updated API further to just use optionals. Updated tests

master
mitchellhansen 5 years ago
parent 903f1a349d
commit fafb5e52a6

@ -1,14 +1,28 @@
use shade_runner as sr;
use std::path::PathBuf;
use shaderc::ShaderKind;
fn main() {
let project_root = std::env::current_dir().expect("failed to get root directory");
// let project_root = std::env::current_dir().expect("failed to get root directory");
// let mut vert_path = project_root.clone();
// vert_path.push(PathBuf::from("examples/shaders/vert.glsl"));
// let mut frag_path = project_root.clone();
// frag_path.push(PathBuf::from("examples/shaders/frag.glsl"));
// let shader = sr::load(vert_path, frag_path).expect("Failed to compile");
// let vulkano_entry = sr::parse(&shader).expect("failed to parse");
// dbg!(vulkano_entry);
// Compile a vertex shader
let mut vert_path = project_root.clone();
vert_path.push(PathBuf::from("examples/shaders/vert.glsl"));
let vertex_shader = sr::load(vert_path, None, ShaderKind::Vertex, None)
.expect("Failed to compile");
// Compile a fragment shader
let mut frag_path = project_root.clone();
frag_path.push(PathBuf::from("examples/shaders/frag.glsl"));
let fragment_shader = sr::load(frag_path, None, ShaderKind::Fragment, None)
.expect("Failed to compile");
let vertex_entry = sr::parse(&vertex_shader).expect("failed to parse");
dbg!(vertex_entry);
let fragment_entry = sr::parse(&fragment_shader).expect("failed to parse");
dbg!(fragment_entry);
}

@ -4,32 +4,56 @@ use shaderc::{ShaderKind, CompileOptions};
use std::fs::File;
use std::io::Read;
use std::path::{Path, PathBuf};
use std::borrow::Cow;
pub fn compile<T>(path: T, shader_kind: ShaderKind) -> Result<Vec<u32>, CompileError>
where
pub fn compile<T>(path: T, include_path: Option<T>, shader_kind: ShaderKind, compiler_options: Option<CompileOptions>) -> Result<Vec<u32>, CompileError>
where
T: AsRef<Path>,
{
let mut options = CompileOptions::new().ok_or(CompileError::CreateCompiler)?;
compile_with_options(path, shader_kind, options)
compile_with_options(&read_to_string(&path), include_path, shader_kind, compiler_options)
}
pub fn compile_with_options<T>(path: T, shader_kind: ShaderKind, mut options: CompileOptions) -> Result<Vec<u32>, CompileError>
pub fn compile_from_string<T>(input: &str, include_path: Option<T>, shader_kind: ShaderKind, compiler_options: Option<CompileOptions>) -> Result<Vec<u32>, CompileError>
where
T: AsRef<Path>,
{
compile_with_options(input, include_path, shader_kind, compiler_options)
}
pub fn compile_with_options<T>(src: &str, include_path: Option<T>, shader_kind: ShaderKind, options: Option<CompileOptions>)
-> Result<Vec<u32>, CompileError>
where
T: AsRef<Path>,
{
// TODO Probably shouldn't create this every time.
let mut compiler = shaderc::Compiler::new().ok_or(CompileError::CreateCompiler)?;
let mut f = File::open(&path).map_err(CompileError::Open)?;
let mut src = String::new();
f.read_to_string(&mut src).map_err(CompileError::Open)?;
let mut options = {
match options {
None => CompileOptions::new().ok_or(CompileError::CreateCompiler).unwrap(),
Some(option) => option,
}
};
let path = {
if let Some(path) = &include_path {
options.set_include_callback(|path, include_type, folder_path, depth| {
get_include(path, include_type, folder_path, depth)
});
path.as_ref().to_str().ok_or(CompileError::InvalidPath)?
} else {
options.set_include_callback(|path, include_type, folder_path, depth| {
default_get_include(path, include_type, folder_path, depth)
});
""
}
};
let result = compiler
.compile_into_spirv(
src.as_str(),
src,
shader_kind,
path.as_ref().to_str().ok_or(CompileError::InvalidPath)?,
path,
"main",
Some(&options),
)
@ -38,6 +62,26 @@ pub fn compile_with_options<T>(path: T, shader_kind: ShaderKind, mut options: Co
Ok(data.to_owned())
}
pub fn read_to_string<'a, T>(path: &T) -> Cow<'a, str>
where
T: AsRef<Path>,
{
let mut f = File::open(path).map_err(CompileError::Open).expect("");
let mut src = String::new();
f.read_to_string(&mut src).map_err(CompileError::Open).expect("");
Cow::Owned(src)
}
fn default_get_include(
path: &str,
include_type: IncludeType,
folder_path: &str,
_depth: usize,
) -> Result<ResolvedInclude, String> {
// TODO: Does this print out anything meaningful?
