// 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