tests: Add tests around compiling GLSL and Cg shaders (#622)

This commit is contained in:
Mitchell Stokes 2019-05-13 20:26:27 -07:00 committed by rdb
parent f2686c5ad8
commit 369dccbab9
9 changed files with 148 additions and 0 deletions

21
tests/display/cg_bad.sha Normal file
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//Cg
//
void vshader(float4 vtx_position : POSITION,
float2 vtx_texcoord0 : TEXCOORD0,
uniform float4x4 mat_modelproj,
out float4 l_position : POSITION,
out float2 l_texcoord0 : TEXCOORD0)
{
l_position = mul(mat_modelproj, vtx_position);
l_texcoord0 = vtx_texcoord0;
}
void fshader(float2 l_texcoord0 : TEXCOORD0,
uniform sampler2D tex_0 : TEXUNIT0,
out float4 o_color : COLOR)
{
float4 texColor = tex2D(tex_0, l_texcoord0);
does_not_exist = texColor * 2 * (texColor.w - 0.5);
}

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//Cg
//
void vshader(float4 vtx_position : POSITION,
float2 vtx_texcoord0 : TEXCOORD0,
uniform float4x4 mat_modelproj,
out float4 l_position : POSITION,
out float2 l_texcoord0 : TEXCOORD0)
{
l_position = mul(mat_modelproj, vtx_position);
l_texcoord0 = vtx_texcoord0;
}
void fshader(float2 l_texcoord0 : TEXCOORD0,
uniform sampler2D tex_0 : TEXUNIT0,
out float4 o_color : COLOR)
{
float4 texColor = tex2D(tex_0, l_texcoord0);
o_color = texColor * 2 * (texColor.w - 0.5);
}

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#version 130
// Uniform inputs
uniform mat4 p3d_ModelViewProjectionMatrix;
// Vertex inputs
in vec4 p3d_Vertex;
void main() {
gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
does_not_exist = p3d_Vertex;
}

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#version 130
#pragma include "glsl_include_inputs.vert"
void main() {
gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
}

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// Uniform inputs
uniform mat4 p3d_ModelViewProjectionMatrix;
// Vertex inputs
in vec4 p3d_Vertex;

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#version 130
void main() {
gl_FragColor = vec4(0, 0, 0, 1);
}

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#version 130
// Uniform inputs
uniform mat4 p3d_ModelViewProjectionMatrix;
// Vertex inputs
in vec4 p3d_Vertex;
void main() {
gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
}

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import os
from panda3d import core
SHADERS_DIR = core.Filename.from_os_specific(os.path.dirname(__file__))
def run_cg_compile_check(gsg, shader_path, expect_fail=False):
"""Compile supplied Cg shader path and check for errors"""
shader = core.Shader.load(shader_path, core.Shader.SL_Cg)
# assert shader.is_prepared(gsg.prepared_objects)
if expect_fail:
assert shader is None
else:
assert shader is not None
def test_cg_compile_error(gsg):
"""Test getting compile errors from bad Cg shaders"""
shader_path = core.Filename(SHADERS_DIR, 'cg_bad.sha')
run_cg_compile_check(gsg, shader_path, expect_fail=True)
def test_cg_from_file(gsg):
"""Test compiling Cg shaders from files"""
shader_path = core.Filename(SHADERS_DIR, 'cg_simple.sha')
run_cg_compile_check(gsg, shader_path)

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@ -1,9 +1,13 @@
from panda3d import core
import os
import struct
import pytest
from _pytest.outcomes import Failed
SHADERS_DIR = core.Filename.from_os_specific(os.path.dirname(__file__))
# This is the template for the compute shader that is used by run_glsl_test.
# It defines an assert() macro that writes failures to a buffer, indexed by
# line number.
@ -102,6 +106,19 @@ def run_glsl_test(gsg, body, preamble="", inputs={}, version=150, exts=set()):
pytest.fail("{0} GLSL assertions triggered:\n{1}".format(count, formatted))
def run_glsl_compile_check(gsg, vert_path, frag_path, expect_fail=False):
"""Compile supplied GLSL shader paths and check for errors"""
shader = core.Shader.load(core.Shader.SL_GLSL, vert_path, frag_path)
assert shader is not None
shader.prepare_now(gsg.prepared_objects, gsg)
assert shader.is_prepared(gsg.prepared_objects)
if expect_fail:
assert shader.get_error_flag()
else:
assert not shader.get_error_flag()
def test_glsl_test(gsg):
"Test to make sure that the GLSL tests work correctly."
@ -329,3 +346,24 @@ def test_glsl_write_extract_image_buffer(gsg):
assert struct.unpack('I', tex1.get_ram_image()) == (123,)
assert struct.unpack('i', tex2.get_ram_image()) == (-456,)
def test_glsl_compile_error(gsg):
"""Test getting compile errors from bad shaders"""
vert_path = core.Filename(SHADERS_DIR, 'glsl_bad.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
run_glsl_compile_check(gsg, vert_path, frag_path, expect_fail=True)
def test_glsl_from_file(gsg):
"""Test compiling GLSL shaders from files"""
vert_path = core.Filename(SHADERS_DIR, 'glsl_simple.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
run_glsl_compile_check(gsg, vert_path, frag_path)
def test_glsl_includes(gsg):
"""Test preprocessing includes in GLSL shaders"""
vert_path = core.Filename(SHADERS_DIR, 'glsl_include.vert')
frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
run_glsl_compile_check(gsg, vert_path, frag_path)