mod hello_triangle; use librashader_runtime::image::{Image, UVDirection}; use librashader_runtime_d3d11::options::FilterChainOptionsD3D11; // "../test/slang-shaders/scalefx/scalefx-9x.slangp", // "../test/slang-shaders/bezel/koko-aio/monitor-bloom.slangp", // "../test/slang-shaders/presets/crt-geom-ntsc-upscale-sharp.slangp", // const FILTER_PATH: &str = // "../test/slang-shaders/handheld/console-border/gbc-lcd-grid-v2.slangp"; // "../test/null.slangp", // const FILTER_PATH: &str = // "../test/Mega_Bezel_Packs/Duimon-Mega-Bezel/Presets/Advanced/Nintendo_GBA_SP/GBA_SP-[ADV]-[LCD-GRID].slangp"; const FILTER_PATH: &str = "../test/shaders-slang/bezel/Mega_Bezel/Presets/MBZ__0__SMOOTH-ADV.slangp"; // const FILTER_PATH: &str = "../test/slang-shaders/test/history.slangp"; // const FILTER_PATH: &str = "../test/slang-shaders/test/feedback.slangp"; // const FILTER_PATH: &str = "../test/slang-shaders/crt/crt-royale.slangp"; const IMAGE_PATH: &str = "../triangle.png"; #[test] fn triangle_d3d11_args() { let mut args = std::env::args(); let _ = args.next(); let _ = args.next(); let filter = args.next(); let image = args .next() .and_then(|f| Image::load(f, UVDirection::TopLeft).ok()) .or_else(|| Some(Image::load(IMAGE_PATH, UVDirection::TopLeft).unwrap())) .unwrap(); let sample = hello_triangle::d3d11_hello_triangle::Sample::new( filter.as_deref().unwrap_or(FILTER_PATH), Some(&FilterChainOptionsD3D11 { force_no_mipmaps: false, disable_cache: false, }), // replace below with 'None' for the triangle Some(image), ) .unwrap(); // let sample = hello_triangle_old::d3d11_hello_triangle::Sample::new( // "../test/slang-shaders/bezel/Mega_Bezel/Presets/MBZ__0__SMOOTH-ADV.slangp", // Some(&FilterChainOptions { // use_deferred_context: true, // }) // ) // .unwrap(); // let sample = hello_triangle_old::d3d11_hello_triangle::Sample::new("../test/basic.slangp").unwrap(); hello_triangle::main(sample).unwrap(); } #[test] fn triangle_d3d11() { let sample = hello_triangle::d3d11_hello_triangle::Sample::new( FILTER_PATH, Some(&FilterChainOptionsD3D11 { force_no_mipmaps: false, disable_cache: false, }), // replace below with 'None' for the triangle // None, Some(Image::load(IMAGE_PATH, UVDirection::TopLeft).unwrap()), ) .unwrap(); // let sample = hello_triangle_old::d3d11_hello_triangle::Sample::new( // "../test/slang-shaders/bezel/Mega_Bezel/Presets/MBZ__0__SMOOTH-ADV.slangp", // Some(&FilterChainOptions { // use_deferred_context: true, // }) // ) // .unwrap(); // let sample = hello_triangle_old::d3d11_hello_triangle::Sample::new("../test/basic.slangp").unwrap(); hello_triangle::main(sample).unwrap(); }