Err(format!("No include path given for {}", path).to_string())
}
fn get_include(
path: &str,
include_type: IncludeType,
@ -59,12 +103,12 @@ fn get_include(
.to_str()
.ok_or("Path has invalid characters".to_string())?
.to_owned();
let p = p.canonicalize().map_err(|_|"Failed to parse include path".to_string())?;
let p = p.canonicalize().map_err(|_| "Failed to parse include path".to_string())?;
let mut content = String::new();
File::open(p)
.map_err(|_|"Couldn't open include directory".to_string())?
.map_err(|_| "Couldn't open include directory".to_string())?
.read_to_string(&mut content)
.map_err(|_|"Failed to read included shader".to_string())?;
.map_err(|_| "Failed to read included shader".to_string())?;
Ok(ResolvedInclude {
resolved_name,
content,

@ -15,6 +15,7 @@ use spirv_reflect as sr;
use vulkano as vk;
use std::path::Path;
use shaderc::ShaderKind;
use std::borrow::Borrow;
#[derive(Clone)]
pub struct CompiledShaders {
@ -28,74 +29,38 @@ pub struct CompiledShader {
pub spriv: Vec<u32>,
}
pub fn load<T>(input: T, shader_kind: ShaderKind) -> Result<CompiledShader, Error>
pub fn load<T>(input: T, include_path: Option<T>, shader_kind: ShaderKind, compiler_options: Option<CompileOptions>)
-> Result<CompiledShader, Error>
where
T: AsRef<Path>,
{
Ok(CompiledShader { spriv: compiler::compile(input, shader_kind).map_err(Error::Compile)? })
}
/// Loads and compiles the vertex shader
pub fn load_vertex<T>(vertex: T) -> Result<CompiledShader, Error>
where
T: AsRef<Path>,
{
let vertex = compiler::compile(vertex, ShaderKind::Vertex).map_err(Error::Compile)?;
Ok(CompiledShader { spriv: vertex })
}
/// Loads and compiles the fragment shader
pub fn load_fragment<T>(fragment: T) -> Result<CompiledShader, Error>
where
T: AsRef<Path>,
{
let fragment = compiler::compile(fragment, ShaderKind::Fragment).map_err(Error::Compile)?;
Ok(CompiledShader { spriv: fragment })
}
/// Loads and compiles the geometry shader
pub fn load_geometry<T>(geometry: T) -> Result<CompiledShader, Error>
where
T: AsRef<Path>,
{
let geometry = compiler::compile(geometry, ShaderKind::Geometry).map_err(Error::Compile)?;
Ok(CompiledShader { spriv: geometry })
}
/// Loads and compiles the tessellation shader
pub fn load_tessellation_control<T>(tessellation_control: T) -> Result<CompiledShader, Error>
where
T: AsRef<Path>,
{
let tess = compiler::compile(tessellation_control, ShaderKind::TessControl).map_err(Error::Compile)?;
Ok(CompiledShader { spriv: tess })
Ok(CompiledShader {
spriv: compiler::compile(input, include_path, shader_kind, compiler_options).map_err(Error::Compile)?
})
}
/// Loads and compiles the tessellation shader
pub fn load_tessellation_evaluation<T>(tessellation_evaluation: T) -> Result<CompiledShader, Error>
pub fn load_from_string<T>(source: &str, include_path: Option<T>, shader_kind: ShaderKind, compiler_options: Option<CompileOptions>) -> Result<CompiledShader, Error>
where
T: AsRef<Path>,
{
let tess = compiler::compile(tessellation_evaluation, ShaderKind::TessEvaluation).map_err(Error::Compile)?;
Ok(CompiledShader { spriv: tess })
Ok(CompiledShader {
spriv: compiler::compile_from_string(source, include_path, shader_kind, compiler_options).map_err(Error::Compile)?
