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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)
}
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 {
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 {
stages: ShaderStages {
fragment: true,
..ShaderStages::none()
},
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(ShaderStages {
vertex: true,
..ShaderStages::none()
}),
};
let entry = parse("vert1.glsl", "frag1.glsl");
do_test(&entry, &target);
}
#[test]
fn test_shade2() {
setup();
let target = Entry {
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 {
stages: ShaderStages {
fragment: true,
..ShaderStages::none()
},
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(ShaderStages {
vertex: true,
..ShaderStages::none()
}),
};
let entry = parse("vert2.glsl", "frag2.glsl");
do_test(&entry, &target);
}
#[test]
fn test_shade3() {
setup();
let target = Entry {
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 {
stages: ShaderStages {
fragment: true,
..ShaderStages::none()
},
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(ShaderStages {
vertex: true,
..ShaderStages::none()
}),
};
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 {
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 {
stages: ShaderStages {
fragment: true,
..ShaderStages::none()
},
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(ShaderStages {
vertex: true,
..ShaderStages::none()
}),
};
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),
);
}