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use color_backtrace;
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use difference::{Changeset, Difference};
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use shade_runner::*;
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use std::borrow::Cow;
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use std::collections::HashMap;
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use std::path::{Path, PathBuf};
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use vulkano::descriptor::descriptor::*;
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use vulkano::descriptor::pipeline_layout::{PipelineLayoutDesc, PipelineLayoutDescPcRange};
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use vulkano::format::*;
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use vulkano::pipeline::shader::ShaderInterfaceDefEntry;
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use shaderc::ShaderKind;
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fn setup() {
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color_backtrace::install();
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}
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fn difference(e: &str, t: &str) -> String {
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let diffs = Changeset::new(&e, &t, "");
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diffs
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.diffs
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.iter()
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.filter(|d| match d {
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Difference::Add(_) => true,
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Difference::Rem(_) => true,
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_ => false,
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})
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.map(|d| match d {
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Difference::Add(a) => format!("add: {}", a),
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Difference::Rem(a) => format!("remove: {}", a),
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_ => "".to_string(),
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})
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.collect::<Vec<String>>()
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.join("\n")
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}
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fn descriptor_layout<T>(desc: &T) -> String
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where
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T: PipelineLayoutDesc,
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{
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let num_sets = desc.num_sets();
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let mut r = format!("{:?}", num_sets);
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for n in 0..num_sets {
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let num_bindings = desc.num_bindings_in_set(n);
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r = format!("{:?}{:?}", r, num_bindings);
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for b in num_bindings {
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r = format!("{:?}{:?}", r, desc.descriptor(n, b));
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}
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}
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let num_push_constants = desc.num_push_constants_ranges();
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r = format!("{:?}{:?}", r, num_push_constants);
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for i in 0..num_push_constants {
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r = format!("{:?}{:?}", r, desc.push_constants_range(i));
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}
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r
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}
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fn parse<T>(input: T, shader_kind: ShaderKind) -> shade_runner::Entry
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where
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T: AsRef<Path>,
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{
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let project_root = std::env::current_dir().expect("failed to get root directory");
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let mut path = project_root.clone();
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path.push(PathBuf::from("tests/shaders/"));
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let mut shader_path = path.clone();
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shader_path.push(input);
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let shader = shade_runner::load(shader_path, None, shader_kind, None).expect("Failed to compile");
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shade_runner::parse(&shader).unwrap()
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}
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fn do_test<T>(a: &T, b: &T)
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where
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T: std::fmt::Debug,
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{
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let a = format!("{:?}", a);
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let b = format!("{:?}", b);
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assert_eq!(&a, &b, "\n\nDifference: {}", difference(&a, &b));
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}
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#[test]
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fn test_shade1() {
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setup();
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let frag_target = Entry {
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input: Some(Input { inputs: Vec::new() }),
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output: Some(Output {
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outputs: vec![ShaderInterfaceDefEntry {
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location: 0..1,
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format: Format::R32G32B32A32Sfloat,
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name: Some(Cow::Borrowed("f_color")),
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}],
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}),
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layout: Layout {
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layout_data: LayoutData {
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num_sets: 0,
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num_bindings: HashMap::new(),
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descriptions: HashMap::new(),
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num_constants: 0,
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pc_ranges: Vec::new(),
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},
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},
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};
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let vert_target = Entry {
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input: Some(Input {
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inputs: vec![ShaderInterfaceDefEntry {
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location: 0..1,
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format: Format::R32G32Sfloat,
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name: Some(Cow::Borrowed("position")),
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}],
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}),
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output: Some(Output {
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outputs: Vec::new(),
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}),
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layout: Layout {
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layout_data: LayoutData {
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num_sets: 0,
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num_bindings: HashMap::new(),
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descriptions: HashMap::new(),
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num_constants: 0,
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pc_ranges: Vec::new(),
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},
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},
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};
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let vert_entry = parse("vert1.glsl", ShaderKind::Vertex);
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let frag_entry = parse("frag1.glsl", ShaderKind::Fragment);
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do_test(&vert_entry, &vert_target);
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do_test(&frag_entry, &frag_target);
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}
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#[test]
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fn test_shade2() {
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setup();
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let frag_target = Entry {
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input: Some(Input {
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inputs: vec![
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ShaderInterfaceDefEntry {
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location: 0..1,
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format: Format::R32G32B32A32Sfloat,
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name: Some(Cow::Borrowed("cool")),
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},
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ShaderInterfaceDefEntry {
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location: 1..2,
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format: Format::R32G32Sfloat,
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name: Some(Cow::Borrowed("yep")),
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},
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ShaderInterfaceDefEntry {
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location: 2..3,
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format: Format::R32Sfloat,
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name: Some(Cow::Borrowed("monkey")),
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},
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],
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}),
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output: Some(Output {
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outputs: vec![ShaderInterfaceDefEntry {
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location: 0..1,
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format: Format::R32G32B32A32Sfloat,
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name: Some(Cow::Borrowed("f_color")),
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}],
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}),
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layout: Layout {
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layout_data: LayoutData {
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num_sets: 0,
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num_bindings: HashMap::new(),
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descriptions: HashMap::new(),
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num_constants: 0,
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pc_ranges: Vec::new(),
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},
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},
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};
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let vert_target = Entry {
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input: Some(Input {
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inputs: vec![ShaderInterfaceDefEntry {
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location: 0..1,
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format: Format::R32G32Sfloat,
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name: Some(Cow::Borrowed("position")),
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}],
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}),
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output: Some(Output {
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outputs: vec![
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ShaderInterfaceDefEntry {
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location: 0..1,
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format: Format::R32G32B32A32Sfloat,
