DrawEngine: Shader Test Suite
A test case that compiles all the GLSL shaders for workbench, gpencil, overlay and some of eevee. Compilation is still platform dependent, but when run on a test-farm with different hardware we will be able to detect GLSL compilation errors early on. The test will be compiled when `WITH_GTEST` and `WITH_OPENGL_DRAW_TESTS` are On. For eevee only the shaders inside eevee_shaders.c are included. EEVEE has some shaders located inside the submodule. They aren't accessible to the outside and aren't added to the test case. We should see how we want to add them. For the test cases it is better to move them to eevee_shaders.c, but for eevee perspective it is better to keep them in the submodule. Keeping them in the submodule could lead to situations that is harder to test. as the shader could already have been initialized. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8667
This commit is contained in:
committed by
Jeroen Bakker
parent
2654e9c9c1
commit
0852ecd844
@@ -419,6 +419,28 @@ if(WITH_XR_OPENXR)
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add_definitions(-DWITH_XR_OPENXR)
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endif()
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if(WITH_GTESTS)
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if(WITH_OPENGL_DRAW_TESTS)
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add_definitions(-DWITH_OPENGL_DRAW_TESTS)
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endif()
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endif()
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add_definitions(${GL_DEFINITIONS})
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blender_add_lib(bf_draw "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
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if(WITH_GTESTS)
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if(WITH_OPENGL_DRAW_TESTS)
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set(TEST_SRC
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tests/shaders_test.cc
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)
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set(TEST_INC
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"../../../intern/ghost/"
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)
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set(TEST_LIB
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bf_draw
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)
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include(GTestTesting)
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blender_add_test_lib(bf_draw_tests "${TEST_SRC}" "${INC};${TEST_INC}" "${INC_SYS}" "${LIB};${TEST_LIB}")
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endif()
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endif()
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@@ -32,6 +32,10 @@
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#include "BKE_camera.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct EEVEE_ShadowCasterBuffer;
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struct GPUFrameBuffer;
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struct Object;
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@@ -1363,3 +1367,7 @@ static const float cubefacemat[6][4][4] = {
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{0.0f, 0.0f, 1.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 1.0f}},
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};
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#ifdef __cplusplus
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}
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#endif
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@@ -24,10 +24,16 @@
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#include "DNA_gpencil_types.h"
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#include "DRW_render.h"
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#include "BLI_bitmap.h"
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#include "GPU_batch.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern DrawEngineType draw_engine_gpencil_type;
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struct GPENCIL_Data;
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@@ -397,7 +403,6 @@ void gpencil_vfx_cache_populate(GPENCIL_Data *vedata, Object *ob, GPENCIL_tObjec
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/* Shaders */
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struct GPUShader *GPENCIL_shader_antialiasing(int stage);
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struct GPUShader *GPENCIL_shader_geometry_get(void);
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struct GPUShader *GPENCIL_shader_composite_get(void);
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struct GPUShader *GPENCIL_shader_layer_blend_get(void);
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struct GPUShader *GPENCIL_shader_mask_invert_get(void);
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struct GPUShader *GPENCIL_shader_depth_merge_get(void);
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@@ -438,3 +443,6 @@ void GPENCIL_render_to_image(void *vedata,
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void gpencil_light_pool_free(void *storage);
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void gpencil_material_pool_free(void *storage);
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GPENCIL_ViewLayerData *GPENCIL_view_layer_data_ensure(void);
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#ifdef __cplusplus
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}
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#endif
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@@ -22,6 +22,12 @@
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#pragma once
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#include "DRW_render.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef __APPLE__
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# define USE_GEOM_SHADER_WORKAROUND 1
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#else
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@@ -627,3 +633,7 @@ GPUShader *OVERLAY_shader_xray_fade(void);
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OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void);
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void OVERLAY_shader_free(void);
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#ifdef __cplusplus
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}
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#endif
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@@ -33,6 +33,10 @@
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#include "workbench_engine.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern struct DrawEngineType draw_engine_workbench;
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#define WORKBENCH_ENGINE "BLENDER_WORKBENCH"
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@@ -519,3 +523,6 @@ void workbench_render(void *ved,
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void workbench_render_update_passes(struct RenderEngine *engine,
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struct Scene *scene,
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struct ViewLayer *view_layer);
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#ifdef __cplusplus
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}
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#endif
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@@ -84,6 +84,7 @@
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#include "draw_color_management.h"
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#include "draw_manager_profiling.h"
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#include "draw_manager_testing.h"
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#include "draw_manager_text.h"
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/* only for callbacks */
