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#include "UnityPrefix.h"
#include "BuiltinShaderParams.h"
#include "BuiltinShaderParamsNames.h"
BuiltinShaderParamValues::BuiltinShaderParamValues ()
{
memset (vectorParamValues, 0, sizeof(vectorParamValues));
memset (matrixParamValues, 0, sizeof(matrixParamValues));
memset (instanceVectorValues, 0, sizeof(instanceVectorValues));
// Initialize default light directions to (1,0,0,0), to avoid the case
// when a shader with uninitialized value gets "tolight" vector of zero,
// which returns NaN when doing normalize() on it, on GeForce FX/6/7.
for (int i = 0; i < kMaxSupportedVertexLights; ++i)
vectorParamValues[kShaderVecLight0Position+i].x = 1.0f;
}
bool BuiltinShaderParamIndices::CheckMatrixParam(const char* name, int index, int rowCount, int colCount, int cbID)
{
int paramIndex;
if (IsShaderInstanceMatrixParam(name, ¶mIndex))
{
mat[paramIndex].gpuIndex = index;
mat[paramIndex].rows = rowCount;
mat[paramIndex].cols = colCount;
#if GFX_SUPPORTS_CONSTANT_BUFFERS
mat[paramIndex].cbID = cbID;
#endif
return true;
}
return false;
}
bool BuiltinShaderParamIndices::CheckVectorParam(const char* name, int index, int dim, int cbID)
{
int paramIndex;
if (IsShaderInstanceVectorParam(name, ¶mIndex))
{
vec[paramIndex].gpuIndex = index;
vec[paramIndex].dim = dim;
#if GFX_SUPPORTS_CONSTANT_BUFFERS
vec[paramIndex].cbID = cbID;
#endif
return true;
}
return false;
}
// --------------------------------------------------------------------------
#if ENABLE_UNIT_TESTS
#include "External/UnitTest++/src/UnitTest++.h"
SUITE (BuiltinShaderParamsTests)
{
// Having anything named _Reflection as built-in property is dangerous.
// We do have a built-in matrix like that, but there are often shaders using that name
// as texture. Ensure we never have anything _Reflection in built-ins.
TEST(MakeSureNoBuiltinNamedReflection)
{
int index;
CHECK (!IsVectorBuiltinParam ("_Reflection", &index));
CHECK (!IsMatrixBuiltinParam ("_Reflection", &index));
CHECK (!IsTexEnvBuiltinParam ("_Reflection", &index));
}
// Ensure initial vector & matrix values are zero (except light directions, which should default to 1,0,0,0).
// For some built-ins, we only setup their values when needed (e.g. when actual light is set up),
// but a shader might reference them and get NaNs or other totally invalid values.
TEST (BuiltinParamValuesAreInitialized)
{
BuiltinShaderParamValues vals;
for (int i = 0; i < kShaderVecCount; ++i)
{
const Vector4f& v = vals.GetVectorParam(BuiltinShaderVectorParam(i));
float expected = (i>=kShaderVecLight0Position && i<=kShaderVecLight7Position) ? 1.0f : 0.0f;
CHECK_EQUAL (expected,v.x); CHECK_EQUAL (0.0f,v.y); CHECK_EQUAL (0.0f,v.z); CHECK_EQUAL (0.0f,v.w);
}
for (int i = 0; i < kShaderMatCount; ++i)
{
const Matrix4x4f& v = vals.GetMatrixParam(BuiltinShaderMatrixParam(i));
for (int j = 0; j < 16; ++j)
{
CHECK_EQUAL (0.0f, v.GetPtr()[j]);
}
}
}
// basic checks for builtin arrays recognition
TEST(BuiltinArrays)
{
CHECK_EQUAL(IsBuiltinArrayName("unity_LightPosition"), true);
CHECK_EQUAL(IsBuiltinArrayName("unity_LightPosition0"), false);
}
} // SUITE
#endif // ENABLE_UNIT_TESTS
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