ebiten/internal/restorable/shader_test.go
Hajime Hoshi 1c980a16f5 graphicsdriver/opengl: Ignore non-existent uniform locations
Shader users should not have to care about the existence of uniform
variables.

Updates #1168
2020-05-27 11:39:11 +09:00

176 lines
4.8 KiB
Go

// Copyright 2018 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 restorable_test
import (
"image/color"
"testing"
"github.com/hajimehoshi/ebiten/internal/driver"
"github.com/hajimehoshi/ebiten/internal/graphics"
"github.com/hajimehoshi/ebiten/internal/graphicscommand"
. "github.com/hajimehoshi/ebiten/internal/restorable"
etesting "github.com/hajimehoshi/ebiten/internal/testing"
)
func TestShader(t *testing.T) {
if !graphicscommand.IsShaderAvailable() {
t.Skip("shader is not available on this environment")
}
img := NewImage(1, 1, false)
defer img.Dispose()
ir := etesting.ShaderProgramFill(0xff, 0, 0, 0xff)
s := NewShader(&ir)
us := []interface{}{
0: []float32{1, 1},
}
img.DrawTriangles(nil, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressClampToZero, s, us)
if err := ResolveStaleImages(); err != nil {
t.Fatal(err)
}
if err := RestoreIfNeeded(); err != nil {
t.Fatal(err)
}
want := color.RGBA{0xff, 0, 0, 0xff}
got := pixelsToColor(img.BasePixelsForTesting(), 0, 0)
if !sameColors(got, want, 1) {
t.Errorf("got %v, want %v", got, want)
}
}
func TestShaderChain(t *testing.T) {
if !graphicscommand.IsShaderAvailable() {
t.Skip("shader is not available on this environment")
}
const num = 10
imgs := []*Image{}
for i := 0; i < num; i++ {
img := NewImage(1, 1, false)
defer img.Dispose()
imgs = append(imgs, img)
}
imgs[0].ReplacePixels([]byte{0xff, 0, 0, 0xff}, 0, 0, 1, 1)
ir := etesting.ShaderProgramImages(1)
s := NewShader(&ir)
for i := 0; i < num-1; i++ {
us := []interface{}{
[]float32{1, 1},
imgs[i],
}
imgs[i+1].DrawTriangles(nil, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressClampToZero, s, us)
}
if err := ResolveStaleImages(); err != nil {
t.Fatal(err)
}
if err := RestoreIfNeeded(); err != nil {
t.Fatal(err)
}
for i, img := range imgs {
want := color.RGBA{0xff, 0, 0, 0xff}
got := pixelsToColor(img.BasePixelsForTesting(), 0, 0)
if !sameColors(got, want, 1) {
t.Errorf("%d: got %v, want %v", i, got, want)
}
}
}
func TestShaderMultipleSources(t *testing.T) {
if !graphicscommand.IsShaderAvailable() {
t.Skip("shader is not available on this environment")
}
srcs := make([]*Image, 3)
for i := range srcs {
srcs[i] = NewImage(1, 1, false)
}
srcs[0].ReplacePixels([]byte{0x40, 0, 0, 0xff}, 0, 0, 1, 1)
srcs[1].ReplacePixels([]byte{0, 0x80, 0, 0xff}, 0, 0, 1, 1)
srcs[2].ReplacePixels([]byte{0, 0, 0xc0, 0xff}, 0, 0, 1, 1)
dst := NewImage(1, 1, false)
ir := etesting.ShaderProgramImages(3)
s := NewShader(&ir)
us := []interface{}{
[]float32{1, 1},
srcs[0],
srcs[1],
[]float32{1, 1},
[]float32{0, 0, 1, 1},
srcs[2],
[]float32{1, 1},
[]float32{0, 0, 1, 1},
}
dst.DrawTriangles(nil, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressClampToZero, s, us)
// Clear one of the sources after DrawTriangles. dst should not be affected.
srcs[0].Fill(color.RGBA{})
if err := ResolveStaleImages(); err != nil {
t.Fatal(err)
}
if err := RestoreIfNeeded(); err != nil {
t.Fatal(err)
}
want := color.RGBA{0x40, 0x80, 0xc0, 0xff}
got := pixelsToColor(dst.BasePixelsForTesting(), 0, 0)
if !sameColors(got, want, 1) {
t.Errorf("got %v, want %v", got, want)
}
}
func TestShaderDispose(t *testing.T) {
if !graphicscommand.IsShaderAvailable() {
t.Skip("shader is not available on this environment")
}
img := NewImage(1, 1, false)
defer img.Dispose()
ir := etesting.ShaderProgramFill(0xff, 0, 0, 0xff)
s := NewShader(&ir)
us := []interface{}{
[]float32{1, 1},
}
img.DrawTriangles(nil, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressClampToZero, s, us)
// Dispose the shader. This should invalidates all the images using this shader i.e., all the images become
// stale.
s.Dispose()
if err := ResolveStaleImages(); err != nil {
t.Fatal(err)
}
if err := RestoreIfNeeded(); err != nil {
t.Fatal(err)
}
want := color.RGBA{0xff, 0, 0, 0xff}
got := pixelsToColor(img.BasePixelsForTesting(), 0, 0)
if !sameColors(got, want, 1) {
t.Errorf("got %v, want %v", got, want)
}
}