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name: Some(Cow::Borrowed("cool")),
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},
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ShaderInterfaceDefEntry {
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location: 1..2,
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format: Format::R32G32Sfloat,
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name: Some(Cow::Borrowed("yep")),
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},
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ShaderInterfaceDefEntry {
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location: 2..3,
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format: Format::R32Sfloat,
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name: Some(Cow::Borrowed("monkey")),
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},
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],
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}),
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layout: Layout {
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layout_data: LayoutData {
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num_sets: 0,
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num_bindings: HashMap::new(),
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descriptions: HashMap::new(),
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num_constants: 0,
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pc_ranges: Vec::new(),
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},
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},
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};
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let vert_entry = parse("vert2.glsl", ShaderKind::Vertex);
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let frag_entry = parse("frag2.glsl", ShaderKind::Fragment);
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do_test(&vert_entry, &vert_target);
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do_test(&frag_entry, &frag_target);
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}
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#[test]
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fn test_shade3() {
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setup();
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let frag_target = Entry {
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input: Some(Input { inputs: Vec::new() }),
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output: Some(Output {
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outputs: vec![ShaderInterfaceDefEntry {
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location: 0..1,
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format: Format::R32G32B32A32Sfloat,
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name: Some(Cow::Borrowed("f_color")),
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}],
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}),
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layout: Layout {
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layout_data: LayoutData {
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num_sets: 1,
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num_bindings: vec![(0, 1)].into_iter().collect(),
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descriptions: vec![(
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0,
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vec![(
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0,
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DescriptorDesc {
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ty: DescriptorDescTy::CombinedImageSampler(DescriptorImageDesc {
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sampled: true,
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dimensions: DescriptorImageDescDimensions::TwoDimensional,
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format: None,
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multisampled: false,
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array_layers: DescriptorImageDescArray::NonArrayed,
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}),
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array_count: 1,
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stages: ShaderStages {
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fragment: true,
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..ShaderStages::none()
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},
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readonly: true,
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},
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)]
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.into_iter()
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.collect(),
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)]
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.into_iter()
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.collect(),
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num_constants: 0,
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pc_ranges: Vec::new(),
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},
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},
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};
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let vert_target = Entry {
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input: Some(Input {
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inputs: vec![ShaderInterfaceDefEntry {
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location: 0..1,
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format: Format::R32G32Sfloat,
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name: Some(Cow::Borrowed("position")),
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}],
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}),
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output: Some(Output {
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outputs: Vec::new(),
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}),
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layout: Layout {
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layout_data: LayoutData {
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num_sets: 0,
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num_bindings: HashMap::new(),
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descriptions: HashMap::new(),
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num_constants: 0,
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pc_ranges: Vec::new(),
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},
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},
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};
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let vert_entry = parse("vert3.glsl", ShaderKind::Vertex);
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let frag_entry = parse("frag3.glsl", ShaderKind::Fragment);
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do_test(&vert_entry.input, &vert_target.input);
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do_test(&vert_entry.output, &vert_target.output);
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do_test(&frag_entry.input, &frag_target.input);
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do_test(&frag_entry.output, &frag_target.output);
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do_test(
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&descriptor_layout(&frag_entry.layout),
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&descriptor_layout(&frag_target.layout),
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);
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do_test(
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&descriptor_layout(&vert_entry.layout),
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&descriptor_layout(&vert_target.layout),
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);
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}
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#[test]
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fn test_shade4() {
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setup();
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let frag_target = Entry {
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input: Some(Input { inputs: Vec::new() }),
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output: Some(Output {
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outputs: vec![ShaderInterfaceDefEntry {
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location: 0..1,
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format: Format::R32G32B32A32Sfloat,
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name: Some(Cow::Borrowed("f_color")),
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}],
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}),
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layout: Layout {
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layout_data: LayoutData {
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num_sets: 0,
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num_bindings: HashMap::new(),
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descriptions: HashMap::new(),
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num_constants: 1,
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pc_ranges: vec![PipelineLayoutDescPcRange {
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offset: 0,
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size: 16,
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stages: ShaderStages {
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fragment: true,
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..ShaderStages::none()
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},
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}],
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},
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},
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};
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let vert_target = Entry {
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input: Some(Input {
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inputs: vec![ShaderInterfaceDefEntry {
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location: 0..1,
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format: Format::R32G32Sfloat,
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name: Some(Cow::Borrowed("position")),
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}],
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}),
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output: Some(Output {
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outputs: Vec::new(),
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}),
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layout: Layout {
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layout_data: LayoutData {
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num_sets: 0,
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num_bindings: HashMap::new(),
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descriptions: HashMap::new(),
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num_constants: 0,
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pc_ranges: Vec::new(),
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},
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},
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};
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let vert_entry = parse("vert4.glsl", ShaderKind::Vertex);
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let frag_entry = parse("frag4.glsl", ShaderKind::Fragment);
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do_test(&vert_entry.input, &vert_target.input);
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do_test(&vert_entry.output, &vert_target.output);
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do_test(&frag_entry.input, &frag_target.input);
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do_test(&frag_entry.output, &frag_target.output);
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do_test(
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&descriptor_layout(&frag_entry.layout),
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&descriptor_layout(&frag_target.layout),
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);
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do_test(
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&descriptor_layout(&vert_entry.layout),
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&descriptor_layout(&vert_target.layout),
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);
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}
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