[Chore] (MG_Util/Program): test in/out linkage across stages

This commit is contained in:
2025-07-21 17:40:16 +08:00
parent 4dfbb789be
commit cb59412fd9
4 changed files with 190 additions and 21 deletions
+147 -20
View File
@@ -4,34 +4,84 @@
#include <gtest/gtest.h>
#include "Includes.h"
using namespace MobileGL;
class ProgramTest : public ::testing::Test {
protected:
};
struct InterfaceVariable {
std::string name;
uint32_t location;
bool operator<(const InterfaceVariable& other) const {
return location < other.location;
}
bool operator==(const InterfaceVariable& other) const {
return location == other.location && name == other.name;
}
};
static std::vector<InterfaceVariable> GetShaderInterface(const std::vector<unsigned int>& spirv, spvc_resource_type resource_type) {
spvc_context context = nullptr;
spvc_context_create(&context);
spvc_parsed_ir ir = nullptr;
spvc_context_parse_spirv(context, spirv.data(), spirv.size(), &ir);
spvc_compiler compiler = nullptr;
spvc_context_create_compiler(context, SPVC_BACKEND_NONE, ir, SPVC_CAPTURE_MODE_TAKE_OWNERSHIP, &compiler);
spvc_resources resources = nullptr;
spvc_compiler_create_shader_resources(compiler, &resources);
const spvc_reflected_resource *list = nullptr;
size_t count = 0;
spvc_resources_get_resource_list_for_type(resources, resource_type, &list, &count);
std::vector<InterfaceVariable> variables;
for (size_t i = 0; i < count; ++i) {
unsigned int builtin;
if (spvc_compiler_has_decoration(compiler, list[i].id, SpvDecorationBuiltIn)) {
continue;
}
InterfaceVariable var;
var.name = list[i].name;
var.location = spvc_compiler_get_decoration(compiler, list[i].id, SpvDecorationLocation);
variables.push_back(var);
}
spvc_context_destroy(context);
std::sort(variables.begin(), variables.end());
return variables;
}
TEST_F(ProgramTest, Sanity) {
ASSERT_TRUE(true);
}
const char* vs = R"(#version 150
in vec3 Position;
in vec2 UV0;
in vec4 Color;
in vec4 Position;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
uniform vec2 InSize;
uniform vec2 OutSize;
out vec2 texCoord0;
out vec4 vertexColor;
out vec2 texCoord;
out vec2 oneTexel;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
texCoord0 = UV0;
vertexColor = Color;
oneTexel = 1.0 / InSize;
texCoord = Position.xy / OutSize;
})";
TEST_F(ProgramTest, CompileSimpleVertexShader) {
@@ -49,21 +99,41 @@ TEST_F(ProgramTest, CompileSimpleVertexShader) {
const char* fs = R"(#version 150
uniform sampler2D Sampler0;
uniform sampler2D InSampler;
uniform vec4 ColorModulator;
in vec2 texCoord;
in vec2 oneTexel;
in vec2 texCoord0;
in vec4 vertexColor;
uniform vec2 InSize;
uniform vec3 Gray;
uniform vec3 RedMatrix;
uniform vec3 GreenMatrix;
uniform vec3 BlueMatrix;
uniform vec3 Offset;
uniform vec3 ColorScale;
uniform float Saturation;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor;
if (color.a == 0.0) {
discard;
}
fragColor = color * ColorModulator;
vec4 InTexel = texture(InSampler, texCoord);
// Color Matrix
float RedValue = dot(InTexel.rgb, RedMatrix);
float GreenValue = dot(InTexel.rgb, GreenMatrix);
float BlueValue = dot(InTexel.rgb, BlueMatrix);
vec3 OutColor = vec3(RedValue, GreenValue, BlueValue);
// Offset & Scale
OutColor = (OutColor * ColorScale) + Offset;
// Saturation
float Luma = dot(OutColor, Gray);
vec3 Chroma = OutColor - Luma;
OutColor = (Chroma * Saturation) + Luma;
fragColor = vec4(OutColor, 1.0);
})";
TEST_F(ProgramTest, CompileSimpleFragmentShader) {
@@ -112,3 +182,60 @@ TEST_F(ProgramTest, CompileAndLinkProgram) {
FAIL() << "errc: " << program_res.error().errc << "\nlog: " << program_res.error().log;
}
}
TEST_F(ProgramTest, DecompProgram) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib vs_attrib {
.shaderType = GL_VERTEX_SHADER,
.sourceStr = vs
};
auto vs_res = ShaderCompiler::CompileShader(vs_attrib);
if (!vs_res) {
ASSERT_NE(vs_res.error().errc, 0);
FAIL() << "errc: " << vs_res.error().errc << "\nlog: " << vs_res.error().log;
}
ShaderAttrib fs_attrib {
.shaderType = GL_FRAGMENT_SHADER,
.sourceStr = fs
};
auto fs_res = ShaderCompiler::CompileShader(fs_attrib);
if (!fs_res) {
ASSERT_NE(fs_res.error().errc, 0);
FAIL() << "errc: " << fs_res.error().errc << "\nlog: " << fs_res.error().log;
}
ProgramAttrib programAttrib {
.shaderTypes = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER },
.shaders = { vs_res.value(), fs_res.value() }
};
auto program_res = ShaderCompiler::LinkProgram(programAttrib);
if (!program_res) {
ASSERT_NE(program_res.error().errc, 0);
FAIL() << "errc: " << program_res.error().errc << "\nlog: " << program_res.error().log;
}
auto spirvs = program_res.value();
for (SizeT i = 0; i < spirvs.size(); ++i) {
std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(programAttrib.shaderTypes[i]) << std::endl;
auto src = ShaderCompiler::DecompileShader(spirvs[i]);
if (!src) {
ASSERT_NE(src.error().errc, 0);
FAIL() << "errc: " << src.error().errc << "\nlog: " << src.error().log;
} else {
std::cout << src.value() << std::endl;
}
}
// spirv link check
auto vs_outputs = GetShaderInterface(spirvs[0], SPVC_RESOURCE_TYPE_STAGE_OUTPUT);
auto fs_inputs = GetShaderInterface(spirvs[1], SPVC_RESOURCE_TYPE_STAGE_INPUT);
ASSERT_EQ(vs_outputs.size(), fs_inputs.size());
for (size_t i = 0; i < vs_outputs.size(); ++i) {
EXPECT_EQ(vs_outputs[i].location, fs_inputs[i].location);
}
}