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source/blender/draw/tests/shaders_test.cc
- This file was added.
| /* Apache License, Version 2.0 */ | |||||
| #include "testing/testing.h" | |||||
| #include "intern/draw_manager_testing.h" | |||||
| #include "GPU_context.h" | |||||
| #include "GPU_init_exit.h" | |||||
| #include "GPU_shader.h" | |||||
| #include "GHOST_C-api.h" | |||||
| #include "engines/eevee/eevee_private.h" | |||||
| #include "engines/gpencil/gpencil_engine.h" | |||||
| #include "engines/overlay/overlay_private.h" | |||||
| #include "engines/workbench/workbench_private.h" | |||||
| /* Base class for draw test cases. It will setup and tear down the GPU part around each test. */ | |||||
| class DrawTest : public ::testing::Test { | |||||
| private: | |||||
| GHOST_SystemHandle ghost_system; | |||||
| GHOST_ContextHandle ghost_context; | |||||
| GPUContext *context; | |||||
| void SetUp() override | |||||
| { | |||||
| ghost_system = GHOST_CreateSystem(); | |||||
| ghost_context = GHOST_CreateOpenGLContext(ghost_system); | |||||
| context = GPU_context_create(0); | |||||
| GPU_init(); | |||||
| DRW_draw_state_init_gtests(GPU_SHADER_CFG_DEFAULT); | |||||
| } | |||||
| void TearDown() override | |||||
| { | |||||
| GPU_exit(); | |||||
| GPU_context_discard(context); | |||||
| GHOST_DisposeOpenGLContext(ghost_system, ghost_context); | |||||
| GHOST_DisposeSystem(ghost_system); | |||||
| } | |||||
| }; | |||||
| TEST_F(DrawTest, workbench_glsl_shaders) | |||||
| { | |||||
| workbench_shader_library_ensure(); | |||||
| DRW_draw_state_init_gtests(GPU_SHADER_CFG_DEFAULT); | |||||
| const int MAX_WPD = 6; | |||||
| WORKBENCH_PrivateData wpds[MAX_WPD]; | |||||
| wpds[0].sh_cfg = GPU_SHADER_CFG_DEFAULT; | |||||
| wpds[0].shading.light = V3D_LIGHTING_FLAT; | |||||
| wpds[1].sh_cfg = GPU_SHADER_CFG_DEFAULT; | |||||
| wpds[1].shading.light = V3D_LIGHTING_MATCAP; | |||||
| wpds[2].sh_cfg = GPU_SHADER_CFG_DEFAULT; | |||||
| wpds[2].shading.light = V3D_LIGHTING_STUDIO; | |||||
| wpds[3].sh_cfg = GPU_SHADER_CFG_CLIPPED; | |||||
| wpds[3].shading.light = V3D_LIGHTING_FLAT; | |||||
| wpds[4].sh_cfg = GPU_SHADER_CFG_CLIPPED; | |||||
| wpds[4].shading.light = V3D_LIGHTING_MATCAP; | |||||
| wpds[5].sh_cfg = GPU_SHADER_CFG_CLIPPED; | |||||
| wpds[5].shading.light = V3D_LIGHTING_STUDIO; | |||||
| for (int wpd_index = 0; wpd_index < MAX_WPD; wpd_index++) { | |||||
| WORKBENCH_PrivateData *wpd = &wpds[wpd_index]; | |||||
| EXPECT_NE(workbench_shader_opaque_get(wpd, WORKBENCH_DATATYPE_MESH), nullptr); | |||||
| EXPECT_NE(workbench_shader_opaque_get(wpd, WORKBENCH_DATATYPE_HAIR), nullptr); | |||||
| EXPECT_NE(workbench_shader_opaque_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD), nullptr); | |||||
| EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_MESH, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_MESH, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_HAIR, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_HAIR, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD, false), | |||||
| nullptr); | |||||
| EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD, true), | |||||
| nullptr); | |||||
| EXPECT_NE(workbench_shader_composite_get(wpd), nullptr); | |||||
| EXPECT_NE(workbench_shader_merge_infront_get(wpd), nullptr); | |||||
| EXPECT_NE(workbench_shader_transparent_get(wpd, WORKBENCH_DATATYPE_MESH), nullptr); | |||||
| EXPECT_NE(workbench_shader_transparent_get(wpd, WORKBENCH_DATATYPE_HAIR), nullptr); | |||||
| EXPECT_NE(workbench_shader_transparent_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD), nullptr); | |||||
| EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_MESH, false), | |||||
| nullptr); | |||||
| EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_MESH, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_HAIR, false), | |||||
| nullptr); | |||||
| EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_HAIR, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD, false), | |||||
| nullptr); | |||||
| EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD, true), | |||||
| nullptr); | |||||
| EXPECT_NE(workbench_shader_transparent_resolve_get(wpd), nullptr); | |||||
| } | |||||
| EXPECT_NE(workbench_shader_shadow_pass_get(false), nullptr); | |||||
| EXPECT_NE(workbench_shader_shadow_pass_get(true), nullptr); | |||||
| EXPECT_NE(workbench_shader_shadow_fail_get(false, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_shadow_fail_get(false, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_shadow_fail_get(true, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_shadow_fail_get(true, true), nullptr); | |||||
| /* NOTE: workbench_shader_cavity_get(false, false) isn't a valid option. */ | |||||
| EXPECT_NE(workbench_shader_cavity_get(false, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_cavity_get(true, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_cavity_get(true, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_outline_get(), nullptr); | |||||
| EXPECT_NE(workbench_shader_antialiasing_accumulation_get(), nullptr); | |||||
| EXPECT_NE(workbench_shader_antialiasing_get(0), nullptr); | |||||
| EXPECT_NE(workbench_shader_antialiasing_get(1), nullptr); | |||||
| EXPECT_NE(workbench_shader_antialiasing_get(2), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(false, false, false, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(false, false, false, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(false, false, true, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(false, false, true, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(false, true, false, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(false, true, false, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(false, true, true, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(false, true, true, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(true, false, false, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(true, false, false, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(true, false, true, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(true, false, true, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(true, true, false, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(true, true, false, true), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(true, true, true, false), nullptr); | |||||
| EXPECT_NE(workbench_shader_volume_get(true, true, true, true), nullptr); | |||||
| GPUShader *dof_prepare_sh; | |||||
| GPUShader *dof_downsample_sh; | |||||
| GPUShader *dof_blur1_sh; | |||||
| GPUShader *dof_blur2_sh; | |||||
| GPUShader *dof_resolve_sh; | |||||
| workbench_shader_depth_of_field_get( | |||||
| &dof_prepare_sh, &dof_downsample_sh, &dof_blur1_sh, &dof_blur2_sh, &dof_resolve_sh); | |||||
| EXPECT_NE(dof_prepare_sh, nullptr); | |||||
| EXPECT_NE(dof_downsample_sh, nullptr); | |||||
| EXPECT_NE(dof_blur1_sh, nullptr); | |||||
| EXPECT_NE(dof_blur2_sh, nullptr); | |||||
| EXPECT_NE(dof_resolve_sh, nullptr); | |||||
| workbench_shader_free(); | |||||
| } | |||||
| TEST_F(DrawTest, gpencil_glsl_shaders) | |||||
| { | |||||
