[Test] (Diligent, MG_Test): add scissor and blend state tests

- Verify scissor clipping leaves outside pixels untouched
- Verify alpha blend combines source/destination colors
- Update handoff to 10 passing Diligent tests
This commit is contained in:
BZLZHH
2026-08-23 09:17:41 +08:00
parent 87750c3b21
commit bf6061811f
2 changed files with 143 additions and 7 deletions
+12 -7
View File
@@ -98,6 +98,11 @@ Working tree is clean.
- `DrawsFromMobileGLState`
- `DrawsTexturedFromMobileGLState`
- `DrawsIndexedFromMobileGLState`
- `DrawsRealTexturedFromMobileGLState`
- `DrawsUniformFromMobileGLState`
- `DrawsToOffscreenFramebufferFromMobileGLState`
- `DrawsWithScissorFromMobileGLState`
- `DrawsWithBlendFromMobileGLState`
---
@@ -149,7 +154,7 @@ Verified locally on Turnip Adreno 750:
- Local test result:
```
[ PASSED ] 8 tests
[ PASSED ] 10 tests
```
---
@@ -236,12 +241,12 @@ Notes:
- [ ] `GetTexImage` / `CopyTexImage*` / indirect draws
6. **Expand local test suite**
- Depth test visual test
- Stencil test
- Blend test
- Scissor test
- Texture filtering / sampler state test
- framebuffer offscreen render-to-texture test
- [x] Scissor test
- [x] Blend test
- [x] Texture filtering / sampler state test
- [x] framebuffer offscreen render-to-texture test
- [ ] Depth test visual test
- [ ] Stencil test
---
@@ -495,3 +495,134 @@ void main() { Color = vec4(1.0, 0.0, 0.0, 1.0); }
EXPECT_GT(corner[1], 200) << "corner should remain green after clear";
EXPECT_LT(corner[0], 50) << "corner should not be red";
}
TEST(DiligentVulkanBackend, DrawsWithScissorFromMobileGLState) {
MobileGL::Initialize();
const char* vsSrc = R"(#version 330 core
layout(location = 0) in vec2 Position;
void main() { gl_Position = vec4(Position, 0.0, 1.0); }
)";
const char* fsSrc = R"(#version 330 core
out vec4 Color;
void main() { Color = vec4(1.0, 0.0, 0.0, 1.0); }
)";
const GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, nullptr);
CompileShader(vs);
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, nullptr);
CompileShader(fs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
UseProgram(program);
Viewport(0, 0, 256, 256);
const float vertices[] = {
-0.5f, -0.5f,
0.5f, -0.5f,
0.0f, 0.5f,
};
GLuint vbo = 0;
GenBuffers(1, &vbo);
BindBuffer(GL_ARRAY_BUFFER, vbo);
BufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint vao = 0;
GenVertexArrays(1, &vao);
BindVertexArray(vao);
EnableVertexAttribArray(0);
VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
Enable(GL_SCISSOR_TEST);
Scissor(96, 96, 64, 64);
DiligentBackend::BackendObject_Diligent backend;
backend.Initialize();
auto* renderer = backend.GetRenderer();
if (renderer == nullptr) {
GTEST_SKIP() << "No Vulkan adapter available; skipping scissor state test";
}
renderer->Clear(0.0f, 1.0f, 0.0f, 1.0f);
renderer->DrawFromState(GL_TRIANGLES, 0, 3, 0, nullptr);
renderer->Present();
std::uint8_t center[4] = {};
renderer->ReadPixels(128, 128, 1, 1, center);
EXPECT_GT(center[0], 200) << "center should be red inside scissor rect";
EXPECT_LT(center[1], 50) << "center should not be green";
std::uint8_t corner[4] = {};
renderer->ReadPixels(0, 0, 1, 1, corner);
EXPECT_GT(corner[1], 200) << "corner should remain green outside scissor rect";
EXPECT_LT(corner[0], 50) << "corner should not be red";
}
TEST(DiligentVulkanBackend, DrawsWithBlendFromMobileGLState) {
MobileGL::Initialize();
const char* vsSrc = R"(#version 330 core
layout(location = 0) in vec2 Position;
void main() { gl_Position = vec4(Position, 0.0, 1.0); }
)";
const char* fsSrc = R"(#version 330 core
out vec4 Color;
void main() { Color = vec4(1.0, 0.0, 0.0, 0.5); }
)";
const GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, nullptr);
CompileShader(vs);
const GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, nullptr);
CompileShader(fs);
const GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
UseProgram(program);
Viewport(0, 0, 256, 256);
const float vertices[] = {
-0.5f, -0.5f,
0.5f, -0.5f,
0.0f, 0.5f,
};
GLuint vbo = 0;
GenBuffers(1, &vbo);
BindBuffer(GL_ARRAY_BUFFER, vbo);
BufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint vao = 0;
GenVertexArrays(1, &vao);
BindVertexArray(vao);
EnableVertexAttribArray(0);
VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
Enable(GL_BLEND);
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DiligentBackend::BackendObject_Diligent backend;
backend.Initialize();
auto* renderer = backend.GetRenderer();
if (renderer == nullptr) {
GTEST_SKIP() << "No Vulkan adapter available; skipping blend state test";
}
renderer->Clear(0.0f, 1.0f, 0.0f, 1.0f);
renderer->DrawFromState(GL_TRIANGLES, 0, 3, 0, nullptr);
renderer->Present();
std::uint8_t center[4] = {};
renderer->ReadPixels(128, 128, 1, 1, center);
EXPECT_GT(center[0], 80) << "center should include blended red";
EXPECT_GT(center[1], 80) << "center should include remaining green";
EXPECT_LT(center[0], 220) << "center should not be pure red";
EXPECT_LT(center[1], 220) << "center should not be pure green";
}