0.75);\n"
|
| + "}\n");
|
| +}
|
| +
|
| +DEF_TEST(SkSLControl, r) {
|
| + SkSL::GLCaps caps = { 400, SkSL::GLCaps::kGL_Standard };
|
| + test(r,
|
| + "out vec4 fragColor;"
|
| + "void main() {"
|
| + "if (1 + 2 + 3 > 5) { fragColor = vec4(0.75); } else { discard; }"
|
| + "int i = 0;"
|
| + "while (i < 10) fragColor *= 0.5;"
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| + "do { fragColor += 0.01; } while (fragColor.x < 0.7);"
|
| + "for (int i = 0; i < 10; i++) {"
|
| + "if (i % 0 == 1) break; else continue;"
|
| + "}"
|
| + "return;"
|
| + "}",
|
| + caps,
|
| + "#version 400\n"
|
| + "out vec4 fragColor;\n"
|
| + "void main() {\n"
|
| + " if ((1 + 2) + 3 > 5) {\n"
|
| + " fragColor = vec4(0.75);\n"
|
| + " } else {\n"
|
| + " discard;\n"
|
| + " }\n"
|
| + " int i = 0;\n"
|
| + " while (i < 10) fragColor *= 0.5;\n"
|
| + " do {\n"
|
| + " fragColor += 0.01;\n"
|
| + " } while (fragColor.x < 0.7);\n"
|
| + " for (int i = 0;i < 10; i++) {\n"
|
| + " if (i % 0 == 1) break; else continue;\n"
|
| + " }\n"
|
| + " return;\n"
|
| + "}\n");
|
| +}
|
| +
|
| +DEF_TEST(SkSLFunctions, r) {
|
| + SkSL::GLCaps caps = { 400, SkSL::GLCaps::kGL_Standard };
|
| + test(r,
|
| + "out vec4 fragColor;"
|
| + "float foo(float v[2]) { return v[0] * v[1]; }"
|
| + "void bar(inout float x) { float y[2], z; y[0] = x; y[1] = x * 2; z = foo(y); x = z; }"
|
| + "void main() { float x = 10; bar(x); fragColor = vec4(x); }",
|
| + caps,
|
| + "#version 400\n"
|
| + "out vec4 fragColor;\n"
|
| + "float foo(in float[2] v) {\n"
|
| + " return v[0] * v[1];\n"
|
| + "}\n"
|
| + "void bar(inout float x) {\n"
|
| + " float y[2], z;\n"
|
| + " y[0] = x;\n"
|
| + " y[1] = x * 2;\n"
|
| + " z = foo(y);\n"
|
| + " x = z;\n"
|
| + "}\n"
|
| + "void main() {\n"
|
| + " float x = 10;\n"
|
| + " bar(x);\n"
|
| + " fragColor = vec4(x);\n"
|
| + "}\n");
|
| +}
|
| +
|
| +DEF_TEST(SkSLOperators, r) {
|
| + SkSL::GLCaps caps = { 400, SkSL::GLCaps::kGL_Standard };
|
| + test(r,
|
| + "void main() {"
|
| + "float x = 1, y = 2;"
|
| + "int z = 3;"
|
| + "x = x + y * z * x * (y - z);"
|
| + "y = x / y / z;"
|
| + "z = (z / 2 % 3 << 4) >> 2 << 1;"
|
| + "bool b = (x > 4) == x < 2 || 2 >= 5 && y <= z && 12 != 11;"
|
| + "x += 12;"
|
| + "x -= 12;"
|
| + "x *= y /= z = 10;"
|
| + "b ||= false;"
|
| + "b &&= true;"
|
| + "b ^^= false;"
|
| + "z |= 0;"
|
| + "z &= -1;"
|
| + "z ^= 0;"
|
| + "z >>= 2;"
|
| + "z <<= 4;"
|
| + "z %= 5;"
