text: /*
   * Copyright (C) 2019 The Android Open Source Project
   *
   * Licensed under the Apache License, Version 2.0 (the "License");
   * you may not use this file except in compliance with the License.
   * You may obtain a copy of the License at
   *
   *      http://www.apache.org/licenses/LICENSE-2.0
   *
   * Unless required by applicable law or agreed to in writing, software
   * distributed under the License is distributed on an "AS IS" BASIS,
   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   * See the License for the specific language governing permissions and
   * limitations under the License.
   */
  
  #include "BackendTest.h"
  
  #include "ShaderGenerator.h"
  #include "TrianglePrimitive.h"
  
  #include <CoreVideo/CoreVideo.h>
  
  namespace {
  
  ////////////////////////////////////////////////////////////////////////////////////////////////////
  // Shaders
  ////////////////////////////////////////////////////////////////////////////////////////////////////
  
  std::string vertex (R"(#version 450 core
  
  layout(location = 0) in vec4 mesh_position;
  
  // these attributes won't be set in the renderable
  layout(location = 5) in uvec4 mesh_bone_indices;
  layout(location = 6) in vec4 mesh_bone_weights;
  
  layout(location = 0) out uvec4 indices;
  layout(location = 1) out vec4 weights;
  
  void main() {
      gl_Position = vec4(mesh_position.xy, 0.0, 1.0);
  
      // for a valid test, we must read from the attributes, otherwise they're optimized away
      indices = mesh_bone_indices;
      weights = mesh_bone_weights;
  }
  )");
  
  std::string fragment (R"(#version 450 core
  
  layout(location = 0) out vec4 fragColor;
  
  void main() {
      fragColor = vec4(1.0);
  }
  
  )");
  
  }
  
  namespace test {
  
  using namespace filament;
  using namespace filament::backend;
  
  /**
   * This test case checks that a backend can handle missing vertex attributes and render a frame
   * successfully.
   */
  TEST_F(BackendTest, MissingRequiredAttributes) {
      // The test is executed within this block scope to force destructors to run before
      // executeCommands().
      {
          // Create a platform-specific SwapChain and make it current.
          auto swapChain = createSwapChain();
          getDriverApi().makeCurrent(swapChain, swapChain);
  
          // Create a program.
          ShaderGenerator shaderGen(vertex, fragment, sBackend, sIsMobilePlatform);
          Program p = shaderGen.getProgram();
          auto program = getDriverApi().createProgram(std::move(p));
  
          auto defaultRenderTarget = getDriverApi().createDefaultRenderTarget(0);
  
          TrianglePrimitive triangle(getDriverApi());
  
          RenderPassParams params = {};
          fullViewport(params);
          params.flags.clear = TargetBufferFlags::COLOR;
          params.clearColor = {0.f, 1.f, 0.f, 1.f};
          params.flags.discardStart = TargetBufferFlags::ALL;
          params.flags.discardEnd = TargetBufferFlags::NONE;
  
          PipelineState state;
          state.program = program;
          state.rasterState.colorWrite = true;
          state.rasterState.depthWrite = false;
          state.rasterState.depthFunc = RasterState::DepthFunc::A;
          state.rasterState.culling = CullingMode::NONE;
  
          getDriverApi().startCapture(0);
  
          getDriverApi().makeCurrent(swapChain, swapChain);
          getDriverApi().beginFrame(0, 0);
  
          // Render a triangle.
          getDriverApi().beginRenderPass(defaultRenderTarget, params);
          getDriverApi().draw(state, triangle.getRenderPrimitive());
          getDriverApi().endRenderPass();
  
          getDriverApi().flush();
          getDriverApi().commit(swapChain);
          getDriverApi().endFrame(0);
  
          getDriverApi().stopCapture(0);
  
          getDriverApi().destroyProgram(program);
          getDriverApi().destroySwapChain(swapChain);
          getDriverApi().destroyRenderTarget(defaultRenderTarget);
      }
  
      executeCommands();
  }
  
  } // namespace test
  