// Copyright 2020 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package shader_test import ( "go/parser" "go/token" "testing" . "github.com/hajimehoshi/ebiten/internal/shader" ) func TestDump(t *testing.T) { tests := []struct { Name string Src string VS string FS string }{ { Name: "uniforms", Src: `package main var ( Foo vec2 Boo vec4 )`, VS: `uniform vec2 U0; uniform vec4 U1;`, }, { Name: "func", Src: `package main func Foo(foo vec2) vec4 { }`, VS: `void F0(in vec2 l0, out vec4 l1) { }`, }, { Name: "func body", Src: `package main func Foo(foo vec2) vec4 { return vec4(foo, 0, 1) }`, VS: `void F0(in vec2 l0, out vec4 l1) { l1 = vec4(l0, 0.0, 1.0); return; }`, }, { Name: "var init", Src: `package main func Foo(foo vec2) vec4 { var ret vec4 = vec4(foo, 0, 1) return ret }`, VS: `void F0(in vec2 l0, out vec4 l1) { vec4 l2 = vec4(0.0); l2 = vec4(l0, 0.0, 1.0); l1 = l2; return; }`, }, { Name: "var init 2", Src: `package main func Foo(foo vec2) vec4 { var bar1 vec4 = vec4(foo, 0, 1) bar1.x = bar1.x var bar2 vec4 = bar1 return bar2 }`, VS: `void F0(in vec2 l0, out vec4 l1) { vec4 l2 = vec4(0.0); vec4 l3 = vec4(0.0); l2 = vec4(l0, 0.0, 1.0); (l2).x = (l2).x; l3 = l2; l1 = l3; return; }`, }, { Name: "var multiple init", Src: `package main func Foo(foo vec2) vec4 { var bar1, bar2 vec2 = foo, foo return vec4(bar1, bar2) }`, VS: `void F0(in vec2 l0, out vec4 l1) { vec2 l2 = vec2(0.0); vec2 l3 = vec2(0.0); l2 = l0; l3 = l0; l1 = vec4(l2, l3); return; }`, }, { Name: "multiple out params", Src: `package main func Foo(foo vec4) (float, float, float, float) { return foo.x, foo.y, foo.z, foo.w }`, VS: `void F0(in vec4 l0, out float l1, out float l2, out float l3, out float l4) { l1 = (l0).x; l2 = (l0).y; l3 = (l0).z; l4 = (l0).w; return; }`, }, { Name: "blocks", Src: `package main func Foo(foo vec2) vec4 { var r vec4 { r.x = foo.x var foo vec3 { r.y = foo.y var foo vec4 r.z = foo.z } { r.y = foo.y var foo vec4 r.z = foo.z } } return r }`, VS: `void F0(in vec2 l0, out vec4 l1) { vec4 l2 = vec4(0.0); { vec3 l3 = vec3(0.0); (l2).x = (l0).x; { vec4 l4 = vec4(0.0); (l2).y = (l3).y; (l2).z = (l4).z; } { vec4 l4 = vec4(0.0); (l2).y = (l3).y; (l2).z = (l4).z; } } l1 = l2; return; }`, }, { Name: "define", Src: `package main func Foo(foo vec2) vec4 { r := vec4(foo, 0, 1) return r }`, VS: `void F0(in vec2 l0, out vec4 l1) { vec4 l2 = vec4(0.0); l2 = vec4(l0, 0.0, 1.0); l1 = l2; return; }`, }, { Name: "vertex", Src: `package main func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) { projectionMatrix := mat4( 2 / ScreenSize.x, 0, 0, 0, 0, 2 / ScreenSize.y, 0, 0, 0, 0, 1, 0, -1, -1, 0, 1, ) return projectionMatrix * vec4(position, 0, 1), texCoord, color } var ScreenSize vec2`, VS: `uniform vec2 U0; attribute vec2 A0; attribute vec2 A1; attribute vec4 A2; varying vec2 V0; varying vec4 V1; void main(void) { mat4 l0 = mat4(0.0); l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -(1.0), -(1.0), 0.0, 1.0); gl_Position = (l0) * (vec4(A0, 0.0, 1.0)); V0 = A1; V1 = A2; return; }`, FS: `uniform vec2 U0; varying vec2 V0; varying vec4 V1;`, }, { Name: "vertex and fragment", Src: `package main func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) { projectionMatrix := mat4( 2 / ScreenSize.x, 0, 0, 0, 0, 2 / ScreenSize.y, 0, 0, 0, 0, 1, 0, -1, -1, 0, 1, ) return projectionMatrix * vec4(position, 0, 1), texCoord, color } func Fragment(position vec4, texCoord vec2, color vec4) vec4 { return vec4(1, 0, 0, 1) } var ScreenSize vec2`, VS: `uniform vec2 U0; attribute vec2 A0; attribute vec2 A1; attribute vec4 A2; varying vec2 V0; varying vec4 V1; void main(void) { mat4 l0 = mat4(0.0); l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -(1.0), -(1.0), 0.0, 1.0); gl_Position = (l0) * (vec4(A0, 0.0, 1.0)); V0 = A1; V1 = A2; return; }`, FS: `uniform vec2 U0; varying vec2 V0; varying vec4 V1; void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); return; }`, }, } for _, tc := range tests { t.Run(tc.Name, func(t *testing.T) { fset := token.NewFileSet() f, err := parser.ParseFile(fset, "", []byte(tc.Src), parser.AllErrors) if err != nil { t.Fatal(err) return } s, err := Compile(fset, f, "Vertex", "Fragment") if err != nil { t.Error(err) return } vs, fs := s.Glsl() if got, want := vs, tc.VS+"\n"; got != want { t.Errorf("got: %v, want: %v", got, want) } if tc.FS != "" { if got, want := fs, tc.FS+"\n"; got != want { t.Errorf("got: %v, want: %v", got, want) } } }) } }