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tests: Add tests around compiling GLSL and Cg shaders (#622)
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21
tests/display/cg_bad.sha
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21
tests/display/cg_bad.sha
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//Cg
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//
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void vshader(float4 vtx_position : POSITION,
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float2 vtx_texcoord0 : TEXCOORD0,
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uniform float4x4 mat_modelproj,
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out float4 l_position : POSITION,
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out float2 l_texcoord0 : TEXCOORD0)
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{
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l_position = mul(mat_modelproj, vtx_position);
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l_texcoord0 = vtx_texcoord0;
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}
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void fshader(float2 l_texcoord0 : TEXCOORD0,
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uniform sampler2D tex_0 : TEXUNIT0,
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out float4 o_color : COLOR)
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{
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float4 texColor = tex2D(tex_0, l_texcoord0);
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does_not_exist = texColor * 2 * (texColor.w - 0.5);
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}
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21
tests/display/cg_simple.sha
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21
tests/display/cg_simple.sha
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//Cg
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//
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void vshader(float4 vtx_position : POSITION,
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float2 vtx_texcoord0 : TEXCOORD0,
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uniform float4x4 mat_modelproj,
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out float4 l_position : POSITION,
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out float2 l_texcoord0 : TEXCOORD0)
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{
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l_position = mul(mat_modelproj, vtx_position);
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l_texcoord0 = vtx_texcoord0;
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}
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void fshader(float2 l_texcoord0 : TEXCOORD0,
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uniform sampler2D tex_0 : TEXUNIT0,
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out float4 o_color : COLOR)
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{
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float4 texColor = tex2D(tex_0, l_texcoord0);
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o_color = texColor * 2 * (texColor.w - 0.5);
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}
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12
tests/display/glsl_bad.vert
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12
tests/display/glsl_bad.vert
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#version 130
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// Uniform inputs
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uniform mat4 p3d_ModelViewProjectionMatrix;
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// Vertex inputs
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in vec4 p3d_Vertex;
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void main() {
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gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
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does_not_exist = p3d_Vertex;
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}
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7
tests/display/glsl_include.vert
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7
tests/display/glsl_include.vert
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#version 130
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#pragma include "glsl_include_inputs.vert"
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void main() {
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gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
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}
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5
tests/display/glsl_include_inputs.vert
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5
tests/display/glsl_include_inputs.vert
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// Uniform inputs
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uniform mat4 p3d_ModelViewProjectionMatrix;
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// Vertex inputs
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in vec4 p3d_Vertex;
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5
tests/display/glsl_simple.frag
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5
tests/display/glsl_simple.frag
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#version 130
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void main() {
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gl_FragColor = vec4(0, 0, 0, 1);
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}
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tests/display/glsl_simple.vert
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tests/display/glsl_simple.vert
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#version 130
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// Uniform inputs
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uniform mat4 p3d_ModelViewProjectionMatrix;
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// Vertex inputs
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in vec4 p3d_Vertex;
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void main() {
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gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
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}
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28
tests/display/test_cg_shader.py
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tests/display/test_cg_shader.py
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import os
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from panda3d import core
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SHADERS_DIR = core.Filename.from_os_specific(os.path.dirname(__file__))
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def run_cg_compile_check(gsg, shader_path, expect_fail=False):
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"""Compile supplied Cg shader path and check for errors"""
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shader = core.Shader.load(shader_path, core.Shader.SL_Cg)
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# assert shader.is_prepared(gsg.prepared_objects)
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if expect_fail:
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assert shader is None
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else:
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assert shader is not None
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def test_cg_compile_error(gsg):
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"""Test getting compile errors from bad Cg shaders"""
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shader_path = core.Filename(SHADERS_DIR, 'cg_bad.sha')
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run_cg_compile_check(gsg, shader_path, expect_fail=True)
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def test_cg_from_file(gsg):
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"""Test compiling Cg shaders from files"""
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shader_path = core.Filename(SHADERS_DIR, 'cg_simple.sha')
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run_cg_compile_check(gsg, shader_path)
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@ -1,9 +1,13 @@
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from panda3d import core
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import os
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import struct
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import pytest
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from _pytest.outcomes import Failed
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SHADERS_DIR = core.Filename.from_os_specific(os.path.dirname(__file__))
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# This is the template for the compute shader that is used by run_glsl_test.
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# It defines an assert() macro that writes failures to a buffer, indexed by
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# line number.
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@ -102,6 +106,19 @@ def run_glsl_test(gsg, body, preamble="", inputs={}, version=150, exts=set()):
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pytest.fail("{0} GLSL assertions triggered:\n{1}".format(count, formatted))
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def run_glsl_compile_check(gsg, vert_path, frag_path, expect_fail=False):
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"""Compile supplied GLSL shader paths and check for errors"""
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shader = core.Shader.load(core.Shader.SL_GLSL, vert_path, frag_path)
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assert shader is not None
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shader.prepare_now(gsg.prepared_objects, gsg)
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assert shader.is_prepared(gsg.prepared_objects)
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if expect_fail:
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assert shader.get_error_flag()
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else:
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assert not shader.get_error_flag()
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def test_glsl_test(gsg):
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"Test to make sure that the GLSL tests work correctly."
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@ -329,3 +346,24 @@ def test_glsl_write_extract_image_buffer(gsg):
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assert struct.unpack('I', tex1.get_ram_image()) == (123,)
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assert struct.unpack('i', tex2.get_ram_image()) == (-456,)
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def test_glsl_compile_error(gsg):
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"""Test getting compile errors from bad shaders"""
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vert_path = core.Filename(SHADERS_DIR, 'glsl_bad.vert')
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frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
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run_glsl_compile_check(gsg, vert_path, frag_path, expect_fail=True)
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def test_glsl_from_file(gsg):
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"""Test compiling GLSL shaders from files"""
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vert_path = core.Filename(SHADERS_DIR, 'glsl_simple.vert')
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frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
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run_glsl_compile_check(gsg, vert_path, frag_path)
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def test_glsl_includes(gsg):
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"""Test preprocessing includes in GLSL shaders"""
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vert_path = core.Filename(SHADERS_DIR, 'glsl_include.vert')
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frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
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run_glsl_compile_check(gsg, vert_path, frag_path)
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