The reload mechanism for shaders is a bit better, but still to make them unique.
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7 changed files with 68 additions and 44 deletions
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@ -7,16 +7,20 @@ using namespace fmt;
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TEST_CASE("shader loading/init works", "[shaders]") {
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shaders::init();
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int version = shaders::version();
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sf::Shader* ui_shader = shaders::get("ui_shader");
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std::shared_ptr<sf::Shader> ui_shader = shaders::get("ui_shader");
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auto other_test = shaders::get("ui_shader");
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REQUIRE(ui_shader != nullptr);
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REQUIRE(ui_shader == other_test);
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REQUIRE(shaders::updated(version) == false);
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shaders::reload();
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int new_version = shaders::reload();
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REQUIRE(version != shaders::version());
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REQUIRE(version != new_version);
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REQUIRE(shaders::version() == new_version);
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REQUIRE(shaders::updated(version) == true);
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version = new_version;
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// auto after_reload = shaders::get("ui_shader");
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// REQUIRE(ui_shader != after_reload);
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// REQUIRE(other_test != after_reload);
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}
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