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@@ -2887,6 +2888,8 @@ void DRW_gpu_render_context_disable(void *UNUSED(re_gpu_context))
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GPU_context_active_set(NULL);
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}
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/** \} */
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#ifdef WITH_XR_OPENXR
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/* XXX
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@@ -2922,4 +2925,17 @@ void DRW_xr_drawing_end(void)
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}
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#endif
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/** \name Internal testing API for gtests
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* \{ */
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#ifdef WITH_OPENGL_DRAW_TESTS
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void DRW_draw_state_init_gtests(eGPUShaderConfig sh_cfg)
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{
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DST.draw_ctx.sh_cfg = sh_cfg;
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}
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#endif
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/** \} */
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39
source/blender/draw/intern/draw_manager_testing.h
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39
source/blender/draw/intern/draw_manager_testing.h
Normal file
@@ -0,0 +1,39 @@
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw
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*/
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/* Internal API only for test cases. */
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#pragma once
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#include "GPU_shader.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef WITH_OPENGL_DRAW_TESTS
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void DRW_draw_state_init_gtests(eGPUShaderConfig sh_cfg);
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#endif
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#ifdef __cplusplus
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}
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#endif
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270
source/blender/draw/tests/shaders_test.cc
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270
source/blender/draw/tests/shaders_test.cc
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@@ -0,0 +1,270 @@
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/* Apache License, Version 2.0 */
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#include "testing/testing.h"
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#include "intern/draw_manager_testing.h"
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#include "GPU_context.h"
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#include "GPU_init_exit.h"
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#include "GPU_shader.h"
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#include "GHOST_C-api.h"
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#include "engines/eevee/eevee_private.h"
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#include "engines/gpencil/gpencil_engine.h"
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#include "engines/overlay/overlay_private.h"
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#include "engines/workbench/workbench_private.h"
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/* Base class for draw test cases. It will setup and tear down the GPU part around each test. */
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class DrawTest : public ::testing::Test {
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private:
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GHOST_SystemHandle ghost_system;
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GHOST_ContextHandle ghost_context;
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GPUContext *context;
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void SetUp() override
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{
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ghost_system = GHOST_CreateSystem();
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ghost_context = GHOST_CreateOpenGLContext(ghost_system);
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context = GPU_context_create(0);
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GPU_init();
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DRW_draw_state_init_gtests(GPU_SHADER_CFG_DEFAULT);
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}
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void TearDown() override
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{
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GPU_exit();
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GPU_context_discard(context);
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GHOST_DisposeOpenGLContext(ghost_system, ghost_context);
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GHOST_DisposeSystem(ghost_system);
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}
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};
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TEST_F(DrawTest, workbench_glsl_shaders)
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{
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workbench_shader_library_ensure();
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DRW_draw_state_init_gtests(GPU_SHADER_CFG_DEFAULT);
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const int MAX_WPD = 6;
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WORKBENCH_PrivateData wpds[MAX_WPD];
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wpds[0].sh_cfg = GPU_SHADER_CFG_DEFAULT;
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wpds[0].shading.light = V3D_LIGHTING_FLAT;
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wpds[1].sh_cfg = GPU_SHADER_CFG_DEFAULT;
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wpds[1].shading.light = V3D_LIGHTING_MATCAP;
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wpds[2].sh_cfg = GPU_SHADER_CFG_DEFAULT;
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wpds[2].shading.light = V3D_LIGHTING_STUDIO;
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wpds[3].sh_cfg = GPU_SHADER_CFG_CLIPPED;
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wpds[3].shading.light = V3D_LIGHTING_FLAT;
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wpds[4].sh_cfg = GPU_SHADER_CFG_CLIPPED;
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wpds[4].shading.light = V3D_LIGHTING_MATCAP;
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wpds[5].sh_cfg = GPU_SHADER_CFG_CLIPPED;
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wpds[5].shading.light = V3D_LIGHTING_STUDIO;
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for (int wpd_index = 0; wpd_index < MAX_WPD; wpd_index++) {
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WORKBENCH_PrivateData *wpd = &wpds[wpd_index];
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EXPECT_NE(workbench_shader_opaque_get(wpd, WORKBENCH_DATATYPE_MESH), nullptr);
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EXPECT_NE(workbench_shader_opaque_get(wpd, WORKBENCH_DATATYPE_HAIR), nullptr);
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EXPECT_NE(workbench_shader_opaque_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD), nullptr);
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EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_MESH, false), nullptr);
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EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_MESH, true), nullptr);
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EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_HAIR, false), nullptr);
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EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_HAIR, true), nullptr);
