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XCEngine/tests/Resources/Shader/test_shader.cpp

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#include <gtest/gtest.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/Core/Asset/ResourceTypes.h>
#include <XCEngine/Core/Containers/Array.h>
#include <XCEngine/RHI/RHITypes.h>
#include "Rendering/Internal/ShaderVariantUtils.h"
using namespace XCEngine::Resources;
using namespace XCEngine::Containers;
namespace {
TEST(Shader, DefaultConstructor) {
Shader shader;
EXPECT_EQ(shader.GetPassCount(), 0u);
EXPECT_FALSE(shader.IsValid());
EXPECT_EQ(shader.GetMemorySize(), 0u);
}
TEST(Shader, GetType) {
Shader shader;
EXPECT_EQ(shader.GetType(), ResourceType::Shader);
}
TEST(Shader, AddPassVariantStoresStageLanguageAndPayload) {
Shader shader;
ShaderStageVariant variant = {};
variant.stage = ShaderType::Vertex;
variant.language = ShaderLanguage::HLSL;
variant.backend = ShaderBackend::D3D12;
variant.entryPoint = "MainVS";
variant.profile = "vs_5_0";
variant.sourceCode = "float4 MainVS() : SV_POSITION { return 0; }";
variant.compiledBinary = { 0x00, 0x01, 0x02, 0x03 };
shader.AddPassVariant("ForwardLit", variant);
const ShaderStageVariant* storedVariant =
shader.FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12);
ASSERT_NE(storedVariant, nullptr);
EXPECT_EQ(storedVariant->stage, ShaderType::Vertex);
EXPECT_EQ(storedVariant->language, ShaderLanguage::HLSL);
EXPECT_EQ(storedVariant->entryPoint, "MainVS");
EXPECT_EQ(storedVariant->profile, "vs_5_0");
EXPECT_EQ(storedVariant->sourceCode, "float4 MainVS() : SV_POSITION { return 0; }");
ASSERT_EQ(storedVariant->compiledBinary.Size(), 4u);
EXPECT_EQ(storedVariant->compiledBinary[3], 0x03);
}
TEST(Shader, AddGetUniforms) {
Shader shader;
ShaderUniform uniform1;
uniform1.name = "uModelView";
uniform1.location = 0;
uniform1.size = 1;
uniform1.type = 4;
shader.AddUniform(uniform1);
const auto& uniforms = shader.GetUniforms();
EXPECT_EQ(uniforms.Size(), 1u);
EXPECT_EQ(uniforms[0].name, "uModelView");
}
TEST(Shader, AddGetAttributes) {
Shader shader;
ShaderAttribute attr1;
attr1.name = "aPosition";
attr1.location = 0;
attr1.size = 1;
attr1.type = 3;
shader.AddAttribute(attr1);
const auto& attributes = shader.GetAttributes();
EXPECT_EQ(attributes.Size(), 1u);
EXPECT_EQ(attributes[0].name, "aPosition");
}
TEST(Shader, StoresBackendCompiledBinariesPerBackend) {
ShaderStageVariant variant = {};
variant.stage = ShaderType::Fragment;
variant.language = ShaderLanguage::HLSL;
variant.backend = ShaderBackend::Generic;
Array<XCEngine::Core::uint8> d3d12Payload;
d3d12Payload.PushBack(0x01);
d3d12Payload.PushBack(0x02);
variant.SetCompiledBinaryForBackend(ShaderBackend::D3D12, d3d12Payload);
Array<XCEngine::Core::uint8> vulkanPayload;
vulkanPayload.PushBack(0x03);
vulkanPayload.PushBack(0x04);
vulkanPayload.PushBack(0x05);
variant.SetCompiledBinaryForBackend(ShaderBackend::Vulkan, vulkanPayload);
const Array<XCEngine::Core::uint8>* d3d12Binary =
variant.GetCompiledBinaryForBackend(ShaderBackend::D3D12);
ASSERT_NE(d3d12Binary, nullptr);
ASSERT_EQ(d3d12Binary->Size(), 2u);
EXPECT_EQ((*d3d12Binary)[1], 0x02);
const Array<XCEngine::Core::uint8>* vulkanBinary =
variant.GetCompiledBinaryForBackend(ShaderBackend::Vulkan);
ASSERT_NE(vulkanBinary, nullptr);
ASSERT_EQ(vulkanBinary->Size(), 3u);
EXPECT_EQ((*vulkanBinary)[2], 0x05);
EXPECT_EQ(variant.GetCompiledBinaryForBackend(ShaderBackend::OpenGL), nullptr);
}
TEST(Shader, ApplyShaderStageVariantCarriesMatchedBackendCompiledBinary) {
