[Chore] (...): Format code.

This commit is contained in:
BZLZHH
2025-11-28 15:17:50 +08:00
parent c67e6e26fa
commit a6b34ee5bf
27 changed files with 344 additions and 345 deletions
+101 -101
View File
@@ -725,117 +725,117 @@ TEST_F(ProgramTest, MinecraftBlitScreenLightmap) {
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.
//// This is a copy of dynamicimports.glsl and projection.glsl
//layout(std140) uniform DynamicTransforms {
// mat4 ModelViewMat;
// vec4 ColorModulator;
// vec3 ModelOffset;
// mat4 TextureMat;
// float LineWidth;
//};
//layout(std140) uniform Projection {
// mat4 ProjMat;
//};
// layout(std140) uniform DynamicTransforms {
// mat4 ModelViewMat;
// vec4 ColorModulator;
// vec3 ModelOffset;
// mat4 TextureMat;
// float LineWidth;
// };
// layout(std140) uniform Projection {
// mat4 ProjMat;
// };
//
//in vec3 Position;
//in vec2 UV0;
//in vec4 Color;
// in vec3 Position;
// in vec2 UV0;
// in vec4 Color;
//
//out vec2 texCoord0;
//out vec4 vertexColor;
// out vec2 texCoord0;
// out vec4 vertexColor;
//
//void main() {
// gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
// void main() {
// gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
//
// texCoord0 = UV0;
// vertexColor = Color;
//}
// texCoord0 = UV0;
// 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.
//// This is a copy of dynamicimports.glsl
//layout(std140) uniform DynamicTransforms {
// mat4 ModelViewMat;
// vec4 ColorModulator;
// vec3 ModelOffset;
// mat4 TextureMat;
// float LineWidth;
//};
// layout(std140) uniform DynamicTransforms {
// mat4 ModelViewMat;
// vec4 ColorModulator;
// vec3 ModelOffset;
// mat4 TextureMat;
// float LineWidth;
// };
//
//uniform sampler2D Sampler0;
// uniform sampler2D Sampler0;
//
//in vec2 texCoord0;
//in vec4 vertexColor;
// in vec2 texCoord0;
// in vec4 vertexColor;
//
//out vec4 fragColor;
// out vec4 fragColor;
//
//void main() {
// vec4 color = texture(Sampler0, texCoord0) * vertexColor;
// if (color.a == 0.0) {
// discard;
// }
// fragColor = color * ColorModulator;
//}
// void main() {
// vec4 color = texture(Sampler0, texCoord0) * vertexColor;
// if (color.a == 0.0) {
// discard;
// }
// fragColor = color * ColorModulator;
// }
//)";
//
//TEST_F(ProgramTest, MinecraftTexColor1_21_6) {
// char infoLog[1024] = "";
// TEST_F(ProgramTest, MinecraftTexColor1_21_6) {
// char infoLog[1024] = "";
//
// GLuint vs = CreateShader(GL_VERTEX_SHADER);
// ShaderSource(vs, 1, &minecraft_core_tex_color_1216_vs, NULL);
// CompileShader(vs);
// GLint vsStatus = GL_FALSE;
// GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
// GetShaderInfoLog(vs, 1024, nullptr, infoLog);
// ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
// GLuint vs = CreateShader(GL_VERTEX_SHADER);
// ShaderSource(vs, 1, &minecraft_core_tex_color_1216_vs, NULL);
// CompileShader(vs);
// GLint vsStatus = GL_FALSE;
// GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
// GetShaderInfoLog(vs, 1024, nullptr, infoLog);
// ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
//
// GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
// ShaderSource(fs, 1, &minecraft_core_tex_color_1216_fs, NULL);
// CompileShader(fs);
// GLint fsStatus = GL_FALSE;
// GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
// GetShaderInfoLog(fs, 1024, nullptr, infoLog);
// ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
// GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
// ShaderSource(fs, 1, &minecraft_core_tex_color_1216_fs, NULL);
// CompileShader(fs);
// GLint fsStatus = GL_FALSE;
// GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
// GetShaderInfoLog(fs, 1024, nullptr, infoLog);
// ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
//
// GLuint program = CreateProgram();
// AttachShader(program, vs);
// AttachShader(program, fs);
// GLuint program = CreateProgram();
// AttachShader(program, vs);
