internal/shaderir: bug fix: test failures

This commit is contained in:
Hajime Hoshi 2022-01-12 01:56:09 +09:00
parent 08ddb4233b
commit bf48a0b11a
2 changed files with 61 additions and 41 deletions

View File

@ -107,7 +107,7 @@ func Compile(p *shaderir.Program, version GLSLVersion) (vertexShader, fragmentSh
var vslines []string var vslines []string
{ {
vslines = append(vslines, strings.Split(VertexPrelude(version), "\n")...) vslines = append(vslines, strings.Split(VertexPrelude(version), "\n")...)
vslines = append(vslines, "{{.Structs}}") vslines = append(vslines, "", "{{.Structs}}")
if len(p.Uniforms) > 0 || p.TextureNum > 0 || len(p.Attributes) > 0 || len(p.Varyings) > 0 { if len(p.Uniforms) > 0 || p.TextureNum > 0 || len(p.Attributes) > 0 || len(p.Varyings) > 0 {
vslines = append(vslines, "") vslines = append(vslines, "")
for i, t := range p.Uniforms { for i, t := range p.Uniforms {

View File

@ -152,7 +152,8 @@ func fieldSelectorExpr(a, b shaderir.Expr) shaderir.Expr {
} }
func TestOutput(t *testing.T) { func TestOutput(t *testing.T) {
glslPrelude := glsl.FragmentPrelude(glsl.GLSLVersionDefault) + "\n" glslVertexPrelude := glsl.VertexPrelude(glsl.GLSLVersionDefault) + "\n"
glslFragmentPrelude := glsl.FragmentPrelude(glsl.GLSLVersionDefault) + "\n"
tests := []struct { tests := []struct {
Name string Name string
@ -164,7 +165,7 @@ func TestOutput(t *testing.T) {
{ {
Name: "Empty", Name: "Empty",
Program: shaderir.Program{}, Program: shaderir.Program{},
GlslVS: ``, GlslVS: glsl.VertexPrelude(glsl.GLSLVersionDefault),
GlslFS: glsl.FragmentPrelude(glsl.GLSLVersionDefault), GlslFS: glsl.FragmentPrelude(glsl.GLSLVersionDefault),
}, },
{ {
@ -174,8 +175,9 @@ func TestOutput(t *testing.T) {
{Main: shaderir.Float}, {Main: shaderir.Float},
}, },
}, },
GlslVS: `uniform float U0;`, GlslVS: glslVertexPrelude + `
GlslFS: glslPrelude + ` uniform float U0;`,
GlslFS: glslFragmentPrelude + `
uniform float U0;`, uniform float U0;`,
}, },
{ {
@ -190,12 +192,13 @@ uniform float U0;`,
}, },
}, },
}, },
GlslVS: `struct S0 { GlslVS: glslVertexPrelude + `
struct S0 {
float M0; float M0;
}; };
uniform S0 U0;`, uniform S0 U0;`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
struct S0 { struct S0 {
float M0; float M0;
}; };
@ -215,10 +218,11 @@ uniform S0 U0;`,
{Main: shaderir.Vec3}, {Main: shaderir.Vec3},
}, },
}, },
GlslVS: `uniform float U0; GlslVS: glslVertexPrelude + `
uniform float U0;
attribute vec2 A0; attribute vec2 A0;
varying vec3 V0;`, varying vec3 V0;`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
uniform float U0; uniform float U0;
varying vec3 V0;`, varying vec3 V0;`,
}, },
@ -231,11 +235,12 @@ varying vec3 V0;`,
}, },
}, },
}, },
GlslVS: `void F0(void); GlslVS: glslVertexPrelude + `
void F0(void);
void F0(void) { void F0(void) {
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
void F0(void); void F0(void);
void F0(void) { void F0(void) {
@ -258,11 +263,12 @@ void F0(void) {
}, },
}, },
}, },
GlslVS: `void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3); 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) { void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3) {
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
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);
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) {
@ -288,12 +294,13 @@ void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3) {
}, },
}, },
}, },
GlslVS: `float F0(in float l0); GlslVS: glslVertexPrelude + `
float F0(in float l0);
float F0(in float l0) { float F0(in float l0) {
return l0; return l0;
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
float F0(in float l0); float F0(in float l0);
float F0(in float l0) { float F0(in float l0) {
@ -319,13 +326,14 @@ float F0(in float l0) {
}, },
}, },
}, },
GlslVS: `void F0(in float l0, out float l1); GlslVS: glslVertexPrelude + `
void F0(in float l0, out float l1);
void F0(in float l0, out float l1) { void F0(in float l0, out float l1) {
mat4 l2 = mat4(0); mat4 l2 = mat4(0);
mat4 l3 = mat4(0); mat4 l3 = mat4(0);
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
void F0(in float l0, out float l1); void F0(in float l0, out float l1);
void F0(in float l0, out float l1) { void F0(in float l0, out float l1) {
@ -364,7 +372,8 @@ void F0(in float l0, out float l1) {
}, },
}, },
}, },
GlslVS: `void F0(in float l0, out float l1); GlslVS: glslVertexPrelude + `
void F0(in float l0, out float l1);
void F0(in float l0, out float l1) { void F0(in float l0, out float l1) {
mat4 l2 = mat4(0); mat4 l2 = mat4(0);
@ -374,7 +383,7 @@ void F0(in float l0, out float l1) {
mat4 l5 = mat4(0); mat4 l5 = mat4(0);
} }
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
void F0(in float l0, out float l1); void F0(in float l0, out float l1);
void F0(in float l0, out float l1) { void F0(in float l0, out float l1) {
@ -414,12 +423,13 @@ void F0(in float l0, out float l1) {
}, },
}, },
}, },
GlslVS: `void F0(in float l0, in float l1, out float l2); GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
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); l2 = (l0) + (l1);
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
void F0(in float l0, in float l1, out float l2); void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) { void F0(in float l0, in float l1, out float l2) {
@ -455,12 +465,13 @@ void F0(in float l0, in float l1, out float l2) {
