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Diffstat (limited to 'tests/servers/rendering/test_shader_preprocessor.h')
-rw-r--r-- | tests/servers/rendering/test_shader_preprocessor.h | 333 |
1 files changed, 333 insertions, 0 deletions
diff --git a/tests/servers/rendering/test_shader_preprocessor.h b/tests/servers/rendering/test_shader_preprocessor.h new file mode 100644 index 0000000000..d65eb522e8 --- /dev/null +++ b/tests/servers/rendering/test_shader_preprocessor.h @@ -0,0 +1,333 @@ +/**************************************************************************/ +/* test_shader_preprocessor.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ + +#ifndef TEST_SHADER_PREPROCESSOR_H +#define TEST_SHADER_PREPROCESSOR_H + +#include "servers/rendering/shader_preprocessor.h" + +#include "tests/test_macros.h" + +#include <cctype> + +namespace TestShaderPreprocessor { + +void erase_all_empty(Vector<String> &p_vec) { + int idx = p_vec.find(" "); + while (idx >= 0) { + p_vec.remove_at(idx); + idx = p_vec.find(" "); + } +} + +bool is_variable_char(unsigned char c) { + return std::isalnum(c) || c == '_'; +} + +bool is_operator_char(unsigned char c) { + return (c == '*') || (c == '+') || (c == '-') || (c == '/') || ((c >= '<') && (c <= '>')); +} + +// Remove unnecessary spaces from a line. +String remove_spaces(String &p_str) { + String res; + // Result is guaranteed to not be longer than the input. + res.resize(p_str.size()); + int wp = 0; + char32_t last = 0; + bool has_removed = false; + + for (int n = 0; n < p_str.size(); n++) { + // These test cases only use ASCII. + auto c = static_cast<unsigned char>(p_str[n]); + if (std::isblank(c)) { + has_removed = true; + } else { + if (has_removed) { + // Insert a space to avoid joining things that could potentially form a new token. + // E.g. "float x" or "- -". + if ((is_variable_char(c) && is_variable_char(last)) || + (is_operator_char(c) && is_operator_char(last))) { + res[wp++] = ' '; + } + has_removed = false; + } + res[wp++] = c; + last = c; + } + } + res.resize(wp); + return res; +} + +// The pre-processor changes indentation and inserts spaces when inserting macros. +// Re-format the code, without changing its meaning, to make it easier to compare. +String compact_spaces(String &p_str) { + Vector<String> lines = p_str.split("\n", false); + erase_all_empty(lines); + for (auto &line : lines) { + line = remove_spaces(line); + } + return String("\n").join(lines); +} + +#define CHECK_SHADER_EQ(a, b) CHECK_EQ(compact_spaces(a), compact_spaces(b)) +#define CHECK_SHADER_NE(a, b) CHECK_NE(compact_spaces(a), compact_spaces(b)) + +TEST_CASE("[ShaderPreprocessor] Simple defines") { + String code( + "#define X 1.0 // comment\n" + "#define Y mix\n" + "#define Z X\n" + "\n" + "#define func0 \\\n" + " vec3 my_fun(vec3 arg) {\\\n" + " return pow(arg, 2.2);\\\n" + " }\n" + "\n" + "func0\n" + "\n" + "fragment() {\n" + " ALBEDO = vec3(X);\n" + " float x = Y(0., Z, X);\n" + " #undef X\n" + " float X = x;\n" + " x = -Z;\n" + "}\n"); + String expected( + "vec3 my_fun(vec3 arg) { return pow(arg, 2.2); }\n" + "\n" + "fragment() {\n" + " ALBEDO = vec3( 1.0 );\n" + " float x = mix(0., 1.0 , 1.0 );\n" + " float X = x;\n" + " x = -X;\n" + "}\n"); + String result; + + ShaderPreprocessor preprocessor; + CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK); + + CHECK_SHADER_EQ(result, expected); +} + +TEST_CASE("[ShaderPreprocessor] Avoid merging adjacent tokens") { + String code( + "#define X -10\n" + "#define Y(s) s\n" + "\n" + "fragment() {\n" + " float v = 1.0-X-Y(-2);\n" + "}\n"); + String expected( + "fragment() {\n" + " float v = 1.0 - -10 - -2;\n" + "}\n"); + String result; + + ShaderPreprocessor preprocessor; + CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK); + + CHECK_SHADER_EQ(result, expected); +} + +TEST_CASE("[ShaderPreprocessor] Complex defines") { + String code( + "const float X = 2.0;\n" + "#define A(X) X*2.\n" + "#define X 1.0\n" + "#define Y Z(X, W)\n" + "#define Z max\n" + "#define C(X, Y) Z(A(Y), B(X))\n" + "#define W -X\n" + "#define B(X) X*3.\n" + "\n" + "fragment() {\n" + " float x = Y;\n" + " float y = C(5., 7.0);\n" + "}\n"); + String expected( + "const float X = 2.0;\n" + "fragment() {\n" + " float x = max(1.0, - 1.0);\n" + " float y = max(7.0*2. , 5.*3.);\n" + "}\n"); + String result; + + ShaderPreprocessor preprocessor; + CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK); + + CHECK_SHADER_EQ(result, expected); +} + +TEST_CASE("[ShaderPreprocessor] Concatenation") { + String code( + "fragment() {\n" + " #define X 1 // this is fine ##\n" + " #define y 2\n" + " #define z 3##.