#include #include #include #include #include #include #include #include TEST_CASE("sanitizing", "[Shader]") { WHEN("splitting branches") { std::string_view nzslSource = R"( struct inputStruct { value: f32 } external { [set(0), binding(0)] data: uniform[inputStruct] } [entry(frag)] fn main() { let value: f32; if (data.value > 3.0) value = 3.0; else if (data.value > 2.0) value = 2.0; else if (data.value > 1.0) value = 1.0; else value = 0.0; } )"; Nz::ShaderAst::StatementPtr shader = Nz::ShaderLang::Parse(nzslSource); Nz::ShaderAst::SanitizeVisitor::Options options; options.splitMultipleBranches = true; REQUIRE_NOTHROW(shader = Nz::ShaderAst::Sanitize(*shader, options)); ExpectNZSL(*shader, R"( [entry(frag)] fn main() { let value: f32; if (data.value > (3.000000)) { value = 3.000000; } else { if (data.value > (2.000000)) { value = 2.000000; } else { if (data.value > (1.000000)) { value = 1.000000; } else { value = 0.000000; } } } } )"); } WHEN("reducing for-each to while") { std::string_view nzslSource = R"( struct inputStruct { value: array[f32, 10] } external { [set(0), binding(0)] data: uniform[inputStruct] } [entry(frag)] fn main() { let x = 0.0; for v in data.value { x += v; } } )"; Nz::ShaderAst::StatementPtr shader = Nz::ShaderLang::Parse(nzslSource); Nz::ShaderAst::SanitizeVisitor::Options options; options.reduceLoopsToWhile = true; REQUIRE_NOTHROW(shader = Nz::ShaderAst::Sanitize(*shader, options)); ExpectNZSL(*shader, R"( [entry(frag)] fn main() { let x: f32 = 0.000000; let i: u32 = 0; while (i < (10)) { let v: f32 = data.value[i]; x += v; i += 1; } } )"); } WHEN("removing matrix casts") { std::string_view nzslSource = R"( fn testMat2ToMat2(input: mat2[f32]) -> mat2[f32] { return mat2[f32](input); } fn testMat2ToMat3(input: mat2[f32]) -> mat3[f32] { return mat3[f32](input); } fn testMat2ToMat4(input: mat2[f32]) -> mat4[f32] { return mat4[f32](input); } fn testMat3ToMat2(input: mat3[f32]) -> mat2[f32] { return mat2[f32](input); } fn testMat3ToMat3(input: mat3[f32]) -> mat3[f32] { return mat3[f32](input); } fn testMat3ToMat4(input: mat3[f32]) -> mat4[f32] { return mat4[f32](input); } fn testMat4ToMat2(input: mat4[f32]) -> mat2[f32] { return mat2[f32](input); } fn testMat4ToMat3(input: mat4[f32]) -> mat3[f32] { return mat3[f32](input); } fn testMat4ToMat4(input: mat4[f32]) -> mat4[f32] { return mat4[f32](input); } )"; Nz::ShaderAst::StatementPtr shader = Nz::ShaderLang::Parse(nzslSource); Nz::ShaderAst::SanitizeVisitor::Options options; options.removeMatrixCast = true; REQUIRE_NOTHROW(shader = Nz::ShaderAst::Sanitize(*shader, options)); ExpectNZSL(*shader, R"( fn testMat2ToMat2(input: mat2[f32]) -> mat2[f32] { return input; } fn testMat2ToMat3(input: mat2[f32]) -> mat3[f32] { let temp: mat3[f32]; temp[0] = vec3[f32](input[0], 0.000000); temp[1] = vec3[f32](input[1], 0.000000); temp[2] = vec3[f32](input[2], 1.000000); return temp; } fn testMat2ToMat4(input: mat2[f32]) -> mat4[f32] { let temp: mat4[f32]; temp[0] = vec4[f32](input[0], 0.000000, 0.000000); temp[1] = vec4[f32](input[1], 0.000000, 0.000000); temp[2] = vec4[f32](input[2], 1.000000, 0.000000); temp[3] = vec4[f32](input[3], 0.000000, 1.000000); return temp; } fn testMat3ToMat2(input: mat3[f32]) -> mat2[f32] { let temp: mat2[f32]; temp[0] = input[0].xy; temp[1] = input[1].xy; return temp; } fn testMat3ToMat3(input: mat3[f32]) -> mat3[f32] { return input; } fn testMat3ToMat4(input: mat3[f32]) -> mat4[f32] { let temp: mat4[f32]; temp[0] = vec4[f32](input[0], 0.000000); temp[1] = vec4[f32](input[1], 0.000000); temp[2] = vec4[f32](input[2], 0.000000); temp[3] = vec4[f32](input[3], 1.000000); return temp; } fn testMat4ToMat2(input: mat4[f32]) -> mat2[f32] { let temp: mat2[f32]; temp[0] = input[0].xy; temp[1] = input[1].xy; return temp; } fn testMat4ToMat3(input: mat4[f32]) -> mat3[f32] { let temp: mat3[f32]; temp[0] = input[0].xyz; temp[1] = input[1].xyz; temp[2] = input[2].xyz; return temp; } fn testMat4ToMat4(input: mat4[f32]) -> mat4[f32] { return input; } )"); } }