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f6bd2f4d3f
This is not super useful, but at least we can test that we get an error message including the shader text.
251 lines
8.4 KiB
C
251 lines
8.4 KiB
C
/*
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* Copyright © 2020 Red Hat, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Authors: Matthias Clasen <mclasen@redhat.com>
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*/
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#include <gtk/gtk.h>
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/* shader fragment as found in nature */
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const char shader0[] =
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"// author: bobylito\n"
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"// license: MIT\n"
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"const float SQRT_2 = 1.414213562373;"
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"uniform float dots;// = 20.0;"
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"uniform vec2 center; //= vec2(0, 0);"
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""
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"vec4 transition(vec2 uv) {"
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" bool nextImage = distance(fract(uv * dots), vec2(0.5, 0.5)) < ( progress / distance(uv, center));"
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" return nextImage ? getToColor(uv) : getFromColor(uv);"
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"}";
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/* Same shader, with our preamble added, and with newlines
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* to make the regex happy. Added a variety of uniforms to
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* exercise the parser.
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*/
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const char shader1[] =
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"uniform float progress;\n"
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"uniform sampler2D u_texture1;\n"
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"uniform sampler2D u_texture2;\n"
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""
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"vec4 getFromColor (vec2 uv) {\n"
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" return GskTexture(u_texture1, uv);\n"
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"}\n"
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"\n"
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"vec4 getToColor (vec2 uv) {\n"
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" return GskTexture(u_texture2, uv);\n"
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"}\n"
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"\n"
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"// author: bobylito\n"
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"// license: MIT\n"
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"const float SQRT_2 = 1.414213562373;\n"
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"uniform float dots;// = 20.0;\n"
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"uniform vec2 center; //= vec2(0, 0);\n"
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"\n"
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"uniform int test1 = -2;\n"
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"uniform uint test2 = 2; \n"
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"uniform bool test3;\n"
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"uniform vec3 test4;\n"
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"uniform vec4 test5;\n"
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"\n"
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"vec4 transition(vec2 uv) {\n"
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" bool nextImage = distance(fract(uv * dots), vec2(0.5, 0.5)) < ( progress / distance(uv, center));\n"
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" return nextImage ? getToColor(uv) : getFromColor(uv);\n"
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"}\n"
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"\n"
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"void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)\n"
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"{\n"
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" fragColor = transition(uv);\n"
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"}\n";
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static void
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test_create_simple (void)
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{
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GBytes *bytes;
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GskGLShader *shader;
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bytes = g_bytes_new_static (shader1, sizeof (shader1));
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shader = gsk_gl_shader_new_from_bytes (bytes);
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g_assert_nonnull (shader);
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g_assert_cmpint (gsk_gl_shader_get_n_textures (shader), ==, 2);
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g_assert_cmpint (gsk_gl_shader_get_n_uniforms (shader), ==, 8);
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g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 0), ==, "progress");
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g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 0), ==, GSK_GL_UNIFORM_TYPE_FLOAT);
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g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 1), ==, "dots");
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g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 1), ==, GSK_GL_UNIFORM_TYPE_FLOAT);
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g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 2), ==, "center");
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g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 2), ==, GSK_GL_UNIFORM_TYPE_VEC2);
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g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 3), ==, "test1");
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g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 3), ==, GSK_GL_UNIFORM_TYPE_INT);
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g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 4), ==, "test2");
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g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 4), ==, GSK_GL_UNIFORM_TYPE_UINT);
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g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 5), ==, "test3");
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g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 5), ==, GSK_GL_UNIFORM_TYPE_BOOL);
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g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 6), ==, "test4");
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g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 6), ==, GSK_GL_UNIFORM_TYPE_VEC3);
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g_assert_cmpstr (gsk_gl_shader_get_uniform_name (shader, 7), ==, "test5");
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g_assert_cmpint (gsk_gl_shader_get_uniform_type (shader, 7), ==, GSK_GL_UNIFORM_TYPE_VEC4);
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g_object_unref (shader);
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g_bytes_unref (bytes);
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}
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static void
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test_create_data (void)
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{
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GBytes *bytes;
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GskGLShader *shader;
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GskShaderArgsBuilder *builder;
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graphene_vec2_t v2, vv2;
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graphene_vec3_t v3, vv3;
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graphene_vec4_t v4, vv4;
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bytes = g_bytes_new_static (shader1, sizeof (shader1));
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shader = gsk_gl_shader_new_from_bytes (bytes);
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g_assert_nonnull (shader);
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g_clear_pointer (&bytes, g_bytes_unref);
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builder = gsk_shader_args_builder_new (shader, NULL);
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g_assert_nonnull (builder);
