mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
b72848dc97
Updates #1404
1048 lines
18 KiB
Go
1048 lines
18 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/metal"
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)
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func block(localVars []Type, offset int, stmts ...Stmt) *Block {
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return &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 Expr) Stmt {
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return Stmt{
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Type: ExprStmt,
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Exprs: []Expr{expr},
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}
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}
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func blockStmt(block *Block) Stmt {
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return Stmt{
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Type: BlockStmt,
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Blocks: []*Block{block},
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}
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}
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func returnStmt(expr Expr) Stmt {
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return Stmt{
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Type: Return,
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Exprs: []Expr{expr},
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}
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}
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func assignStmt(lhs Expr, rhs Expr) Stmt {
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return Stmt{
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Type: Assign,
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Exprs: []Expr{lhs, rhs},
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}
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}
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func ifStmt(cond Expr, block *Block, elseBlock *Block) Stmt {
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return Stmt{
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Type: If,
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Exprs: []Expr{cond},
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Blocks: []*Block{block, elseBlock},
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}
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}
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func forStmt(t Type, index, init, end int, op Op, delta int, block *Block) Stmt {
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return Stmt{
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Type: For,
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Blocks: []*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) Expr {
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return Expr{
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Type: 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) Expr {
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return Expr{
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Type: UniformVariable,
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Index: index,
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}
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}
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func localVariableExpr(index int) Expr {
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return Expr{
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Type: LocalVariable,
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Index: index,
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}
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}
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func builtinFuncExpr(f BuiltinFunc) Expr {
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return Expr{
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Type: BuiltinFuncExpr,
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BuiltinFunc: f,
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}
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}
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func swizzlingExpr(swizzling string) Expr {
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return Expr{
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Type: SwizzlingExpr,
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Swizzling: swizzling,
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}
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}
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func functionExpr(index int) Expr {
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return Expr{
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Type: FunctionExpr,
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Index: index,
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}
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}
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func binaryExpr(op Op, exprs ...Expr) Expr {
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return Expr{
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Type: 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 Expr) Expr {
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return Expr{
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Type: Selection,
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Exprs: []Expr{cond, a, b},
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}
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}
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func callExpr(callee Expr, args ...Expr) Expr {
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return Expr{
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Type: Call,
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Exprs: append([]Expr{callee}, args...),
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}
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}
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func fieldSelectorExpr(a, b Expr) Expr {
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return Expr{
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Type: FieldSelector,
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Exprs: []Expr{a, b},
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}
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}
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func TestOutput(t *testing.T) {
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glslPrelude := glsl.FragmentPrelude(glsl.GLSLVersionDefault) + "\n"
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tests := []struct {
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Name string
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Program 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: Program{},
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GlslVS: ``,
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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: Program{
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Uniforms: []Type{
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{Main: Float},
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},
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},
