mirror of
https://github.com/hajimehoshi/ebiten.git
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6f00221051
Updates #2010
1060 lines
21 KiB
Go
1060 lines
21 KiB
Go
// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package shaderir_test
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import (
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"go/constant"
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"testing"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
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)
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func block(localVars []shaderir.Type, offset int, stmts ...shaderir.Stmt) *shaderir.Block {
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return &shaderir.Block{
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LocalVars: localVars,
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LocalVarIndexOffset: offset,
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Stmts: stmts,
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}
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}
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func exprStmt(expr shaderir.Expr) shaderir.Stmt {
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return shaderir.Stmt{
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Type: shaderir.ExprStmt,
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Exprs: []shaderir.Expr{expr},
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}
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}
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func blockStmt(block *shaderir.Block) shaderir.Stmt {
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return shaderir.Stmt{
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Type: shaderir.BlockStmt,
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Blocks: []*shaderir.Block{block},
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}
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}
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func returnStmt(expr shaderir.Expr) shaderir.Stmt {
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return shaderir.Stmt{
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Type: shaderir.Return,
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Exprs: []shaderir.Expr{expr},
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}
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}
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func assignStmt(lhs shaderir.Expr, rhs shaderir.Expr) shaderir.Stmt {
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return shaderir.Stmt{
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Type: shaderir.Assign,
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Exprs: []shaderir.Expr{lhs, rhs},
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}
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}
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func ifStmt(cond shaderir.Expr, block *shaderir.Block, elseBlock *shaderir.Block) shaderir.Stmt {
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return shaderir.Stmt{
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Type: shaderir.If,
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Exprs: []shaderir.Expr{cond},
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Blocks: []*shaderir.Block{block, elseBlock},
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}
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}
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func forStmt(t shaderir.Type, index, init, end int, op shaderir.Op, delta int, block *shaderir.Block) shaderir.Stmt {
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return shaderir.Stmt{
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Type: shaderir.For,
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Blocks: []*shaderir.Block{block},
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ForVarType: t,
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ForVarIndex: index,
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ForInit: constant.MakeInt64(int64(init)),
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ForEnd: constant.MakeInt64(int64(end)),
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ForOp: op,
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ForDelta: constant.MakeInt64(int64(delta)),
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}
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}
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func floatExpr(value float32) shaderir.Expr {
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return shaderir.Expr{
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Type: shaderir.NumberExpr,
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Const: constant.MakeFloat64(float64(value)),
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}
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}
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func uniformVariableExpr(index int) shaderir.Expr {
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return shaderir.Expr{
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Type: shaderir.UniformVariable,
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Index: index,
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}
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}
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func localVariableExpr(index int) shaderir.Expr {
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return shaderir.Expr{
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Type: shaderir.LocalVariable,
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Index: index,
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}
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}
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func builtinFuncExpr(f shaderir.BuiltinFunc) shaderir.Expr {
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return shaderir.Expr{
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Type: shaderir.BuiltinFuncExpr,
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BuiltinFunc: f,
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}
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}
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func swizzlingExpr(swizzling string) shaderir.Expr {
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return shaderir.Expr{
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Type: shaderir.SwizzlingExpr,
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Swizzling: swizzling,
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}
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}
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func functionExpr(index int) shaderir.Expr {
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return shaderir.Expr{
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Type: shaderir.FunctionExpr,
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Index: index,
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}
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}
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func binaryExpr(op shaderir.Op, exprs ...shaderir.Expr) shaderir.Expr {
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return shaderir.Expr{
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Type: shaderir.Binary,
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Op: op,
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Exprs: exprs,
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}
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}
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func selectionExpr(cond, a, b shaderir.Expr) shaderir.Expr {
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return shaderir.Expr{
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Type: shaderir.Selection,
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Exprs: []shaderir.Expr{cond, a, b},
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}
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}
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func callExpr(callee shaderir.Expr, args ...shaderir.Expr) shaderir.Expr {
