[Test] (MG_Test/Program): add simple integration test for shader/program state machine

This commit is contained in:
2025-08-13 23:15:05 +08:00
parent df444655e3
commit 5422dcf164
+96
View File
@@ -1,12 +1,108 @@
#include <gtest/gtest.h>
#include "Includes.h"
#include "MG_Impl/GLImpl/Program/GL_Program.h"
#include "MG_State/GLState/Core.h"
using namespace MobileGL;
using namespace MobileGL::MG_Impl::GLImpl;
class ProgramTest : public ::testing::Test {
protected:
ProgramTest() {
mGLContext = MakeUnique<MG_State::GLState::GLContext>();
MG_State::pGLContext = mGLContext.get();
}
private:
UniquePtr<MG_State::GLState::GLContext> mGLContext;
};
TEST_F(ProgramTest, Sanity) {
ASSERT_TRUE(true);
}
const char* vsSrc = R"(#version 460
in vec4 Position;
layout(location = 0) uniform mat4 ProjMat;
uniform vec2 InSize;
uniform vec2 OutSize;
out vec2 texCoord;
out vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
oneTexel = 1.0 / InSize;
texCoord = Position.xy / OutSize;
})";
const char* fsSrc = R"(#version 460
uniform sampler2D InSampler;
in vec2 texCoord;
in vec2 oneTexel;
uniform vec2 InSize;
layout(location = 1) uniform vec3 Gray;
uniform vec3 RedMatrix;
uniform vec3 GreenMatrix;
uniform vec3 BlueMatrix;
uniform vec3 Offset;
uniform vec3 ColorScale;
layout(location = 6) uniform float Saturation;
out vec4 fragColor;
void main() {
vec4 InTexel = texture(InSampler, texCoord);
// Color Matrix
float RedValue = dot(InTexel.rgb, RedMatrix);
float GreenValue = dot(InTexel.rgb, GreenMatrix);
float BlueValue = dot(InTexel.rgb, BlueMatrix);
vec3 OutColor = vec3(RedValue, GreenValue, BlueValue);
// Offset & Scale
OutColor = (OutColor * ColorScale) + Offset;
// Saturation
float Luma = dot(OutColor, Gray);
vec3 Chroma = OutColor - Luma;
OutColor = (Chroma * Saturation) + Luma;
fragColor = vec4(OutColor, 1.0);
})";
TEST_F(ProgramTest, CompileVertex) {
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
}
TEST_F(ProgramTest, CompileFragment) {
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
}
TEST_F(ProgramTest, CompileAndLink) {
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
}