shaderir/glsl, shaderir/metal: Bug fix: Wrong local variables in for

This commit is contained in:
Hajime Hoshi 2020-08-09 19:36:45 +09:00
parent ee9257e626
commit 80361443cc
3 changed files with 108 additions and 19 deletions

View File

@ -330,6 +330,13 @@ func (c *compileContext) glslBlock(p *shaderir.Program, topBlock, block *shaderi
localVarIndex++
}
// For's variable is special and defiend in the for statement.
for _, s := range block.Stmts {
if s.Type == shaderir.For {
localVarIndex++
}
}
var glslExpr func(e *shaderir.Expr) string
glslExpr = func(e *shaderir.Expr) string {
switch e.Type {

View File

@ -151,13 +151,14 @@ func fieldSelectorExpr(a, b Expr) Expr {
}
func TestOutput(t *testing.T) {
prelude := glsl.FragmentPrelude + "\n"
glslPrelude := glsl.FragmentPrelude + "\n"
tests := []struct {
Name string
Program Program
GlslVS string
GlslFS string
Metal string
}{
{
Name: "Empty",
@ -173,7 +174,7 @@ func TestOutput(t *testing.T) {
},
},
GlslVS: `uniform float U0;`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
uniform float U0;`,
},
{
@ -193,7 +194,7 @@ uniform float U0;`,
};
uniform S0 U0;`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
struct S0 {
float M0;
};
@ -216,7 +217,7 @@ uniform S0 U0;`,
GlslVS: `uniform float U0;
attribute vec2 A0;
varying vec3 V0;`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
uniform float U0;
varying vec3 V0;`,
},
@ -233,7 +234,7 @@ varying vec3 V0;`,
void F0(void) {
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
void F0(void);
void F0(void) {
@ -260,7 +261,7 @@ void F0(void) {
void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3) {
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
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) {
@ -290,7 +291,7 @@ void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3) {
float F0(in float l0) {
return l0;
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
float F0(in float l0);
float F0(in float l0) {
@ -322,7 +323,7 @@ void F0(in float l0, out float l1) {
mat4 l2 = mat4(0);
mat4 l3 = mat4(0);
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
void F0(in float l0, out float l1);
void F0(in float l0, out float l1) {
@ -369,7 +370,7 @@ void F0(in float l0, out float l1) {
mat4 l5 = mat4(0);
}
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
void F0(in float l0, out float l1);
void F0(in float l0, out float l1) {
@ -413,7 +414,7 @@ void F0(in float l0, out float l1) {
void F0(in float l0, in float l1, out float l2) {
l2 = (l0) + (l1);
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
@ -453,7 +454,7 @@ void F0(in float l0, in float l1, out float l2) {
void F0(in bool l0, in float l1, in float l2, out float l3) {
l3 = (l0) ? (l1) : (l2);
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
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) {
@ -498,7 +499,7 @@ void F0(in float l0, in float l1, out vec2 l2) {
F1();
l2 = F2(l0, l1);
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
void F0(in float l0, in float l1, out vec2 l2);
void F0(in float l0, in float l1, out vec2 l2) {
@ -538,7 +539,7 @@ void F0(in float l0, in float l1, out vec2 l2) {
void F0(in float l0, in float l1, out float l2) {
l2 = min(l0, l1);
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
@ -575,7 +576,7 @@ void F0(in float l0, in float l1, out float l2) {
void F0(in vec4 l0, out vec2 l1) {
l1 = (l0).xz;
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
void F0(in vec4 l0, out vec2 l1);
void F0(in vec4 l0, out vec2 l1) {
@ -631,7 +632,7 @@ void F0(in float l0, in float l1, out float l2) {
l2 = l1;
}
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) {
@ -682,13 +683,80 @@ void F0(in float l0, in float l1, out float l2) {
l2 = l0;
}
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
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;
}
}`,
},
{
Name: "For2",
Program: Program{
Funcs: []Func{
{
Index: 0,
InParams: []Type{
{Main: Float},
{Main: Float},
},
OutParams: []Type{
{Main: Float},
},
Block: block(
nil,
forStmt(
3,
0,
100,
LessThanOp,
1,
block(
[]Type{
{Main: Int},
},
assignStmt(
localVariableExpr(2),
localVariableExpr(4),
),
),
),
),
},
},
},
GlslVS: `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: glslPrelude + `
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: `#include <metal_stdlib>
using namespace metal;
constexpr sampler texture_sampler{filter::nearest};
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;
}
}`,
},
{
@ -736,7 +804,7 @@ void main(void) {
V0 = A1;
V1 = A2;
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
uniform float U0;
varying float V0;
varying vec2 V1;`,
@ -806,7 +874,7 @@ void main(void) {
V0 = A1;
V1 = A2;
}`,
GlslFS: prelude + `
GlslFS: glslPrelude + `
uniform float U0;
varying float V0;
varying vec2 V1;
@ -838,7 +906,14 @@ void main(void) {
t.Errorf("%s fragment: got: %s, want: %s", tc.Name, got, want)
}
}
metal.Compile(&tc.Program, "Vertex", "Fragment")
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)
}
}
})
}
}

View File

@ -327,6 +327,13 @@ func (c *compileContext) metalBlock(p *shaderir.Program, topBlock, block *shader
localVarIndex++
}
// For's variable is special and defiend in the for statement.
for _, s := range block.Stmts {
if s.Type == shaderir.For {
localVarIndex++
}
}
var metalExpr func(e *shaderir.Expr) string
metalExpr = func(e *shaderir.Expr) string {
switch e.Type {