ebiten/internal/shaderir/ir_test.go

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// Copyright 2020 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package shaderir_test
import (
"testing"
. "github.com/hajimehoshi/ebiten/internal/shaderir"
)
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func block(localVars []Type, stmts ...Stmt) Block {
return Block{
LocalVars: localVars,
Stmts: stmts,
}
}
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func exprStmt(expr Expr) Stmt {
return Stmt{
Type: ExprStmt,
Exprs: []Expr{expr},
}
}
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func blockStmt(block Block) Stmt {
return Stmt{
Type: BlockStmt,
Blocks: []Block{block},
}
}
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func returnStmt(expr Expr) Stmt {
return Stmt{
Type: Return,
Exprs: []Expr{expr},
}
}
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func assignStmt(lhs Expr, rhs Expr) Stmt {
return Stmt{
Type: Assign,
Exprs: []Expr{lhs, rhs},
}
}
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func ifStmt(cond Expr, block Block, elseBlock Block) Stmt {
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return Stmt{
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Type: If,
Exprs: []Expr{cond},
Blocks: []Block{block, elseBlock},
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}
}
func forStmt(init, end int, op Op, delta int, block Block) Stmt {
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return Stmt{
Type: For,
Blocks: []Block{block},
ForInit: init,
ForEnd: end,
ForOp: op,
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ForDelta: delta,
}
}
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func floatExpr(value float32) Expr {
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return Expr{
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Type: FloatExpr,
Float: value,
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}
}
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func varNameExpr(vt VariableType, index int) Expr {
return Expr{
Type: VarName,
Variable: Variable{
Type: vt,
Index: index,
},
}
}
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func identExpr(ident string) Expr {
return Expr{
Type: Ident,
Ident: ident,
}
}
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func binaryExpr(op Op, exprs ...Expr) Expr {
return Expr{
Type: Binary,
Op: op,
Exprs: exprs,
}
}
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func selectionExpr(cond, a, b Expr) Expr {
return Expr{
Type: Selection,
Exprs: []Expr{cond, a, b},
}
}
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func callExpr(name string, args ...Expr) Expr {
return Expr{
Type: Call,
Ident: name,
Exprs: args,
}
}
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func fieldSelectorExpr(a, b Expr) Expr {
return Expr{
Type: FieldSelector,
Exprs: []Expr{a, b},
}
}
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func TestOutput(t *testing.T) {
tests := []struct {
Name string
Program Program
Glsl string
}{
{
Name: "Empty",
Program: Program{},
Glsl: ``,
},
{
Name: "Uniform",
Program: Program{
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Uniforms: []Type{
{Main: Float},
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},
},
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Glsl: `uniform float U0;`,
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},
{
Name: "UniformStruct",
Program: Program{
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Uniforms: []Type{
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{
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Main: Struct,
Sub: []Type{
{Main: Float},
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},
},
},
},
Glsl: `struct S0 {
float M0;
};
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uniform S0 U0;`,
},
{
Name: "Vars",
Program: Program{
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Uniforms: []Type{
{Main: Float},
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},
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Attributes: []Type{
{Main: Vec2},
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},
