diff options
Diffstat (limited to 'tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp')
-rw-r--r-- | tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp b/tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp index 9cfbfc866..2875539ad 100644 --- a/tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp +++ b/tests/auto/render/shadergraph/qshadergenerator/tst_qshadergenerator.cpp @@ -202,6 +202,7 @@ private slots: void shouldHandlePortNamesPrefixingOneAnother(); void shouldHandleNodesWithMultipleOutputPorts(); void shouldHandleExpressionsInInputNodes(); + void shouldGenerateLayerDefines(); }; void tst_QShaderGenerator::shouldHaveDefaultState() @@ -860,6 +861,8 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers() const auto expected = QByteArrayList() << "#version 400 core" << "" + << "#define LAYER_diffuseUniform" + << "#define LAYER_normalUniform" << "uniform vec3 normalUniform;" << "uniform vec4 diffuseUniform;" << "#pragma include gl4/lightmodel.frag.inc" @@ -880,6 +883,8 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers() // THEN const auto expected = QByteArrayList() << "#version 400 core" << "" + << "#define LAYER_diffuseUniform" + << "#define LAYER_normalTexture" << "in vec2 texCoord;" << "uniform sampler2D normalTexture;" << "uniform vec4 diffuseUniform;" @@ -903,6 +908,8 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers() const auto expected = QByteArrayList() << "#version 400 core" << "" + << "#define LAYER_diffuseTexture" + << "#define LAYER_normalUniform" << "in vec2 texCoord;" << "uniform vec3 normalUniform;" << "uniform sampler2D diffuseTexture;" @@ -926,6 +933,8 @@ void tst_QShaderGenerator::shouldGenerateDifferentCodeDependingOnActiveLayers() const auto expected = QByteArrayList() << "#version 400 core" << "" + << "#define LAYER_diffuseTexture" + << "#define LAYER_normalTexture" << "in vec2 texCoord;" << "uniform sampler2D normalTexture;" << "uniform sampler2D diffuseTexture;" @@ -1050,6 +1059,8 @@ void tst_QShaderGenerator::shouldUseGlobalVariableRatherThanTemporaries() const auto expected = QByteArrayList() << "#version 400 core" << "" + << "#define LAYER_diffuseUniform" + << "#define LAYER_normalUniform" << "in vec4 vertexPosition;" << "out vec4 fragColor;" << "" @@ -1422,6 +1433,31 @@ void tst_QShaderGenerator::shouldHandleExpressionsInInputNodes() QCOMPARE(code, expected.join("\n")); } +void tst_QShaderGenerator::shouldGenerateLayerDefines() +{ + // GIVEN + const auto gl4 = createFormat(QShaderFormat::OpenGLCoreProfile, 4, 0); + + auto generator = QShaderGenerator(); + generator.format = gl4; + + // WHEN + const auto code = generator.createShaderCode({"layer1", "layer2"}); + + // THEN + const auto expected = QByteArrayList() + << "#version 400 core" + << "" + << "#define LAYER_layer1" + << "#define LAYER_layer2" + << "" + << "void main()" + << "{" + << "}" + << ""; + QCOMPARE(code, expected.join("\n")); +} + QTEST_MAIN(tst_QShaderGenerator) #include "tst_qshadergenerator.moc" |