ShaderPass pass = {};
pass.name = "ForwardLit";
ShaderStageVariant variant = {};
variant.stage = ShaderType::Fragment;
variant.language = ShaderLanguage::HLSL;
variant.backend = ShaderBackend::Generic;
variant.entryPoint = "MainPS";
variant.profile = "ps_5_1";
variant.sourceCode = "float4 MainPS() : SV_TARGET { return 1; }";
Array<XCEngine::Core::uint8> vulkanPayload;
vulkanPayload.PushBack(0x07);
vulkanPayload.PushBack(0x08);
vulkanPayload.PushBack(0x09);
variant.SetCompiledBinaryForBackend(ShaderBackend::Vulkan, vulkanPayload);
XCEngine::RHI::ShaderCompileDesc compileDesc = {};
::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
pass,
ShaderBackend::Vulkan,
variant,
compileDesc);
EXPECT_EQ(compileDesc.compiledBinaryBackend, XCEngine::RHI::ShaderBinaryBackend::Vulkan);
ASSERT_EQ(compileDesc.compiledBinary.size(), 3u);
EXPECT_EQ(compileDesc.compiledBinary[0], 0x07);
EXPECT_EQ(compileDesc.compiledBinary[2], 0x09);
}
TEST(Shader, FindsBackendSpecificVariantAndFallsBackToGeneric) {
Shader shader;
ShaderStageVariant genericFragment = {};
genericFragment.stage = ShaderType::Fragment;
genericFragment.language = ShaderLanguage::GLSL;
genericFragment.backend = ShaderBackend::Generic;
genericFragment.sourceCode = "generic fragment";
shader.AddPassVariant("ForwardLit", genericFragment);
ShaderStageVariant d3d12Fragment = {};
d3d12Fragment.stage = ShaderType::Fragment;
d3d12Fragment.language = ShaderLanguage::HLSL;
d3d12Fragment.backend = ShaderBackend::D3D12;
d3d12Fragment.sourceCode = "d3d12 fragment";
shader.AddPassVariant("ForwardLit", d3d12Fragment);
const ShaderStageVariant* d3d12Variant =
shader.FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12);
ASSERT_NE(d3d12Variant, nullptr);
EXPECT_EQ(d3d12Variant->sourceCode, "d3d12 fragment");
const ShaderStageVariant* openglVariant =
shader.FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
ASSERT_NE(openglVariant, nullptr);
EXPECT_EQ(openglVariant->sourceCode, "generic fragment");
}
TEST(Shader, FindsMostSpecificKeywordVariantAndPrefersExactBackend) {
Shader shader;
ShaderStageVariant baseFragment = {};
baseFragment.stage = ShaderType::Fragment;
baseFragment.language = ShaderLanguage::GLSL;
baseFragment.backend = ShaderBackend::Generic;
baseFragment.sourceCode = "generic base";
shader.AddPassVariant("ForwardLit", baseFragment);
ShaderStageVariant genericKeywordFragment = {};
genericKeywordFragment.stage = ShaderType::Fragment;
genericKeywordFragment.language = ShaderLanguage::GLSL;
genericKeywordFragment.backend = ShaderBackend::Generic;
genericKeywordFragment.requiredKeywords.enabledKeywords.PushBack("XC_DEBUG");
genericKeywordFragment.requiredKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
genericKeywordFragment.requiredKeywords.enabledKeywords.PushBack("XC_DEBUG");
genericKeywordFragment.sourceCode = "generic keyword";
shader.AddPassVariant("ForwardLit", genericKeywordFragment);
ShaderStageVariant d3d12KeywordFragment = {};
d3d12KeywordFragment.stage = ShaderType::Fragment;
d3d12KeywordFragment.language = ShaderLanguage::HLSL;
d3d12KeywordFragment.backend = ShaderBackend::D3D12;
d3d12KeywordFragment.requiredKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
d3d12KeywordFragment.sourceCode = "d3d12 keyword";
shader.AddPassVariant("ForwardLit", d3d12KeywordFragment);
ShaderKeywordSet enabledKeywords = {};
enabledKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
enabledKeywords.enabledKeywords.PushBack("XC_DEBUG");
const ShaderStageVariant* d3d12Variant =