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return shaderir.Expr{
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Type: shaderir.Call,
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Exprs: append([]shaderir.Expr{callee}, args...),
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}
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}
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func fieldSelectorExpr(a, b shaderir.Expr) shaderir.Expr {
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return shaderir.Expr{
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Type: shaderir.FieldSelector,
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Exprs: []shaderir.Expr{a, b},
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}
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}
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func TestOutput(t *testing.T) {
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glslVertexPrelude := glsl.VertexPrelude(glsl.GLSLVersionDefault) + "\n"
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glslFragmentPrelude := glsl.FragmentPrelude(glsl.GLSLVersionDefault) + "\n"
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tests := []struct {
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Name string
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Program shaderir.Program
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GlslVS string
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GlslFS string
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Metal string
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}{
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{
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Name: "Empty",
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Program: shaderir.Program{},
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GlslVS: glsl.VertexPrelude(glsl.GLSLVersionDefault),
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GlslFS: glsl.FragmentPrelude(glsl.GLSLVersionDefault),
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},
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{
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Name: "Uniform",
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Program: shaderir.Program{
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Uniforms: []shaderir.Type{
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{Main: shaderir.Float},
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},
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},
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GlslVS: glslVertexPrelude + `
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uniform float U0;`,
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GlslFS: glslFragmentPrelude + `
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uniform float U0;`,
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},
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{
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Name: "UniformStruct",
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Program: shaderir.Program{
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Uniforms: []shaderir.Type{
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{
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Main: shaderir.Struct,
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Sub: []shaderir.Type{
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{Main: shaderir.Float},
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},
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},
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},
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},
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GlslVS: glslVertexPrelude + `
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struct S0 {
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float M0;
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};
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uniform S0 U0;`,
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GlslFS: glslFragmentPrelude + `
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struct S0 {
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float M0;
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};
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uniform S0 U0;`,
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},
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{
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Name: "Vars",
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Program: shaderir.Program{
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Uniforms: []shaderir.Type{
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{Main: shaderir.Float},
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},
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Attributes: []shaderir.Type{
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{Main: shaderir.Vec2},
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},
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Varyings: []shaderir.Type{
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{Main: shaderir.Vec3},
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},
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},
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GlslVS: glslVertexPrelude + `
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uniform float U0;
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attribute vec2 A0;
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varying vec3 V0;`,
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GlslFS: glslFragmentPrelude + `
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uniform float U0;
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varying vec3 V0;`,
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},
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{
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Name: "Func",
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Program: shaderir.Program{
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Funcs: []shaderir.Func{
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{
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Index: 0,
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},
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},
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},
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GlslVS: glslVertexPrelude + `
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void F0(void);
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void F0(void) {
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}`,
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GlslFS: glslFragmentPrelude + `
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void F0(void);
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void F0(void) {
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}`,
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},
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{
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Name: "FuncParams",
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Program: shaderir.Program{
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Funcs: []shaderir.Func{
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{
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Index: 0,
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InParams: []shaderir.Type{
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{Main: shaderir.Float},
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{Main: shaderir.Vec2},
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{Main: shaderir.Vec4},
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},
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OutParams: []shaderir.Type{
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{Main: shaderir.Mat4},
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},
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},
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},
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},
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GlslVS: glslVertexPrelude + `
