Vladimír Vondruš
e6b4f4f51f
Shaders: forgot to enable the UniformBuffers flag in these tests.
...
Whoops. Everything still passes tho, there were no bugs, I'm not an
animal.
4 years ago
Vladimír Vondruš
b2a400f898
Shaders: support object ID textures in the FlatGL shader.
4 years ago
Vladimír Vondruš
f03fd55399
Shaders: set texture transform in Flat instanced tests when appropriate.
...
Not when any texture is set, only when texture transformation is
enabled. Because otherwise it won't work when other textures get
added/tested.
4 years ago
Vladimír Vondruš
de62bbf523
Shaders: clean up base array layer setting in Flat and Phong tests.
...
Do it always when Flag::TextureArrays is set, not inside handling of
some particular texture. Because that way it won't work when other
textures are added/tested.
4 years ago
Vladimír Vondruš
d67a58bee9
Shaders: improve instanced/multidraw Object ID tests for Flat and Phong.
...
Before the object ID was enabled and tested always, which may lead to
some error being undetectable. Plus this makes the test more flexible
for further additions.
4 years ago
Vladimír Vondruš
c5db5ea3ad
Shaders: minor test cleanup.
4 years ago
Vladimír Vondruš
98a2d34590
Shaders: drop a bunch of redundant #ifdefs from tests.
...
This is all code that already is excluded for ES2.
4 years ago
Vladimír Vondruš
0964ddbf0c
Fix wrong assumptions about Mac GL builds being always desktop GL.
4 years ago
Vladimír Vondruš
35aba9aa8e
Shaders: SwiftShader, I DON'T LIKE YOU.
...
"Luckily", thanks to the DRAW_COUNT=1 and MATERIAL_COUNT=1 optimizations
not everything blows up, so i don't need to skip absolutely everything,
unfortunately Phong lights are affected by this insane crapfest as well
so basically nothing from Phong UBO support is tested there. FFS.
5 years ago
Vladimír Vondruš
95379ace8e
Shaders: support array textures in Flat and Phong.
5 years ago
Vladimír Vondruš
45f115b931
Shaders: separate instanced colored and textured test cases.
...
With everything smashed together it was quite annoying to eyeball and
too easy to miss issues.
5 years ago
Vladimír Vondruš
4c4f63b5a0
Shaders: test instanced object ID in the instanced test case.
...
Is more self-contained that way (the new multidraw tests were done this
way also).
5 years ago
Vladimír Vondruš
1ce1561eb2
Shaders: expand Flat UBO construction tests a bit.
5 years ago
Vladimír Vondruš
a2f8a920da
Shaders: supply Flat material information in a separate UBO as well.
...
While it's one additional indirection (that has an extra cost on Intel
GPUs apparently, like with Phong and MeshVisualizer and
DistanceFieldVector already), with the assumption that draws usually
share the material info it allows to cram more draws into the 16/64k UBO
limit as the per-draw data are now one vec4 smaller.
For the indirection overhead I can imagine adding a new flag which makes
material mapping implicit (materialId == drawId). That seems to put the
benchmark numbers back to the original speed. Same could be done for
other shaders.
5 years ago
Vladimír Vondruš
2c09a2a1e6
Shaders: multidraw support in all builtin shaders.
5 years ago
Vladimír Vondruš
a5f662072d
Shaders: update notes about what platforms got tested.
...
Besides expanding the tested platform set and updating thresholds where
needed, it makes more sense to list what is tested than what is not,
because when I forget to update the list it looks like I tested while I
did not.
5 years ago
Vladimír Vondruš
24f6c33069
Shaders: ye, SwiftShader, thanks for reminding me of the harsh reality.
...
256 vectors in total is really damn low, guess I'll have to optimize the
remaining uniform structures to deduplicate the redundant material info.
5 years ago
Vladimír Vondruš
4aa5217947
Shaders: a crutch for MSVC's neverending fails.
...
Hope this is enough?
5 years ago
Vladimír Vondruš
ef9da0ec96
Shaders: add UBO support to all shaders.
5 years ago
Vladimír Vondruš
d343be1d8c
Shaders: this accidentally didn't actually test the thing.
...
...but was the same as the "blending" case above. Fortunately there was
no bug hidden underneath.
