| // Copyright 2024 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #include "src/tint/lang/core/type/sampled_texture.h" |
| #include "src/tint/lang/glsl/writer/helper_test.h" |
| |
| #include "gmock/gmock.h" |
| |
| namespace tint::glsl::writer { |
| namespace { |
| |
| using namespace tint::core::fluent_types; // NOLINT |
| using namespace tint::core::number_suffixes; // NOLINT |
| |
| TEST_F(GlslWriterTest, StripAllNames) { |
| auto* str = |
| ty.Struct(mod.symbols.New("MyStruct"), { |
| {mod.symbols.Register("a"), ty.i32()}, |
| {mod.symbols.Register("b"), ty.vec4<i32>()}, |
| }); |
| auto* foo = b.Function("foo", ty.u32()); |
| auto* param = b.FunctionParam("param", ty.u32()); |
| foo->AppendParam(param); |
| b.Append(foo->Block(), [&] { // |
| b.Return(foo, param); |
| }); |
| |
| auto* func = b.ComputeFunction("main"); |
| auto* idx = b.FunctionParam("idx", ty.u32()); |
| idx->SetBuiltin(core::BuiltinValue::kLocalInvocationIndex); |
| func->AppendParam(idx); |
| b.Append(func->Block(), [&] { // |
| auto* var = b.Var("str", ty.ptr<function>(str)); |
| auto* val = b.Load(var); |
| mod.SetName(val, "val"); |
| auto* a = b.Access<i32>(val, 0_u); |
| mod.SetName(a, "a"); |
| b.Let("let", b.Call<u32>(foo, idx)); |
| b.Return(func); |
| }); |
| |
| Options options; |
| options.strip_all_names = true; |
| ASSERT_TRUE(Generate(options)) << err_ << output_.glsl; |
| EXPECT_EQ(output_.glsl, GlslHeader() + R"( |
| |
| struct tint_struct { |
| int member_0; |
| ivec4 member_1; |
| }; |
| |
| uint v(uint v_1) { |
| return v_1; |
| } |
| void v_2(uint v_3) { |
| tint_struct v_4 = tint_struct(0, ivec4(0)); |
| uint v_5 = v(v_3); |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v_2(gl_LocalInvocationIndex); |
| } |
| )"); |
| } |
| |
| TEST_F(GlslWriterTest, StripAllNames_CombinedTextureSamplerName) { |
| BindingPoint texture_bp{1, 2}; |
| BindingPoint sampler_bp{3, 4}; |
| auto* tex_ty = ty.sampled_texture(core::type::TextureDimension::k2d, ty.f32()); |
| auto* texture = b.Var("texture", ty.ptr<handle>(tex_ty)); |
| auto* sampler = b.Var("sampler", ty.ptr<handle>(ty.sampler())); |
| texture->SetBindingPoint(texture_bp.group, texture_bp.binding); |
| sampler->SetBindingPoint(sampler_bp.group, sampler_bp.binding); |
| mod.root_block->Append(texture); |
| mod.root_block->Append(sampler); |
| |
| auto* func = b.Function("main", ty.void_(), core::ir::Function::PipelineStage::kFragment); |
| b.Append(func->Block(), [&] { // |
| auto* t = b.Load(texture); |
| auto* s = b.Load(sampler); |
| b.Let("value", |
| b.Call<vec4<f32>>(core::BuiltinFn::kTextureSample, t, s, b.Zero<vec2<f32>>())); |
| b.Return(func); |
| }); |
| |
| Options options; |
| options.strip_all_names = true; |
| options.bindings.sampler_texture_to_name.insert( |
| {binding::CombinedTextureSamplerPair{texture_bp, sampler_bp}, |
| "tint_combined_texture_sampler"}); |
| ASSERT_TRUE(Generate(options)) << err_ << output_.glsl; |
| EXPECT_EQ(output_.glsl, GlslHeader() + R"(precision highp float; |
| precision highp int; |
| |
| uniform highp sampler2D tint_combined_texture_sampler; |
| void main() { |
| vec4 v = texture(tint_combined_texture_sampler, vec2(0.0f)); |
| } |
| )"); |
| } |
| |
| } // namespace |
| } // namespace tint::glsl::writer |