| EXPECT_NE(GPENCIL_shader_antialiasing(0), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_antialiasing(1), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_antialiasing(2), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_geometry_get(), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_layer_blend_get(), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_mask_invert_get(), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_depth_merge_get(), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_fx_blur_get(), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_fx_colorize_get(), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_fx_composite_get(), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_fx_transform_get(), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_fx_glow_get(), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_fx_pixelize_get(), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_fx_rim_get(), nullptr); | |||||
| EXPECT_NE(GPENCIL_shader_fx_shadow_get(), nullptr); | |||||
| GPENCIL_shader_free(); | |||||
| } | |||||
| TEST_F(DrawTest, overlay_glsl_shaders) | |||||
| { | |||||
| for (int i = 0; i < 2; i++) { | |||||
| eGPUShaderConfig sh_cfg = i == 0 ? GPU_SHADER_CFG_DEFAULT : GPU_SHADER_CFG_CLIPPED; | |||||
| DRW_draw_state_init_gtests(sh_cfg); | |||||
| EXPECT_NE(OVERLAY_shader_antialiasing(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_armature_degrees_of_freedom_wire(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_armature_degrees_of_freedom_solid(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_armature_envelope(false), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_armature_envelope(true), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_armature_shape(false), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_armature_shape(true), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_armature_shape_wire(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_armature_sphere(false), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_armature_sphere(true), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_armature_stick(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_armature_wire(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_background(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_clipbound(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_depth_only(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_curve_handle(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_curve_point(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_curve_wire(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_gpencil_guide_point(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_gpencil_point(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_gpencil_wire(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_lattice_point(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_lattice_wire(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_mesh_analysis(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_mesh_edge(false), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_mesh_edge(true), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_mesh_face(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_mesh_facedot(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_mesh_normal(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_mesh_skin_root(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_mesh_vert(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_particle_strand(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_edit_particle_point(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_extra(false), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_extra(true), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_extra_groundline(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_extra_wire(false, false), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_extra_wire(false, true), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_extra_wire(true, false), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_extra_wire(true, true), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_extra_loose_point(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_extra_point(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_facing(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_gpencil_canvas(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_grid(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_image(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_motion_path_line(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_motion_path_vert(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_uniform_color(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_outline_prepass(false), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_outline_prepass(true), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_outline_prepass_gpencil(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_outline_prepass_pointcloud(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_extra_grid(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_outline_detect(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_paint_face(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_paint_point(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_paint_texture(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_paint_vertcol(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_paint_weight(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_paint_wire(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_particle_dot(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_particle_shape(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_sculpt_mask(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_volume_velocity(false), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_volume_velocity(true), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_wireframe(false), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_wireframe(true), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_wireframe_select(), nullptr); | |||||
| EXPECT_NE(OVERLAY_shader_xray_fade(), nullptr); | |||||
| } | |||||
| OVERLAY_shader_free(); | |||||
| } | |||||
| TEST_F(DrawTest, eevee_glsl_shaders_static) | |||||
| { | |||||
| EEVEE_shaders_lightprobe_shaders_init(); | |||||
| EEVEE_shaders_material_shaders_init(); | |||||
| EXPECT_NE(EEVEE_shaders_probe_filter_glossy_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_probe_filter_diffuse_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_probe_filter_visibility_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_probe_grid_fill_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_probe_planar_downsample_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_studiolight_probe_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_studiolight_background_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_probe_cube_display_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_probe_grid_display_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_probe_planar_display_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_update_noise_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_velocity_resolve_sh_get(), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_taa_resolve_sh_get(EFFECT_TAA), nullptr); | |||||
| EXPECT_NE(EEVEE_shaders_taa_resolve_sh_get(EFFECT_TAA_REPROJECT), nullptr); | |||||
| EEVEE_shaders_free(); | |||||
| } | |||||
| No newline at end of file | |||||