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MobileGL/MobileGL/MG_Test/Program/ProgramUtilTest.cpp
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// MobileGL - MobileGL/MG_Test/Program/ProgramUtilTest.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include <gtest/gtest.h>
#include "Includes.h"
#include "Init.h"
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/ShaderTranspiler/Types.h>
#include <MG_Util/ShaderTranspiler/glslang/UniformTraverser.h>
using namespace MobileGL;
class ProgramUtilTest : public ::testing::Test {
protected:
void SetUp() override { MobileGL::Initialize(); }
void TearDown() override {}
};
TEST_F(ProgramUtilTest, Sanity) {
ASSERT_TRUE(true);
}
const char* vs = R"(#version 150
in vec4 Position;
uniform mat4 ProjMat;
uniform vec2 InSize;
uniform vec2 OutSize;
out vec2 texCoord;
out vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
oneTexel = 1.0 / InSize;
texCoord = Position.xy / OutSize;
})";
TEST_F(ProgramUtilTest, CompileSimpleVertexShader) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = vs};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
}
const char* fs = R"(#version 150
uniform sampler2D InSampler;
in vec2 texCoord;
in vec2 oneTexel;
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 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(ProgramUtilTest, CompileSimpleFragmentShader) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = fs};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
}
const char* position_color_fsh = R"(#version 150
in vec4 vertexColor;
uniform vec4 ColorModulator;
out vec4 fragColor;
void main() {
vec4 color = vertexColor;
if (color.a == 0.0) {
discard;
}
fragColor = color * ColorModulator;
})";
TEST_F(ProgramUtilTest, CompileFragmentShaderWithDiscard) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = position_color_fsh};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
ProgramAttrib programAttrib{// .shaderTypes = { GL_FRAGMENT_SHADER },
.shaders = {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 program = program_res.value();
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = {GL_FRAGMENT_SHADER},
.program = *program,
};
auto bin_res = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
auto spirvs = bin_res.value();
Vector<SpvcSession> sessions(spirvs.size());
for (SizeT i = 0; i < spirvs.size(); ++i) {
sessions[i] = SpvcSession(spirvs[i], SessionUsageBit::Transpile);
}
for (SizeT i = 0; i < spirvs.size(); ++i) {
std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(binaryAttrib.shaderTypes[i]) << std::endl;
auto src = ShaderCompiler::DecompileShader(sessions[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;
}
if (src.value().find("demote") != std::string::npos) {
FAIL() << "Found unsupported demote!";
}
}
}
const char* vs_location = R"(#version 460
in vec4 Position;
layout(location = 1) uniform mat4 ProjMat;
layout(location = 20) uniform vec2 InSize;
uniform vec2 OutSize;
out vec2 texCoord;
out vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
oneTexel = 1.0 / InSize;
texCoord = Position.xy / OutSize;
})";
TEST_F(ProgramUtilTest, CompileVertexShaderWithLocation) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib{
.shaderType = GL_VERTEX_SHADER, .sourceStr = vs_location, .flags = ShaderCompileBits::CompileForOpenGL};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
UnorderedMap<String, Int> uniforms;
auto pShader = res.value();
auto root = pShader->getIntermediate()->getTreeRoot();
UniformTraverser traverser;
root->traverse(&traverser);
auto& symbols = traverser.GetCollectedSymbols();
for (const auto& symbol : symbols) {
uniforms[symbol->getName().c_str()] = symbol->getQualifier().layoutLocation;
}
EXPECT_EQ(uniforms["ProjMat"], 1);
EXPECT_EQ(uniforms["InSize"], 20);
EXPECT_EQ(uniforms["OutSize"], 4095);
}
TEST_F(ProgramUtilTest, CompileAndLinkProgram) {
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;
}
}
TEST_F(ProgramUtilTest, 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;
}
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = {GL_VERTEX_SHADER, GL_FRAGMENT_SHADER},
.program = *program_res.value(),
};
auto bin_res = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
auto spirvs = bin_res.value();
Vector<SpvcSession> sessions(spirvs.size());
for (SizeT i = 0; i < spirvs.size(); ++i) {