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GlslVS: `uniform float U0;`,
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GlslFS: glslPrelude + `
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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: Program{
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Uniforms: []Type{
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{
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Main: Struct,
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Sub: []Type{
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{Main: Float},
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},
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},
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},
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},
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GlslVS: `struct S0 {
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float M0;
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};
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uniform S0 U0;`,
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GlslFS: glslPrelude + `
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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: Program{
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Uniforms: []Type{
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{Main: Float},
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},
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Attributes: []Type{
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{Main: Vec2},
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},
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Varyings: []Type{
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{Main: Vec3},
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},
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},
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GlslVS: `uniform float U0;
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attribute vec2 A0;
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varying vec3 V0;`,
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GlslFS: glslPrelude + `
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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: Program{
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Funcs: []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: `void F0(void);
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void F0(void) {
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}`,
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GlslFS: glslPrelude + `
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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: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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{Main: Vec2},
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{Main: Vec4},
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},
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OutParams: []Type{
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{Main: Mat4},
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},
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},
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},
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},
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GlslVS: `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: glslPrelude + `
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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: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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},
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Return: Type{Main: 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: `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: glslPrelude + `
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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: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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Block: block([]Type{
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{Main: Mat4},
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{Main: Mat4},
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}, 2),
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},
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},
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},
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GlslVS: `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: glslPrelude + `
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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: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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Block: block(
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[]Type{
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{Main: Mat4},
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{Main: Mat4},
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},
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2,
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blockStmt(
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block(
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[]Type{
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{Main: Mat4},
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{Main: 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: `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: glslPrelude + `
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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: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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{Main: Float},
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},
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OutParams: []Type{
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{Main: 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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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: `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: glslPrelude + `
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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: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Bool},
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{Main: Float},
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{Main: Float},
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},
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OutParams: []Type{
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{Main: 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: `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: glslPrelude + `
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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: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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{Main: Float},
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},
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OutParams: []Type{
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{Main: 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: `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: glslPrelude + `
