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https://github.com/baldurk/renderdoc.git
synced 2026-11-09 07:23:05 +00:00
Fix GL reflection unit tests
* GL no longer reflects out fixed bindings and relies purely on queried uniforms.
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2 files changed
+84
-34
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@@ -366,8 +366,12 @@ void main() {
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const ShaderResource &res = refl.readWriteResources[0];
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INFO("read-write resource: " << res.name.c_str());
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 0);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 0);
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}
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CHECK(res.bindArraySize == 1);
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CHECK(res.textureType == TextureType::Buffer);
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CHECK(res.variableType.members.empty());
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@@ -411,8 +415,12 @@ void main() {
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const ShaderSampler &samp = refl.samplers[0];
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INFO("read-only resource: " << samp.name.c_str());
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CHECK(samp.fixedBindSetOrSpace == 1);
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CHECK(samp.fixedBindNumber == 2);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(samp.fixedBindSetOrSpace == 1);
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CHECK(samp.fixedBindNumber == 2);
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}
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CHECK(samp.bindArraySize == 1);
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}
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}
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@@ -424,8 +432,12 @@ void main() {
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const ShaderResource &res = refl.readOnlyResources[0];
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INFO("read-only resource: " << res.name.c_str());
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CHECK(res.fixedBindSetOrSpace == 2);
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CHECK(res.fixedBindNumber == 4);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(res.fixedBindSetOrSpace == 2);
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CHECK(res.fixedBindNumber == 4);
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}
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CHECK(res.bindArraySize == 1);
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CHECK(res.textureType == TextureType::Texture2D);
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CHECK(res.variableType.members.empty());
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@@ -437,8 +449,12 @@ void main() {
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const ShaderResource &res = refl.readOnlyResources[1];
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INFO("read-only resource: " << res.name.c_str());
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CHECK(res.fixedBindSetOrSpace == 2);
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CHECK(res.fixedBindNumber == 5);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(res.fixedBindSetOrSpace == 2);
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CHECK(res.fixedBindNumber == 5);
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}
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CHECK(res.bindArraySize == 1);
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CHECK(res.textureType == TextureType::Texture2D);
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CHECK(res.variableType.members.empty());
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@@ -474,7 +490,6 @@ void main() {
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const ConstantBlock &cblock = refl.constantBlocks[0];
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INFO("UBO: " << cblock.name.c_str());
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CHECK(cblock.fixedBindNumber == 0);
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CHECK(cblock.bindArraySize == 1);
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CHECK(!cblock.bufferBacked);
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CHECK(cblock.compileConstants);
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@@ -837,8 +852,12 @@ void main() {
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const ConstantBlock &cblock = refl.constantBlocks[0];
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INFO("UBO: " << cblock.name.c_str());
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CHECK(cblock.fixedBindSetOrSpace == 0);
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CHECK(cblock.fixedBindNumber == 8);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(cblock.fixedBindSetOrSpace == 0);
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CHECK(cblock.fixedBindNumber == 8);
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}
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CHECK(cblock.bindArraySize == 1);
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CHECK(cblock.bufferBacked);
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CHECK(cblock.byteSize == 272);
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@@ -1019,8 +1038,12 @@ void main() {
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const ShaderResource &res = refl.readOnlyResources[0];
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INFO("read-only resource: " << res.name.c_str());
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 3);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 3);
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}
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CHECK(res.bindArraySize == 1);
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CHECK(res.textureType == TextureType::Texture2D);
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CHECK(res.variableType.members.empty());
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@@ -1032,8 +1055,12 @@ void main() {
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const ShaderResource &res = refl.readOnlyResources[1];
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INFO("read-only resource: " << res.name.c_str());
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 5);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 5);
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}
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CHECK(res.bindArraySize == 1);
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CHECK(res.textureType == TextureType::Texture3D);
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CHECK(res.variableType.members.empty());
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@@ -1045,8 +1072,12 @@ void main() {
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const ShaderResource &res = refl.readOnlyResources[2];
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INFO("read-only resource: " << res.name.c_str());
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 7);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 7);
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}
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CHECK(res.bindArraySize == 1);
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CHECK(res.textureType == TextureType::Buffer);
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CHECK(res.variableType.members.empty());
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@@ -1637,8 +1668,12 @@ void main() {
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const ShaderResource &res = refl.readWriteResources[0];
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INFO("read-write resource: " << res.name.c_str());
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 2);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 2);
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}
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CHECK(res.bindArraySize == 1);
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CHECK(res.textureType == TextureType::Buffer);
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@@ -1732,8 +1767,12 @@ void main() {
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const ShaderResource &res = refl.readWriteResources[1];
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INFO("read-write resource: " << res.name.c_str());
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 5);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 5);
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}
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CHECK(res.bindArraySize == 1);
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CHECK(res.textureType == TextureType::Buffer);
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@@ -2557,8 +2596,12 @@ void main() {
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const ShaderResource &res = refl.readOnlyResources[i];
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INFO("read-only resource: " << res.name.c_str());
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 3 + i);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 3 + i);
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}
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CHECK(res.bindArraySize == arraySizeRO);
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CHECK(res.textureType == TextureType::Texture2D);
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CHECK(res.variableType.members.empty());
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@@ -2583,8 +2626,12 @@ void main() {
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const ShaderResource &res = refl.readWriteResources[i];
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INFO("read-write resource: " << res.name.c_str());
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 2 + i);
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// GLSL does not have register bindings as they're dynamic
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if(testType != ShaderType::GLSL)
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{
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CHECK(res.fixedBindSetOrSpace == 0);
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CHECK(res.fixedBindNumber == 2 + i);
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}
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CHECK(res.bindArraySize == arraySizeRW);
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CHECK(res.textureType == TextureType::Buffer);
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