113 lines
3.3 KiB
C++
113 lines
3.3 KiB
C++
/*
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* Copyright (C) 2019 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "BackendTest.h"
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#include "Lifetimes.h"
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#include "Shader.h"
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#include "SharedShaders.h"
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#include "TrianglePrimitive.h"
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namespace {
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Shaders
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////////////////////////////////////////////////////////////////////////////////////////////////////
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std::string vertex(R"(#version 450 core
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layout(location = 0) in vec4 mesh_position;
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// these attributes won't be set in the renderable
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layout(location = 5) in uvec4 mesh_bone_indices;
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layout(location = 6) in vec4 mesh_bone_weights;
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layout(location = 0) out uvec4 indices;
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layout(location = 1) out vec4 weights;
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void main() {
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gl_Position = vec4(mesh_position.xy, 0.0, 1.0);
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// for a valid test, we must read from the attributes, otherwise they're optimized away
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indices = mesh_bone_indices;
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weights = mesh_bone_weights;
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}
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)");
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}
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namespace test {
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using namespace filament;
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using namespace filament::backend;
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/**
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* This test case checks that a backend can handle missing vertex attributes and render a frame
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* successfully.
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*/
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TEST_F(BackendTest, MissingRequiredAttributes) {
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// The test is executed within this block scope to force destructors to run before
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// executeCommands().
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{
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DriverApi& api = getDriverApi();
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Cleanup cleanup(api);
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// Create a platform-specific SwapChain and make it current.
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auto swapChain = cleanup.add(createSwapChain());
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api.makeCurrent(swapChain, swapChain);
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// Create a program.
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Shader shader(api, cleanup, ShaderConfig{
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.vertexShader = vertex,
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.fragmentShader = SharedShaders::getFragmentShaderText(FragmentShaderType::White,
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ShaderUniformType::None),
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});
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auto defaultRenderTarget = cleanup.add(api.createDefaultRenderTarget(0));
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TrianglePrimitive triangle(api);
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PipelineState state = getColorWritePipelineState();
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shader.addProgramToPipelineState(state);
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RenderPassParams params = getClearColorRenderPass();
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params.viewport = getFullViewport();
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api.startCapture(0);
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api.makeCurrent(swapChain, swapChain);
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api.beginFrame(0, 0, 0);
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// Render a triangle.
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api.beginRenderPass(defaultRenderTarget, params);
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state.primitiveType = PrimitiveType::TRIANGLES;
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state.vertexBufferInfo = triangle.getVertexBufferInfo();
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api.bindPipeline(state);
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api.bindRenderPrimitive(triangle.getRenderPrimitive());
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api.draw2(0, 3, 1);
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api.endRenderPass();
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api.flush();
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api.commit(swapChain);
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api.endFrame(0);
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api.stopCapture(0);
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}
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executeCommands();
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}
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} // namespace test
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