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tests: Load either 120 or 150 GLSL shaders depending on capabilities

Addresses part of #804
rdb 3 роки тому
батько
коміт
979f194f49

+ 1 - 1
tests/display/glsl_bad.vert

@@ -1,4 +1,4 @@
-#version 130
+#version 150
 
 // Uniform inputs
 uniform mat4 p3d_ModelViewProjectionMatrix;

+ 12 - 0
tests/display/glsl_bad_legacy.vert

@@ -0,0 +1,12 @@
+#version 120
+
+// Uniform inputs
+uniform mat4 p3d_ModelViewProjectionMatrix;
+
+// Vertex inputs
+attribute vec4 p3d_Vertex;
+
+void main() {
+  gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
+  does_not_exist = p3d_Vertex;
+}

+ 5 - 2
tests/display/glsl_include.vert

@@ -1,6 +1,9 @@
-#version 130
+#version 150
 
-#pragma include "glsl_include_inputs.vert"
+#pragma include "glsl_include_inputs.glsl"
+
+// Vertex inputs
+in vec4 p3d_Vertex;
 
 void main() {
   gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;

+ 0 - 3
tests/display/glsl_include_inputs.vert → tests/display/glsl_include_inputs.glsl

@@ -1,5 +1,2 @@
 // Uniform inputs
 uniform mat4 p3d_ModelViewProjectionMatrix;
-
-// Vertex inputs
-in vec4 p3d_Vertex;

+ 10 - 0
tests/display/glsl_include_legacy.vert

@@ -0,0 +1,10 @@
+#version 120
+
+#pragma include "glsl_include_inputs.glsl"
+
+// Vertex inputs
+attribute vec4 p3d_Vertex;
+
+void main() {
+  gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
+}

+ 4 - 2
tests/display/glsl_simple.frag

@@ -1,5 +1,7 @@
-#version 130
+#version 150
+
+out vec4 p3d_FragColor;
 
 void main() {
-  gl_FragColor = vec4(0, 0, 0, 1);
+  p3d_FragColor = vec4(0, 0, 0, 1);
 }

+ 1 - 1
tests/display/glsl_simple.vert

@@ -1,4 +1,4 @@
-#version 130
+#version 150
 
 // Uniform inputs
 uniform mat4 p3d_ModelViewProjectionMatrix;

+ 5 - 0
tests/display/glsl_simple_legacy.frag

@@ -0,0 +1,5 @@
+#version 120
+
+void main() {
+  gl_FragColor = vec4(0, 0, 0, 1);
+}

+ 11 - 0
tests/display/glsl_simple_legacy.vert

@@ -0,0 +1,11 @@
+#version 120
+
+// Uniform inputs
+uniform mat4 p3d_ModelViewProjectionMatrix;
+
+// Vertex inputs
+attribute vec4 p3d_Vertex;
+
+void main() {
+  gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;
+}

+ 18 - 6
tests/display/test_glsl_shader.py

@@ -111,6 +111,9 @@ def run_glsl_compile_check(gsg, vert_path, frag_path, expect_fail=False):
     shader = core.Shader.load(core.Shader.SL_GLSL, vert_path, frag_path)
     assert shader is not None
 
+    if not gsg.supports_glsl:
+        expect_fail = True
+
     shader.prepare_now(gsg.prepared_objects, gsg)
     assert shader.is_prepared(gsg.prepared_objects)
     if expect_fail:
@@ -468,20 +471,29 @@ def test_glsl_write_extract_image_buffer(gsg):
 
 def test_glsl_compile_error(gsg):
     """Test getting compile errors from bad shaders"""
-    vert_path = core.Filename(SHADERS_DIR, 'glsl_bad.vert')
-    frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
+    suffix = ''
+    if (gsg.driver_shader_version_major, gsg.driver_shader_version_minor) < (1, 50):
+        suffix = '_legacy'
+    vert_path = core.Filename(SHADERS_DIR, 'glsl_bad' + suffix + '.vert')
+    frag_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.frag')
     run_glsl_compile_check(gsg, vert_path, frag_path, expect_fail=True)
 
 
 def test_glsl_from_file(gsg):
     """Test compiling GLSL shaders from files"""
-    vert_path = core.Filename(SHADERS_DIR, 'glsl_simple.vert')
-    frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
+    suffix = ''
+    if (gsg.driver_shader_version_major, gsg.driver_shader_version_minor) < (1, 50):
+        suffix = '_legacy'
+    vert_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.vert')
+    frag_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.frag')
     run_glsl_compile_check(gsg, vert_path, frag_path)
 
 
 def test_glsl_includes(gsg):
     """Test preprocessing includes in GLSL shaders"""
-    vert_path = core.Filename(SHADERS_DIR, 'glsl_include.vert')
-    frag_path = core.Filename(SHADERS_DIR, 'glsl_simple.frag')
+    suffix = ''
+    if (gsg.driver_shader_version_major, gsg.driver_shader_version_minor) < (1, 50):
+        suffix = '_legacy'
+    vert_path = core.Filename(SHADERS_DIR, 'glsl_include' + suffix + '.vert')
+    frag_path = core.Filename(SHADERS_DIR, 'glsl_simple' + suffix + '.frag')
     run_glsl_compile_check(gsg, vert_path, frag_path)