ShaderProgramCompiler.cpp 6.1 KB

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  1. // Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <tests/framework/Framework.h>
  6. #include <anki/shader_compiler/ShaderProgramCompiler.h>
  7. ANKI_TEST(ShaderCompiler, ShaderProgramCompilerSimple)
  8. {
  9. const CString sourceCode = R"(
  10. #pragma anki mutator INSTANCE_COUNT 1 2 4 8 16 32 64
  11. struct Instanced
  12. {
  13. Mat4 m_ankiMvp;
  14. Mat3 m_ankiRotationMat;
  15. Mat4 m_ankiModelViewMat;
  16. Mat4 m_ankiPrevMvp;
  17. };
  18. layout(set = 0, binding = 0) uniform ankiMaterial
  19. {
  20. Instanced u_instanced[INSTANCE_COUNT];
  21. };
  22. #pragma anki start vert
  23. out gl_PerVertex
  24. {
  25. Vec4 gl_Position;
  26. };
  27. void main()
  28. {
  29. gl_Position = u_instanced[gl_InstanceID].m_ankiMvp * Vec4(gl_VertexID);
  30. }
  31. #pragma anki end
  32. #pragma anki start frag
  33. layout(location = 0) out Vec3 out_color;
  34. void main()
  35. {
  36. out_color = Vec3(0.0) + u_color.xyz;
  37. }
  38. #pragma anki end
  39. )";
  40. // Write the file
  41. {
  42. File file;
  43. ANKI_TEST_EXPECT_NO_ERR(file.open("test.glslp", FileOpenFlag::WRITE));
  44. ANKI_TEST_EXPECT_NO_ERR(file.writeText(sourceCode));
  45. }
  46. class Fsystem : public ShaderProgramFilesystemInterface
  47. {
  48. public:
  49. Error readAllText(CString filename, StringAuto& txt) final
  50. {
  51. File file;
  52. ANKI_CHECK(file.open(filename, FileOpenFlag::READ));
  53. ANKI_CHECK(file.readAllText(txt));
  54. return Error::NONE;
  55. }
  56. } fsystem;
  57. HeapAllocator<U8> alloc(allocAligned, nullptr);
  58. ShaderProgramBinaryWrapper binary(alloc);
  59. BindlessLimits bindlessLimits;
  60. GpuDeviceCapabilities gpuCapabilities;
  61. ANKI_TEST_EXPECT_NO_ERR(
  62. compileShaderProgram("test.glslp", fsystem, alloc, gpuCapabilities, bindlessLimits, binary));
  63. #if 0
  64. StringAuto dis(alloc);
  65. dumpShaderProgramBinary(binary.getBinary(), dis);
  66. ANKI_LOGI("Binary disassembly:\n%s\n", dis.cstr());
  67. #endif
  68. }
  69. ANKI_TEST(ShaderCompiler, ShaderProgramCompiler)
  70. {
  71. const CString sourceCode = R"(
  72. #pragma anki mutator INSTANCE_COUNT 1 2 4 8 16 32 64
  73. #pragma anki mutator LOD 0 1 2
  74. #pragma anki mutator PASS 0 1 2 3
  75. #pragma anki mutator DIFFUSE_TEX 0 1
  76. #pragma anki mutator SPECULAR_TEX 0 1
  77. #pragma anki mutator ROUGHNESS_TEX 0 1
  78. #pragma anki mutator METAL_TEX 0 1
  79. #pragma anki mutator NORMAL_TEX 0 1
  80. #pragma anki mutator PARALLAX 0 1
  81. #pragma anki mutator EMISSIVE_TEX 0 1
  82. #pragma anki mutator BONES 0 1
  83. #pragma anki mutator VELOCITY 0 1
  84. #pragma anki rewrite_mutation PASS 1 DIFFUSE_TEX 1 to PASS 1 DIFFUSE_TEX 0
  85. #pragma anki rewrite_mutation PASS 2 DIFFUSE_TEX 1 to PASS 2 DIFFUSE_TEX 0
  86. #pragma anki rewrite_mutation PASS 3 DIFFUSE_TEX 1 to PASS 2 DIFFUSE_TEX 0
  87. #pragma anki rewrite_mutation PASS 1 SPECULAR_TEX 1 to PASS 1 SPECULAR_TEX 0
  88. #pragma anki rewrite_mutation PASS 2 SPECULAR_TEX 1 to PASS 2 SPECULAR_TEX 0
  89. #pragma anki rewrite_mutation PASS 3 SPECULAR_TEX 1 to PASS 2 SPECULAR_TEX 0
  90. #pragma anki rewrite_mutation PASS 1 ROUGHNESS_TEX 1 to PASS 1 ROUGHNESS_TEX 0
  91. #pragma anki rewrite_mutation PASS 2 ROUGHNESS_TEX 1 to PASS 2 ROUGHNESS_TEX 0
  92. #pragma anki rewrite_mutation PASS 3 ROUGHNESS_TEX 1 to PASS 2 ROUGHNESS_TEX 0
  93. #pragma anki rewrite_mutation PASS 1 METAL_TEX 1 to PASS 1 METAL_TEX 0
  94. #pragma anki rewrite_mutation PASS 2 METAL_TEX 1 to PASS 2 METAL_TEX 0
  95. #pragma anki rewrite_mutation PASS 3 METAL_TEX 1 to PASS 2 METAL_TEX 0
