// 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 shaderir_test import ( "testing" . "github.com/hajimehoshi/ebiten/internal/shaderir" ) func TestOutput(t *testing.T) { tests := []struct { Name string Program Program Glsl string }{ { Name: "Empty", Program: Program{}, Glsl: ``, }, { Name: "Uniform", Program: Program{ Uniforms: []Variable{ { Name: "U0", Type: Type{Main: Float}, }, }, }, Glsl: `uniform float U0;`, }, { Name: "UniformStruct", Program: Program{ Uniforms: []Variable{ { Name: "U0", Type: Type{ Main: Struct, Sub: []Type{ {Main: Float}, }, }, }, }, }, Glsl: `struct S0 { float M0; }; uniform S0 U0;`, }, { Name: "Vars", Program: Program{ Uniforms: []Variable{ { Name: "U0", Type: Type{Main: Float}, }, }, Attributes: []Variable{ { Name: "A0", Type: Type{Main: Vec2}, }, }, Varyings: []Variable{ { Name: "V0", Type: Type{Main: Vec3}, }, }, }, Glsl: `uniform float U0; attribute vec2 A0; varying vec3 V0;`, }, { Name: "Func", Program: Program{ Funcs: []Func{ { Name: "F0", }, }, }, Glsl: `void F0(void) { }`, }, { Name: "FuncParams", Program: Program{ Funcs: []Func{ { Name: "F0", InParams: []Type{ {Main: Float}, {Main: Vec2}, {Main: Vec4}, }, InOutParams: []Type{ {Main: Mat2}, }, OutParams: []Type{ {Main: Mat4}, }, }, }, }, Glsl: `void F0(in float l0, in vec2 l1, in vec4 l2, inout mat2 l3, out mat4 l4) { }`, }, { Name: "FuncLocals", Program: Program{ Funcs: []Func{ { Name: "F0", InParams: []Type{ {Main: Float}, }, InOutParams: []Type{ {Main: Float}, }, OutParams: []Type{ {Main: Float}, }, Block: Block{ LocalVars: []Type{ {Main: Mat4}, {Main: Mat4}, }, }, }, }, }, Glsl: `void F0(in float l0, inout float l1, out float l2) { mat4 l3; mat4 l4; }`, }, { Name: "FuncAdd", Program: Program{ Funcs: []Func{ { Name: "F0", InParams: []Type{ {Main: Float}, {Main: Float}, }, OutParams: []Type{ {Main: Float}, }, Block: Block{ Stmts: []Stmt{ { Type: Assign, Exprs: []Expr{ { Type: Ident, Value: "l2", }, { Type: Binary, Op: Add, Exprs: []Expr{ { Type: Ident, Value: "l0", }, { Type: Ident, Value: "l1", }, }, }, }, }, }, }, }, }, }, Glsl: `void F0(in float l0, in float l1, out float l2) { l2 = (l0) + (l1); }`, }, } for _, tc := range tests { got := tc.Program.Glsl() want := tc.Glsl + "\n" if got != want { t.Errorf("%s: got: %s, want: %s", tc.Name, got, want) } } }