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Varyings: []Type{
{Main: Vec3},
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},
},
Glsl: `uniform float U0;
attribute vec2 A0;
varying vec3 V0;`,
},
{
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Name: "Func",
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Program: Program{
Funcs: []Func{
{
Name: "F0",
},
},
},
Glsl: `void F0(void) {
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}`,
},
{
Name: "FuncParams",
Program: Program{
Funcs: []Func{
{
Name: "F0",
InParams: []Type{
{Main: Float},
{Main: Vec2},
{Main: Vec4},
},
InOutParams: []Type{
{Main: Mat2},
},
OutParams: []Type{
{Main: Mat4},
},
},
},
},
Glsl: `void F0(in float l0, in vec2 l1, in vec4 l2, inout mat2 l3, out mat4 l4) {
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}`,
},
{
Name: "FuncReturn",
Program: Program{
Funcs: []Func{
{
Name: "F0",
InParams: []Type{
{Main: Float},
},
Return: Type{Main: Float},
Block: block(
nil,
returnStmt(
varNameExpr(Local, 0),
),
),
},
},
},
Glsl: `float F0(in float l0) {
return l0;
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}`,
},
{
Name: "FuncLocals",
Program: Program{
Funcs: []Func{
{
Name: "F0",
InParams: []Type{
{Main: Float},
},
InOutParams: []Type{
{Main: Float},
},
OutParams: []Type{
{Main: Float},
},
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Block: block([]Type{
{Main: Mat4},
{Main: Mat4},
}),
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},
},
},
Glsl: `void F0(in float l0, inout float l1, out float l2) {
mat4 l3;
mat4 l4;
}`,
},
{
Name: "FuncBlocks",
Program: Program{
Funcs: []Func{
{
Name: "F0",
InParams: []Type{
{Main: Float},
},
InOutParams: []Type{
{Main: Float},
},
OutParams: []Type{
{Main: Float},
},
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Block: block(
[]Type{
{Main: Mat4},
{Main: Mat4},
},
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blockStmt(
block(
[]Type{
{Main: Mat4},
{Main: Mat4},
},
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),
),
),
},
},
},
Glsl: `void F0(in float l0, inout float l1, out float l2) {
mat4 l3;
mat4 l4;
{
mat4 l5;
mat4 l6;
}
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}`,
},
{
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Name: "Add",
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Program: Program{
Funcs: []Func{
{
Name: "F0",
InParams: []Type{
{Main: Float},
{Main: Float},
},
OutParams: []Type{
{Main: Float},
},
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Block: block(
nil,
assignStmt(
varNameExpr(Local, 2),
binaryExpr(
Add,
varNameExpr(Local, 0),
varNameExpr(Local, 1),
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),
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),
),
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},
},
},
Glsl: `void F0(in float l0, in float l1, out float l2) {
l2 = (l0) + (l1);
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}`,
},
{
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Name: "Selection",
Program: Program{
Funcs: []Func{
{
Name: "F0",
InParams: []Type{
{Main: Bool},
{Main: Float},
{Main: Float},
},
OutParams: []Type{
{Main: Float},
},
Block: block(
nil,
assignStmt(
varNameExpr(Local, 3),
selectionExpr(
varNameExpr(Local, 0),
varNameExpr(Local, 1),
varNameExpr(Local, 2),
),
),
),
},
},
},
Glsl: `void F0(in bool l0, in float l1, in float l2, out float l3) {
l3 = (l0) ? (l1) : (l2);
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}`,
},
{
Name: "Call",
Program: Program{
Funcs: []Func{
{
Name: "F0",
InParams: []Type{
{Main: Float},
{Main: Float},
},
OutParams: []Type{
{Main: Vec2},
},
Block: block(
nil,
exprStmt(
callExpr(
"F1",
),
),
assignStmt(
varNameExpr(Local, 2),
callExpr(
"F2",
varNameExpr(Local, 0),
varNameExpr(Local, 1),
),
),
),
},
},
},
Glsl: `void F0(in float l0, in float l1, out vec2 l2) {
F1();
l2 = F2(l0, l1);
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}`,
},
{
Name: "FieldSelector",
Program: Program{
Funcs: []Func{
{
Name: "F0",
InParams: []Type{
{Main: Vec4},
},
OutParams: []Type{
{Main: Float},
},
Block: block(
nil,
assignStmt(
varNameExpr(Local, 1),
fieldSelectorExpr(
varNameExpr(Local, 0),
identExpr("x"),
