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Fix MeshVisualizer test case

pull/576/head
Vladislav Oleshko 4 years ago
parent
commit
1e363fdab8
  1. 19
      src/Magnum/Shaders/Test/MeshVisualizerGLTest.cpp

19
src/Magnum/Shaders/Test/MeshVisualizerGLTest.cpp

@ -1706,32 +1706,23 @@ void MeshVisualizerGLTest::constructUniformBuffers3D() {
} }
void MeshVisualizerGLTest::constructUniformBuffers3DAsync() { void MeshVisualizerGLTest::constructUniformBuffers3DAsync() {
constexpr struct {
const char* name;
MeshVisualizerGL3D::Flags flags;
UnsignedInt materialCount, drawCount;
} data {
"multiple materials, draws", MeshVisualizerGL3D::Flag::UniformBuffers|MeshVisualizerGL3D::Flag::Wireframe|MeshVisualizerGL3D::Flag::NoGeometryShader, 8, 55
};
setTestCaseDescription(data.name);
#ifndef MAGNUM_TARGET_GLES #ifndef MAGNUM_TARGET_GLES
if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>()) if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::uniform_buffer_object>())
CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported."); CORRADE_SKIP(GL::Extensions::ARB::uniform_buffer_object::string() << "is not supported.");
#endif #endif
auto compileState = MeshVisualizerGL3D::compile(MeshVisualizerGL3D::Flag::UniformBuffers|MeshVisualizerGL3D::Flag::Wireframe|MeshVisualizerGL3D::Flag::NoGeometryShader, 8, 55); auto compileState = MeshVisualizerGL3D::compile(MeshVisualizerGL3D::Flag::UniformBuffers|MeshVisualizerGL3D::Flag::Wireframe|MeshVisualizerGL3D::Flag::NoGeometryShader, 6, 28);
CORRADE_COMPARE(compileState.flags(), MeshVisualizerGL3D::Flag::UniformBuffers|MeshVisualizerGL3D::Flag::Wireframe|MeshVisualizerGL3D::Flag::NoGeometryShader); CORRADE_COMPARE(compileState.flags(), MeshVisualizerGL3D::Flag::UniformBuffers|MeshVisualizerGL3D::Flag::Wireframe|MeshVisualizerGL3D::Flag::NoGeometryShader);
CORRADE_COMPARE(compileState.materialCount(), 8); CORRADE_COMPARE(compileState.materialCount(), 6);
CORRADE_COMPARE(compileState.drawCount(), 55); CORRADE_COMPARE(compileState.drawCount(), 28);
while(!compileState.isLinkFinished()) while(!compileState.isLinkFinished())
Utility::System::sleep(100); Utility::System::sleep(100);
MeshVisualizerGL3D shader{std::move(compileState)}; MeshVisualizerGL3D shader{std::move(compileState)};
CORRADE_COMPARE(shader.flags(), MeshVisualizerGL3D::Flag::UniformBuffers|MeshVisualizerGL3D::Flag::Wireframe|MeshVisualizerGL3D::Flag::NoGeometryShader); CORRADE_COMPARE(shader.flags(), MeshVisualizerGL3D::Flag::UniformBuffers|MeshVisualizerGL3D::Flag::Wireframe|MeshVisualizerGL3D::Flag::NoGeometryShader);
CORRADE_COMPARE(compileState.materialCount(), 8); CORRADE_COMPARE(compileState.materialCount(), 6);
CORRADE_COMPARE(compileState.drawCount(), 55); CORRADE_COMPARE(compileState.drawCount(), 28);
CORRADE_VERIFY(shader.isLinkFinished()); CORRADE_VERIFY(shader.isLinkFinished());
CORRADE_VERIFY(shader.id()); CORRADE_VERIFY(shader.id());
{ {

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