/* Copyright 2015-2019 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 "HLSL2GLSLConverter.h" using namespace Diligent; ShaderConverterTest::ShaderConverterTest( IRenderDevice *pRenderDevice, IDeviceContext *pContext ) : UnitTestBase("Shader Converter Test") { ShaderCreateInfo ShaderCI; ShaderCI.FilePath = "Shaders\\ConverterTest.fx"; RefCntAutoPtr pShaderSourceFactory; pRenderDevice->GetEngineFactory()->CreateDefaultShaderSourceStreamFactory("Shaders", &pShaderSourceFactory); ShaderCI.pShaderSourceStreamFactory = pShaderSourceFactory; ShaderCI.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; ShaderCI.Desc.Name = "Test converted shader"; ShaderCI.UseCombinedTextureSamplers = pRenderDevice->GetDeviceCaps().IsGLDevice(); RefCntAutoPtr pStream; ShaderCI.ppConversionStream = pStream.GetRawDblPtr(); { ShaderCI.Desc.ShaderType = SHADER_TYPE_PIXEL; ShaderCI.EntryPoint = "TestPS"; RefCntAutoPtr pShader; pRenderDevice->CreateShader( ShaderCI, &pShader ); VERIFY_EXPR( pShader ); } { ShaderCI.EntryPoint = "TestVS"; ShaderCI.Desc.ShaderType = SHADER_TYPE_VERTEX; RefCntAutoPtr pShader; pRenderDevice->CreateShader( ShaderCI, &pShader ); VERIFY_EXPR( pShader ); } std::string status; if(pRenderDevice->GetDeviceCaps().bComputeShadersSupported) { #if PLATFORM_LINUX ShaderCI.FilePath = "Shaders\\CSConversionTest.fx"; ShaderCI.EntryPoint = "TestCS"; ShaderCI.Desc.ShaderType = SHADER_TYPE_COMPUTE; RefCntAutoPtr pShader; pRenderDevice->CreateShader( ShaderCI, &pShader ); VERIFY_EXPR( pShader ); #elif PLATFORM_WIN32 status = "Skipped compute shader conversion test as on Win32, only 8 image uniforms are allowed. Besides, an error is generated when passing image as a function argument."; #else status = "Skipped compute shader conversion test"; #endif } else status = "Skipped compute shader conversion test"; SetStatus(TestResult::Succeeded, status.c_str()); }