),
),
),
},
},
},
Glsl: `void F0(in vec4 l0, out float l1) {
l1 = (l0).x;
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}`,
},
{
Name: "If",
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Program: Program{
Funcs: []Func{
{
Name: "F0",
InParams: []Type{
{Main: Float},
{Main: Float},
},
OutParams: []Type{
{Main: Float},
},
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Block: block(
nil,
ifStmt(
binaryExpr(
Equal,
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varNameExpr(Local, 0),
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floatExpr(0),
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),
block(
nil,
assignStmt(
varNameExpr(Local, 2),
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varNameExpr(Local, 0),
),
),
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block(
nil,
assignStmt(
varNameExpr(Local, 2),
varNameExpr(Local, 1),
),
),
),
),
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},
},
},
Glsl: `void F0(in float l0, in float l1, out float l2) {
if ((l0) == (0.000000000e+00)) {
l2 = l0;
} else {
l2 = l1;
}
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}`,
},
{
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Name: "For",
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Program: Program{
Funcs: []Func{
{
Name: "F0",
InParams: []Type{
{Main: Float},
{Main: Float},
},
OutParams: []Type{
{Main: Float},
},
Block: block(
nil,
forStmt(
0,
100,
LessThan,
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1,
block(
nil,
assignStmt(
varNameExpr(Local, 2),
varNameExpr(Local, 0),
),
),
),
),
},
},
},
Glsl: `void F0(in float l0, in float l1, out float l2) {
for (int l3 = 0; l3 < 100; l3++) {
l2 = l0;
}
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}`,
},
{
Name: "VertexFunc",
Program: Program{
Uniforms: []Type{
{Main: Float},
},
Attributes: []Type{
{Main: Vec4},
{Main: Float},
{Main: Vec2},
},
Varyings: []Type{
{Main: Float},
{Main: Vec2},
},
VertexFunc: VertexFunc{
Block: block(
nil,
assignStmt(
varNameExpr(Local, 5),
varNameExpr(Local, 0),
),
assignStmt(
varNameExpr(Local, 3),
varNameExpr(Local, 1),
),
assignStmt(
varNameExpr(Local, 4),
varNameExpr(Local, 2),
),
),
},
},
Glsl: `uniform float U0;
attribute vec4 A0;
attribute float A1;
attribute vec2 A2;
varying float V0;
varying vec2 V1;
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#if defined(COMPILING_VERTEX_SHADER)
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void main(void) {
gl_Position = A0;
V0 = A1;
V1 = A2;
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}
#endif`,
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},
{
Name: "FragmentFunc",
Program: Program{
Uniforms: []Type{
{Main: Float},
},
Attributes: []Type{
{Main: Vec4},
{Main: Float},
{Main: Vec2},
},
Varyings: []Type{
{Main: Float},
{Main: Vec2},
},
VertexFunc: VertexFunc{
Block: block(
nil,
assignStmt(
varNameExpr(Local, 5),
varNameExpr(Local, 0),
),
assignStmt(
varNameExpr(Local, 3),
varNameExpr(Local, 1),
),
assignStmt(
varNameExpr(Local, 4),
varNameExpr(Local, 2),
),
),
},
FragmentFunc: FragmentFunc{
Block: block(
[]Type{
{Main: Vec2},
{Main: Vec4},
{Main: Float},
},
assignStmt(
varNameExpr(Local, 5),
varNameExpr(Local, 0),
),
assignStmt(
varNameExpr(Local, 3),
varNameExpr(Local, 1),
),
assignStmt(
varNameExpr(Local, 4),
varNameExpr(Local, 2),
),
),
},
},
Glsl: `uniform float U0;
attribute vec4 A0;
attribute float A1;
attribute vec2 A2;
varying float V0;
varying vec2 V1;
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#if defined(COMPILING_VERTEX_SHADER)
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void main(void) {
gl_Position = A0;
V0 = A1;
V1 = A2;
}
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#endif
#if defined(COMPILING_FRAGMENT_SHADER)
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void main(void) {
vec2 l0;
vec4 l1;
float l2;
l2 = V0;
l0 = V1;
l1 = gl_FragCoord;
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}
#endif`,
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},
}
for _, tc := range tests {
got := tc.Program.Glsl()
want := tc.Glsl + "\n"
if got != want {
t.Errorf("%s: got: %s, want: %s", tc.Name, got, want)
}
}
}