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Diffstat (limited to 'src/amberscript/parser_viewport_test.cc')
-rw-r--r-- | src/amberscript/parser_viewport_test.cc | 388 |
1 files changed, 388 insertions, 0 deletions
diff --git a/src/amberscript/parser_viewport_test.cc b/src/amberscript/parser_viewport_test.cc new file mode 100644 index 0000000..ec19fb2 --- /dev/null +++ b/src/amberscript/parser_viewport_test.cc @@ -0,0 +1,388 @@ +// Copyright 2021 The Amber Authors. +// +// 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 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or parseried. +// See the License for the specific language governing permissions and +// limitations under the License. + +#include "gtest/gtest.h" +#include "src/amberscript/parser.h" + +namespace amber { +namespace amberscript { + +using AmberScriptParserTest = testing::Test; + +TEST_F(AmberScriptParserTest, NoViewport) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_TRUE(r.IsSuccess()) << r.Error(); + + auto script = parser.GetScript(); + const auto& pipelines = script->GetPipelines(); + ASSERT_EQ(1U, pipelines.size()); + + auto* pipeline = pipelines[0].get(); + ASSERT_FALSE(pipeline->GetPipelineData()->HasViewportData()); +} + +TEST_F(AmberScriptParserTest, ViewportNoDepth) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil + + VIEWPORT 5.0 7.0 SIZE 10.0 12.0 +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_TRUE(r.IsSuccess()) << r.Error(); + + auto script = parser.GetScript(); + const auto& pipelines = script->GetPipelines(); + ASSERT_EQ(1U, pipelines.size()); + + auto* pipeline = pipelines[0].get(); + ASSERT_TRUE(pipeline->GetPipelineData()->HasViewportData()); + ASSERT_FLOAT_EQ(5.0f, pipeline->GetPipelineData()->GetViewport().x); + ASSERT_FLOAT_EQ(7.0f, pipeline->GetPipelineData()->GetViewport().y); + ASSERT_FLOAT_EQ(10.0f, pipeline->GetPipelineData()->GetViewport().w); + ASSERT_FLOAT_EQ(12.0f, pipeline->GetPipelineData()->GetViewport().h); + ASSERT_FLOAT_EQ(0.0f, pipeline->GetPipelineData()->GetViewport().mind); + ASSERT_FLOAT_EQ(1.0f, pipeline->GetPipelineData()->GetViewport().maxd); +} + +TEST_F(AmberScriptParserTest, ViewportMinDepth) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil + + VIEWPORT 12.2 9.7 SIZE 0.5 106.1 MIN_DEPTH 0.3 +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_TRUE(r.IsSuccess()) << r.Error(); + + auto script = parser.GetScript(); + const auto& pipelines = script->GetPipelines(); + ASSERT_EQ(1U, pipelines.size()); + + auto* pipeline = pipelines[0].get(); + ASSERT_TRUE(pipeline->GetPipelineData()->HasViewportData()); + ASSERT_FLOAT_EQ(12.2f, pipeline->GetPipelineData()->GetViewport().x); + ASSERT_FLOAT_EQ(9.7f, pipeline->GetPipelineData()->GetViewport().y); + ASSERT_FLOAT_EQ(0.5f, pipeline->GetPipelineData()->GetViewport().w); + ASSERT_FLOAT_EQ(106.1f, pipeline->GetPipelineData()->GetViewport().h); + ASSERT_FLOAT_EQ(0.3f, pipeline->GetPipelineData()->GetViewport().mind); + ASSERT_FLOAT_EQ(1.0f, pipeline->GetPipelineData()->GetViewport().maxd); +} + +TEST_F(AmberScriptParserTest, ViewportMaxDepth) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil + + VIEWPORT 12.2 9.7 SIZE 0.5 106.1 MAX_DEPTH 0.456 +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_TRUE(r.IsSuccess()) << r.Error(); + + auto script = parser.GetScript(); + const auto& pipelines = script->GetPipelines(); + ASSERT_EQ(1U, pipelines.size()); + + auto* pipeline = pipelines[0].get(); + ASSERT_TRUE(pipeline->GetPipelineData()->HasViewportData()); + ASSERT_FLOAT_EQ(12.2f, pipeline->GetPipelineData()->GetViewport().x); + ASSERT_FLOAT_EQ(9.7f, pipeline->GetPipelineData()->GetViewport().y); + ASSERT_FLOAT_EQ(0.5f, pipeline->GetPipelineData()->GetViewport().w); + ASSERT_FLOAT_EQ(106.1f, pipeline->GetPipelineData()->GetViewport().h); + ASSERT_FLOAT_EQ(0.0f, pipeline->GetPipelineData()->GetViewport().mind); + ASSERT_FLOAT_EQ(0.456f, pipeline->GetPipelineData()->GetViewport().maxd); +} + +TEST_F(AmberScriptParserTest, ViewportAllValues) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil + + VIEWPORT -0.6 5.2 SIZE 13.8 9.4 MIN_DEPTH 0.5 MAX_DEPTH 0.6 +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_TRUE(r.IsSuccess()) << r.Error(); + + auto script = parser.GetScript(); + const auto& pipelines = script->GetPipelines(); + ASSERT_EQ(1U, pipelines.size()); + + auto* pipeline = pipelines[0].get(); + ASSERT_TRUE(pipeline->GetPipelineData()->HasViewportData()); + ASSERT_FLOAT_EQ(-0.6f, pipeline->GetPipelineData()->GetViewport().x); + ASSERT_FLOAT_EQ(5.2f, pipeline->GetPipelineData()->GetViewport().y); + ASSERT_FLOAT_EQ(13.8f, pipeline->GetPipelineData()->GetViewport().w); + ASSERT_FLOAT_EQ(9.4f, pipeline->GetPipelineData()->GetViewport().h); + ASSERT_FLOAT_EQ(0.5f, pipeline->GetPipelineData()->GetViewport().mind); + ASSERT_FLOAT_EQ(0.6f, pipeline->GetPipelineData()->GetViewport().maxd); +} + +TEST_F(AmberScriptParserTest, ViewportIntegers) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil + + VIEWPORT -2 7 SIZE 15 20 MIN_DEPTH 1 MAX_DEPTH 2 +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_TRUE(r.IsSuccess()) << r.Error(); + + auto script = parser.GetScript(); + const auto& pipelines = script->GetPipelines(); + ASSERT_EQ(1U, pipelines.size()); + + auto* pipeline = pipelines[0].get(); + ASSERT_TRUE(pipeline->GetPipelineData()->HasViewportData()); + ASSERT_FLOAT_EQ(-2.0f, pipeline->GetPipelineData()->GetViewport().x); + ASSERT_FLOAT_EQ(7.0f, pipeline->GetPipelineData()->GetViewport().y); + ASSERT_FLOAT_EQ(15.0f, pipeline->GetPipelineData()->GetViewport().w); + ASSERT_FLOAT_EQ(20.0f, pipeline->GetPipelineData()->GetViewport().h); + ASSERT_FLOAT_EQ(1.0f, pipeline->GetPipelineData()->GetViewport().mind); + ASSERT_FLOAT_EQ(2.0f, pipeline->GetPipelineData()->GetViewport().maxd); +} + +TEST_F(AmberScriptParserTest, ViewportMixedIntegers) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil + + VIEWPORT -2 13.1 SIZE 15.9 20 +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_TRUE(r.IsSuccess()) << r.Error(); + + auto script = parser.GetScript(); + const auto& pipelines = script->GetPipelines(); + ASSERT_EQ(1U, pipelines.size()); + + auto* pipeline = pipelines[0].get(); + ASSERT_TRUE(pipeline->GetPipelineData()->HasViewportData()); + ASSERT_FLOAT_EQ(-2.0f, pipeline->GetPipelineData()->GetViewport().x); + ASSERT_FLOAT_EQ(13.1f, pipeline->GetPipelineData()->GetViewport().y); + ASSERT_FLOAT_EQ(15.9f, pipeline->GetPipelineData()->GetViewport().w); + ASSERT_FLOAT_EQ(20.0f, pipeline->GetPipelineData()->GetViewport().h); + ASSERT_FLOAT_EQ(0.0f, pipeline->GetPipelineData()->GetViewport().mind); + ASSERT_FLOAT_EQ(1.0f, pipeline->GetPipelineData()->GetViewport().maxd); +} + +TEST_F(AmberScriptParserTest, ViewportInvalidMissingSize) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil + + VIEWPORT 0.0 2.0 12.0 24.0 +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_FALSE(r.IsSuccess()) << r.Error(); + EXPECT_EQ("15: missing SIZE for VIEWPORT command", r.Error()); +} + +TEST_F(AmberScriptParserTest, ViewportInvalidSizeNotOptional) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil + + VIEWPORT 0.0 2.0 +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_FALSE(r.IsSuccess()) << r.Error(); + EXPECT_EQ("16: missing SIZE for VIEWPORT command", r.Error()); +} + +TEST_F(AmberScriptParserTest, ViewportInvalidMissingOffset) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil + + VIEWPORT 0.0 SIZE 12.0 24.0 +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_FALSE(r.IsSuccess()) << r.Error(); + EXPECT_EQ("15: invalid offset for VIEWPORT command", r.Error()); +} + +TEST_F(AmberScriptParserTest, ViewportInvalidMissingSizeValue) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil + + VIEWPORT 0.0 2.0 SIZE 12.0 +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_FALSE(r.IsSuccess()) << r.Error(); + EXPECT_EQ("16: missing size for VIEWPORT command", r.Error()); +} + +TEST_F(AmberScriptParserTest, ViewportInvalidMissingDepthValue) { + std::string in = R"( +SHADER vertex my_shader PASSTHROUGH +SHADER fragment my_fragment GLSL +# GLSL Shader +END +BUFFER my_fb FORMAT R32G32B32A32_SFLOAT +BUFFER my_ds FORMAT D32_SFLOAT_S8_UINT + +PIPELINE graphics my_pipeline + ATTACH my_shader + ATTACH my_fragment + BIND BUFFER my_fb AS color LOCATION 0 + BIND BUFFER my_ds AS depth_stencil + + VIEWPORT 0.0 2.0 SIZE 12.0 24.0 MIN_DEPTH MAX_DEPTH 1.0 +END)"; + + Parser parser; + Result r = parser.Parse(in); + ASSERT_FALSE(r.IsSuccess()) << r.Error(); + EXPECT_EQ("15: invalid min_depth for VIEWPORT command", r.Error()); +} + +} // namespace amberscript +} // namespace amber |