ebiten/internal/shader/shader_test.go
2020-06-07 16:25:04 +09:00

292 lines
5.4 KiB
Go

// 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)
}
}
})
}
}