## 1## 4 ## 59\n" + " #define Z(y) X ## y\n" + " #define Z2(y) y##X\n" + " #define W(y) X, y\n" + " #define A(x) fl## oat a = 1##x ##.3 ## x\n" + " #define C(x, y) x##.##y\n" + " #define J(x) x##=\n" + " float Z(y) = 1.2;\n" + " float Z(z) = 2.3;\n" + " float Z2(y) = z;\n" + " float Z2(z) = 2.3;\n" + " int b = max(W(3));\n" + " Xy J(+) b J(=) 3 ? 0.1 : 0.2;\n" + " A(9);\n" + " Xy = C(X, y);\n" + "}\n"); + String expected( + "fragment() {\n" + " float Xy = 1.2;\n" + " float Xz = 2.3;\n" + " float yX = 3.1459;\n" + " float zX = 2.3;\n" + " int b = max(1, 3);\n" + " Xy += b == 3 ? 0.1 : 0.2;\n" + " float a = 19.39;\n" + " Xy = 1.2;\n" + "}\n"); + String result; + + ShaderPreprocessor preprocessor; + CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK); + + CHECK_SHADER_EQ(result, expected); +} + +TEST_CASE("[ShaderPreprocessor] Nested concatenation") { + // Concatenation ## should not expand adjacent tokens if they are macros, + // but this is currently not implemented in Godot's shader preprocessor. + // To force expanding, an extra macro should be required (B in this case). + + String code( + "fragment() {\n" + " vec2 X = vec2(0);\n" + " #define X 1\n" + " #define y 2\n" + " #define B(x, y) C(x, y)\n" + " #define C(x, y) x##.##y\n" + " C(X, y) = B(X, y);\n" + "}\n"); + String expected( + "fragment() {\n" + " vec2 X = vec2(0);\n" + " X.y = 1.2;\n" + "}\n"); + String result; + + ShaderPreprocessor preprocessor; + CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK); + + // TODO: Reverse the check when/if this is changed. + CHECK_SHADER_NE(result, expected); +} + +TEST_CASE("[ShaderPreprocessor] Concatenation sorting network") { + String code( + "fragment() {\n" + " #define ARR(X) test##X\n" + " #define ACMP(a, b) ARR(a) > ARR(b)\n" + " #define ASWAP(a, b) tmp = ARR(b); ARR(b) = ARR(a); ARR(a) = tmp;\n" + " #define ACSWAP(a, b) if(ACMP(a, b)) { ASWAP(a, b) }\n" + " float test0 = 1.2;\n" + " float test1 = 0.34;\n" + " float test3 = 0.8;\n" + " float test4 = 2.9;\n" + " float tmp;\n" + " ACSWAP(0,2)\n" + " ACSWAP(1,3)\n" + " ACSWAP(0,1)\n" + " ACSWAP(2,3)\n" + " ACSWAP(1,2)\n" + "}\n"); + String expected( + "fragment() {\n" + " float test0 = 1.2;\n" + " float test1 = 0.34;\n" + " float test3 = 0.8;\n" + " float test4 = 2.9;\n" + " float tmp;\n" + " if(test0 > test2) { tmp = test2; test2 = test0; test0 = tmp; }\n" + " if(test1 > test3) { tmp = test3; test3 = test1; test1 = tmp; }\n" + " if(test0 > test1) { tmp = test1; test1 = test0; test0 = tmp; }\n" + " if(test2 > test3) { tmp = test3; test3 = test2; test2 = tmp; }\n" + " if(test1 > test2) { tmp = test2; test2 = test1; test1 = tmp; }\n" + "}\n"); + String result; + + ShaderPreprocessor preprocessor; + CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK); + + CHECK_SHADER_EQ(result, expected); +} + +TEST_CASE("[ShaderPreprocessor] Undefined behaviour") { + // None of these are valid concatenation, nor valid shader code. + // Don't care about results, just make sure there's no crash. + const String filename("somefile.gdshader"); + String result; + ShaderPreprocessor preprocessor; + + preprocessor.preprocess("#define X ###\nX\n", filename, result); + preprocessor.preprocess("#define X ####\nX\n", filename, result); + preprocessor.preprocess("#define X #####\nX\n", filename, result); + preprocessor.preprocess("#define X 1 ### 2\nX\n", filename, result); + preprocessor.preprocess("#define X 1 #### 2\nX\n", filename, result); + preprocessor.preprocess("#define X 1 ##### 2\nX\n", filename, result); + preprocessor.preprocess("#define X ### 2\nX\n", filename, result); + preprocessor.preprocess("#define X #### 2\nX\n", filename, result); + preprocessor.preprocess("#define X ##### 2\nX\n", filename, result); + preprocessor.preprocess("#define X 1 ###\nX\n", filename, result); + preprocessor.preprocess("#define X 1 ####\nX\n", filename, result); + preprocessor.preprocess("#define X 1 #####\nX\n", filename, result); +} + +TEST_CASE("[ShaderPreprocessor] Invalid concatenations") { + const String filename("somefile.gdshader"); + String result; + ShaderPreprocessor preprocessor; + + CHECK_NE(preprocessor.preprocess("#define X ##", filename, result), Error::OK); + CHECK_NE(preprocessor.preprocess("#define X 1 ##", filename, result), Error::OK); + CHECK_NE(preprocessor.preprocess("#define X ## 1", filename, result), Error::OK); + CHECK_NE(preprocessor.preprocess("#define X(y) ## ", filename, result), Error::OK); + CHECK_NE(preprocessor.preprocess("#define X(y) y ## ", filename, result), Error::OK); + CHECK_NE(preprocessor.preprocess("#define X(y) ## y", filename, result), Error::OK); +} + +} // namespace TestShaderPreprocessor + +#endif // TEST_SHADER_PREPROCESSOR_H |