From b23fceff7dc1f8216041e12b9b85be47b143484c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Tue, 6 Sep 2022 11:23:05 +0200 Subject: GPU/DRW: Fix test Regression introduced in rB755e728a9840 --- source/blender/draw/tests/draw_pass_test.cc | 16 ++++++++-------- source/blender/gpu/tests/gpu_shader_builtin_test.cc | 8 ++------ 2 files changed, 10 insertions(+), 14 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); diff --git a/source/blender/gpu/tests/gpu_shader_builtin_test.cc b/source/blender/gpu/tests/gpu_shader_builtin_test.cc index 5dc70a8bf0f..b8263a8c399 100644 --- a/source/blender/gpu/tests/gpu_shader_builtin_test.cc +++ b/source/blender/gpu/tests/gpu_shader_builtin_test.cc @@ -32,12 +32,8 @@ static void test_shader_builtin() test_compile_builtin_shader(GPU_SHADER_TEXT, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_KEYFRAME_SHAPE, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_SIMPLE_LIGHTING, GPU_SHADER_CFG_DEFAULT); - test_compile_builtin_shader(GPU_SHADER_2D_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT); - test_compile_builtin_shader(GPU_SHADER_2D_FLAT_COLOR, GPU_SHADER_CFG_DEFAULT); - test_compile_builtin_shader(GPU_SHADER_2D_SMOOTH_COLOR, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_3D_IMAGE, GPU_SHADER_CFG_DEFAULT); - test_compile_builtin_shader(GPU_SHADER_2D_IMAGE, GPU_SHADER_CFG_DEFAULT); - test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_COLOR, GPU_SHADER_CFG_DEFAULT); + test_compile_builtin_shader(GPU_SHADER_3D_IMAGE_COLOR, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_DESATURATE_COLOR, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR, GPU_SHADER_CFG_DEFAULT); @@ -60,7 +56,7 @@ static void test_shader_builtin() GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR, GPU_SHADER_CFG_DEFAULT); - test_compile_builtin_shader(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT); + test_compile_builtin_shader(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_GPENCIL_STROKE, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_2D_AREA_BORDERS, GPU_SHADER_CFG_DEFAULT); test_compile_builtin_shader(GPU_SHADER_2D_WIDGET_BASE, GPU_SHADER_CFG_DEFAULT); -- cgit v1.2.3