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Add uniform tests;
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@ -322,10 +322,49 @@ group('graphics', function()
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expect({ pass:getDimensions() }).to.equal({ 0, 0 })
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end)
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test('depth-only canvas', function()
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t = lovr.graphics.newTexture(100, 100, { format = 'd32f' })
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p = lovr.graphics.newPass({ depth = t })
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lovr.graphics.submit(p)
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test(':setCanvas', function()
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-- depth only
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texture = lovr.graphics.newTexture(100, 100, { format = 'd32f' })
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pass = lovr.graphics.newPass({ depth = texture })
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lovr.graphics.submit(pass)
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end)
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test(':send', function()
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-- First draw has uniforms, second draw does not, and first draw is culled
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shader1 = lovr.graphics.newShader('unlit', [[
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Constants { vec4 color; };
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vec4 lovrmain() { return color; }
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]])
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shader2 = lovr.graphics.newShader('unlit', [[
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vec4 lovrmain() { return vec4(1.); }
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]])
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texture = lovr.graphics.newTexture(1, 1)
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pass = lovr.graphics.newPass(texture)
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pass:setViewCull(true)
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pass:setShader(shader1)
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pass:sphere(0, 0, 10)
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pass:setShader(shader2)
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pass:sphere(0, 0, -10)
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lovr.graphics.submit(pass)
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-- First dispatch has uniforms, second dispatch does not
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shader1 = lovr.graphics.newShader([[
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Constants { vec4 color; };
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void lovrmain() { }
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]])
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shader2 = lovr.graphics.newShader([[
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void lovrmain() { }
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]])
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pass = lovr.graphics.newPass()
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pass:setShader(shader1)
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pass:compute()
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pass:setShader(shader2)
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pass:compute()
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lovr.graphics.submit(pass)
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end)
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end)
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end)
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