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authorClément Foucault <foucault.clem@gmail.com>2022-09-06 12:23:05 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-09-06 14:20:54 +0300
commitb23fceff7dc1f8216041e12b9b85be47b143484c (patch)
tree0d45151532d871e4247b29059f66cd1f0ce6f88b /source/blender/draw/tests/draw_pass_test.cc
parentdd41dda80e3fd7aa907632927f42eace7caa2730 (diff)
GPU/DRW: Fix test
Regression introduced in rB755e728a9840
Diffstat (limited to 'source/blender/draw/tests/draw_pass_test.cc')
-rw-r--r--source/blender/draw/tests/draw_pass_test.cc16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/tests/draw_pass_test.cc b/source/blender/draw/tests/draw_pass_test.cc
index f8a006d096b..8f2f87a18f6 100644
--- a/source/blender/draw/tests/draw_pass_test.cc
+++ b/source/blender/draw/tests/draw_pass_test.cc
@@ -30,7 +30,7 @@ static void test_draw_pass_all_commands()
pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL);
pass.clear_color_depth_stencil(float4(0.25f, 0.5f, 100.0f, -2000.0f), 0.5f, 0xF0);
pass.state_stencil(0x80, 0x0F, 0x8F);
- pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
pass.bind_texture("image", tex);
pass.bind_texture("image", &tex);
pass.bind_image("missing_image", tex); /* Should not crash. */
@@ -46,7 +46,7 @@ static void test_draw_pass_all_commands()
/* Should not crash even if shader is not a compute. This is because we only serialize. */
/* TODO(fclem): Use real compute shader. */
- pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
pass.dispatch(dispatch_size);
pass.dispatch(&dispatch_size);
pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
@@ -97,7 +97,7 @@ static void test_draw_pass_sub_ordering()
{
PassSimple pass = {"test.sub_ordering"};
pass.init();
- pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
pass.push_constant("test_pass", 1);
PassSimple::Sub &sub1 = pass.sub("Sub1");
@@ -140,7 +140,7 @@ static void test_draw_pass_simple_draw()
{
PassSimple pass = {"test.simple_draw"};
pass.init();
- pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
/* Each draw procedural type uses a different batch. Groups are drawn in correct order. */
pass.draw_procedural(GPU_PRIM_TRIS, 1, 10, 1, {1});
pass.draw_procedural(GPU_PRIM_POINTS, 4, 20, 2, {2});
@@ -172,7 +172,7 @@ static void test_draw_pass_multi_draw()
{
PassMain pass = {"test.multi_draw"};
pass.init();
- pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
/* Each draw procedural type uses a different batch. Groups are drawn in reverse order. */
pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, {1});
pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, {2});
@@ -258,7 +258,7 @@ static void test_draw_resource_id_gen()
/* Computed on CPU. */
PassSimple pass = {"test.resource_id"};
pass.init();
- pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, handle2);
pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, handle1);
pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, handle3);
@@ -280,7 +280,7 @@ static void test_draw_resource_id_gen()
/* Same thing with PassMain (computed on GPU) */
PassSimple pass = {"test.resource_id"};
pass.init();
- pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
pass.draw_procedural(GPU_PRIM_TRIS, 1, -1, -1, handle2);
pass.draw_procedural(GPU_PRIM_POINTS, 4, -1, -1, handle1);
pass.draw_procedural(GPU_PRIM_TRIS, 2, -1, -1, handle3);
@@ -327,7 +327,7 @@ static void test_draw_visibility()
PassMain pass = {"test.visibility"};
pass.init();
- pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA));
+ pass.shader_set(GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR));
pass.draw_procedural(GPU_PRIM_TRIS, 1, -1);
Manager::SubmitDebugOutput debug = drw.submit_debug(pass, view);