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MobileGL/MobileGL/MG_Test/Program/ProgramTest.cpp
T

172 lines
4.6 KiB
C++

#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:
void SetUp() override {
MG_State::pGLContext = new MG_State::GLState::GLContext();
}
void TearDown() override {
delete MG_State::pGLContext;
}
};
TEST_F(ProgramTest, Sanity) {
ASSERT_TRUE(true);
}
const char* vsSrc = R"(#version 460
layout (location = 0) in vec4 Position;
in float fIn4;
in float fIn2;
in float fIn5;
in float fIn6;
in float fIn1;
in float fIn3;
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 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6)) / 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 GreenMatrix0;
uniform vec3 BlueMatrix;
uniform vec3 Offset;
uniform vec3 ColorScale;
layout(location = 6) uniform float Saturation;
uniform int AQuickFoxJumpsOverALazyDog;
uniform int intVal;
out vec4 fragColor;
void main() {
vec4 InTexel = texture(InSampler, texCoord);
// Color Matrix
float RedValue = dot(InTexel.rgb, RedMatrix);
float GreenValue = dot(InTexel.rgb, GreenMatrix0);
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, float(intVal));
})";
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) {
char infoLog[1024] = "";
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
printf("Compiling vertex shader: %s\n", vsSrc);
CompileShader(vs);
GLint vsStatus = GL_FALSE;
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
GetShaderInfoLog(vs, 1024, nullptr, infoLog);
ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
printf("Compiled vertex shader.\n");
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
printf("Compiling fragment shader: %s\n", fsSrc);
CompileShader(fs);
GLint fsStatus = GL_FALSE;
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
GetShaderInfoLog(fs, 1024, nullptr, infoLog);
ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
printf("Compiled fragment shader.\n");
GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
BindAttribLocation(program, 1, "fIn1");
BindAttribLocation(program, 3, "fIn3");
BindAttribLocation(program, 5, "fIn5");
printf("Linking program...\n");
LinkProgram(program);
printf("Program linked.\n");
ASSERT_EQ(GetUniformLocation(program, "ProjMat"), 0);
ASSERT_EQ(GetUniformLocation(program, "Gray"), 1);
ASSERT_EQ(GetUniformLocation(program, "Saturation"), 6);
GLint uniformCount = 0;
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
ASSERT_EQ(uniformCount, 12);
GLint uniformNameMaxLength = 0;
GetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformNameMaxLength);
ASSERT_EQ(uniformNameMaxLength, 12);
ASSERT_EQ(GetAttribLocation(program, "Position"), 0);
ASSERT_EQ(GetAttribLocation(program, "fIn1"), 1);
ASSERT_EQ(GetAttribLocation(program, "fIn3"), 3);
ASSERT_EQ(GetAttribLocation(program, "fIn5"), 5);
UseProgram(program);
auto locRed = GetUniformLocation(program, "RedMatrix");
Uniform3f(locRed, 1.0, 3.0, 5.0);
float redVal[3];
GetUniformfv(program, locRed, redVal);
ASSERT_EQ(redVal[0], 1.0);
ASSERT_EQ(redVal[1], 3.0);
ASSERT_EQ(redVal[2], 5.0);
auto locAbc = GetUniformLocation(program, "AQuickFoxJumpsOverALazyDog");
ASSERT_EQ(locAbc, -1);
auto locInt = GetUniformLocation(program, "intVal");
Uniform1i(locInt, 114514);
int intVal;
GetUniformiv(program, locInt, &intVal);
EXPECT_EQ(intVal, 114514);
}