5 years ago
Vladimír Vondruš
2066d82ea4
Shaders: suffix all existing shaders with GL.
...
To make room for Vulkan shaders. Also renaming the headers, of course
everything is still aliased to the old names (and marked as deprecated).
5 years ago
Vladimír Vondruš
ec19c25e46
Adapt to Corrade changes.
5 years ago
Vladimír Vondruš
65a935cedc
Test: adapt to changes in CORRADE_SKIP().
...
Chose to update the tests instead of adding a compatibility DebugStl.h
include to Tester.h, which would have a significant impact on compile
times.
5 years ago
Vladimír Vondruš
3d136503d8
Updated copyright year.
5 years ago
Vladimír Vondruš
08bd6e9ae9
Test: fix wrong plugin name in a message.
6 years ago
Vladimír Vondruš
19e0e96d74
Updated copyright year.
6 years ago
Vladimír Vondruš
86a5a63af9
Test: most tests now pass on Zink as well.
...
Just adding a bunch of extension checks that I thought I would never
need again.
6 years ago
Vladimír Vondruš
97e3e2a8fe
MeshTools,Shaders: make the rendering tests pass on llvmpipe.
6 years ago
Vladimír Vondruš
65a2ced2a7
Make this compile and test cleanly with CORRADE_NO_ASSERT defined.
6 years ago
Vladimír Vondruš
a1f1f66c04
Shaders: implement instancing in Flat.
6 years ago
Vladimír Vondruš
c9ea6aba2e
Shaders: grumble.
6 years ago
Vladimír Vondruš
02525527a4
Shaders: ability to render instanced object ID in Flat/Phong.
6 years ago
Vladimír Vondruš
1b21e4e7ba
Primitives: switch to an enum set for texturable primitives.
...
Making room for GenerateTangents in 3D, and keeping the 2D ones
consistent with 3D. Also renamed GenerateTextureCoords to
GenerateTextureCoordinates in the remaining places to be consistent with
naming in the rest of the APIs.
6 years ago
Vladimír Vondruš
9a06b3515b
Shaders: implement texture coordinate transformation for all shaders.
...
Except MeshVisualizer and VertexColor, which don't have any texturing,
so there it's not needed. In most cases the tests are reusing existing
ground truth files and only modifying transformations / flipping images.
6 years ago
Vladimír Vondruš
de9c289328
Adapted all code and doc snippets to GL library changes.
6 years ago
Vladimír Vondruš
89d6d6de7c
Shaders: port tests away from MeshDataXD.
6 years ago
Marco Melorio
c632099501
Shaders: inflate rendering test thresholds a bit for the iPhone GPU.
7 years ago
Marco Melorio
2379b8cd09
Fixed shaders tests for iOS
7 years ago
Vladimír Vondruš
a0f0015211
Shaders: de-inline uniform setters.
...
Reduces includes in the header quite a lot, yay.
7 years ago
Vladimír Vondruš
0e8e6f43e5
Shaders: adjust thresholds for Flat/Phong vertex color WebGL 1 tests.
7 years ago
Vladimír Vondruš
cd39463876
Shaders: verify that no GL errors happened during construction.
7 years ago
Vladimír Vondruš
5617cb5199
Shaders: vertex color support in Phong and Flat.
7 years ago
Vladimír Vondruš
1696ffb177
Shaders: destruct test scaffolding in reverse order.
7 years ago
Vladimír Vondruš
87ac8a8cd2
Shaders: support object ID output in Flat and Phong.
7 years ago
Vladimír Vondruš
b3a455fdaa
Shaders: adapt Flat / Phong to more test results.
7 years ago
Vladimír Vondruš
d932ca3d78
Shaders: whoops, a leftover after pruning depth test from the tests.
7 years ago
Vladimír Vondruš
000833f86b
Shaders: these cheats for getting code coverage are not needed anymore.
...
The testing is *real* now.
7 years ago
Vladimír Vondruš
fd6bf54769
Shaders: no, these are not expected to fail on macOS.
7 years ago
Vladimír Vondruš
6a5a5496f5
Shaders: properly test all constructor combinations of Flat.
7 years ago
Vladimír Vondruš
e6d6d181a9
Shaders: inflate fuzzy thresholds for FlatGLTest.
...
Tested on SwiftShader, WebGL 1 and 2.
7 years ago