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 (
"go/constant"
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"testing"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir/metal"
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)
func block(localVars []shaderir.Type, offset int, stmts ...shaderir.Stmt) *shaderir.Block {
return &shaderir.Block{
LocalVars: localVars,
LocalVarIndexOffset: offset,
Stmts: stmts,
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}
}
func exprStmt(expr shaderir.Expr) shaderir.Stmt {
return shaderir.Stmt{
Type: shaderir.ExprStmt,
Exprs: []shaderir.Expr{expr},
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}
}
func blockStmt(block *shaderir.Block) shaderir.Stmt {
return shaderir.Stmt{
Type: shaderir.BlockStmt,
Blocks: []*shaderir.Block{block},
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}
}
func returnStmt(expr shaderir.Expr) shaderir.Stmt {
return shaderir.Stmt{
Type: shaderir.Return,
Exprs: []shaderir.Expr{expr},
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}
}
func assignStmt(lhs shaderir.Expr, rhs shaderir.Expr) shaderir.Stmt {
return shaderir.Stmt{
Type: shaderir.Assign,
Exprs: []shaderir.Expr{lhs, rhs},
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}
}
func ifStmt(cond shaderir.Expr, block *shaderir.Block, elseBlock *shaderir.Block) shaderir.Stmt {
return shaderir.Stmt{
Type: shaderir.If,
Exprs: []shaderir.Expr{cond},
Blocks: []*shaderir.Block{block, elseBlock},
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}
}
func forStmt(t shaderir.Type, index, init, end int, op shaderir.Op, delta int, block *shaderir.Block) shaderir.Stmt {
return shaderir.Stmt{
Type: shaderir.For,
Blocks: []*shaderir.Block{block},
ForVarType: t,
ForVarIndex: index,
ForInit: constant.MakeInt64(int64(init)),
ForEnd: constant.MakeInt64(int64(end)),
ForOp: op,
ForDelta: constant.MakeInt64(int64(delta)),
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}
}
func floatExpr(value float32) shaderir.Expr {
return shaderir.Expr{
Type: shaderir.NumberExpr,
Const: constant.MakeFloat64(float64(value)),
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}
}
func uniformVariableExpr(index int) shaderir.Expr {
return shaderir.Expr{
Type: shaderir.UniformVariable,
Index: index,
}
}
func localVariableExpr(index int) shaderir.Expr {
return shaderir.Expr{
Type: shaderir.LocalVariable,
Index: index,
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}
}
func builtinFuncExpr(f shaderir.BuiltinFunc) shaderir.Expr {
return shaderir.Expr{
Type: shaderir.BuiltinFuncExpr,
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BuiltinFunc: f,
}
}
func swizzlingExpr(swizzling string) shaderir.Expr {
return shaderir.Expr{
Type: shaderir.SwizzlingExpr,
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Swizzling: swizzling,
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}
}
func functionExpr(index int) shaderir.Expr {
return shaderir.Expr{
Type: shaderir.FunctionExpr,
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Index: index,
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}
}
func binaryExpr(op shaderir.Op, exprs ...shaderir.Expr) shaderir.Expr {
return shaderir.Expr{
Type: shaderir.Binary,
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Op: op,
Exprs: exprs,
}
}
func selectionExpr(cond, a, b shaderir.Expr) shaderir.Expr {
return shaderir.Expr{
Type: shaderir.Selection,
Exprs: []shaderir.Expr{cond, a, b},
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}
}
func callExpr(callee shaderir.Expr, args ...shaderir.Expr) shaderir.Expr {
return shaderir.Expr{
Type: shaderir.Call,
Exprs: append([]shaderir.Expr{callee}, args...),
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}
}
func fieldSelectorExpr(a, b shaderir.Expr) shaderir.Expr {
return shaderir.Expr{
Type: shaderir.FieldSelector,
Exprs: []shaderir.Expr{a, b},
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}
}
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func TestOutput(t *testing.T) {
glslVertexPrelude := glsl.VertexPrelude(glsl.GLSLVersionDefault) + "\n"
glslFragmentPrelude := glsl.FragmentPrelude(glsl.GLSLVersionDefault) + "\n"
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tests := []struct {
Name string
Program shaderir.Program
GlslVS string
GlslFS string
Metal string
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}{
{
Name: "Empty",
Program: shaderir.Program{},
GlslVS: glsl.VertexPrelude(glsl.GLSLVersionDefault),
GlslFS: glsl.FragmentPrelude(glsl.GLSLVersionDefault),
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},
{
Name: "Uniform",
Program: shaderir.Program{
Uniforms: []shaderir.Type{
{Main: shaderir.Float},
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},
},
GlslVS: glslVertexPrelude + `
uniform float U0;`,
GlslFS: glslFragmentPrelude + `
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uniform float U0;`,
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},
{
Name: "UniformStruct",
Program: shaderir.Program{
Uniforms: []shaderir.Type{
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{
Main: shaderir.Struct,
Sub: []shaderir.Type{
{Main: shaderir.Float},
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},
},
},
},
GlslVS: glslVertexPrelude + `
struct S0 {
float M0;
};
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uniform S0 U0;`,
GlslFS: glslFragmentPrelude + `
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struct S0 {
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float M0;
};
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uniform S0 U0;`,
