[Fix] (MG_Util/Program): fix sampler extraction

This commit is contained in:
2025-07-21 11:11:26 +08:00
parent 0afe4c4acb
commit bb396f8651
2 changed files with 81 additions and 5 deletions
+57
View File
@@ -117,6 +117,7 @@ TEST_F(ProgramTest, ExtractPlainUniform) {
root->traverse(&traverser);
ASSERT_EQ(uniforms.size(), 2);
ASSERT_EQ(samplers.size(), 0);
auto ProjMat_uniform_it = std::find_if(uniforms.begin(), uniforms.end(), [] (TUniform<TUniformType::Uniform>& uniform) {
return uniform.name == "ProjMat";
@@ -134,3 +135,59 @@ TEST_F(ProgramTest, ExtractPlainUniform) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
}
const char* fs_uniform = R"(#version 150
uniform sampler2D DiffuseSampler;
uniform vec4 ColorModulator;
in vec2 texCoord;
in vec4 vertexColor;
out vec4 fragColor;
void main() {
vec4 color = texture(DiffuseSampler, texCoord) * vertexColor;
// blit final output of compositor into displayed back buffer
fragColor = color * ColorModulator;
})";
TEST_F(ProgramTest, ExtractSampler) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib {
.shaderType = GL_FRAGMENT_SHADER,
.sourceStr = fs_uniform
};
Vector<TUniform<TUniformType::Uniform>> uniforms;
Vector<TUniform<TUniformType::Sampler>> samplers;
auto res = ShaderCompiler::CompileShader(attrib);
if (res) {
UniformTraverser traverser(uniforms, samplers);
auto root = res->TShader->getIntermediate()->getTreeRoot();
root->traverse(&traverser);
ASSERT_EQ(uniforms.size(), 1);
ASSERT_EQ(samplers.size(), 1);
auto ColorModulator_uniform_it = std::find_if(uniforms.begin(), uniforms.end(), [] (TUniform<TUniformType::Uniform>& uniform) {
return uniform.name == "ColorModulator";
});
ASSERT_TRUE(ColorModulator_uniform_it != uniforms.end());
ASSERT_EQ(ColorModulator_uniform_it->storageQualifier, glslang::EvqUniform);
auto DiffuseSampler_uniform_it = std::find_if(samplers.begin(), samplers.end(), [] (TUniform<TUniformType::Sampler>& uniform) {
return uniform.name == "DiffuseSampler";
});
ASSERT_TRUE(DiffuseSampler_uniform_it != samplers.end());
auto& sampler = DiffuseSampler_uniform_it->sampler;
ASSERT_EQ(sampler.type, glslang::EbtFloat);
ASSERT_EQ(sampler.dim, glslang::Esd2D);
} else {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
}