}, },
}, },
}, },
GlslVS: `void F0(in bool l0, in float l1, in float l2, out float l3); 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) { void F0(in bool l0, in float l1, in float l2, out float l3) {
l3 = (l0) ? (l1) : (l2); l3 = (l0) ? (l1) : (l2);
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
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);
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) {
@ -500,13 +511,14 @@ void F0(in bool l0, in float l1, in float l2, out float l3) {
}, },
}, },
}, },
GlslVS: `void F0(in float l0, in float l1, out vec2 l2); GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out vec2 l2);
void F0(in float l0, in float l1, out vec2 l2) { void F0(in float l0, in float l1, out vec2 l2) {
F1(); F1();
l2 = F2(l0, l1); l2 = F2(l0, l1);
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
void F0(in float l0, in float l1, out vec2 l2); void F0(in float l0, in float l1, out vec2 l2);
void F0(in float l0, in float l1, out vec2 l2) { void F0(in float l0, in float l1, out vec2 l2) {
@ -542,12 +554,13 @@ void F0(in float l0, in float l1, out vec2 l2) {
}, },
}, },
}, },
GlslVS: `void F0(in float l0, in float l1, out float l2); GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
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); l2 = min(l0, l1);
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
void F0(in float l0, in float l1, out float l2); void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) { void F0(in float l0, in float l1, out float l2) {
@ -580,12 +593,13 @@ void F0(in float l0, in float l1, out float l2) {
}, },
}, },
}, },
GlslVS: `void F0(in vec4 l0, out vec2 l1); GlslVS: glslVertexPrelude + `
void F0(in vec4 l0, out vec2 l1);
void F0(in vec4 l0, out vec2 l1) { void F0(in vec4 l0, out vec2 l1) {
l1 = (l0).xz; l1 = (l0).xz;
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
void F0(in vec4 l0, out vec2 l1); void F0(in vec4 l0, out vec2 l1);
void F0(in vec4 l0, out vec2 l1) { void F0(in vec4 l0, out vec2 l1) {
@ -635,7 +649,8 @@ void F0(in vec4 l0, out vec2 l1) {
}, },
}, },
}, },
GlslVS: `void F0(in float l0, in float l1, out float l2); GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
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)) { if ((l0) == (0.0)) {
@ -644,7 +659,7 @@ void F0(in float l0, in float l1, out float l2) {
l2 = l1; l2 = l1;
} }
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
void F0(in float l0, in float l1, out float l2); void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) { void F0(in float l0, in float l1, out float l2) {
@ -693,14 +708,15 @@ void F0(in float l0, in float l1, out float l2) {
}, },
}, },
}, },
GlslVS: `void F0(in float l0, in float l1, out float l2); GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
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++) { for (int l3 = 0; l3 < 100; l3++) {
l2 = l0; l2 = l0;
} }
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
void F0(in float l0, in float l1, out float l2); void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) { void F0(in float l0, in float l1, out float l2) {
@ -749,7 +765,8 @@ void F0(in float l0, in float l1, out float l2) {
}, },
}, },
}, },
GlslVS: `void F0(in float l0, in float l1, out float l2); GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
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++) { for (int l3 = 0; l3 < 100; l3++) {
@ -757,7 +774,7 @@ void F0(in float l0, in float l1, out float l2) {
l2 = l4; l2 = l4;
} }
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
void F0(in float l0, in float l1, out float l2); void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) { void F0(in float l0, in float l1, out float l2) {
@ -840,7 +857,8 @@ void F0(float l0, float l1, thread float& l2) {
}, },
}, },
}, },
GlslVS: `void F0(in float l0, in float l1, out float l2); GlslVS: glslVertexPrelude + `
void F0(in float l0, in float l1, out float l2);
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++) { for (int l3 = 0; l3 < 100; l3++) {
@ -852,7 +870,7 @@ void F0(in float l0, in float l1, out float l2) {
l2 = l5; l2 = l5;
} }
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
void F0(in float l0, in float l1, out float l2); void F0(in float l0, in float l1, out float l2);
void F0(in float l0, in float l1, out float l2) { void F0(in float l0, in float l1, out float l2) {
@ -918,7 +936,8 @@ void F0(float l0, float l1, thread float& l2) {
), ),
}, },
}, },
GlslVS: `uniform float U0; GlslVS: glslVertexPrelude + `
uniform float U0;
attribute vec4 A0; attribute vec4 A0;
attribute float A1; attribute float A1;
attribute vec2 A2; attribute vec2 A2;
@ -930,7 +949,7 @@ void main(void) {
V0 = A1; V0 = A1;
V1 = A2; V1 = A2;
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
uniform float U0; uniform float U0;
varying float V0; varying float V0;
varying vec2 V1;`, varying vec2 V1;`,
@ -990,7 +1009,8 @@ varying vec2 V1;`,
), ),
}, },
}, },
GlslVS: `uniform float U0; GlslVS: glslVertexPrelude + `
uniform float U0;
attribute vec4 A0; attribute vec4 A0;
attribute float A1; attribute float A1;
attribute vec2 A2; attribute vec2 A2;
@ -1002,7 +1022,7 @@ void main(void) {
V0 = A1; V0 = A1;
V1 = A2; V1 = A2;
}`, }`,
GlslFS: glslPrelude + ` GlslFS: glslFragmentPrelude + `
uniform float U0; uniform float U0;
varying float V0; varying float V0;
varying vec2 V1; varying vec2 V1;