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EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD, false),
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nullptr);
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EXPECT_NE(workbench_shader_opaque_image_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD, true),
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nullptr);
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EXPECT_NE(workbench_shader_composite_get(wpd), nullptr);
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EXPECT_NE(workbench_shader_merge_infront_get(wpd), nullptr);
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EXPECT_NE(workbench_shader_transparent_get(wpd, WORKBENCH_DATATYPE_MESH), nullptr);
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EXPECT_NE(workbench_shader_transparent_get(wpd, WORKBENCH_DATATYPE_HAIR), nullptr);
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EXPECT_NE(workbench_shader_transparent_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD), nullptr);
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EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_MESH, false),
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nullptr);
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EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_MESH, true), nullptr);
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EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_HAIR, false),
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nullptr);
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EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_HAIR, true), nullptr);
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EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD, false),
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nullptr);
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EXPECT_NE(workbench_shader_transparent_image_get(wpd, WORKBENCH_DATATYPE_POINTCLOUD, true),
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nullptr);
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EXPECT_NE(workbench_shader_transparent_resolve_get(wpd), nullptr);
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}
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EXPECT_NE(workbench_shader_shadow_pass_get(false), nullptr);
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EXPECT_NE(workbench_shader_shadow_pass_get(true), nullptr);
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EXPECT_NE(workbench_shader_shadow_fail_get(false, false), nullptr);
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EXPECT_NE(workbench_shader_shadow_fail_get(false, true), nullptr);
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EXPECT_NE(workbench_shader_shadow_fail_get(true, false), nullptr);
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EXPECT_NE(workbench_shader_shadow_fail_get(true, true), nullptr);
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/* NOTE: workbench_shader_cavity_get(false, false) isn't a valid option. */
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EXPECT_NE(workbench_shader_cavity_get(false, true), nullptr);
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EXPECT_NE(workbench_shader_cavity_get(true, false), nullptr);
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EXPECT_NE(workbench_shader_cavity_get(true, true), nullptr);
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EXPECT_NE(workbench_shader_outline_get(), nullptr);
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EXPECT_NE(workbench_shader_antialiasing_accumulation_get(), nullptr);
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EXPECT_NE(workbench_shader_antialiasing_get(0), nullptr);
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EXPECT_NE(workbench_shader_antialiasing_get(1), nullptr);
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EXPECT_NE(workbench_shader_antialiasing_get(2), nullptr);
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EXPECT_NE(workbench_shader_volume_get(false, false, false, false), nullptr);
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EXPECT_NE(workbench_shader_volume_get(false, false, false, true), nullptr);
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EXPECT_NE(workbench_shader_volume_get(false, false, true, false), nullptr);
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EXPECT_NE(workbench_shader_volume_get(false, false, true, true), nullptr);
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EXPECT_NE(workbench_shader_volume_get(false, true, false, false), nullptr);
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EXPECT_NE(workbench_shader_volume_get(false, true, false, true), nullptr);
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EXPECT_NE(workbench_shader_volume_get(false, true, true, false), nullptr);
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EXPECT_NE(workbench_shader_volume_get(false, true, true, true), nullptr);
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EXPECT_NE(workbench_shader_volume_get(true, false, false, false), nullptr);
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EXPECT_NE(workbench_shader_volume_get(true, false, false, true), nullptr);
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EXPECT_NE(workbench_shader_volume_get(true, false, true, false), nullptr);
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EXPECT_NE(workbench_shader_volume_get(true, false, true, true), nullptr);
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EXPECT_NE(workbench_shader_volume_get(true, true, false, false), nullptr);
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EXPECT_NE(workbench_shader_volume_get(true, true, false, true), nullptr);
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EXPECT_NE(workbench_shader_volume_get(true, true, true, false), nullptr);
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EXPECT_NE(workbench_shader_volume_get(true, true, true, true), nullptr);
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GPUShader *dof_prepare_sh;
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GPUShader *dof_downsample_sh;
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GPUShader *dof_blur1_sh;
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GPUShader *dof_blur2_sh;
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GPUShader *dof_resolve_sh;
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workbench_shader_depth_of_field_get(
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&dof_prepare_sh, &dof_downsample_sh, &dof_blur1_sh, &dof_blur2_sh, &dof_resolve_sh);
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EXPECT_NE(dof_prepare_sh, nullptr);
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EXPECT_NE(dof_downsample_sh, nullptr);
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EXPECT_NE(dof_blur1_sh, nullptr);
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EXPECT_NE(dof_blur2_sh, nullptr);
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EXPECT_NE(dof_resolve_sh, nullptr);
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workbench_shader_free();
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}
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TEST_F(DrawTest, gpencil_glsl_shaders)
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{
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EXPECT_NE(GPENCIL_shader_antialiasing(0), nullptr);
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EXPECT_NE(GPENCIL_shader_antialiasing(1), nullptr);
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EXPECT_NE(GPENCIL_shader_antialiasing(2), nullptr);
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EXPECT_NE(GPENCIL_shader_geometry_get(), nullptr);
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EXPECT_NE(GPENCIL_shader_layer_blend_get(), nullptr);
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EXPECT_NE(GPENCIL_shader_mask_invert_get(), nullptr);
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EXPECT_NE(GPENCIL_shader_depth_merge_get(), nullptr);
