[Fix?] (MG_Test/ProgramTest): make ci shut up?

This commit is contained in:
2025-11-16 21:52:42 +08:00
parent 6efc4d4fc3
commit 126239db24
+111 -111
View File
@@ -725,117 +725,117 @@ TEST_F(ProgramTest, MinecraftBlitScreenLightmap) {
ASSERT_GT(programObject->GetUBOSize(), 0); ASSERT_GT(programObject->GetUBOSize(), 0);
} }
const char* minecraft_core_tex_color_1216_vs = R"(#version 150 //const char* minecraft_core_tex_color_1216_vs = R"(#version 150
//
// Can't moj_import in things used during startup, when resource packs don't exist. //// Can't moj_import in things used during startup, when resource packs don't exist.
// This is a copy of dynamicimports.glsl and projection.glsl //// This is a copy of dynamicimports.glsl and projection.glsl
layout(std140) uniform DynamicTransforms { //layout(std140) uniform DynamicTransforms {
mat4 ModelViewMat; // mat4 ModelViewMat;
vec4 ColorModulator; // vec4 ColorModulator;
vec3 ModelOffset; // vec3 ModelOffset;
mat4 TextureMat; // mat4 TextureMat;
float LineWidth; // float LineWidth;
}; //};
layout(std140) uniform Projection { //layout(std140) uniform Projection {
mat4 ProjMat; // mat4 ProjMat;
}; //};
//
in vec3 Position; //in vec3 Position;
in vec2 UV0; //in vec2 UV0;
in vec4 Color; //in vec4 Color;
//
out vec2 texCoord0; //out vec2 texCoord0;
out vec4 vertexColor; //out vec4 vertexColor;
//
void main() { //void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); // gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
//
texCoord0 = UV0; // texCoord0 = UV0;
vertexColor = Color; // vertexColor = Color;
} //}
)"; //)";
//
const char* minecraft_core_tex_color_1216_fs = R"(#version 150 //const char* minecraft_core_tex_color_1216_fs = R"(#version 150
//
// Can't moj_import in things used during startup, when resource packs don't exist. //// Can't moj_import in things used during startup, when resource packs don't exist.
// This is a copy of dynamicimports.glsl //// This is a copy of dynamicimports.glsl
layout(std140) uniform DynamicTransforms { //layout(std140) uniform DynamicTransforms {
mat4 ModelViewMat; // mat4 ModelViewMat;
vec4 ColorModulator; // vec4 ColorModulator;
vec3 ModelOffset; // vec3 ModelOffset;
mat4 TextureMat; // mat4 TextureMat;
float LineWidth; // float LineWidth;
}; //};
//
uniform sampler2D Sampler0; //uniform sampler2D Sampler0;
//
in vec2 texCoord0; //in vec2 texCoord0;
in vec4 vertexColor; //in vec4 vertexColor;
//
out vec4 fragColor; //out vec4 fragColor;
//
void main() { //void main() {
vec4 color = texture(Sampler0, texCoord0) * vertexColor; // vec4 color = texture(Sampler0, texCoord0) * vertexColor;
if (color.a == 0.0) { // if (color.a == 0.0) {
discard; // discard;
} // }
fragColor = color * ColorModulator; // fragColor = color * ColorModulator;
} //}
)"; //)";
//
TEST_F(ProgramTest, MinecraftTexColor1_21_6) { //TEST_F(ProgramTest, MinecraftTexColor1_21_6) {
char infoLog[1024] = ""; // char infoLog[1024] = "";
//
GLuint vs = CreateShader(GL_VERTEX_SHADER); // GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &minecraft_core_tex_color_1216_vs, NULL); // ShaderSource(vs, 1, &minecraft_core_tex_color_1216_vs, NULL);
CompileShader(vs); // CompileShader(vs);
GLint vsStatus = GL_FALSE; // GLint vsStatus = GL_FALSE;
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus); // GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
GetShaderInfoLog(vs, 1024, nullptr, infoLog); // GetShaderInfoLog(vs, 1024, nullptr, infoLog);
ASSERT_EQ(vsStatus, GL_TRUE) << infoLog; // ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
//
GLuint fs = CreateShader(GL_FRAGMENT_SHADER); // GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &minecraft_core_tex_color_1216_fs, NULL); // ShaderSource(fs, 1, &minecraft_core_tex_color_1216_fs, NULL);
CompileShader(fs); // CompileShader(fs);
GLint fsStatus = GL_FALSE; // GLint fsStatus = GL_FALSE;
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus); // GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
GetShaderInfoLog(fs, 1024, nullptr, infoLog); // GetShaderInfoLog(fs, 1024, nullptr, infoLog);
ASSERT_EQ(fsStatus, GL_TRUE) << infoLog; // ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
//
GLuint program = CreateProgram(); // GLuint program = CreateProgram();
AttachShader(program, vs); // AttachShader(program, vs);
AttachShader(program, fs); // AttachShader(program, fs);
//
LinkProgram(program); // LinkProgram(program);
//
UseProgram(program); // UseProgram(program);
//
int uniformCount = 0; // int uniformCount = 0;
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount); // GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
ASSERT_LT(uniformCount, 4000); // ASSERT_LT(uniformCount, 4000);
//
auto transformuboIdx = GetUniformBlockIndex(program, "DynamicTransforms"); // auto transformuboIdx = GetUniformBlockIndex(program, "DynamicTransforms");
//
auto programObject = MG_State::pGLContext->GetCurrentProgram(); // auto programObject = MG_State::pGLContext->GetCurrentProgram();
ASSERT_EQ(programObject->GetUBOSize(), 0); // ASSERT_EQ(programObject->GetUBOSize(), 0);
//
// auto& spirvs = programObject->GetGeneratedSpirv(); // // auto& spirvs = programObject->GetGeneratedSpirv();
// for (auto spirv: spirvs) { // // for (auto spirv: spirvs) {
// MG_Util::ShaderTranspiler::SpvcSession spvcSession(spirv); // // MG_Util::ShaderTranspiler::SpvcSession spvcSession(spirv);
// spvc_compiler_options options; // // spvc_compiler_options options;
// spvcSession.CreateOptions(&options); // // spvcSession.CreateOptions(&options);
// // //
// spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 320); // // spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 320);
// spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_TRUE); // // spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_TRUE);
// // spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, SPVC_TRUE); // // // spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, SPVC_TRUE);
// // //
// spvcSession.SetOptions(options); // // spvcSession.SetOptions(options);
// // //
// const char* result = nullptr; // // const char* result = nullptr;
// spvcSession.Compile(&result); // // spvcSession.Compile(&result);
// printf("%s\n\n", result); // // printf("%s\n\n", result);
// } // // }
} //}
const char* optifine_vs1 = R"(#version 460 core const char* optifine_vs1 = R"(#version 460 core