},
{
Name: "Vars",
Program: shaderir.Program{
Uniforms: []shaderir.Type{
{Main: shaderir.Float},
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},
Attributes: []shaderir.Type{
{Main: shaderir.Vec2},
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},
Varyings: []shaderir.Type{
{Main: shaderir.Vec3},
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},
},
GlslVS: glslVertexPrelude + `
uniform float U0;
attribute vec2 A0;
varying vec3 V0;`,
GlslFS: glslFragmentPrelude + `
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uniform float U0;
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varying vec3 V0;`,
},
{
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Name: "Func",
Program: shaderir.Program{
Funcs: []shaderir.Func{
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{
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Index: 0,
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},
},
},
GlslVS: glslVertexPrelude + `
void F0(void);
void F0(void) {
}`,
GlslFS: glslFragmentPrelude + `
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void F0(void);
void F0(void) {
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}`,
},
{
Name: "FuncParams",
Program: shaderir.Program{
Funcs: []shaderir.Func{
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{
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Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Float},
{Main: shaderir.Vec2},
{Main: shaderir.Vec4},
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},
OutParams: []shaderir.Type{
{Main: shaderir.Mat4},
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},
},
},
},
GlslVS: glslVertexPrelude + `
void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3);
void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3) {
}`,
GlslFS: glslFragmentPrelude + `
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void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3);
void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3) {
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}`,
},
{
Name: "FuncReturn",
Program: shaderir.Program{
Funcs: []shaderir.Func{
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{
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Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Float},
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},
Return: shaderir.Type{Main: shaderir.Float},
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Block: block(
nil,
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1,
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returnStmt(
localVariableExpr(0),
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),
),
},
},
},
GlslVS: glslVertexPrelude + `
float F0(in float l0);
float F0(in float l0) {
return l0;
}`,
GlslFS: glslFragmentPrelude + `
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float F0(in float l0);
float F0(in float l0) {
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return l0;
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}`,
},
{
Name: "FuncLocals",
Program: shaderir.Program{
Funcs: []shaderir.Func{
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{
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Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Float},
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},
OutParams: []shaderir.Type{
{Main: shaderir.Float},
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},
Block: block([]shaderir.Type{
{Main: shaderir.Mat4},
{Main: shaderir.Mat4},
}, 2),
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},
},
},
GlslVS: glslVertexPrelude + `
void F0(in float l0, out float l1);
void F0(in float l0, out float l1) {
mat4 l2 = mat4(0);
mat4 l3 = mat4(0);
}`,
GlslFS: glslFragmentPrelude + `
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void F0(in float l0, out float l1);
void F0(in float l0, out float l1) {
mat4 l2 = mat4(0);
mat4 l3 = mat4(0);
}`,
},
{
Name: "FuncBlocks",
Program: shaderir.Program{
Funcs: []shaderir.Func{
{
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Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Float},
},
OutParams: []shaderir.Type{
{Main: shaderir.Float},
},
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Block: block(
[]shaderir.Type{
{Main: shaderir.Mat4},
{Main: shaderir.Mat4},
},
2,
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blockStmt(
block(
[]shaderir.Type{
{Main: shaderir.Mat4},
{Main: shaderir.Mat4},
},
4,
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),
),
),
},
},
},
GlslVS: glslVertexPrelude + `
void F0(in float l0, out float l1);
void F0(in float l0, out float l1) {
mat4 l2 = mat4(0);
mat4 l3 = mat4(0);
{
mat4 l4 = mat4(0);
mat4 l5 = mat4(0);
}
}`,
GlslFS: glslFragmentPrelude + `
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void F0(in float l0, out float l1);
void F0(in float l0, out float l1) {
mat4 l2 = mat4(0);
mat4 l3 = mat4(0);
{
mat4 l4 = mat4(0);
mat4 l5 = mat4(0);
}
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}`,
},
{
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Name: "Add",
Program: shaderir.Program{
Funcs: []shaderir.Func{
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{
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Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Float},
{Main: shaderir.Float},
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},
OutParams: []shaderir.Type{
{Main: shaderir.Float},
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},
