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/**************************************************************************/
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/* test_shader_preprocessor.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEST_SHADER_PREPROCESSOR_H
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#define TEST_SHADER_PREPROCESSOR_H
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#include "servers/rendering/shader_preprocessor.h"
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#include "tests/test_macros.h"
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#include <cctype>
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namespace TestShaderPreprocessor {
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void erase_all_empty(Vector<String> &p_vec) {
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int idx = p_vec.find(" ");
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while (idx >= 0) {
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p_vec.remove_at(idx);
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idx = p_vec.find(" ");
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}
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}
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bool is_variable_char(unsigned char c) {
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return std::isalnum(c) || c == '_';
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}
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bool is_operator_char(unsigned char c) {
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return (c == '*') || (c == '+') || (c == '-') || (c == '/') || ((c >= '<') && (c <= '>'));
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}
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// Remove unnecessary spaces from a line.
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String remove_spaces(String &p_str) {
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String res;
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// Result is guaranteed to not be longer than the input.
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res.resize(p_str.size());
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int wp = 0;
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char32_t last = 0;
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bool has_removed = false;
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for (int n = 0; n < p_str.size(); n++) {
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// These test cases only use ASCII.
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unsigned char c = static_cast<unsigned char>(p_str[n]);
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if (std::isblank(c)) {
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has_removed = true;
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} else {
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if (has_removed) {
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// Insert a space to avoid joining things that could potentially form a new token.
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// E.g. "float x" or "- -".
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if ((is_variable_char(c) && is_variable_char(last)) ||
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(is_operator_char(c) && is_operator_char(last))) {
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res[wp++] = ' ';
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}
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has_removed = false;
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}
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res[wp++] = c;
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last = c;
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}
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}
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res.resize(wp);
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return res;
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}
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// The pre-processor changes indentation and inserts spaces when inserting macros.
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// Re-format the code, without changing its meaning, to make it easier to compare.
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String compact_spaces(String &p_str) {
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Vector<String> lines = p_str.split("\n", false);
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erase_all_empty(lines);
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for (String &line : lines) {
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line = remove_spaces(line);
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}
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return String("\n").join(lines);
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}
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#define CHECK_SHADER_EQ(a, b) CHECK_EQ(compact_spaces(a), compact_spaces(b))
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#define CHECK_SHADER_NE(a, b) CHECK_NE(compact_spaces(a), compact_spaces(b))
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TEST_CASE("[ShaderPreprocessor] Simple defines") {
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String code(
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"#define X 1.0 // comment\n"
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"#define Y mix\n"
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"#define Z X\n"
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"\n"
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"#define func0 \\\n"
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" vec3 my_fun(vec3 arg) {\\\n"
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" return pow(arg, 2.2);\\\n"
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" }\n"
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"\n"
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"func0\n"
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"\n"
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"fragment() {\n"
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" ALBEDO = vec3(X);\n"
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" float x = Y(0., Z, X);\n"
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" #undef X\n"
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" float X = x;\n"
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" x = -Z;\n"
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"}\n");
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String expected(
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"vec3 my_fun(vec3 arg) { return pow(arg, 2.2); }\n"
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"\n"
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"fragment() {\n"
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" ALBEDO = vec3( 1.0 );\n"
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" float x = mix(0., 1.0 , 1.0 );\n"
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" float X = x;\n"
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" x = -X;\n"
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"}\n");
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String result;
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ShaderPreprocessor preprocessor;
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CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
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CHECK_SHADER_EQ(result, expected);
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}
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TEST_CASE("[ShaderPreprocessor] Avoid merging adjacent tokens") {
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String code(
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"#define X -10\n"
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"#define Y(s) s\n"
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"\n"
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"fragment() {\n"
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" float v = 1.0-X-Y(-2);\n"
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"}\n");
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String expected(
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"fragment() {\n"
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" float v = 1.0 - -10 - -2;\n"
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"}\n");
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String result;
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ShaderPreprocessor preprocessor;
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CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
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CHECK_SHADER_EQ(result, expected);
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}
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TEST_CASE("[ShaderPreprocessor] Complex defines") {
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String code(
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"const float X = 2.0;\n"
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"#define A(X) X*2.\n"
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"#define X 1.0\n"
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"#define Y Z(X, W)\n"
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"#define Z max\n"
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"#define C(X, Y) Z(A(Y), B(X))\n"
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"#define W -X\n"
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"#define B(X) X*3.\n"
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"\n"
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"fragment() {\n"
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" float x = Y;\n"
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" float y = C(5., 7.0);\n"
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"}\n");
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String expected(
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"const float X = 2.0;\n"
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"fragment() {\n"
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" float x = max(1.0, - 1.0);\n"
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" float y = max(7.0*2. , 5.*3.);\n"
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"}\n");
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String result;
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ShaderPreprocessor preprocessor;
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CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
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CHECK_SHADER_EQ(result, expected);
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}
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TEST_CASE("[ShaderPreprocessor] Concatenation") {
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String code(
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"fragment() {\n"
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" #define X 1 // this is fine ##\n"
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" #define y 2\n"
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" #define z 3##.## 1## 4 ## 59\n"
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" #define Z(y) X ## y\n"
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" #define Z2(y) y##X\n"
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" #define W(y) X, y\n"
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" #define A(x) fl## oat a = 1##x ##.3 ## x\n"
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" #define C(x, y) x##.##y\n"
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" #define J(x) x##=\n"
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" float Z(y) = 1.2;\n"
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" float Z(z) = 2.3;\n"
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" float Z2(y) = z;\n"
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" float Z2(z) = 2.3;\n"
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" int b = max(W(3));\n"
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" Xy J(+) b J(=) 3 ? 0.1 : 0.2;\n"
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" A(9);\n"
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" Xy = C(X, y);\n"
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"}\n");
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String expected(
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"fragment() {\n"
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" float Xy = 1.2;\n"
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" float Xz = 2.3;\n"
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" float yX = 3.1459;\n"
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" float zX = 2.3;\n"
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" int b = max(1, 3);\n"
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" Xy += b == 3 ? 0.1 : 0.2;\n"
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" float a = 19.39;\n"
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" Xy = 1.2;\n"
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"}\n");
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String result;
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ShaderPreprocessor preprocessor;
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CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
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CHECK_SHADER_EQ(result, expected);
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}
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TEST_CASE("[ShaderPreprocessor] Nested concatenation") {
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// Concatenation ## should not expand adjacent tokens if they are macros,
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// but this is currently not implemented in Godot's shader preprocessor.
