82 lines
3.2 KiB
C++
82 lines
3.2 KiB
C++
/*
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* Copyright (C) 2025 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 "Shader.h"
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#include "BackendTest.h"
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#include "ShaderGenerator.h"
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namespace test {
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using namespace filament::backend;
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Shader::Shader(DriverApi& api, Cleanup& cleanup, ShaderConfig config) : mCleanup(cleanup) {
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utils::FixedCapacityVector<DescriptorSetLayoutBinding> kLayouts(config.uniforms.size());
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for (unsigned char i = 0; i < config.uniforms.size(); ++i) {
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kLayouts[i] = {
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config.uniforms[i].type.value_or(DescriptorType::UNIFORM_BUFFER),
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ShaderStageFlags::ALL_SHADER_STAGE_FLAGS, i };
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}
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// This assumes that the uniforms will all be in a single descriptor set at index 1.
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// If there are shaders with uniforms in other sets then ShaderConfig will need to be expanded
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// to accommodate that.
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size_t kDescriptorSetIndex = 0;
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filamat::DescriptorSets descriptors;
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descriptors[kDescriptorSetIndex] = filamat::DescriptorSetInfo(config.uniforms.size());
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for (unsigned char i = 0; i < config.uniforms.size(); ++i) {
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descriptors[kDescriptorSetIndex][i] = {
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config.uniforms[i].name, kLayouts[i], config.uniforms[i].samplerInfo };
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}
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ShaderGenerator shaderGen(
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std::move(config.vertexShader), std::move(config.fragmentShader), BackendTest::sBackend,
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BackendTest::sIsMobilePlatform, std::move(descriptors));
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Program prog = shaderGen.getProgram(api);
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Program::DescriptorBindingsInfo bindingsInfo(config.uniforms.size());
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for (unsigned char i = 0; i < config.uniforms.size(); ++i) {
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bindingsInfo[i] = {
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config.uniforms[i].name,
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config.uniforms[i].type.value_or(DescriptorType::UNIFORM_BUFFER), i };
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}
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prog.descriptorBindings(0, bindingsInfo);
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mProgram = cleanup.add(api.createProgram(std::move(prog)));
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if (!kLayouts.empty()) {
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mDescriptorSetLayout =
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cleanup.add(api.createDescriptorSetLayout(DescriptorSetLayout{ .bindings = kLayouts }));
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}
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}
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filament::backend::DescriptorSetHandle Shader::createDescriptorSet(DriverApi& api) const {
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return mCleanup.add(api.createDescriptorSet(mDescriptorSetLayout));
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}
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filament::backend::ProgramHandle Shader::getProgram() const {
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assert(mProgram);
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EXPECT_THAT(mProgram, ::testing::IsTrue())
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<< "Shader program accessed despite being null.";
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return mProgram;
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}
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filament::backend::DescriptorSetLayoutHandle Shader::getDescriptorSetLayout() const {
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EXPECT_THAT(mDescriptorSetLayout, ::testing::IsTrue())
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<< "Shader descriptor set layout accessed despite being null.";
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return mDescriptorSetLayout;
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}
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} // namespace test
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