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void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3);
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void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3) {
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}`,
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GlslFS: glslFragmentPrelude + `
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void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3);
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void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3) {
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}`,
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},
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{
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Name: "FuncReturn",
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Program: shaderir.Program{
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Funcs: []shaderir.Func{
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{
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Index: 0,
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InParams: []shaderir.Type{
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{Main: shaderir.Float},
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},
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Return: shaderir.Type{Main: shaderir.Float},
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Block: block(
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nil,
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1,
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returnStmt(
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localVariableExpr(0),
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),
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),
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},
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},
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},
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GlslVS: glslVertexPrelude + `
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float F0(in float l0);
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float F0(in float l0) {
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return l0;
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}`,
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GlslFS: glslFragmentPrelude + `
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float F0(in float l0);
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float F0(in float l0) {
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return l0;
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}`,
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},
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{
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Name: "FuncLocals",
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Program: shaderir.Program{
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Funcs: []shaderir.Func{
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{
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Index: 0,
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InParams: []shaderir.Type{
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{Main: shaderir.Float},
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},
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OutParams: []shaderir.Type{
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{Main: shaderir.Float},
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},
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Block: block([]shaderir.Type{
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{Main: shaderir.Mat4},
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{Main: shaderir.Mat4},
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}, 2),
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},
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},
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},
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GlslVS: glslVertexPrelude + `
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void F0(in float l0, out float l1);
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void F0(in float l0, out float l1) {
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mat4 l2 = mat4(0);
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mat4 l3 = mat4(0);
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}`,
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GlslFS: glslFragmentPrelude + `
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void F0(in float l0, out float l1);
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void F0(in float l0, out float l1) {
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mat4 l2 = mat4(0);
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mat4 l3 = mat4(0);
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}`,
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},
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{
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Name: "FuncBlocks",
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Program: shaderir.Program{
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Funcs: []shaderir.Func{
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{
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Index: 0,
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InParams: []shaderir.Type{
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{Main: shaderir.Float},
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},
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OutParams: []shaderir.Type{
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{Main: shaderir.Float},
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},
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Block: block(
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[]shaderir.Type{
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{Main: shaderir.Mat4},
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{Main: shaderir.Mat4},
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},
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2,
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blockStmt(
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block(
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[]shaderir.Type{
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{Main: shaderir.Mat4},
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{Main: shaderir.Mat4},
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},
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4,
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),
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),
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),
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},
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},
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},
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GlslVS: glslVertexPrelude + `
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void F0(in float l0, out float l1);
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void F0(in float l0, out float l1) {
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mat4 l2 = mat4(0);
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mat4 l3 = mat4(0);
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{
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mat4 l4 = mat4(0);
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mat4 l5 = mat4(0);
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}
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}`,
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GlslFS: glslFragmentPrelude + `
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void F0(in float l0, out float l1);
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void F0(in float l0, out float l1) {
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mat4 l2 = mat4(0);
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mat4 l3 = mat4(0);
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{
