/* Copyright 2015-2017 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ // EngineSandbox.cpp : Defines the entry point for the application. // #include "pch.h" #include "ShaderConverterTest.h" #include "FileSystem.h" #include "Errors.h" #include "ScriptParser.h" #include "ConvenienceFunctions.h" #include "BasicShaderSourceStreamFactory.h" #include "HLSL2GLSLConverter.h" using namespace Diligent; ShaderConverterTest::ShaderConverterTest( IRenderDevice *pRenderDevice, IDeviceContext *pContext ) : UnitTestBase("Shader Converter Test") { ShaderCreationAttribs CreationAttrs; CreationAttrs.FilePath = "Shaders\\ConverterTest.fx"; BasicShaderSourceStreamFactory BasicSSSFactory("Shaders"); CreationAttrs.pShaderSourceStreamFactory = &BasicSSSFactory; CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; CreationAttrs.Desc.Name = "Test converted shader"; RefCntAutoPtr pStream; CreationAttrs.ppConversionStream = pStream.GetRawDblPtr(); { CreationAttrs.Desc.ShaderType = SHADER_TYPE_PIXEL; CreationAttrs.EntryPoint = "TestPS"; RefCntAutoPtr pShader; pRenderDevice->CreateShader( CreationAttrs, &pShader ); VERIFY_EXPR( pShader ); } { CreationAttrs.EntryPoint = "TestVS"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX; RefCntAutoPtr pShader; pRenderDevice->CreateShader( CreationAttrs, &pShader ); VERIFY_EXPR( pShader ); } std::string status; if(pRenderDevice->GetDeviceCaps().bComputeShadersSupported) { #if PLATFORM_LINUX || PLATFORM_WIN32 CreationAttrs.FilePath = "Shaders\\CSConversionTest.fx"; CreationAttrs.EntryPoint = "TestCS"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_COMPUTE; RefCntAutoPtr pShader; pRenderDevice->CreateShader( CreationAttrs, &pShader ); VERIFY_EXPR( pShader ); #else status = "Skipped compute shader conversion test"; #endif } else status = "Skipped compute shader conversion test"; SetStatus(TestResult::Succeeded, status.c_str()); }