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Block: block(
nil,
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3,
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assignStmt(
localVariableExpr(2),
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binaryExpr(
shaderir.Add,
localVariableExpr(0),
localVariableExpr(1),
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),
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),
),
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},
},
},
GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
l2 = (l0) + (l1);
}`,
GlslFS: glslFragmentPrelude + `
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void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
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l2 = (l0) + (l1);
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}`,
},
{
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Name: "Selection",
Program: shaderir.Program{
Funcs: []shaderir.Func{
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{
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Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Bool},
{Main: shaderir.Float},
{Main: shaderir.Float},
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},
OutParams: []shaderir.Type{
{Main: shaderir.Float},
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},
Block: block(
nil,
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4,
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assignStmt(
localVariableExpr(3),
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selectionExpr(
localVariableExpr(0),
localVariableExpr(1),
localVariableExpr(2),
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),
),
),
},
},
},
GlslVS: glslVertexPrelude + `
void F0(in bool l0, in float l1, in float l2, out float l3);
void F0(in bool l0, in float l1, in float l2, out float l3) {
l3 = (l0) ? (l1) : (l2);
}`,
GlslFS: glslFragmentPrelude + `
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void F0(in bool l0, in float l1, in float l2, out float l3);
void F0(in bool l0, in float l1, in float l2, out float l3) {
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l3 = (l0) ? (l1) : (l2);
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}`,
},
{
Name: "Call",
Program: shaderir.Program{
Funcs: []shaderir.Func{
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{
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Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Float},
{Main: shaderir.Float},
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},
OutParams: []shaderir.Type{
{Main: shaderir.Vec2},
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},
Block: block(
nil,
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3,
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exprStmt(
callExpr(
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functionExpr(1),
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),
),
assignStmt(
localVariableExpr(2),
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callExpr(
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functionExpr(2),
localVariableExpr(0),
localVariableExpr(1),
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),
),
),
},
},
},
GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out vec2 l2);
void F0(in float l0, in float l1, out vec2 l2) {
F1();
l2 = F2(l0, l1);
}`,
GlslFS: glslFragmentPrelude + `
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void F0(in float l0, in float l1, out vec2 l2);
void F0(in float l0, in float l1, out vec2 l2) {
F1();
l2 = F2(l0, l1);
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}`,
},
{
Name: "BuiltinFunc",
Program: shaderir.Program{
Funcs: []shaderir.Func{
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{
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Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Float},
{Main: shaderir.Float},
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},
OutParams: []shaderir.Type{
{Main: shaderir.Float},
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},
Block: block(
nil,
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3,
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assignStmt(
localVariableExpr(2),
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callExpr(
builtinFuncExpr(shaderir.Min),
localVariableExpr(0),
localVariableExpr(1),
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),
),
),
},
},
},
GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
l2 = min(l0, l1);
}`,
GlslFS: glslFragmentPrelude + `
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void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
l2 = min(l0, l1);
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}`,
},
{
Name: "FieldSelector",
Program: shaderir.Program{
Funcs: []shaderir.Func{
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{
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Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Vec4},
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},
OutParams: []shaderir.Type{
{Main: shaderir.Vec2},
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},
Block: block(
nil,
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2,
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assignStmt(
localVariableExpr(1),
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fieldSelectorExpr(
localVariableExpr(0),
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swizzlingExpr("xz"),
