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+/**************************************************************************/
+/* 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