})
}
pub fn load_compute<T>(compute: T) -> Result<CompiledShader, Error>
pub fn load_compute<T>(compute: T, compiler_options: Option<CompileOptions>) -> Result<CompiledShader, Error>
where
T: AsRef<Path>,
{
let options = CompileOptions::new().ok_or(CompileError::CreateCompiler).unwrap();
load_compute_with_options(compute, options)
load_compute_from_string(&compiler::read_to_string(&compute), Some(compute), compiler_options)
}
pub fn load_compute_with_options<T>(compute: T, options: CompileOptions) -> Result<CompiledShader, Error>
pub fn load_compute_from_string<T>(source : &str, include_path : Option<T>, compiler_options: Option<CompileOptions>) -> Result<CompiledShader, Error>
where
T: AsRef<Path>,
{
let compute = compiler::compile_with_options(compute, ShaderKind::Compute, options).map_err(Error::Compile)?;
Ok(CompiledShader {
spriv: compute,
spriv: compiler::compile_from_string(source, include_path, ShaderKind::Compute, compiler_options).map_err(Error::Compile)?
})
}

@ -1,345 +1,373 @@
//use color_backtrace;
//use difference::{Changeset, Difference};
//use shade_runner::*;
//use std::borrow::Cow;
//use std::collections::HashMap;
//use std::path::{Path, PathBuf};
//use vulkano::descriptor::descriptor::*;
//use vulkano::descriptor::pipeline_layout::{PipelineLayoutDesc, PipelineLayoutDescPcRange};
//use vulkano::format::*;
//use vulkano::pipeline::shader::ShaderInterfaceDefEntry;
//
//fn setup() {
// color_backtrace::install();
//}
//
//fn difference(e: &str, t: &str) -> String {
// let diffs = Changeset::new(&e, &t, "");
// diffs
// .diffs
// .iter()
// .filter(|d| match d {
// Difference::Add(_) => true,
// Difference::Rem(_) => true,
// _ => false,
// })
// .map(|d| match d {
// Difference::Add(a) => format!("add: {}", a),
// Difference::Rem(a) => format!("remove: {}", a),
// _ => "".to_string(),
// })
// .collect::<Vec<String>>()
// .join("\n")
//}
//
//fn descriptor_layout<T>(desc: &T) -> String
//where
// T: PipelineLayoutDesc,
//{
// let num_sets = desc.num_sets();
// let mut r = format!("{:?}", num_sets);
// for n in 0..num_sets {
// let num_bindings = desc.num_bindings_in_set(n);
// r = format!("{:?}{:?}", r, num_bindings);
// for b in num_bindings {
// r = format!("{:?}{:?}", r, desc.descriptor(n, b));
// }
// }
// let num_push_constants = desc.num_push_constants_ranges();
// r = format!("{:?}{:?}", r, num_push_constants);
// for i in 0..num_push_constants {
// r = format!("{:?}{:?}", r, desc.push_constants_range(i));
// }
// r
//}
//
//fn parse<T>(vertex: T, fragment: T) -> shade_runner::Entry
//where
// T: AsRef<Path>,
//{
// let project_root = std::env::current_dir().expect("failed to get root directory");
// let mut path = project_root.clone();
// path.push(PathBuf::from("tests/shaders/"));
// let mut vertex_path = path.clone();
// vertex_path.push(vertex);
// let mut fragment_path = path.clone();
// fragment_path.push(fragment);
// let shader = shade_runner::load(vertex_path, fragment_path).expect("Failed to compile");
// shade_runner::parse(&shader).unwrap()
//}
//
//fn do_test<T>(a: &T, b: &T)
//where
// T: std::fmt::Debug,
//{
// let a = format!("{:?}", a);
// let b = format!("{:?}", b);
// assert_eq!(&a, &b, "\n\nDifference: {}", difference(&a, &b));
//}
//
//#[test]
//fn test_shade1() {
// setup();
// let target = Entry {
// compute_layout: Default::default(),
// frag_input: FragInput { inputs: Vec::new() },
// frag_output: FragOutput {
// outputs: vec![ShaderInterfaceDefEntry {
// location: 0..1,