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mat4 l4 = mat4(0);
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mat4 l5 = mat4(0);
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}
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}`,
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},
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{
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Name: "Add",
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Program: shaderir.Program{
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Funcs: []shaderir.Func{
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{
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Index: 0,
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InParams: []shaderir.Type{
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{Main: shaderir.Float},
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{Main: shaderir.Float},
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},
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OutParams: []shaderir.Type{
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{Main: shaderir.Float},
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},
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Block: block(
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nil,
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3,
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assignStmt(
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localVariableExpr(2),
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binaryExpr(
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shaderir.Add,
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localVariableExpr(0),
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localVariableExpr(1),
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),
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),
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),
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},
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},
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},
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GlslVS: glslVertexPrelude + `
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void F0(in float l0, in float l1, out float l2);
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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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GlslFS: glslFragmentPrelude + `
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void F0(in float l0, in float l1, out float l2);
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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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},
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{
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Name: "Selection",
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Program: shaderir.Program{
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Funcs: []shaderir.Func{
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{
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Index: 0,
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InParams: []shaderir.Type{
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{Main: shaderir.Bool},
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{Main: shaderir.Float},
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{Main: shaderir.Float},
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},
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OutParams: []shaderir.Type{
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{Main: shaderir.Float},
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},
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Block: block(
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nil,
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4,
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assignStmt(
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localVariableExpr(3),
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selectionExpr(
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localVariableExpr(0),
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localVariableExpr(1),
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localVariableExpr(2),
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),
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),
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),
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},
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},
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},
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GlslVS: glslVertexPrelude + `
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void F0(in bool l0, in float l1, in float l2, out float l3);
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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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}`,
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GlslFS: glslFragmentPrelude + `
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void F0(in bool l0, in float l1, in float l2, out float l3);
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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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}`,
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},
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{
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Name: "Call",
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Program: shaderir.Program{
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Funcs: []shaderir.Func{
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{
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Index: 0,
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InParams: []shaderir.Type{
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{Main: shaderir.Float},
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{Main: shaderir.Float},
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},
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OutParams: []shaderir.Type{
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{Main: shaderir.Vec2},
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},
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Block: block(
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nil,
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3,
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exprStmt(
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callExpr(
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functionExpr(1),
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),
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),
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assignStmt(
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localVariableExpr(2),
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callExpr(
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functionExpr(2),
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localVariableExpr(0),
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localVariableExpr(1),
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),
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),
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),
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},
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},
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},
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GlslVS: glslVertexPrelude + `
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void F0(in float l0, in float l1, out vec2 l2);
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void F0(in float l0, in float l1, out vec2 l2) {
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F1();
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l2 = F2(l0, l1);
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}`,
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GlslFS: glslFragmentPrelude + `
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void F0(in float l0, in float l1, out vec2 l2);
|