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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: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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{Main: Float},
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},
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OutParams: []Type{
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{Main: 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(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: `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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}`,
|
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GlslFS: glslPrelude + `
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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 = min(l0, l1);
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}`,
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},
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{
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Name: "FieldSelector",
|
|
Program: Program{
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Funcs: []Func{
|
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{
|
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Index: 0,
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InParams: []Type{
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{Main: Vec4},
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},
|
|
OutParams: []Type{
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{Main: Vec2},
|
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},
|
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Block: block(
|
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nil,
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2,
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assignStmt(
|
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localVariableExpr(1),
|
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fieldSelectorExpr(
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localVariableExpr(0),
|
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swizzlingExpr("xz"),
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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: `void F0(in vec4 l0, out vec2 l1);
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|
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void F0(in vec4 l0, out vec2 l1) {
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l1 = (l0).xz;
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}`,
|
|
GlslFS: glslPrelude + `
|
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void F0(in vec4 l0, out vec2 l1);
|
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|
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void F0(in vec4 l0, out vec2 l1) {
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l1 = (l0).xz;
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}`,
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},
|
|
{
|
|
Name: "If",
|
|
Program: Program{
|
|
Funcs: []Func{
|
|
{
|
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Index: 0,
|
|
InParams: []Type{
|
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{Main: Float},
|
|
{Main: Float},
|
|
},
|
|
OutParams: []Type{
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{Main: Float},
|
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},
|
|
Block: block(
|
|
nil,
|
|
3,
|
|
ifStmt(
|
|
binaryExpr(
|
|
EqualOp,
|
|
localVariableExpr(0),
|
|
floatExpr(0),
|
|
),
|
|
block(
|
|
nil,
|
|
3,
|
|
assignStmt(
|
|
localVariableExpr(2),
|
|
localVariableExpr(0),
|
|
),
|
|
),
|
|
block(
|
|
nil,
|
|
3,
|
|
assignStmt(
|
|
localVariableExpr(2),
|
|
localVariableExpr(1),
|
|
),
|
|
),
|
|
),
|
|
),
|
|
},
|
|
},
|
|
},
|
|
GlslVS: `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: glslPrelude + `
|
|
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: Program{
|
|
Funcs: []Func{
|
|
{
|
|
Index: 0,
|
|
InParams: []Type{
|
|
{Main: Float},
|
|
{Main: Float},
|
|
},
|
|
OutParams: []Type{
|
|
{Main: Float},
|
|
},
|
|
Block: block(
|
|
[]Type{
|
|
{},
|
|
},
|
|
3,
|
|
forStmt(
|
|
Type{Main: Int},
|
|
3,
|
|
0,
|
|
100,
|
|
LessThanOp,
|
|
1,
|
|
block(
|
|
nil,
|
|
3,
|
|
assignStmt(
|
|
localVariableExpr(2),
|
|
localVariableExpr(0),
|
|
),
|
|
),
|
|
),
|
|
),
|
|
},
|
|
},
|
|
},
|
|
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++) {
|
|
l2 = l0;
|
|
}
|
|
}`,
|
|
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(
|
|
[]Type{
|
|
{},
|
|
},
|
|
3,
|
|
forStmt(
|
|
Type{Main: Int},
|
|
3,
|
|
0,
|
|
100,
|
|
LessThanOp,
|
|
1,
|
|
block(
|
|
[]Type{
|
|
{Main: Int},
|
|
},
|
|
4,
|
|
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;
|
|
}
|
|
}`,
|
|
},
|
|
{
|
|
Name: "For3",
|
|
Program: Program{
|
|
Funcs: []Func{
|
|
{
|
|
Index: 0,
|
|
InParams: []Type{
|
|
{Main: Float},
|
|
{Main: Float},
|
|
},
|
|
OutParams: []Type{
|
|
{Main: Float},
|
|
},
|
|
Block: block(
|
|
[]Type{
|
|
{},
|
|
{},
|
|
},
|
|
3,
|
|
forStmt(
|
|
Type{Main: Int},
|
|
3,
|
|
0,
|
|
100,
|
|
LessThanOp,
|
|
1,
|
|
block(
|
|
[]Type{
|
|
{Main: Int},
|
|
},
|
|
4,
|
|
assignStmt(
|
|
localVariableExpr(2),
|
|
localVariableExpr(4),
|
|
),
|
|
),
|
|
),
|
|
forStmt(
|
|
Type{Main: Float},
|
|
4,
|
|
0,
|
|
100,
|
|
LessThanOp,
|
|
1,
|
|
block(
|
|
[]Type{
|
|
{Main: Int},
|
|
},
|
|
5,
|
|
assignStmt(
|
|
localVariableExpr(2),
|
|
localVariableExpr(5),
|
|
),
|
|
),
|
|
),
|
|
),
|
|
},
|
|
},
|
|
},
|
|
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;
|
|
}
|
|
for (float l4 = 0.0; l4 < 100.0; l4++) {
|
|
int l5 = 0;
|
|
l2 = l5;
|
|
}
|
|
}`,
|
|
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;
|
|
}
|
|
for (float l4 = 0.0; l4 < 100.0; l4++) {
|
|
int l5 = 0;
|
|
l2 = l5;
|
|
}
|
|
}`,
|
|
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;
|
|
}
|
|
for (float l4 = 0.0; l4 < 100.0; l4++) {
|
|
int l5 = 0;
|
|
l2 = l5;
|
|
}
|
|
}`,
|
|
},
|
|
{
|
|
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,
|
|
4+1,
|
|
assignStmt(
|
|
localVariableExpr(3),
|
|
localVariableExpr(0),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(4),
|
|
localVariableExpr(1),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(5),
|
|
localVariableExpr(2),
|
|
),
|
|
),
|
|
},
|
|
},
|
|
GlslVS: `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: glslPrelude + `
|
|
uniform float U0;
|
|
varying float V0;
|
|
varying vec2 V1;`,
|
|
},
|
|
{
|
|
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,
|
|
5+1,
|
|
assignStmt(
|
|
localVariableExpr(3),
|
|
localVariableExpr(0),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(4),
|
|
localVariableExpr(1),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(5),
|
|
localVariableExpr(2),
|
|
),
|
|
),
|
|
},
|
|
FragmentFunc: FragmentFunc{
|
|
Block: block(
|
|
[]Type{
|
|
{Main: Float},
|
|
{Main: Vec2},
|
|
},
|
|
3+1,
|
|
assignStmt(
|
|
localVariableExpr(3),
|
|
localVariableExpr(0),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(4),
|
|
localVariableExpr(1),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(5),
|
|
localVariableExpr(2),
|
|
),
|
|
),
|
|
},
|
|
},
|
|
GlslVS: `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: glslPrelude + `
|
|
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 := 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)
|
|
}
|
|
}
|
|
})
|
|
}
|
|
}
|