// format: Format::R32G32B32A32Sfloat,
// name: Some(Cow::Borrowed("f_color")),
// }],
// },
// frag_layout: FragLayout {
// layout_data: LayoutData {
// num_sets: 0,
// num_bindings: HashMap::new(),
// descriptions: HashMap::new(),
// num_constants: 0,
// pc_ranges: Vec::new(),
// },
// },
// vert_input: VertInput {
// inputs: vec![ShaderInterfaceDefEntry {
// location: 0..1,
// format: Format::R32G32Sfloat,
// name: Some(Cow::Borrowed("position")),
// }],
// },
// vert_output: VertOutput {
// outputs: Vec::new(),
// },
// vert_layout: VertLayout {
// layout_data: LayoutData {
// num_sets: 0,
// num_bindings: HashMap::new(),
// descriptions: HashMap::new(),
// num_constants: 0,
// pc_ranges: Vec::new(),
// },
// },
// };
// let entry = parse("vert1.glsl", "frag1.glsl");
// do_test(&entry, &target);
//}
//
//#[test]
//fn test_shade2() {
// setup();
// let target = Entry {
// compute_layout: Default::default(),
// frag_input: FragInput {
// inputs: vec![
// ShaderInterfaceDefEntry {
// location: 0..1,
// format: Format::R32G32B32A32Sfloat,
// name: Some(Cow::Borrowed("cool")),
// },
// ShaderInterfaceDefEntry {
// location: 1..2,
// format: Format::R32G32Sfloat,
// name: Some(Cow::Borrowed("yep")),
// },
// ShaderInterfaceDefEntry {
// location: 2..3,
// format: Format::R32Sfloat,
// name: Some(Cow::Borrowed("monkey")),
// },
// ],
// },
// frag_output: FragOutput {
// outputs: vec![ShaderInterfaceDefEntry {
// location: 0..1,
// format: Format::R32G32B32A32Sfloat,
// name: Some(Cow::Borrowed("f_color")),
// }],
// },
// frag_layout: FragLayout {
// layout_data: LayoutData {
// num_sets: 0,
// num_bindings: HashMap::new(),
// descriptions: HashMap::new(),
// num_constants: 0,
// pc_ranges: Vec::new(),
// },
// },
// vert_input: VertInput {
// inputs: vec![ShaderInterfaceDefEntry {
// location: 0..1,
// format: Format::R32G32Sfloat,
// name: Some(Cow::Borrowed("position")),
// }],
// },
// vert_output: VertOutput {
// outputs: vec![
// ShaderInterfaceDefEntry {
// location: 0..1,
// format: Format::R32G32B32A32Sfloat,
// name: Some(Cow::Borrowed("cool")),
// },
// ShaderInterfaceDefEntry {
// location: 1..2,
// format: Format::R32G32Sfloat,
// name: Some(Cow::Borrowed("yep")),
// },
// ShaderInterfaceDefEntry {
// location: 2..3,
// format: Format::R32Sfloat,
// name: Some(Cow::Borrowed("monkey")),
// },
// ],
// },
// vert_layout: VertLayout {
// layout_data: LayoutData {
// num_sets: 0,
// num_bindings: HashMap::new(),
// descriptions: HashMap::new(),
// num_constants: 0,
// pc_ranges: Vec::new(),
// },
// },
// };
// let entry = parse("vert2.glsl", "frag2.glsl");
// do_test(&entry, &target);
//}
//
//#[test]
//fn test_shade3() {
// setup();
// let target = Entry {
// compute_layout: Default::default(),
// frag_input: FragInput { inputs: Vec::new() },
// frag_output: FragOutput {
// outputs: vec![ShaderInterfaceDefEntry {
// location: 0..1,
// format: Format::R32G32B32A32Sfloat,
// name: Some(Cow::Borrowed("f_color")),
// }],
// },
// frag_layout: FragLayout {
// layout_data: LayoutData {
// num_sets: 1,
// num_bindings: vec![(0, 1)].into_iter().collect(),
// descriptions: vec![(
// 0,
// vec![(
// 0,
// DescriptorDesc {
// ty: DescriptorDescTy::CombinedImageSampler(DescriptorImageDesc {
// sampled: true,
// dimensions: DescriptorImageDescDimensions::TwoDimensional,
// format: None,
// multisampled: false,
// array_layers: DescriptorImageDescArray::NonArrayed,
// }),
// array_count: 1,
// stages: ShaderStages {
// fragment: true,
// ..ShaderStages::none()
