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-rw-r--r--src/amberscript/parser_viewport_test.cc388
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diff --git a/src/amberscript/parser_viewport_test.cc b/src/amberscript/parser_viewport_test.cc
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+// 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