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https://github.com/MobileGL-Dev/MobileGL
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[Test] (MG_Test/Program): add simple integration test for shader/program state machine
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@@ -1,12 +1,108 @@
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#include <gtest/gtest.h>
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#include "Includes.h"
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#include "MG_Impl/GLImpl/Program/GL_Program.h"
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#include "MG_State/GLState/Core.h"
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using namespace MobileGL;
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using namespace MobileGL::MG_Impl::GLImpl;
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class ProgramTest : public ::testing::Test {
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protected:
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ProgramTest() {
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mGLContext = MakeUnique<MG_State::GLState::GLContext>();
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MG_State::pGLContext = mGLContext.get();
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}
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private:
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UniquePtr<MG_State::GLState::GLContext> mGLContext;
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};
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TEST_F(ProgramTest, Sanity) {
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ASSERT_TRUE(true);
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}
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const char* vsSrc = R"(#version 460
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in vec4 Position;
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layout(location = 0) uniform mat4 ProjMat;
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uniform vec2 InSize;
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uniform vec2 OutSize;
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out vec2 texCoord;
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out vec2 oneTexel;
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void main(){
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vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
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gl_Position = vec4(outPos.xy, 0.2, 1.0);
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oneTexel = 1.0 / InSize;
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texCoord = Position.xy / OutSize;
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})";
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const char* fsSrc = R"(#version 460
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uniform sampler2D InSampler;
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in vec2 texCoord;
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in vec2 oneTexel;
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uniform vec2 InSize;
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layout(location = 1) uniform vec3 Gray;
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uniform vec3 RedMatrix;
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uniform vec3 GreenMatrix;
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uniform vec3 BlueMatrix;
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uniform vec3 Offset;
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uniform vec3 ColorScale;
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layout(location = 6) uniform float Saturation;
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out vec4 fragColor;
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void main() {
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vec4 InTexel = texture(InSampler, texCoord);
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// Color Matrix
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float RedValue = dot(InTexel.rgb, RedMatrix);
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float GreenValue = dot(InTexel.rgb, GreenMatrix);
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float BlueValue = dot(InTexel.rgb, BlueMatrix);
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vec3 OutColor = vec3(RedValue, GreenValue, BlueValue);
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// Offset & Scale
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OutColor = (OutColor * ColorScale) + Offset;
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// Saturation
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float Luma = dot(OutColor, Gray);
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vec3 Chroma = OutColor - Luma;
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OutColor = (Chroma * Saturation) + Luma;
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fragColor = vec4(OutColor, 1.0);
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})";
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TEST_F(ProgramTest, CompileVertex) {
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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ShaderSource(vs, 1, &vsSrc, NULL);
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CompileShader(vs);
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}
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TEST_F(ProgramTest, CompileFragment) {
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(fs, 1, &fsSrc, NULL);
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CompileShader(fs);
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}
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TEST_F(ProgramTest, CompileAndLink) {
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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ShaderSource(vs, 1, &vsSrc, NULL);
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CompileShader(vs);
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(fs, 1, &fsSrc, NULL);
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CompileShader(fs);
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GLuint program = CreateProgram();
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AttachShader(program, vs);
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AttachShader(program, fs);
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LinkProgram(program);
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}
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