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),
),
),
},
},
},
GlslVS: glslVertexPrelude + `
void F0(in vec4 l0, out vec2 l1);
void F0(in vec4 l0, out vec2 l1) {
l1 = (l0).xz;
}`,
GlslFS: glslFragmentPrelude + `
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void F0(in vec4 l0, out vec2 l1);
void F0(in vec4 l0, out vec2 l1) {
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l1 = (l0).xz;
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}`,
},
{
Name: "If",
Program: shaderir.Program{
Funcs: []shaderir.Func{
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{
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Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Float},
{Main: shaderir.Float},
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},
OutParams: []shaderir.Type{
{Main: shaderir.Float},
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},
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Block: block(
nil,
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3,
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ifStmt(
binaryExpr(
shaderir.EqualOp,
localVariableExpr(0),
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floatExpr(0),
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),
block(
nil,
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3,
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assignStmt(
localVariableExpr(2),
localVariableExpr(0),
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),
),
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block(
nil,
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3,
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assignStmt(
localVariableExpr(2),
localVariableExpr(1),
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),
),
),
),
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},
},
},
GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
if ((l0) == (0.0)) {
l2 = l0;
} else {
l2 = l1;
}
}`,
GlslFS: glslFragmentPrelude + `
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void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
if ((l0) == (0.0)) {
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l2 = l0;
} else {
l2 = l1;
}
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}`,
},
{
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Name: "For",
Program: shaderir.Program{
Funcs: []shaderir.Func{
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{
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Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Float},
{Main: shaderir.Float},
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},
OutParams: []shaderir.Type{
{Main: shaderir.Float},
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},
Block: block(
[]shaderir.Type{
{},
},
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3,
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forStmt(
shaderir.Type{Main: shaderir.Int},
3,
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0,
100,
shaderir.LessThanOp,
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1,
block(
nil,
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3,
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assignStmt(
localVariableExpr(2),
localVariableExpr(0),
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),
),
),
),
},
},
},
GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
for (int l3 = 0; l3 < 100; l3++) {
l2 = l0;
}
}`,
GlslFS: glslFragmentPrelude + `
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void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
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for (int l3 = 0; l3 < 100; l3++) {
l2 = l0;
}
}`,
},
{
Name: "For2",
Program: shaderir.Program{
Funcs: []shaderir.Func{
{
Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Float},
{Main: shaderir.Float},
},
OutParams: []shaderir.Type{
{Main: shaderir.Float},
},
Block: block(
[]shaderir.Type{
{},
},
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3,
forStmt(
shaderir.Type{Main: shaderir.Int},
3,
0,
100,
shaderir.LessThanOp,
1,
block(
[]shaderir.Type{
{Main: shaderir.Int},
},
4,
assignStmt(
localVariableExpr(2),
localVariableExpr(4),
),
),
),
),
},
},
},
GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
for (int l3 = 0; l3 < 100; l3++) {
int l4 = 0;
l2 = l4;
}
}`,
GlslFS: glslFragmentPrelude + `
void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
for (int l3 = 0; l3 < 100; l3++) {
int l4 = 0;
l2 = l4;
}
}`,
Metal: metal.Prelude + `
void F0(float l0, float l1, thread float& l2);
void F0(float l0, float l1, thread float& l2) {
for (int l3 = 0; l3 < 100; l3++) {
int l4 = 0;
l2 = l4;
}
}`,
},
{
Name: "For3",
Program: shaderir.Program{
Funcs: []shaderir.Func{
{
Index: 0,
InParams: []shaderir.Type{
{Main: shaderir.Float},
{Main: shaderir.Float},
},
OutParams: []shaderir.Type{
{Main: shaderir.Float},
},
Block: block(
[]shaderir.Type{
{},
{},
},
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3,
forStmt(
shaderir.Type{Main: shaderir.Int},
3,
0,
100,
shaderir.LessThanOp,
1,
block(
[]shaderir.Type{
{Main: shaderir.Int},
},
4,
assignStmt(
localVariableExpr(2),
localVariableExpr(4),
),
),
),
forStmt(
shaderir.Type{Main: shaderir.Float},
4,
0,
100,
shaderir.LessThanOp,
1,
block(
[]shaderir.Type{
{Main: shaderir.Int},
},
5,
assignStmt(
localVariableExpr(2),
localVariableExpr(5),
),
),
),
),
},
},
},
GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
for (int l3 = 0; l3 < 100; l3++) {
int l4 = 0;
l2 = l4;
}
for (float l4 = 0.0; l4 < 100.0; l4++) {
int l5 = 0;
l2 = l5;
}