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graphene_vec2_init (&v2, 20, 30);
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graphene_vec3_init (&v3, -1, -2, -3);
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graphene_vec4_init (&v4, 100, 0, -100, 10);
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gsk_shader_args_builder_set_float (builder, 0, 0.5);
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gsk_shader_args_builder_set_float (builder, 1, 20.0);
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gsk_shader_args_builder_set_vec2 (builder, 2, &v2);
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gsk_shader_args_builder_set_int (builder, 3, -99);
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gsk_shader_args_builder_set_uint (builder, 4, 99);
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gsk_shader_args_builder_set_bool (builder, 5, 1);
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gsk_shader_args_builder_set_vec3 (builder, 6, &v3);
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gsk_shader_args_builder_set_vec4 (builder, 7, &v4);
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bytes = gsk_shader_args_builder_to_args (builder);
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g_assert_cmpfloat (gsk_gl_shader_get_arg_float (shader, bytes, 0), ==, 0.5);
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g_assert_cmpfloat (gsk_gl_shader_get_arg_float (shader, bytes, 1), ==, 20.0);
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gsk_gl_shader_get_arg_vec2 (shader, bytes, 2, &vv2);
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g_assert_true (graphene_vec2_equal (&v2, &vv2));
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g_assert_cmpint (gsk_gl_shader_get_arg_int (shader, bytes, 3), ==, -99);
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g_assert_cmpuint (gsk_gl_shader_get_arg_uint (shader, bytes, 4), ==, 99);
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g_assert_cmpint (gsk_gl_shader_get_arg_bool (shader, bytes, 5), ==, 1);
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gsk_gl_shader_get_arg_vec3 (shader, bytes, 6, &vv3);
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g_assert_true (graphene_vec3_equal (&v3, &vv3));
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gsk_gl_shader_get_arg_vec4 (shader, bytes, 7, &vv4);
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g_assert_true (graphene_vec4_equal (&v4, &vv4));
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g_bytes_unref (bytes);
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gsk_shader_args_builder_unref (builder);
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g_object_unref (shader);
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}
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static void
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test_format_args (void)
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{
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GBytes *bytes;
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GskGLShader *shader;
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graphene_vec2_t v2, vv2;
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graphene_vec3_t v3, vv3;
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graphene_vec4_t v4, vv4;
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float f1, f2;
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GBytes *args;
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bytes = g_bytes_new_static (shader1, sizeof (shader1));
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shader = gsk_gl_shader_new_from_bytes (bytes);
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g_assert_nonnull (shader);
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g_clear_pointer (&bytes, g_bytes_unref);
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graphene_vec2_init (&v2, 20, 30);
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graphene_vec3_init (&v3, -1, -2, -3);
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graphene_vec4_init (&v4, 100, 0, -100, 10);
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f1 = 0.5;
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f2 = 20.0;
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args = gsk_gl_shader_format_args (shader,
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"progress", f1,
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"dots", f2,
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"center", &v2,
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"test4", &v3,
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"test5", &v4,
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NULL);
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g_assert_cmpfloat (gsk_gl_shader_get_arg_float (shader, args, 0), ==, 0.5);
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g_assert_cmpfloat (gsk_gl_shader_get_arg_float (shader, args, 1), ==, 20.0);
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gsk_gl_shader_get_arg_vec2 (shader, args, 2, &vv2);
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g_assert_true (graphene_vec2_equal (&v2, &vv2));
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gsk_gl_shader_get_arg_vec3 (shader, args, 6, &vv3);
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g_assert_true (graphene_vec3_equal (&v3, &vv3));
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gsk_gl_shader_get_arg_vec4 (shader, args, 7, &vv4);
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g_assert_true (graphene_vec4_equal (&v4, &vv4));
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g_bytes_unref (args);
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g_object_unref (shader);
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}
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static void
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test_compile (void)
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{
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GBytes *bytes;
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GskGLShader *shader;
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GdkSurface *surface;
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GskRenderer *renderer;
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GError *error = NULL;
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gboolean ret;
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bytes = g_bytes_new_static ("blaat", 6);
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shader = gsk_gl_shader_new_from_bytes (bytes);
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g_assert_nonnull (shader);
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surface = gdk_surface_new_toplevel (gdk_display_get_default ());
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renderer = gsk_renderer_new_for_surface (surface);
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g_assert_nonnull (renderer);
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ret = gsk_gl_shader_compile (shader, renderer, &error);
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g_assert_false (ret);
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g_assert_nonnull (error);
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if (g_str_equal (G_OBJECT_TYPE_NAME (renderer), "GskGLRenderer"))
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g_assert_nonnull (strstr (error->message, "blaat"));
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else
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g_error_matches (error, G_IO_ERROR, G_IO_ERROR_NOT_SUPPORTED);
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g_clear_error (&error);
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gsk_renderer_unrealize (renderer);
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g_object_unref (renderer);
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g_object_unref (surface);
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g_bytes_unref (bytes);
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}
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int
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main (int argc,
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char *argv[])
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{
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gtk_test_init (&argc, &argv, NULL);
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g_test_add_func ("/shader/create/simple", test_create_simple);
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g_test_add_func ("/shader/create/data", test_create_data);
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g_test_add_func ("/shader/format-args", test_format_args);
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g_test_add_func ("/shader/compile", test_compile);
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return g_test_run ();
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}
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