sessions[i] = SpvcSession(spirvs[i], SessionUsageBit::Transpile);
}
for (SizeT i = 0; i < spirvs.size(); ++i) {
std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(binaryAttrib.shaderTypes[i]) << std::endl;
auto src = ShaderCompiler::DecompileShader(sessions[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 = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_STAGE_OUTPUT);
auto fs_inputs = sessions[1].GetShaderInterface(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);
}
auto vs_uniforms = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_GL_PLAIN_UNIFORM);
auto fs_uniforms = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_GL_PLAIN_UNIFORM);
std::unordered_map<std::string, uint32_t> uniform_locations;
for (const auto& uniform : vs_uniforms) {
uniform_locations[uniform.name] = uniform.location;
}
for (const auto& uniform : fs_uniforms) {
auto it = uniform_locations.find(uniform.name);
if (it != uniform_locations.end()) {
EXPECT_EQ(it->second, uniform.location);
}
}
auto vs_samplers = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_SAMPLED_IMAGE);
auto fs_samplers = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_SAMPLED_IMAGE);
std::unordered_map<std::string, uint32_t> sampler_locations;
for (const auto& uniform : vs_uniforms) {
sampler_locations[uniform.name] = uniform.location;
}
for (const auto& uniform : fs_uniforms) {
auto it = sampler_locations.find(uniform.name);
if (it != sampler_locations.end()) {
EXPECT_EQ(it->second, uniform.location);
}
}
auto& meta0 = sessions[0].GetMetadata();
auto& meta1 = sessions[1].GetMetadata();
for (auto& [name, offset] : meta0.plainUniformOffsetsInUBO) {
printf("%s: \t%u\n", name.c_str(), offset);
}
printf("\n");
for (auto& [name, offset] : meta1.plainUniformOffsetsInUBO) {
printf("%s: \t%u\n", name.c_str(), offset);
}
EXPECT_EQ(meta0.plainUniformOffsetsInUBO.size(), meta1.plainUniformOffsetsInUBO.size());
for (auto& [name, offset] : meta0.plainUniformOffsetsInUBO) {
EXPECT_EQ(offset, meta1.plainUniformOffsetsInUBO.at(name));
}
}
const char* blit_vs = R"(#version 460 core
in vec3 Position;
in vec2 UV0;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texCoord0 = UV0;
}
)";
const char* blit_fs = R"(#version 460 core
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
in vec2 texCoord0;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0);
if (color.a == 0.0) {
discard;
}
fragColor = color * ColorModulator;
})";
TEST_F(ProgramUtilTest, CompileAndLinkBlitProgram) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib vs_attrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = blit_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 = blit_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;
}
UnorderedMap<String, Uint> attribLocations;
attribLocations["Position"] = 0;
attribLocations["UV0"] = 2;
ProgramAttrib programAttrib{// .shaderTypes = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER },
.shaders = {vs_res.value(), fs_res.value()},
.explicitVertexInLocations = attribLocations};
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 program = program_res.value();
program->buildReflection();
auto inCnt = program->getNumPipeInputs();
for (int i = 0; i < inCnt; i++) {
auto& in = program->getPipeInput(i);
auto it = attribLocations.find(in.name);
if (it != attribLocations.end()) {
ASSERT_EQ(it->second, in.layoutLocation());
std::cout << in.name << ": location = " << it->second << "\n";
attribLocations.erase(it);
}
}
ASSERT_TRUE(attribLocations.empty()) << "Not all vertex input location mapped!";
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = {GL_VERTEX_SHADER, GL_FRAGMENT_SHADER},
.program = *program,
};
auto bin_res = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
auto spirvs = bin_res.value();
Vector<SpvcSession> sessions(spirvs.size());
for (SizeT i = 0; i < spirvs.size(); ++i) {
sessions[i] = SpvcSession(spirvs[i], SessionUsageBit::Transpile);
}
for (SizeT i = 0; i < spirvs.size(); ++i) {
std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(binaryAttrib.shaderTypes[i]) << std::endl;
auto src = ShaderCompiler::DecompileShader(sessions[i]);
if (!src) {
ASSERT_NE(src.error().errc, 0);
FAIL() << "errc: " << src.error().errc << "\nlog: " << src.error().log;
} else {
std::cout << "src: " << src.value() << std::endl;
}
}
}