}`,
GlslFS: glslFragmentPrelude + `
void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
for (int l3 = 0; l3 < 100; l3++) {
int l4 = 0;
l2 = l4;
}
for (float l4 = 0.0; l4 < 100.0; l4++) {
int l5 = 0;
l2 = l5;
}
}`,
Metal: metal.Prelude + `
void F0(float l0, float l1, thread float& l2);
void F0(float l0, float l1, thread float& l2) {
for (int l3 = 0; l3 < 100; l3++) {
int l4 = 0;
l2 = l4;
}
for (float l4 = 0.0; l4 < 100.0; l4++) {
int l5 = 0;
l2 = l5;
}
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}`,
},
{
Name: "VertexFunc",
Program: shaderir.Program{
Uniforms: []shaderir.Type{
{Main: shaderir.Float},
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},
Attributes: []shaderir.Type{
{Main: shaderir.Vec4},
{Main: shaderir.Float},
{Main: shaderir.Vec2},
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},
Varyings: []shaderir.Type{
{Main: shaderir.Float},
{Main: shaderir.Vec2},
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},
VertexFunc: shaderir.VertexFunc{
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Block: block(
nil,
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4+1,
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assignStmt(
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localVariableExpr(3),
localVariableExpr(0),
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),
assignStmt(
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localVariableExpr(4),
localVariableExpr(1),
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),
assignStmt(
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localVariableExpr(5),
localVariableExpr(2),
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),
),
},
},
GlslVS: glslVertexPrelude + `
uniform float U0;
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attribute vec4 A0;
attribute float A1;
attribute vec2 A2;
varying float V0;
varying vec2 V1;
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void main(void) {
gl_Position = A0;
V0 = A1;
V1 = A2;
}`,
GlslFS: glslFragmentPrelude + `
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uniform float U0;
varying float V0;
varying vec2 V1;`,
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},
{
Name: "FragmentFunc",
Program: shaderir.Program{
Uniforms: []shaderir.Type{
{Main: shaderir.Float},
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},
Attributes: []shaderir.Type{
{Main: shaderir.Vec4},
{Main: shaderir.Float},
{Main: shaderir.Vec2},
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},
Varyings: []shaderir.Type{
{Main: shaderir.Float},
{Main: shaderir.Vec2},
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},
VertexFunc: shaderir.VertexFunc{
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Block: block(
nil,
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5+1,
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assignStmt(
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localVariableExpr(3),
localVariableExpr(0),
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),
assignStmt(
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localVariableExpr(4),
localVariableExpr(1),
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),
assignStmt(
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localVariableExpr(5),
localVariableExpr(2),
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),
),
},
FragmentFunc: shaderir.FragmentFunc{
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Block: block(
[]shaderir.Type{
{Main: shaderir.Float},
{Main: shaderir.Vec2},
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},
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3+1,
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assignStmt(
localVariableExpr(3),
localVariableExpr(0),
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),
assignStmt(
localVariableExpr(4),
localVariableExpr(1),
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),
assignStmt(
localVariableExpr(5),
localVariableExpr(2),
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),
),
},
},
GlslVS: glslVertexPrelude + `
uniform float U0;
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attribute vec4 A0;
attribute float A1;
attribute vec2 A2;
varying float V0;
varying vec2 V1;
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void main(void) {
gl_Position = A0;
V0 = A1;
V1 = A2;
}`,
GlslFS: glslFragmentPrelude + `
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uniform float U0;
varying float V0;
varying vec2 V1;
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void main(void) {
float l0 = float(0);
vec2 l1 = vec2(0);
gl_FragColor = gl_FragCoord;
l0 = V0;
l1 = V1;
}`,
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},
}
for _, tc := range tests {
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tc := tc
t.Run(tc.Name, func(t *testing.T) {
vs, fs := glsl.Compile(&tc.Program, glsl.GLSLVersionDefault)
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{
got := vs
want := tc.GlslVS + "\n"
if got != want {
t.Errorf("%s vertex: got: %s, want: %s", tc.Name, got, want)
}
}
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{
got := fs
want := tc.GlslFS + "\n"
if got != want {
t.Errorf("%s fragment: got: %s, want: %s", tc.Name, got, want)
}
}
m := metal.Compile(&tc.Program, "Vertex", "Fragment")
if tc.Metal != "" {
got := m
want := tc.Metal + "\n"
if got != want {
t.Errorf("%s metal: got: %s, want: %s", tc.Name, got, want)
}
}
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})
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}
}