|
| + "}",
|
| + caps,
|
| + "#version 400\n"
|
| + "void main() {\n"
|
| + " float x = 1, y = 2;\n"
|
| + " int z = 3;\n"
|
| + " x = x + ((y * float(z)) * x) * (y - float(z));\n"
|
| + " y = (x / y) / float(z);\n"
|
| + " z = (((z / 2) % 3 << 4) >> 2) << 1;\n"
|
| + " bool b = x > 4 == x < 2 || (2 >= 5 && y <= float(z)) && 12 != 11;\n"
|
| + " x += 12;\n"
|
| + " x -= 12;\n"
|
| + " x *= (y /= float(z = 10));\n"
|
| + " b ||= false;\n"
|
| + " b &&= true;\n"
|
| + " b ^^= false;\n"
|
| + " z |= 0;\n"
|
| + " z &= -1;\n"
|
| + " z ^= 0;\n"
|
| + " z >>= 2;\n"
|
| + " z <<= 4;\n"
|
| + " z %= 5;\n"
|
| + "}\n");
|
| +}
|
| +
|
| +DEF_TEST(SkSLMatrices, r) {
|
| + SkSL::GLCaps caps = { 400, SkSL::GLCaps::kGL_Standard };
|
| + test(r,
|
| + "void main() {"
|
| + "mat2x4 x = mat2x4(1);"
|
| + "mat3x2 y = mat3x2(1, 0, 0, 1, vec2(2, 2));"
|
| + "mat3x4 z = x * y;"
|
| + "vec3 v1 = mat3(1) * vec3(1);"
|
| + "vec3 v2 = vec3(1) * mat3(1);"
|
| + "}",
|
| + caps,
|
| + "#version 400\n"
|
| + "void main() {\n"
|
| + " mat2x4 x = mat2x4(1);\n"
|
| + " mat3x2 y = mat3x2(1, 0, 0, 1, vec2(2, 2));\n"
|
| + " mat3x4 z = x * y;\n"
|
| + " vec3 v1 = mat3(1) * vec3(1);\n"
|
| + " vec3 v2 = vec3(1) * mat3(1);\n"
|
| + "}\n");
|
| +}
|
| +
|
| +DEF_TEST(SkSLInterfaceBlock, r) {
|
| + SkSL::GLCaps caps = { 400, SkSL::GLCaps::kGL_Standard };
|
| + test(r,
|
| + "uniform testBlock {"
|
| + "float x;"
|
| + "float y[2];"
|
| + "layout(binding=12) mat3x2 z;"
|
| + "bool w;"
|
| + "};"
|
| + "void main() {"
|
| + "}",
|
| + caps,
|
| + "#version 400\n"
|
| + "uniform testBlock {\n"
|
| + " float x;\n"
|
| + " float[2] y;\n"
|
| + " layout (binding = 12)mat3x2 z;\n"
|
| + " bool w;\n"
|
| + "};\n"
|
| + "void main() {\n"
|
| + "}\n");
|
| +}
|
| +
|
| +DEF_TEST(SkSLStructs, r) {
|
| + SkSL::GLCaps caps = { 400, SkSL::GLCaps::kGL_Standard };
|
| + test(r,
|
| + "struct A {"
|
| + "int x;"
|
| + "int y;"
|
| + "} a1, a2;"
|
| + "A a3;"
|
| + "struct B {"
|
| + "float x;"
|
| + "float y[2];"
|
| + "layout(binding=1) A z;"
|
| + "};"
|
| + "B b1, b2, b3;"
|
| + "void main() {"
|
| + "}",
|
| + caps,
|
| + "#version 400\n"
|
| + "struct A {\n"
|
| + " int x;\n"
|
| + " int y;\n"
|
| + "}\n"
|
| + " a1, a2;\n"
|
| + "A a3;\n"
|
| + "struct B {\n"
|
| + " float x;\n"
|
| + " float[2] y;\n"
|
| + " layout (binding = 1)A z;\n"
|
| + "}\n"
|
| + " b1, b2, b3;\n"
|
| + "void main() {\n"
|
| + "}\n");
|
| +
|
| +}
|
|
|