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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