// AttachShader(program, fs);
//
// LinkProgram(program);
// LinkProgram(program);
//
// UseProgram(program);
// UseProgram(program);
//
// int uniformCount = 0;
// GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
// ASSERT_LT(uniformCount, 4000);
// int uniformCount = 0;
// GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
// ASSERT_LT(uniformCount, 4000);
//
// auto transformuboIdx = GetUniformBlockIndex(program, "DynamicTransforms");
// auto transformuboIdx = GetUniformBlockIndex(program, "DynamicTransforms");
//
// auto programObject = MG_State::pGLContext->GetCurrentProgram();
// ASSERT_EQ(programObject->GetUBOSize(), 0);
// auto programObject = MG_State::pGLContext->GetCurrentProgram();
// ASSERT_EQ(programObject->GetUBOSize(), 0);
//
// // auto& spirvs = programObject->GetGeneratedSpirv();
// // for (auto spirv: spirvs) {
// // MG_Util::ShaderTranspiler::SpvcSession spvcSession(spirv);
// // spvc_compiler_options options;
// // spvcSession.CreateOptions(&options);
// //
// // 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_VULKAN_SEMANTICS, SPVC_TRUE);
// //
// // spvcSession.SetOptions(options);
// //
// // const char* result = nullptr;
// // spvcSession.Compile(&result);
// // printf("%s\n\n", result);
// // }
//}
// // auto& spirvs = programObject->GetGeneratedSpirv();
// // for (auto spirv: spirvs) {
// // MG_Util::ShaderTranspiler::SpvcSession spvcSession(spirv);
// // spvc_compiler_options options;
// // spvcSession.CreateOptions(&options);
// //
// // 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_VULKAN_SEMANTICS, SPVC_TRUE);
// //
// // spvcSession.SetOptions(options);
// //
// // const char* result = nullptr;
// // spvcSession.Compile(&result);
// // printf("%s\n\n", result);
// // }
// }
const char* optifine_vs1 = R"(#version 460 core
@@ -931,10 +931,10 @@ TEST_F(ProgramTest, CompileAndLinkWithExplicitVertexIn) {
spvcSession.Compile(&result);
printf("%s\n\n", result);
const char* ret = strstr(result, needle);
if (ret)
pSrcVertIn = (char*)ret;
if (ret) pSrcVertIn = (char*)ret;
// }
ASSERT_TRUE(pSrcVertIn != nullptr) << "Not found expected string in generated shader.\n(Searching for \"" << needle << "\")";
ASSERT_TRUE(pSrcVertIn != nullptr) << "Not found expected string in generated shader.\n(Searching for \"" << needle
<< "\")";
}
TEST_F(ProgramTest, CompileAndLinkWithExplicitFragmentOut) {
@@ -978,22 +978,22 @@ TEST_F(ProgramTest, CompileAndLinkWithExplicitFragmentOut) {
char* pSrcfragOut = nullptr;
const char* needle = "layout(location = 7) out vec4 fragColor;";
// for (auto spirv: spirvs) {
MG_Util::ShaderTranspiler::SpvcSession spvcSession(fragSpirv);
spvc_compiler_options options;
spvcSession.CreateOptions(&options);
MG_Util::ShaderTranspiler::SpvcSession spvcSession(fragSpirv);
spvc_compiler_options options;
spvcSession.CreateOptions(&options);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 460);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_FALSE);
// spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, SPVC_FALSE);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 460);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_FALSE);
// spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, SPVC_FALSE);
spvcSession.SetOptions(options);
spvcSession.SetOptions(options);
const char* result = nullptr;
spvcSession.Compile(&result);
printf("%s\n\n", result);
const char* ret = strstr(result, needle);
if (ret)
pSrcfragOut = (char*)ret;
const char* result = nullptr;
spvcSession.Compile(&result);
printf("%s\n\n", result);
const char* ret = strstr(result, needle);
if (ret) pSrcfragOut = (char*)ret;
// }
ASSERT_TRUE(pSrcfragOut != nullptr) << "Not found expected string in generated shader.\n(Searching for \"" << needle << "\")";
ASSERT_TRUE(pSrcfragOut != nullptr) << "Not found expected string in generated shader.\n(Searching for \"" << needle
<< "\")";
}