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tests: add unit tests for some shader loading operations
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tests/gobj/test_shader.py
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83
tests/gobj/test_shader.py
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from panda3d.core import Shader, VirtualFileSystem, Filename
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import time
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import pytest
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@pytest.fixture(scope="session")
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def vfs():
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return VirtualFileSystem.get_global_ptr()
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@pytest.fixture
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def ramdir():
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"""Fixture yielding a fresh ramdisk directory."""
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from panda3d.core import VirtualFileMountRamdisk, Filename
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vfs = VirtualFileSystem.get_global_ptr()
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mount = VirtualFileMountRamdisk()
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dir = Filename.temporary("/virtual", "ram.")
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assert vfs.mount(mount, dir, 0)
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yield dir
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vfs.unmount(mount)
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def test_shader_load_multi(vfs, ramdir):
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# Try non-existent first.
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shad0 = Shader.load(Shader.SL_GLSL,
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vertex="/nonexistent.glsl",
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fragment="/nonexistent.glsl")
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assert shad0 is None
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vert_file = Filename(ramdir, "shader.glsl")
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frag_file = Filename(ramdir, "shader.glsl")
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# Now write some actual content to the shader files.
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vfs.write_file(vert_file, b"#version 100\nvoid main() {}\n", False)
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shad1 = Shader.load(Shader.SL_GLSL, vertex=vert_file, fragment=frag_file)
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assert shad1 is not None
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assert shad1.this
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# Load the same shader, it should return the cached result.
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shad2 = Shader.load(Shader.SL_GLSL, vertex=vert_file, fragment=frag_file)
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assert shad2 is not None
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assert shad1.this == shad2.this
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# After waiting a second to make the timestamp different, modify the
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# shader and load again, it should result in a different object now
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time.sleep(1.0)
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vfs.write_file(vert_file, b"#version 110\nvoid main() {}\n", False)
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shad2 = Shader.load(Shader.SL_GLSL, vertex=vert_file, fragment=frag_file)
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assert shad2.this != shad1.this
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def test_shader_load_compute(vfs, ramdir):
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# Try non-existent first.
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shad0 = Shader.load_compute(Shader.SL_GLSL, "/nonexistent.glsl")
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assert shad0 is None
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comp_file = Filename(ramdir, "shader.glsl")
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# Now write some actual content to the shader file.
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vfs.write_file(comp_file, b"#version 100\nvoid main() {}\n", False)
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shad1 = Shader.load_compute(Shader.SL_GLSL, comp_file)
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assert shad1 is not None
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assert shad1.this
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# Load the same shader, it should return the cached result.
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shad2 = Shader.load_compute(Shader.SL_GLSL, comp_file)
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assert shad2 is not None
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assert shad1.this == shad2.this
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# After waiting a second to make the timestamp different, modify the
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# shader and load again, it should result in a different object now
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time.sleep(1.0)
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vfs.write_file(comp_file, b"#version 110\nvoid main() {}\n", False)
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shad2 = Shader.load_compute(Shader.SL_GLSL, comp_file)
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assert shad2.this != shad1.this
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