1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
|
/* 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 "BasicShaderSourceStreamFactory.h"
#include "HLSL2GLSLConverter.h"
using namespace Diligent;
ShaderConverterTest::ShaderConverterTest( IRenderDevice *pRenderDevice, IDeviceContext *pContext ) :
UnitTestBase("Shader Converter Test")
{
ShaderCreateInfo ShaderCI;
ShaderCI.FilePath = "Shaders\\ConverterTest.fx";
BasicShaderSourceStreamFactory BasicSSSFactory("Shaders");
ShaderCI.pShaderSourceStreamFactory = &BasicSSSFactory;
ShaderCI.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
ShaderCI.Desc.Name = "Test converted shader";
ShaderCI.UseCombinedTextureSamplers = pRenderDevice->GetDeviceCaps().IsGLDevice();
RefCntAutoPtr<IHLSL2GLSLConversionStream> pStream;
ShaderCI.ppConversionStream = pStream.GetRawDblPtr();
{
ShaderCI.Desc.ShaderType = SHADER_TYPE_PIXEL;
ShaderCI.EntryPoint = "TestPS";
RefCntAutoPtr<IShader> pShader;
pRenderDevice->CreateShader( ShaderCI, &pShader );
VERIFY_EXPR( pShader );
}
{
ShaderCI.EntryPoint = "TestVS";
ShaderCI.Desc.ShaderType = SHADER_TYPE_VERTEX;
RefCntAutoPtr<IShader> 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<IShader> 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());
}
|