mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
49582519c1
This change adds a new compiler directive 'kage:unit' to Kage. This takes one of these two values: 'pixel' and 'texel'. The default value is 'texel'. With the pixel-unit mode, all the built-in functions treats pixels instead of texels, and the texCoord argument of Fragment is in pixels. This simplifies shader programs as programs no longer have the notion of texels. With the texel-unit mode, the behavior is the same as the current behavior. Closes #1431
210 lines
4.8 KiB
Go
210 lines
4.8 KiB
Go
// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package shader_test
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import (
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"fmt"
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"os"
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"path/filepath"
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"runtime"
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"strings"
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"testing"
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"github.com/hajimehoshi/ebiten/v2/internal/shader"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/msl"
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)
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func glslVertexNormalize(str string) string {
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p := glsl.VertexPrelude(glsl.GLSLVersionDefault)
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if strings.HasPrefix(str, p) {
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str = str[len(p):]
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}
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return strings.TrimSpace(str)
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}
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func glslFragmentNormalize(str string) string {
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p := glsl.FragmentPrelude(glsl.GLSLVersionDefault)
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if strings.HasPrefix(str, p) {
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str = str[len(p):]
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}
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return strings.TrimSpace(str)
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}
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func hlslNormalize(str string) string {
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if strings.HasPrefix(str, hlsl.Prelude) {
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str = str[len(hlsl.Prelude):]
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}
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return strings.TrimSpace(str)
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}
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func metalNormalize(str string) string {
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prelude := msl.Prelude(shaderir.Texel)
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if strings.HasPrefix(str, prelude) {
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str = str[len(prelude):]
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}
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return strings.TrimSpace(str)
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}
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func compare(t *testing.T, title, got, want string) {
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var msg string
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gotlines := strings.Split(got, "\n")
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wantlines := strings.Split(want, "\n")
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for i := range gotlines {
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if len(wantlines) <= i {
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msg = fmt.Sprintf(`lines %d:
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got: %s
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want: (out of range)`, i+1, gotlines[i])
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break
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}
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if gotlines[i] != wantlines[i] {
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msg = fmt.Sprintf(`lines %d:
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got: %s
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want: %s`, i+1, gotlines[i], wantlines[i])
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break
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}
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}
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t.Errorf("%s: got: %v, want: %v\n\n%s", title, got, want, msg)
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}
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func TestCompile(t *testing.T) {
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if runtime.GOOS == "js" {
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t.Skip("file open might not be implemented in this environment")
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}
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files, err := os.ReadDir("testdata")
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if err != nil {
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t.Fatal(err)
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}
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type testcase struct {
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Name string
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Src []byte
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VS []byte
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FS []byte
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HLSL []byte
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Metal []byte
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}
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fnames := map[string]struct{}{}
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for _, f := range files {
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if f.IsDir() {
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continue
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}
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fnames[f.Name()] = struct{}{}
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}
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tests := []testcase{}
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for n := range fnames {
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if !strings.HasSuffix(n, ".go") {
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continue
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}
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src, err := os.ReadFile(filepath.Join("testdata", n))
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if err != nil {
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t.Fatal(err)
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}
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name := n[:len(n)-len(".go")]
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tc := testcase{
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Name: name,
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Src: src,
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}
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vsn := name + ".expected.vs"
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if _, ok := fnames[vsn]; ok {
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vs, err := os.ReadFile(filepath.Join("testdata", vsn))
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if err != nil {
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t.Fatal(err)
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}
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tc.VS = vs
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}
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fsn := name + ".expected.fs"
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if _, ok := fnames[fsn]; ok {
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fs, err := os.ReadFile(filepath.Join("testdata", fsn))
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if err != nil {
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t.Fatal(err)
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}
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tc.FS = fs
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}
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if tc.VS == nil && tc.FS == nil {
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t.Fatalf("no expected file for %s", name)
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}
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hlsln := name + ".expected.hlsl"
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if _, ok := fnames[hlsln]; ok {
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hlsl, err := os.ReadFile(filepath.Join("testdata", hlsln))
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if err != nil {
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t.Fatal(err)
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}
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tc.HLSL = hlsl
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}
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metaln := name + ".expected.metal"
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if _, ok := fnames[metaln]; ok {
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metal, err := os.ReadFile(filepath.Join("testdata", metaln))
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if err != nil {
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t.Fatal(err)
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}
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tc.Metal = metal
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}
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tests = append(tests, tc)
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}
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for _, tc := range tests {
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t.Run(tc.Name, func(t *testing.T) {
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s, err := shader.Compile(tc.Src, "Vertex", "Fragment", 0)
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if err != nil {
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t.Error(err)
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return
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}
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// GLSL
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vs, fs := glsl.Compile(s, glsl.GLSLVersionDefault)
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if got, want := glslVertexNormalize(vs), glslVertexNormalize(string(tc.VS)); got != want {
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compare(t, "GLSL Vertex", got, want)
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}
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if tc.FS != nil {
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if got, want := glslFragmentNormalize(fs), glslFragmentNormalize(string(tc.FS)); got != want {
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compare(t, "GLSL Fragment", got, want)
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}
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}
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if tc.HLSL != nil {
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vs, _, _ := hlsl.Compile(s)
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if got, want := hlslNormalize(vs), hlslNormalize(string(tc.HLSL)); got != want {
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compare(t, "HLSL", got, want)
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}
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}
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if tc.Metal != nil {
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m := msl.Compile(s, "Vertex", "Fragment")
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if got, want := metalNormalize(m), metalNormalize(string(tc.Metal)); got != want {
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compare(t, "Metal", got, want)
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}
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}
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// Just check that Compile doesn't cause panic.
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// TODO: Should the results be tested?
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msl.Compile(s, "Vertex", "Fragmentp")
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})
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}
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}
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