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authorPéter Diviánszky <divipp@gmail.com>2016-05-12 02:00:01 +0200
committerPéter Diviánszky <divipp@gmail.com>2016-05-12 02:00:01 +0200
commite21050f0561700eaccbfccf32bed86c62bd31299 (patch)
treea42722fdf05d3cb83a272f82b9f1f0c713139f69 /testdata
parent1628049fc138d159fbbf6410b8a89920e2427951 (diff)
add passed test
Diffstat (limited to 'testdata')
-rw-r--r--testdata/parser01.lc (renamed from testdata/bug/parser01.wip.lc)0
-rw-r--r--testdata/parser01.out93
2 files changed, 93 insertions, 0 deletions
diff --git a/testdata/bug/parser01.wip.lc b/testdata/parser01.lc
index b9b32ea9..b9b32ea9 100644
--- a/testdata/bug/parser01.wip.lc
+++ b/testdata/parser01.lc
diff --git a/testdata/parser01.out b/testdata/parser01.out
new file mode 100644
index 00000000..60e88399
--- /dev/null
+++ b/testdata/parser01.out
@@ -0,0 +1,93 @@
1Pipeline
2 { info = "generated by lambdacube-compiler 0.6.0.0"
3 , backend = OpenGL33
4 , textures = []
5 , samplers = []
6 , targets =
7 [ RenderTarget
8 { renderTargets =
9 [ TargetItem
10 { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) }
11 , TargetItem
12 { targetSemantic = Color , targetRef = Just (Framebuffer Color) }
13 ]
14 }
15 ]
16 , programs =
17 [ Program
18 { programUniforms = fromList [ ( "MVP" , M44F ) ]
19 , programStreams =
20 fromList
21 [ ( "vi1" , Parameter { name = "position4" , ty = V4F } )
22 , ( "vi2" , Parameter { name = "vertexUV" , ty = V2F } )
23 ]
24 , programInTextures = fromList []
25 , programOutput = [ Parameter { name = "f0" , ty = V4F } ]
26 , vertexShader =
27 """
28 #version 330 core
29 vec4 texture2D(sampler2D s,vec2 uv) {
30 return texture(s,uv);
31 }
32 uniform mat4 MVP;
33 in vec4 vi1;
34 in vec2 vi2;
35 smooth out vec4 vo1;
36 smooth out vec2 vo2;
37 vec4 scale(float z0,vec4 z1) {
38 return (z1) * (vec4 (z0,z0,z0,1.0));
39 }
40 void main() {
41 gl_Position = scale (0.5,(MVP) * (vi1));
42 vo1 = vi1;
43 vo2 = vi2;
44 }
45 """
46 , geometryShader = Nothing
47 , fragmentShader =
48 """
49 #version 330 core
50 vec4 texture2D(sampler2D s,vec2 uv) {
51 return texture(s,uv);
52 }
53 smooth in vec4 vo1;
54 smooth in vec2 vo2;
55 out vec4 f0;
56 void main() {
57 f0 = vo1;
58 }
59 """
60 }
61 ]
62 , slots =
63 [ Slot
64 { slotName = "stream4"
65 , slotStreams =
66 fromList [ ( "position4" , V4F ) , ( "vertexUV" , V2F ) ]
67 , slotUniforms = fromList [ ( "MVP" , M44F ) ]
68 , slotPrimitive = Triangles
69 , slotPrograms = [ 0 ]
70 }
71 ]
72 , streams = []
73 , commands =
74 [ SetRenderTarget 0
75 , ClearRenderTarget
76 [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1.0 }
77 , ClearImage
78 { imageSemantic = Color , clearValue = VV4F (V4 0.0 0.0 0.5 1.0) }
79 ]
80 , SetProgram 0
81 , SetRasterContext
82 (TriangleCtx CullNone PolygonFill NoOffset LastVertex)
83 , SetAccumulationContext
84 AccumulationContext
85 { accViewportName = Nothing
86 , accOperations =
87 [ DepthOp Less True
88 , ColorOp NoBlending (VV4B (V4 True True True True))
89 ]
90 }
91 , RenderSlot 0
92 ]
93 } \ No newline at end of file