// 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" ) func block(localVars []Type, stmts ...Stmt) Block { return Block{ LocalVars: localVars, Stmts: stmts, } } func exprStmt(expr Expr) Stmt { return Stmt{ Type: ExprStmt, Exprs: []Expr{expr}, } } func blockStmt(block Block) Stmt { return Stmt{ Type: BlockStmt, Blocks: []Block{block}, } } func returnStmt(expr Expr) Stmt { return Stmt{ Type: Return, Exprs: []Expr{expr}, } } func assignStmt(lhs Expr, rhs Expr) Stmt { return Stmt{ Type: Assign, Exprs: []Expr{lhs, rhs}, } } func ifStmt(cond Expr, block Block, elseBlock Block) Stmt { return Stmt{ Type: If, Exprs: []Expr{cond}, Blocks: []Block{block, elseBlock}, } } func forStmt(init, end int, op Op, delta int, block Block) Stmt { return Stmt{ Type: For, Blocks: []Block{block}, ForInit: init, ForEnd: end, ForOp: op, ForDelta: delta, } } func floatExpr(value float32) Expr { return Expr{ Type: FloatExpr, Float: value, } } func varNameExpr(vt VariableType, index int) Expr { return Expr{ Type: VarName, Variable: Variable{ Type: vt, Index: index, }, } } func builtinFuncExpr(f BuiltinFunc) Expr { return Expr{ Type: BuiltinFuncExpr, BuiltinFunc: f, } } func swizzlingExpr(swizzling string) Expr { return Expr{ Type: SwizzlingExpr, Swizzling: swizzling, } } func functionExpr(index int) Expr { return Expr{ Type: FunctionExpr, Index: index, } } func binaryExpr(op Op, exprs ...Expr) Expr { return Expr{ Type: Binary, Op: op, Exprs: exprs, } } func selectionExpr(cond, a, b Expr) Expr { return Expr{ Type: Selection, Exprs: []Expr{cond, a, b}, } } func callExpr(callee Expr, args ...Expr) Expr { return Expr{ Type: Call, Exprs: append([]Expr{callee}, args...), } } func fieldSelectorExpr(a, b Expr) Expr { return Expr{ Type: FieldSelector, Exprs: []Expr{a, b}, } } func TestOutput(t *testing.T) { tests := []struct { Name string Program Program Glsl string }{ { Name: "Empty", Program: Program{}, Glsl: ``, }, { Name: "Uniform", Program: Program{ Uniforms: []Type{ {Main: Float}, }, }, Glsl: `uniform float U0;`, }, { Name: "UniformStruct", Program: Program{ Uniforms: []Type{ { Main: Struct, Sub: []Type{ {Main: Float}, }, }, }, }, Glsl: `struct S0 { float M0; }; uniform S0 U0;`, }, { Name: "Vars", Program: Program{ Uniforms: []Type{ {Main: Float}, }, Attributes: []Type{ {Main: Vec2}, }, Varyings: []Type{ {Main: Vec3}, }, }, Glsl: `uniform float U0; attribute vec2 A0; varying vec3 V0;`, }, { Name: "Func", Program: Program{ Funcs: []Func{ { Index: 0, }, }, }, Glsl: `void F0(void) { }`, }, { Name: "FuncParams", Program: Program{ Funcs: []Func{ { Index: 0, 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) { }`, }, { Name: "FuncReturn", Program: Program{ Funcs: []Func{ { Index: 0, InParams: []Type{ {Main: Float}, }, Return: Type{Main: Float}, Block: block( nil, returnStmt( varNameExpr(Local, 0), ), ), }, }, }, Glsl: `float F0(in float l0) { return l0; }`, }, { Name: "FuncLocals", Program: Program{ Funcs: []Func{ { Index: 0, InParams: []Type{ {Main: Float}, }, InOutParams: []Type{ {Main: Float}, }, OutParams: []Type{ {Main: Float}, }, Block: block([]Type{ {Main: Mat4}, {Main: Mat4}, }), }, }, }, Glsl: `void F0(in float l0, inout float l1, out float l2) { mat4 l3; mat4 l4; }`, }, { Name: "FuncBlocks", Program: Program{ Funcs: []Func{ { Index: 0, InParams: []Type{ {Main: Float}, }, InOutParams: []Type{ {Main: Float}, }, OutParams: []Type{ {Main: Float}, }, Block: block( []Type{ {Main: Mat4}, {Main: Mat4}, }, blockStmt( block( []Type{ {Main: Mat4}, {Main: Mat4}, }, ), ), ), }, }, }, Glsl: `void F0(in float l0, inout float l1, out float l2) { mat4 l3; mat4 l4; { mat4 l5; mat4 l6; } }`, }, { Name: "Add", Program: Program{ Funcs: []Func{ { Index: 0, InParams: []Type{ {Main: Float}, {Main: Float}, }, OutParams: []Type{ {Main: Float}, }, Block: block( nil, assignStmt( varNameExpr(Local, 2), binaryExpr( Add, varNameExpr(Local, 0), varNameExpr(Local, 1), ), ), ), }, }, }, Glsl: `void F0(in float l0, in float l1, out float l2) { l2 = (l0) + (l1); }`, }, { Name: "Selection", Program: Program{ Funcs: []Func{ { Index: 0, 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); }`, }, { Name: "Call", Program: Program{ Funcs: []Func{ { Index: 0, InParams: []Type{ {Main: Float}, {Main: Float}, }, OutParams: []Type{ {Main: Vec2}, }, Block: block( nil, exprStmt( callExpr( functionExpr(1), ), ), assignStmt( varNameExpr(Local, 2), callExpr( functionExpr(2), varNameExpr(Local, 0), varNameExpr(Local, 1), ), ), ), }, }, }, Glsl: `void F0(in float l0, in float l1, out vec2 l2) { (F1)(); l2 = (F2)(l0, l1); }`, }, { Name: "BuiltinFunc", Program: Program{ Funcs: []Func{ { Index: 0, InParams: []Type{ {Main: Float}, {Main: Float}, }, OutParams: []Type{ {Main: Float}, }, Block: block( nil, assignStmt( varNameExpr(Local, 2), callExpr( builtinFuncExpr(Min), varNameExpr(Local, 0), varNameExpr(Local, 1), ), ), ), }, }, }, Glsl: `void F0(in float l0, in float l1, out float l2) { l2 = (min)(l0, l1); }`, }, { Name: "FieldSelector", Program: Program{ Funcs: []Func{ { Index: 0, InParams: []Type{ {Main: Vec4}, }, OutParams: []Type{ {Main: Vec2}, }, Block: block( nil, assignStmt( varNameExpr(Local, 1), fieldSelectorExpr( varNameExpr(Local, 0), swizzlingExpr("xz"), ), ), ), }, }, }, Glsl: `void F0(in vec4 l0, out vec2 l1) { l1 = (l0).xz; }`, }, { Name: "If", Program: Program{ Funcs: []Func{ { Index: 0, InParams: []Type{ {Main: Float}, {Main: Float}, }, OutParams: []Type{ {Main: Float}, }, Block: block( nil, ifStmt( binaryExpr( EqualOp, varNameExpr(Local, 0), floatExpr(0), ), block( nil, assignStmt( varNameExpr(Local, 2), varNameExpr(Local, 0), ), ), block( nil, assignStmt( varNameExpr(Local, 2), varNameExpr(Local, 1), ), ), ), ), }, }, }, Glsl: `void F0(in float l0, in float l1, out float l2) { if ((l0) == (0.000000000e+00)) { l2 = l0; } else { l2 = l1; } }`, }, { Name: "For", Program: Program{ Funcs: []Func{ { Index: 0, InParams: []Type{ {Main: Float}, {Main: Float}, }, OutParams: []Type{ {Main: Float}, }, Block: block( nil, forStmt( 0, 100, LessThanOp, 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; } }`, }, { 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; #if defined(COMPILING_VERTEX_SHADER) void main(void) { gl_Position = A0; V0 = A1; V1 = A2; } #endif`, }, { 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; #if defined(COMPILING_VERTEX_SHADER) void main(void) { gl_Position = A0; V0 = A1; V1 = A2; } #endif #if defined(COMPILING_FRAGMENT_SHADER) void main(void) { vec2 l0; vec4 l1; float l2; l2 = V0; l0 = V1; l1 = gl_FragCoord; } #endif`, }, } 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) } } }