// },
// readonly: true,
// },
// )]
// .into_iter()
// .collect(),
// )]
// .into_iter()
// .collect(),
// num_constants: 0,
// pc_ranges: Vec::new(),
// },
// },
// vert_input: VertInput {
// inputs: vec![ShaderInterfaceDefEntry {
// location: 0..1,
// format: Format::R32G32Sfloat,
// name: Some(Cow::Borrowed("position")),
// }],
// },
// vert_output: VertOutput {
// outputs: Vec::new(),
// },
// vert_layout: VertLayout {
// layout_data: LayoutData {
// num_sets: 0,
// num_bindings: HashMap::new(),
// descriptions: HashMap::new(),
// num_constants: 0,
// pc_ranges: Vec::new(),
// },
// },
// };
// let entry = parse("vert3.glsl", "frag3.glsl");
// do_test(&entry.frag_input, &target.frag_input);
// do_test(&entry.frag_output, &target.frag_output);
// do_test(&entry.vert_input, &target.vert_input);
// do_test(&entry.vert_output, &target.vert_output);
// do_test(
// &descriptor_layout(&entry.frag_layout),
// &descriptor_layout(&target.frag_layout),
// );
// do_test(
// &descriptor_layout(&entry.vert_layout),
// &descriptor_layout(&target.vert_layout),
// );
//}
//
//#[test]
//fn test_shade4() {
// setup();
// let target = Entry {
// compute_layout: Default::default(),
// frag_input: FragInput { inputs: Vec::new() },
// frag_output: FragOutput {
// outputs: vec![ShaderInterfaceDefEntry {
// location: 0..1,
// format: Format::R32G32B32A32Sfloat,
// name: Some(Cow::Borrowed("f_color")),
// }],
// },
// frag_layout: FragLayout {
// layout_data: LayoutData {
// num_sets: 0,
// num_bindings: HashMap::new(),
// descriptions: HashMap::new(),
// num_constants: 1,
// pc_ranges: vec![PipelineLayoutDescPcRange {
// offset: 0,
// size: 16,
// stages: ShaderStages {
// fragment: true,
// ..ShaderStages::none()
// },
// }],
// },
// },
// vert_input: VertInput {
// inputs: vec![ShaderInterfaceDefEntry {
// location: 0..1,
// format: Format::R32G32Sfloat,
// name: Some(Cow::Borrowed("position")),
// }],
// },
// vert_output: VertOutput {
// outputs: Vec::new(),
// },
// vert_layout: VertLayout {
// layout_data: LayoutData {
// num_sets: 0,
// num_bindings: HashMap::new(),
// descriptions: HashMap::new(),
// num_constants: 0,
// pc_ranges: Vec::new(),
// },
// },
// };
// let entry = parse("vert4.glsl", "frag4.glsl");
// do_test(&entry.frag_input, &target.frag_input);
// do_test(&entry.frag_output, &target.frag_output);
// do_test(&entry.vert_input, &target.vert_input);
// do_test(&entry.vert_output, &target.vert_output);
// do_test(
// &descriptor_layout(&entry.frag_layout),
// &descriptor_layout(&target.frag_layout),
// );
//}
use color_backtrace;
use difference::{Changeset, Difference};
use shade_runner::*;
use std::borrow::Cow;
use std::collections::HashMap;
use std::path::{Path, PathBuf};
use vulkano::descriptor::descriptor::*;
use vulkano::descriptor::pipeline_layout::{PipelineLayoutDesc, PipelineLayoutDescPcRange};
use vulkano::format::*;
use vulkano::pipeline::shader::ShaderInterfaceDefEntry;
use shaderc::ShaderKind;
fn setup() {
color_backtrace::install();
}
fn difference(e: &str, t: &str) -> String {
let diffs = Changeset::new(&e, &t, "");
diffs
.diffs
.iter()
.filter(|d| match d {
Difference::Add(_) => true,
Difference::Rem(_) => true,
_ => false,
})
.map(|d| match d {
Difference::Add(a) => format!("add: {}", a),
Difference::Rem(a) => format!("remove: {}", a),
_ => "".to_string(),
})
.collect::<Vec<String>>()
.join("\n")
}
fn descriptor_layout<T>(desc: &T) -> String
where
T: PipelineLayoutDesc,
{
let num_sets = desc.num_sets();