  96. #pragma anki rewrite_mutation PASS 1 NORMAL_TEX 1 to PASS 1 NORMAL_TEX 0
  97. #pragma anki rewrite_mutation PASS 2 NORMAL_TEX 1 to PASS 2 NORMAL_TEX 0
  98. #pragma anki rewrite_mutation PASS 3 NORMAL_TEX 1 to PASS 2 NORMAL_TEX 0
  99. #pragma anki rewrite_mutation PASS 1 EMISSIVE_TEX 1 to PASS 1 EMISSIVE_TEX 0
  100. #pragma anki rewrite_mutation PASS 2 EMISSIVE_TEX 1 to PASS 2 EMISSIVE_TEX 0
  101. #pragma anki rewrite_mutation PASS 3 EMISSIVE_TEX 1 to PASS 2 EMISSIVE_TEX 0
  102. #pragma anki rewrite_mutation PASS 1 VELOCITY 1 to PASS 1 VELOCITY 0
  103. #pragma anki rewrite_mutation PASS 2 VELOCITY 1 to PASS 2 VELOCITY 0
  104. #pragma anki rewrite_mutation PASS 3 VELOCITY 1 to PASS 2 VELOCITY 0
  105. layout(set = 0, binding = 0) uniform ankiMaterial
  106. {
  107. Mat4 u_ankiMvp[INSTANCE_COUNT];
  108. #if PASS == 0
  109. Mat3 u_ankiRotationMat[INSTANCE_COUNT];
  110. #endif
  111. #if PASS == 0 && PARALLAX == 1
  112. Mat4 u_ankiModelViewMat[INSTANCE_COUNT];
  113. #endif
  114. #if PASS == 0 && VELOCITY == 1
  115. Mat4 u_ankiPrevMvp[INSTANCE_COUNT];
  116. #endif
  117. };
  118. #if PASS == 0
  119. #if DIFFUSE_TEX == 0
  120. ANKI_SPECIALIZATION_CONSTANT_VEC3(diffColor, 0, Vec3(0));
  121. #else
  122. layout(set = 0, binding = 1) uniform texture2D diffTex;
  123. #endif
  124. #if SPECULAR_TEX == 0
  125. ANKI_SPECIALIZATION_CONSTANT_VEC3(specColor, 3, Vec3(0));
  126. #else
  127. layout(set = 0, binding = 2) uniform texture2D specTex;
  128. #endif
  129. #if ROUGHNESS_TEX == 0
  130. ANKI_SPECIALIZATION_CONSTANT_F32(roughness, 6, 0.0);
  131. #else
  132. layout(set = 0, binding = 3) uniform texture2D roughnessTex;
  133. #endif
  134. #if METAL_TEX == 0
  135. ANKI_SPECIALIZATION_CONSTANT_F32(metallic, 7, 0.0);
  136. #else
  137. layout(set = 0, binding = 4) uniform texture2D metallicTex;
  138. #endif
  139. #if EMISSIVE_TEX == 0
  140. ANKI_SPECIALIZATION_CONSTANT_VEC3(emission, 8, Vec3(0.0));
  141. #else
  142. layout(set = 0, binding = 5) uniform texture2D emissiveTex;
  143. #endif
  144. #if PARALLAX == 1 && LOD == 0
  145. ANKI_SPECIALIZATION_CONSTANT_F32(heightMapScale, 11, 0.0);
  146. layout(set = 0, binding = 6) uniform texture2D heightTex;
  147. #endif
  148. #endif
  149. #pragma anki start vert
  150. out gl_PerVertex
  151. {
  152. Vec4 gl_Position;
  153. };
  154. void main()
  155. {
  156. gl_Position = Vec4(gl_VertexID);
  157. }
  158. #pragma anki end
  159. #pragma anki start frag
  160. layout(location = 0) out Vec3 out_color;
  161. void main()
  162. {
  163. out_color = Vec3(0.0);
  164. }
  165. #pragma anki end
  166. )";
  167. // Write the file
  168. {
  169. File file;
  170. ANKI_TEST_EXPECT_NO_ERR(file.open("test.glslp", FileOpenFlag::WRITE));
  171. ANKI_TEST_EXPECT_NO_ERR(file.writeText(sourceCode));
  172. }
  173. class Fsystem : public ShaderProgramFilesystemInterface
  174. {
  175. public:
  176. Error readAllText(CString filename, StringAuto& txt) final
  177. {
  178. File file;
  179. ANKI_CHECK(file.open(filename, FileOpenFlag::READ));
  180. ANKI_CHECK(file.readAllText(txt));
  181. return Error::NONE;
  182. }
  183. } fsystem;
  184. HeapAllocator<U8> alloc(allocAligned, nullptr);
  185. ShaderProgramBinaryWrapper binary(alloc);
  186. BindlessLimits bindlessLimits;
  187. GpuDeviceCapabilities gpuCapabilities;
  188. ANKI_TEST_EXPECT_NO_ERR(
  189. compileShaderProgram("test.glslp", fsystem, alloc, gpuCapabilities, bindlessLimits, binary));
  190. #if 1
  191. StringAuto dis(alloc);
  192. dumpShaderProgramBinary(binary.getBinary(), dis);
  193. ANKI_LOGI("Binary disassembly:\n%s\n", dis.cstr());
  194. #endif
  195. }