Shader: Handle matrix cast properly
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@@ -124,6 +124,135 @@ fn main()
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}
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}
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)");
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}
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WHEN("removing matrix casts")
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{
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std::string_view nzslSource = R"(
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fn testMat2ToMat2(input: mat2<f32>) -> mat2<f32>
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{
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return mat2<f32>(input);
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}
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fn testMat2ToMat3(input: mat2<f32>) -> mat3<f32>
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{
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return mat3<f32>(input);
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}
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fn testMat2ToMat4(input: mat2<f32>) -> mat4<f32>
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{
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return mat4<f32>(input);
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}
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fn testMat3ToMat2(input: mat3<f32>) -> mat2<f32>
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{
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return mat2<f32>(input);
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}
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fn testMat3ToMat3(input: mat3<f32>) -> mat3<f32>
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{
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return mat3<f32>(input);
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}
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fn testMat3ToMat4(input: mat3<f32>) -> mat4<f32>
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{
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return mat4<f32>(input);
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}
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fn testMat4ToMat2(input: mat4<f32>) -> mat2<f32>
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{
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return mat2<f32>(input);
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}
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fn testMat4ToMat3(input: mat4<f32>) -> mat3<f32>
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{
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return mat3<f32>(input);
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}
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fn testMat4ToMat4(input: mat4<f32>) -> mat4<f32>
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{
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return mat4<f32>(input);
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}
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)";
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Nz::ShaderAst::StatementPtr shader = Nz::ShaderLang::Parse(nzslSource);
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Nz::ShaderAst::SanitizeVisitor::Options options;
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options.removeMatrixCast = true;
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REQUIRE_NOTHROW(shader = Nz::ShaderAst::Sanitize(*shader, options));
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ExpectNZSL(*shader, R"(
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fn testMat2ToMat2(input: mat2<f32>) -> mat2<f32>
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{
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return input;
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}
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fn testMat2ToMat3(input: mat2<f32>) -> mat3<f32>
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{
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let temp: mat3<f32>;
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temp[0] = vec3<f32>(input[0], 0.000000);
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temp[1] = vec3<f32>(input[1], 0.000000);
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temp[2] = vec3<f32>(input[2], 1.000000);
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return temp;
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}
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fn testMat2ToMat4(input: mat2<f32>) -> mat4<f32>
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{
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let temp: mat4<f32>;
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temp[0] = vec4<f32>(input[0], 0.000000, 0.000000);
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temp[1] = vec4<f32>(input[1], 0.000000, 0.000000);
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temp[2] = vec4<f32>(input[2], 1.000000, 0.000000);
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temp[3] = vec4<f32>(input[3], 0.000000, 1.000000);
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return temp;
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}
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fn testMat3ToMat2(input: mat3<f32>) -> mat2<f32>
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{
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let temp: mat2<f32>;
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temp[0] = input[0].xy;
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temp[1] = input[1].xy;
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return temp;
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}
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fn testMat3ToMat3(input: mat3<f32>) -> mat3<f32>
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{
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return input;
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}
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fn testMat3ToMat4(input: mat3<f32>) -> mat4<f32>
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{
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let temp: mat4<f32>;
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temp[0] = vec4<f32>(input[0], 0.000000);
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temp[1] = vec4<f32>(input[1], 0.000000);
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temp[2] = vec4<f32>(input[2], 0.000000);
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temp[3] = vec4<f32>(input[3], 1.000000);
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return temp;
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}
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fn testMat4ToMat2(input: mat4<f32>) -> mat2<f32>
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{
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let temp: mat2<f32>;
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temp[0] = input[0].xy;
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temp[1] = input[1].xy;
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return temp;
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}
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fn testMat4ToMat3(input: mat4<f32>) -> mat3<f32>
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{
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let temp: mat3<f32>;
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temp[0] = input[0].xyz;
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temp[1] = input[1].xyz;
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temp[2] = input[2].xyz;
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return temp;
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}
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fn testMat4ToMat4(input: mat4<f32>) -> mat4<f32>
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{
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return input;
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}
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)");
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}
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