let mut r = format!("{:?}", num_sets);
for n in 0..num_sets {
let num_bindings = desc.num_bindings_in_set(n);
r = format!("{:?}{:?}", r, num_bindings);
for b in num_bindings {
r = format!("{:?}{:?}", r, desc.descriptor(n, b));
}
}
let num_push_constants = desc.num_push_constants_ranges();
r = format!("{:?}{:?}", r, num_push_constants);
for i in 0..num_push_constants {
r = format!("{:?}{:?}", r, desc.push_constants_range(i));
}
r
}
fn parse<T>(input: T, shader_kind: ShaderKind) -> shade_runner::Entry
where
T: AsRef<Path>,
{
let project_root = std::env::current_dir().expect("failed to get root directory");
let mut path = project_root.clone();
path.push(PathBuf::from("tests/shaders/"));
let mut shader_path = path.clone();
shader_path.push(input);
let shader = shade_runner::load(shader_path, None, shader_kind, None).expect("Failed to compile");
shade_runner::parse(&shader).unwrap()
}
fn do_test<T>(a: &T, b: &T)
where
T: std::fmt::Debug,
{
let a = format!("{:?}", a);
let b = format!("{:?}", b);
assert_eq!(&a, &b, "\n\nDifference: {}", difference(&a, &b));
}
#[test]
fn test_shade1() {
setup();
let frag_target = Entry {
input: Some(Input { inputs: Vec::new() }),
output: Some(Output {
outputs: vec![ShaderInterfaceDefEntry {
location: 0..1,
format: Format::R32G32B32A32Sfloat,
name: Some(Cow::Borrowed("f_color")),
}],
}),
layout: Layout {
layout_data: LayoutData {
num_sets: 0,
num_bindings: HashMap::new(),
descriptions: HashMap::new(),
num_constants: 0,
pc_ranges: Vec::new(),
},
},
};
let vert_target = Entry {
input: Some(Input {
inputs: vec![ShaderInterfaceDefEntry {
location: 0..1,
format: Format::R32G32Sfloat,
name: Some(Cow::Borrowed("position")),
}],
}),
output: Some(Output {
outputs: Vec::new(),
}),
layout: Layout {
layout_data: LayoutData {
num_sets: 0,
num_bindings: HashMap::new(),
descriptions: HashMap::new(),
num_constants: 0,
pc_ranges: Vec::new(),
},
},
};
let vert_entry = parse("vert1.glsl", ShaderKind::Vertex);
let frag_entry = parse("frag1.glsl", ShaderKind::Fragment);
do_test(&vert_entry, &vert_target);
do_test(&frag_entry, &frag_target);
}
#[test]
fn test_shade2() {
setup();
let frag_target = Entry {
input: Some(Input {
inputs: vec![
ShaderInterfaceDefEntry {
location: 0..1,
format: Format::R32G32B32A32Sfloat,
name: Some(Cow::Borrowed("cool")),
},
ShaderInterfaceDefEntry {
location: 1..2,
format: Format::R32G32Sfloat,
name: Some(Cow::Borrowed("yep")),
},
ShaderInterfaceDefEntry {
location: 2..3,
format: Format::R32Sfloat,
name: Some(Cow::Borrowed("monkey")),
},
],
}),
output: Some(Output {
outputs: vec![ShaderInterfaceDefEntry {
location: 0..1,
format: Format::R32G32B32A32Sfloat,
name: Some(Cow::Borrowed("f_color")),
}],
}),
layout: Layout {
layout_data: LayoutData {
num_sets: 0,
num_bindings: HashMap::new(),
descriptions: HashMap::new(),
num_constants: 0,
pc_ranges: Vec::new(),
},
},
};
let vert_target = Entry {
input: Some(Input {
inputs: vec![ShaderInterfaceDefEntry {
location: 0..1,
format: Format::R32G32Sfloat,
name: Some(Cow::Borrowed("position")),
}],
}),
output: Some(Output {
outputs: vec![
ShaderInterfaceDefEntry {
location: 0..1,
format: Format::R32G32B32A32Sfloat,
name: Some(Cow::Borrowed("cool")),
},
ShaderInterfaceDefEntry {
location: 1..2,
format: Format::R32G32Sfloat,
name: Some(Cow::Borrowed("yep")),
},
ShaderInterfaceDefEntry {
location: 2..3,
format: Format::R32Sfloat,
name: Some(Cow::Borrowed("monkey")),
},
],
}),
layout: Layout {
layout_data: LayoutData {
num_sets: 0,
num_bindings: HashMap::new(),
