Files
ResInsight/Fwk/VizFwk/Tests/LibRender_UnitTests/cvfShaderProgram-Test.cpp
T
sigurdp bbebebadd5 Added complete VizFwk
Added the complete VizFwk from the ResInsight branch in Perforce as of
changelist 190.
2013-11-01 08:49:42 +01:00

151 lines
5.0 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfBase.h"
#include "cvfShaderProgram.h"
#include "gtest/gtest.h"
using namespace cvf;
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(ShaderProgramTest, BasicConstruction)
{
ref<Shader> vs = new Shader(Shader::VERTEX_SHADER, "VS");
ref<Shader> fs = new Shader(Shader::FRAGMENT_SHADER, "FS");
ref<Shader> gs = new Shader(Shader::GEOMETRY_SHADER, "GS");
EXPECT_EQ(1, vs->refCount());
EXPECT_EQ(1, fs->refCount());
EXPECT_EQ(1, gs->refCount());
{
ref<ShaderProgram> prog = new ShaderProgram;
ASSERT_EQ(1, prog->refCount());
prog->addShader(vs.p());
prog->addShader(fs.p());
prog->addShader(gs.p());
EXPECT_EQ(2, vs->refCount());
EXPECT_EQ(2, fs->refCount());
EXPECT_EQ(2, gs->refCount());
ASSERT_EQ(3, prog->shaderCount());
EXPECT_EQ(vs.p(), prog->shader(0));
EXPECT_EQ(fs.p(), prog->shader(1));
EXPECT_EQ(gs.p(), prog->shader(2));
EXPECT_EQ(0, prog->programOglId());
}
EXPECT_EQ(1, vs->refCount());
EXPECT_EQ(1, fs->refCount());
EXPECT_EQ(1, gs->refCount());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
#ifdef _DEBUG
TEST(ShaderProgramDeathTest, AddWithNullPointerShader)
{
ref<ShaderProgram> prog = new ShaderProgram;
EXPECT_DEATH(prog->addShader(NULL), "Assertion");
}
#endif
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
#ifdef _DEBUG
TEST(ShaderProgramDeathTest, IllegalAccess)
{
ref<ShaderProgram> prog = new ShaderProgram;
EXPECT_DEATH(prog->shader(0), "Assertion");
ref<Shader> s1 = new Shader(Shader::VERTEX_SHADER, "S1");
ref<Shader> s2 = new Shader(Shader::VERTEX_SHADER, "S2");
prog->addShader(s1.p());
prog->addShader(s2.p());
EXPECT_DEATH(prog->shader(2), "Assertion");
}
#endif
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(ShaderProgramTest, Name)
{
{
ref<ShaderProgram> prog = new ShaderProgram;
EXPECT_TRUE(prog->programName() == "");
}
{
ref<ShaderProgram> prog = new ShaderProgram("CustomName");
EXPECT_TRUE(prog->programName() == "CustomName");
}
{
ref<ShaderProgram> prog = new ShaderProgram;
prog->addShader(new Shader(Shader::VERTEX_SHADER, "VertShader"));
prog->addShader(new Shader(Shader::GEOMETRY_SHADER, "GeoShader"));
prog->addShader(new Shader(Shader::FRAGMENT_SHADER, "FragShader"));
EXPECT_TRUE(prog->programName() == "VertShader # GeoShader # FragShader");
}
{
ref<ShaderProgram> prog = new ShaderProgram("CustomName");
prog->addShader(new Shader(Shader::VERTEX_SHADER, "AnotherName"));
EXPECT_TRUE(prog->programName() == "CustomName");
prog->setProgramName("YetAnotherName");
EXPECT_TRUE(prog->programName() == "YetAnotherName");
}
}