/**************************************************************************/ /* 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 namespace TestShaderPreprocessor { void erase_all_empty(Vector &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. unsigned char c = static_cast(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 lines = p_str.split("\n", false); erase_all_empty(lines); for (String &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 behavior") { // 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