descriptions: HashMap::new(),
num_constants: 0,
pc_ranges: Vec::new(),
},
},
};
let vert_entry = parse("vert2.glsl", ShaderKind::Vertex);
let frag_entry = parse("frag2.glsl", ShaderKind::Fragment);
do_test(&vert_entry, &vert_target);
do_test(&frag_entry, &frag_target);
}
#[test]
fn test_shade3() {
setup();
let frag_target = Entry {
input: Some(Input { inputs: Vec::new() }),
output: Some(Output {
outputs: vec![ShaderInterfaceDefEntry {
location: 0..1,
format: Format::R32G32B32A32Sfloat,
name: Some(Cow::Borrowed("f_color")),
}],
}),
layout: Layout {
layout_data: LayoutData {
num_sets: 1,
num_bindings: vec![(0, 1)].into_iter().collect(),
descriptions: vec![(
0,
vec![(
0,
DescriptorDesc {
ty: DescriptorDescTy::CombinedImageSampler(DescriptorImageDesc {
sampled: true,
dimensions: DescriptorImageDescDimensions::TwoDimensional,
format: None,
multisampled: false,
array_layers: DescriptorImageDescArray::NonArrayed,
}),
array_count: 1,
stages: ShaderStages {
fragment: true,
..ShaderStages::none()
},
readonly: true,
},
)]
.into_iter()
.collect(),
)]
.into_iter()
.collect(),
num_constants: 0,
pc_ranges: Vec::new(),
},
},
};
let vert_target = Entry {
input: Some(Input {
inputs: vec![ShaderInterfaceDefEntry {
location: 0..1,
format: Format::R32G32Sfloat,
name: Some(Cow::Borrowed("position")),
}],
}),
output: Some(Output {
outputs: Vec::new(),
}),
layout: Layout {
layout_data: LayoutData {
num_sets: 0,
num_bindings: HashMap::new(),
descriptions: HashMap::new(),
num_constants: 0,
pc_ranges: Vec::new(),
},
},
};
let vert_entry = parse("vert3.glsl", ShaderKind::Vertex);
let frag_entry = parse("frag3.glsl", ShaderKind::Fragment);
do_test(&vert_entry.input, &vert_target.input);
do_test(&vert_entry.output, &vert_target.output);
do_test(&frag_entry.input, &frag_target.input);
do_test(&frag_entry.output, &frag_target.output);
do_test(
&descriptor_layout(&frag_entry.layout),
&descriptor_layout(&frag_target.layout),
);
do_test(
&descriptor_layout(&vert_entry.layout),
&descriptor_layout(&vert_target.layout),
);
}
#[test]
fn test_shade4() {
setup();
let frag_target = Entry {
input: Some(Input { inputs: Vec::new() }),
output: Some(Output {
outputs: vec![ShaderInterfaceDefEntry {
location: 0..1,
format: Format::R32G32B32A32Sfloat,
name: Some(Cow::Borrowed("f_color")),
}],
}),
layout: Layout {
layout_data: LayoutData {
num_sets: 0,
num_bindings: HashMap::new(),
descriptions: HashMap::new(),
num_constants: 1,
pc_ranges: vec![PipelineLayoutDescPcRange {
offset: 0,
size: 16,
stages: ShaderStages {
fragment: true,
..ShaderStages::none()
},
}],
},
},
};
let vert_target = Entry {
input: Some(Input {
inputs: vec![ShaderInterfaceDefEntry {
location: 0..1,
format: Format::R32G32Sfloat,
name: Some(Cow::Borrowed("position")),
}],
}),
output: Some(Output {
outputs: Vec::new(),
}),
layout: Layout {
layout_data: LayoutData {
num_sets: 0,
num_bindings: HashMap::new(),
descriptions: HashMap::new(),
num_constants: 0,
pc_ranges: Vec::new(),
},
},
};
let vert_entry = parse("vert4.glsl", ShaderKind::Vertex);
let frag_entry = parse("frag4.glsl", ShaderKind::Fragment);
do_test(&vert_entry.input, &vert_target.input);
do_test(&vert_entry.output, &vert_target.output);
do_test(&frag_entry.input, &frag_target.input);
do_test(&frag_entry.output, &frag_target.output);
do_test(
&descriptor_layout(&frag_entry.layout),
&descriptor_layout(&frag_target.layout),
);
do_test(
&descriptor_layout(&vert_entry.layout),
&descriptor_layout(&vert_target.layout),
);
}

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