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EXPECT_NE(GPENCIL_shader_fx_blur_get(), nullptr);
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EXPECT_NE(GPENCIL_shader_fx_colorize_get(), nullptr);
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EXPECT_NE(GPENCIL_shader_fx_composite_get(), nullptr);
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EXPECT_NE(GPENCIL_shader_fx_transform_get(), nullptr);
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EXPECT_NE(GPENCIL_shader_fx_glow_get(), nullptr);
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EXPECT_NE(GPENCIL_shader_fx_pixelize_get(), nullptr);
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EXPECT_NE(GPENCIL_shader_fx_rim_get(), nullptr);
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EXPECT_NE(GPENCIL_shader_fx_shadow_get(), nullptr);
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GPENCIL_shader_free();
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}
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TEST_F(DrawTest, overlay_glsl_shaders)
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{
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for (int i = 0; i < 2; i++) {
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eGPUShaderConfig sh_cfg = i == 0 ? GPU_SHADER_CFG_DEFAULT : GPU_SHADER_CFG_CLIPPED;
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DRW_draw_state_init_gtests(sh_cfg);
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EXPECT_NE(OVERLAY_shader_antialiasing(), nullptr);
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EXPECT_NE(OVERLAY_shader_armature_degrees_of_freedom_wire(), nullptr);
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EXPECT_NE(OVERLAY_shader_armature_degrees_of_freedom_solid(), nullptr);
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EXPECT_NE(OVERLAY_shader_armature_envelope(false), nullptr);
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EXPECT_NE(OVERLAY_shader_armature_envelope(true), nullptr);
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EXPECT_NE(OVERLAY_shader_armature_shape(false), nullptr);
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EXPECT_NE(OVERLAY_shader_armature_shape(true), nullptr);
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EXPECT_NE(OVERLAY_shader_armature_shape_wire(), nullptr);
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EXPECT_NE(OVERLAY_shader_armature_sphere(false), nullptr);
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EXPECT_NE(OVERLAY_shader_armature_sphere(true), nullptr);
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EXPECT_NE(OVERLAY_shader_armature_stick(), nullptr);
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EXPECT_NE(OVERLAY_shader_armature_wire(), nullptr);
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EXPECT_NE(OVERLAY_shader_background(), nullptr);
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EXPECT_NE(OVERLAY_shader_clipbound(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_depth_only(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_curve_handle(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_curve_point(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_curve_wire(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_gpencil_guide_point(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_gpencil_point(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_gpencil_wire(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_lattice_point(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_lattice_wire(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_mesh_analysis(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_mesh_edge(false), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_mesh_edge(true), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_mesh_face(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_mesh_facedot(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_mesh_normal(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_mesh_skin_root(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_mesh_vert(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_particle_strand(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_edit_particle_point(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_extra(false), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_extra(true), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_extra_groundline(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_extra_wire(false, false), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_extra_wire(false, true), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_extra_wire(true, false), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_extra_wire(true, true), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_extra_loose_point(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_extra_point(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_facing(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_gpencil_canvas(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_grid(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_image(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_motion_path_line(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_motion_path_vert(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_uniform_color(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_outline_prepass(false), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_outline_prepass(true), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_outline_prepass_gpencil(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_outline_prepass_pointcloud(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_extra_grid(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_outline_detect(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_paint_face(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_paint_point(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_paint_texture(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_paint_vertcol(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_paint_weight(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_paint_wire(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_particle_dot(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_particle_shape(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_sculpt_mask(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_volume_velocity(false), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_volume_velocity(true), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_wireframe(false), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_wireframe(true), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_wireframe_select(), nullptr);
|
||||
EXPECT_NE(OVERLAY_shader_xray_fade(), nullptr);
|
||||
}
|
||||
|
||||
OVERLAY_shader_free();
|
||||
}
|
||||
|
||||
TEST_F(DrawTest, eevee_glsl_shaders_static)
|
||||
{
|
||||
EEVEE_shaders_lightprobe_shaders_init();
|
||||
EEVEE_shaders_material_shaders_init();
|
||||
|
||||
EXPECT_NE(EEVEE_shaders_probe_filter_glossy_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_probe_filter_diffuse_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_probe_filter_visibility_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_probe_grid_fill_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_probe_planar_downsample_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_studiolight_probe_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_studiolight_background_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_probe_cube_display_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_probe_grid_display_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_probe_planar_display_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_update_noise_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_velocity_resolve_sh_get(), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_taa_resolve_sh_get(EFFECT_TAA), nullptr);
|
||||
EXPECT_NE(EEVEE_shaders_taa_resolve_sh_get(EFFECT_TAA_REPROJECT), nullptr);
|
||||
|
||||
EEVEE_shaders_free();
|
||||
}
|
||||
Reference in New Issue
Block a user