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void F0(in float l0, in float l1, out vec2 l2) {
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F1();
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l2 = F2(l0, l1);
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}`,
|
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},
|
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{
|
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Name: "BuiltinFunc",
|
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Program: shaderir.Program{
|
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Funcs: []shaderir.Func{
|
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{
|
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Index: 0,
|
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InParams: []shaderir.Type{
|
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{Main: shaderir.Float},
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{Main: shaderir.Float},
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},
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OutParams: []shaderir.Type{
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{Main: shaderir.Float},
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},
|
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Block: block(
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nil,
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3,
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assignStmt(
|
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localVariableExpr(2),
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callExpr(
|
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builtinFuncExpr(shaderir.Min),
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localVariableExpr(0),
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localVariableExpr(1),
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),
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),
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),
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},
|
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},
|
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},
|
|
GlslVS: glslVertexPrelude + `
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void F0(in float l0, in float l1, out float l2);
|
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|
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void F0(in float l0, in float l1, out float l2) {
|
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l2 = min(l0, l1);
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}`,
|
|
GlslFS: glslFragmentPrelude + `
|
|
void F0(in float l0, in float l1, out float l2);
|
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|
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void F0(in float l0, in float l1, out float l2) {
|
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l2 = min(l0, l1);
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}`,
|
|
},
|
|
{
|
|
Name: "FieldSelector",
|
|
Program: shaderir.Program{
|
|
Funcs: []shaderir.Func{
|
|
{
|
|
Index: 0,
|
|
InParams: []shaderir.Type{
|
|
{Main: shaderir.Vec4},
|
|
},
|
|
OutParams: []shaderir.Type{
|
|
{Main: shaderir.Vec2},
|
|
},
|
|
Block: block(
|
|
nil,
|
|
2,
|
|
assignStmt(
|
|
localVariableExpr(1),
|
|
fieldSelectorExpr(
|
|
localVariableExpr(0),
|
|
swizzlingExpr("xz"),
|
|
),
|
|
),
|
|
),
|
|
},
|
|
},
|
|
},
|
|
GlslVS: glslVertexPrelude + `
|
|
void F0(in vec4 l0, out vec2 l1);
|
|
|
|
void F0(in vec4 l0, out vec2 l1) {
|
|
l1 = (l0).xz;
|
|
}`,
|
|
GlslFS: glslFragmentPrelude + `
|
|
void F0(in vec4 l0, out vec2 l1);
|
|
|
|
void F0(in vec4 l0, out vec2 l1) {
|
|
l1 = (l0).xz;
|
|
}`,
|
|
},
|
|
{
|
|
Name: "If",
|
|
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(
|
|
nil,
|
|
3,
|
|
ifStmt(
|
|
binaryExpr(
|
|
shaderir.EqualOp,
|
|
localVariableExpr(0),
|
|
floatExpr(0),
|
|
),
|
|
block(
|
|
nil,
|
|
3,
|
|
assignStmt(
|
|
localVariableExpr(2),
|
|
localVariableExpr(0),
|
|
),
|
|
),
|
|
block(
|
|
nil,
|
|
3,
|
|
assignStmt(
|
|
localVariableExpr(2),
|
|
localVariableExpr(1),
|
|
),
|
|
),
|
|
),
|
|
),
|
|
},
|
|
},
|
|
},
|
|
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 + `
|
|
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;
|
|
}
|
|
}`,
|
|
},
|
|
{
|
|
Name: "For",
|
|
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{
|
|
{},
|
|
},
|
|
3,
|
|
forStmt(
|
|
shaderir.Type{Main: shaderir.Int},
|
|
3,
|
|
0,
|
|
100,
|
|
shaderir.LessThanOp,
|
|
1,
|
|
block(
|
|
nil,
|
|
3,
|
|
assignStmt(
|
|
localVariableExpr(2),
|
|
localVariableExpr(0),
|
|
),
|
|
),
|
|
),
|
|
),
|
|
},
|
|
},
|
|
},
|
|
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 + `
|
|
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: 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{
|
|
{},
|
|
},
|
|
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: msl.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{
|
|
{},
|
|
{},
|
|
},
|
|
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: msl.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;
|
|
}
|
|
}`,
|
|
},
|
|
{
|
|
Name: "VertexFunc",
|
|
Program: shaderir.Program{
|
|
Uniforms: []shaderir.Type{
|
|
{Main: shaderir.Float},
|
|
},
|
|
Attributes: []shaderir.Type{
|
|
{Main: shaderir.Vec4},
|
|
{Main: shaderir.Float},
|
|
{Main: shaderir.Vec2},
|
|
},
|
|
Varyings: []shaderir.Type{
|
|
{Main: shaderir.Float},
|
|
{Main: shaderir.Vec2},
|
|
},
|
|
VertexFunc: shaderir.VertexFunc{
|
|
Block: block(
|
|
nil,
|
|
4+1,
|
|
assignStmt(
|
|
localVariableExpr(3),
|
|
localVariableExpr(0),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(4),
|
|
localVariableExpr(1),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(5),
|
|
localVariableExpr(2),
|
|
),
|
|
),
|
|
},
|
|
},
|
|
GlslVS: glslVertexPrelude + `
|
|
uniform float U0;
|
|
attribute vec4 A0;
|
|
attribute float A1;
|
|
attribute vec2 A2;
|
|
varying float V0;
|
|
varying vec2 V1;
|
|
|
|
void main(void) {
|
|
gl_Position = A0;
|
|
V0 = A1;
|
|
V1 = A2;
|
|
}`,
|
|
GlslFS: glslFragmentPrelude + `
|
|
uniform float U0;
|
|
varying float V0;
|
|
varying vec2 V1;`,
|
|
},
|
|
{
|
|
Name: "FragmentFunc",
|
|
Program: shaderir.Program{
|
|
Uniforms: []shaderir.Type{
|
|
{Main: shaderir.Float},
|
|
},
|
|
Attributes: []shaderir.Type{
|
|
{Main: shaderir.Vec4},
|
|
{Main: shaderir.Float},
|
|
{Main: shaderir.Vec2},
|
|
},
|
|
Varyings: []shaderir.Type{
|
|
{Main: shaderir.Float},
|
|
{Main: shaderir.Vec2},
|
|
},
|
|
VertexFunc: shaderir.VertexFunc{
|
|
Block: block(
|
|
nil,
|
|
5+1,
|
|
assignStmt(
|
|
localVariableExpr(3),
|
|
localVariableExpr(0),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(4),
|
|
localVariableExpr(1),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(5),
|
|
localVariableExpr(2),
|
|
),
|
|
),
|
|
},
|
|
FragmentFunc: shaderir.FragmentFunc{
|
|
Block: block(
|
|
[]shaderir.Type{
|
|
{Main: shaderir.Float},
|
|
{Main: shaderir.Vec2},
|
|
},
|
|
3+1,
|
|
assignStmt(
|
|
localVariableExpr(3),
|
|
localVariableExpr(0),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(4),
|
|
localVariableExpr(1),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(5),
|
|
localVariableExpr(2),
|
|
),
|
|
),
|
|
},
|
|
},
|
|
GlslVS: glslVertexPrelude + `
|
|
uniform float U0;
|
|
attribute vec4 A0;
|
|
attribute float A1;
|
|
attribute vec2 A2;
|
|
varying float V0;
|
|
varying vec2 V1;
|
|
|
|
void main(void) {
|
|
gl_Position = A0;
|
|
V0 = A1;
|
|
V1 = A2;
|
|
}`,
|
|
GlslFS: glslFragmentPrelude + `
|
|
uniform float U0;
|
|
varying float V0;
|
|
varying vec2 V1;
|
|
|
|
void main(void) {
|
|
float l0 = float(0);
|
|
vec2 l1 = vec2(0);
|
|
gl_FragColor = gl_FragCoord;
|
|
l0 = V0;
|
|
l1 = V1;
|
|
}`,
|
|
},
|
|
}
|
|
for _, tc := range tests {
|
|
tc := tc
|
|
t.Run(tc.Name, func(t *testing.T) {
|
|
vs, fs := glsl.Compile(&tc.Program, glsl.GLSLVersionDefault)
|
|
{
|
|
got := vs
|
|
want := tc.GlslVS + "\n"
|
|
if got != want {
|
|
t.Errorf("%s vertex: got: %s, want: %s", tc.Name, got, want)
|
|
}
|
|
}
|
|
{
|
|
got := fs
|
|
want := tc.GlslFS + "\n"
|
|
if got != want {
|
|
t.Errorf("%s fragment: got: %s, want: %s", tc.Name, got, want)
|
|
}
|
|
}
|
|
m := msl.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)
|
|
}
|
|
}
|
|
})
|
|
}
|
|
}
|