Update DRW tests
And remove retest of `GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR`.
This commit is contained in:
parent
b23fceff7d
commit
c226c48007
Notes:
blender-bot
2023-02-14 10:37:50 +01:00
Referenced by commit 715d185dcd
, DRW: update test 'draw_pass_all_commands'
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@ -22,7 +22,7 @@ static void test_draw_pass_all_commands()
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StorageBuffer<uint4> ssbo;
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ssbo.push_update();
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float alpha = 0.0f;
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float color[] = {1.0f, 1.0f, 1.0f, 0.0f};
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int3 dispatch_size(1);
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PassSimple pass = {"test.all_commands"};
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@ -39,8 +39,8 @@ static void test_draw_pass_all_commands()
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pass.bind_ubo("missing_ubo", &ubo); /* Should not crash. */
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pass.bind_ssbo("missing_ssbo", ssbo); /* Should not crash. */
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pass.bind_ssbo("missing_ssbo", &ssbo); /* Should not crash. */
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pass.push_constant("alpha", alpha);
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pass.push_constant("alpha", &alpha);
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pass.push_constant("color", color);
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pass.push_constant("color", &color);
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pass.push_constant("ModelViewProjectionMatrix", float4x4::identity());
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pass.draw_procedural(GPU_PRIM_TRIS, 1, 3);
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@ -52,7 +52,7 @@ static void test_draw_pass_all_commands()
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pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
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/* Change references. */
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alpha = 1.0f;
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color[3] = 1.0f;
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dispatch_size = int3(2);
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std::string result = pass.serialize();
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@ -63,7 +63,7 @@ static void test_draw_pass_all_commands()
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<< std::endl;
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expected << " .stencil_set(write_mask=0b10000000, compare_mask=0b00001111, reference=0b10001111"
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<< std::endl;
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expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
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expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl;
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expected << " .bind_texture(0)" << std::endl;
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expected << " .bind_texture_ref(0)" << std::endl;
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expected << " .bind_image(-1)" << std::endl;
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@ -82,7 +82,7 @@ static void test_draw_pass_all_commands()
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expected << ")" << std::endl;
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expected << ")" << std::endl;
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expected << " .draw(inst_len=1, vert_len=3, vert_first=0, res_id=0)" << std::endl;
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expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
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expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl;
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expected << " .dispatch(1, 1, 1)" << std::endl;
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expected << " .dispatch_ref(2, 2, 2)" << std::endl;
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expected << " .barrier(4)" << std::endl;
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@ -121,7 +121,7 @@ static void test_draw_pass_sub_ordering()
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std::string result = pass.serialize();
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std::stringstream expected;
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expected << ".test.sub_ordering" << std::endl;
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expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
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expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl;
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expected << " .push_constant(-1, data=1)" << std::endl;
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expected << " .Sub1" << std::endl;
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expected << " .push_constant(-1, data=11)" << std::endl;
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@ -153,7 +153,7 @@ static void test_draw_pass_simple_draw()
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std::string result = pass.serialize();
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std::stringstream expected;
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expected << ".test.simple_draw" << std::endl;
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expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
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expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl;
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expected << " .draw(inst_len=1, vert_len=10, vert_first=1, res_id=1)" << std::endl;
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expected << " .draw(inst_len=4, vert_len=20, vert_first=2, res_id=2)" << std::endl;
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expected << " .draw(inst_len=2, vert_len=30, vert_first=3, res_id=3)" << std::endl;
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@ -185,7 +185,7 @@ static void test_draw_pass_multi_draw()
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std::string result = pass.serialize();
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std::stringstream expected;
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expected << ".test.multi_draw" << std::endl;
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expected << " .shader_bind(gpu_shader_3D_image_modulate_alpha)" << std::endl;
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expected << " .shader_bind(gpu_shader_3D_image_color)" << std::endl;
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expected << " .draw_multi(3)" << std::endl;
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expected << " .group(id=2, len=1)" << std::endl;
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expected << " .proto(instance_len=1, resource_id=5, front_face)" << std::endl;
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@ -438,4 +438,4 @@ static void test_draw_manager_sync()
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}
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DRAW_TEST(draw_manager_sync)
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} // namespace blender::draw
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} // namespace blender::draw
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@ -56,7 +56,6 @@ static void test_shader_builtin()
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GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_GPENCIL_STROKE, GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_2D_AREA_BORDERS, GPU_SHADER_CFG_DEFAULT);
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test_compile_builtin_shader(GPU_SHADER_2D_WIDGET_BASE, GPU_SHADER_CFG_DEFAULT);
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