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// To force expanding, an extra macro should be required (B in this case).
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String code(
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"fragment() {\n"
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" vec2 X = vec2(0);\n"
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" #define X 1\n"
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" #define y 2\n"
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" #define B(x, y) C(x, y)\n"
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" #define C(x, y) x##.##y\n"
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" C(X, y) = B(X, y);\n"
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"}\n");
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String expected(
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"fragment() {\n"
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" vec2 X = vec2(0);\n"
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" X.y = 1.2;\n"
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"}\n");
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String result;
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ShaderPreprocessor preprocessor;
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CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
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// TODO: Reverse the check when/if this is changed.
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CHECK_SHADER_NE(result, expected);
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}
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TEST_CASE("[ShaderPreprocessor] Concatenation sorting network") {
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String code(
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"fragment() {\n"
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" #define ARR(X) test##X\n"
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" #define ACMP(a, b) ARR(a) > ARR(b)\n"
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" #define ASWAP(a, b) tmp = ARR(b); ARR(b) = ARR(a); ARR(a) = tmp;\n"
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" #define ACSWAP(a, b) if(ACMP(a, b)) { ASWAP(a, b) }\n"
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" float test0 = 1.2;\n"
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" float test1 = 0.34;\n"
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" float test3 = 0.8;\n"
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" float test4 = 2.9;\n"
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" float tmp;\n"
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" ACSWAP(0,2)\n"
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" ACSWAP(1,3)\n"
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" ACSWAP(0,1)\n"
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" ACSWAP(2,3)\n"
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" ACSWAP(1,2)\n"
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"}\n");
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String expected(
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"fragment() {\n"
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" float test0 = 1.2;\n"
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" float test1 = 0.34;\n"
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" float test3 = 0.8;\n"
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" float test4 = 2.9;\n"
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" float tmp;\n"
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" if(test0 > test2) { tmp = test2; test2 = test0; test0 = tmp; }\n"
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" if(test1 > test3) { tmp = test3; test3 = test1; test1 = tmp; }\n"
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" if(test0 > test1) { tmp = test1; test1 = test0; test0 = tmp; }\n"
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" if(test2 > test3) { tmp = test3; test3 = test2; test2 = tmp; }\n"
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" if(test1 > test2) { tmp = test2; test2 = test1; test1 = tmp; }\n"
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"}\n");
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String result;
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ShaderPreprocessor preprocessor;
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CHECK_EQ(preprocessor.preprocess(code, String("file.gdshader"), result), Error::OK);
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CHECK_SHADER_EQ(result, expected);
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}
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TEST_CASE("[ShaderPreprocessor] Undefined behaviour") {
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// None of these are valid concatenation, nor valid shader code.
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// Don't care about results, just make sure there's no crash.
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const String filename("somefile.gdshader");
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String result;
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ShaderPreprocessor preprocessor;
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preprocessor.preprocess("#define X ###\nX\n", filename, result);
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preprocessor.preprocess("#define X ####\nX\n", filename, result);
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preprocessor.preprocess("#define X #####\nX\n", filename, result);
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preprocessor.preprocess("#define X 1 ### 2\nX\n", filename, result);
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preprocessor.preprocess("#define X 1 #### 2\nX\n", filename, result);
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preprocessor.preprocess("#define X 1 ##### 2\nX\n", filename, result);
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preprocessor.preprocess("#define X ### 2\nX\n", filename, result);
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preprocessor.preprocess("#define X #### 2\nX\n", filename, result);
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preprocessor.preprocess("#define X ##### 2\nX\n", filename, result);
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preprocessor.preprocess("#define X 1 ###\nX\n", filename, result);
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preprocessor.preprocess("#define X 1 ####\nX\n", filename, result);
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preprocessor.preprocess("#define X 1 #####\nX\n", filename, result);
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}
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TEST_CASE("[ShaderPreprocessor] Invalid concatenations") {
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const String filename("somefile.gdshader");
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String result;
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ShaderPreprocessor preprocessor;
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CHECK_NE(preprocessor.preprocess("#define X ##", filename, result), Error::OK);
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CHECK_NE(preprocessor.preprocess("#define X 1 ##", filename, result), Error::OK);
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CHECK_NE(preprocessor.preprocess("#define X ## 1", filename, result), Error::OK);
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CHECK_NE(preprocessor.preprocess("#define X(y) ## ", filename, result), Error::OK);
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CHECK_NE(preprocessor.preprocess("#define X(y) y ## ", filename, result), Error::OK);
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CHECK_NE(preprocessor.preprocess("#define X(y) ## y", filename, result), Error::OK);
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}
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} // namespace TestShaderPreprocessor
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#endif // TEST_SHADER_PREPROCESSOR_H
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