shader.FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::D3D12,
enabledKeywords);
ASSERT_NE(d3d12Variant, nullptr);
EXPECT_EQ(d3d12Variant->sourceCode, "d3d12 keyword");
const ShaderStageVariant* openglVariant =
shader.FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::OpenGL,
enabledKeywords);
ASSERT_NE(openglVariant, nullptr);
EXPECT_EQ(openglVariant->sourceCode, "generic keyword");
ASSERT_EQ(openglVariant->requiredKeywords.enabledKeywords.Size(), 2u);
EXPECT_EQ(openglVariant->requiredKeywords.enabledKeywords[0], "XC_ALPHA_TEST");
EXPECT_EQ(openglVariant->requiredKeywords.enabledKeywords[1], "XC_DEBUG");
}
TEST(Shader, RejectsVariantWhenRequiredKeywordsAreMissing) {
Shader shader;
ShaderStageVariant keywordFragment = {};
keywordFragment.stage = ShaderType::Fragment;
keywordFragment.language = ShaderLanguage::GLSL;
keywordFragment.backend = ShaderBackend::OpenGL;
keywordFragment.requiredKeywords.enabledKeywords.PushBack("XC_CLIP");
keywordFragment.sourceCode = "clip fragment";
shader.AddPassVariant("ForwardLit", keywordFragment);
EXPECT_EQ(
shader.FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL),
nullptr);
ShaderKeywordSet enabledKeywords = {};
enabledKeywords.enabledKeywords.PushBack("XC_CLIP");
const ShaderStageVariant* matchedVariant =
shader.FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::OpenGL,
enabledKeywords);
ASSERT_NE(matchedVariant, nullptr);
EXPECT_EQ(matchedVariant->sourceCode, "clip fragment");
}
TEST(Shader, StoresPerPassTags) {
Shader shader;
shader.SetPassTag("ForwardLit", "LightMode", "ForwardBase");
shader.SetPassTag("ForwardLit", "Queue", "Geometry");
const ShaderPass* pass = shader.FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->tags.Size(), 2u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ForwardBase");
EXPECT_EQ(pass->tags[1].name, "Queue");
EXPECT_EQ(pass->tags[1].value, "Geometry");
}
TEST(Shader, StoresShaderPropertiesAndPassResources) {
Shader shader;
ShaderPropertyDesc baseColor = {};
baseColor.name = "_BaseColor";
baseColor.displayName = "Base Color";
baseColor.type = ShaderPropertyType::Color;
baseColor.defaultValue = "(1,1,1,1)";
baseColor.semantic = "BaseColor";
shader.AddProperty(baseColor);
ShaderResourceBindingDesc perObject = {};
perObject.name = "PerObjectConstants";
perObject.type = ShaderResourceType::ConstantBuffer;
perObject.set = 1;
perObject.binding = 0;
perObject.semantic = "PerObject";
shader.AddPassResourceBinding("ForwardLit", perObject);
ASSERT_EQ(shader.GetProperties().Size(), 1u);
const ShaderPropertyDesc* storedProperty = shader.FindProperty("_BaseColor");
ASSERT_NE(storedProperty, nullptr);
EXPECT_EQ(storedProperty->displayName, "Base Color");
EXPECT_EQ(storedProperty->type, ShaderPropertyType::Color);
EXPECT_EQ(storedProperty->semantic, "BaseColor");
const ShaderResourceBindingDesc* storedBinding =
shader.FindPassResourceBinding("ForwardLit", "PerObjectConstants");
ASSERT_NE(storedBinding, nullptr);
EXPECT_EQ(storedBinding->type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(storedBinding->set, 1u);
EXPECT_EQ(storedBinding->binding, 0u);
EXPECT_EQ(storedBinding->semantic, "PerObject");
}
TEST(Shader, StoresPassKeywordDeclarationsAndQueriesDeclaredKeywords) {
Shader shader;
ShaderKeywordDeclaration globalKeywords = {};
globalKeywords.type = ShaderKeywordDeclarationType::MultiCompile;
globalKeywords.options.PushBack("_");
globalKeywords.options.PushBack("XC_MAIN_LIGHT_SHADOWS");
globalKeywords.options.PushBack("XC_ADDITIONAL_LIGHTS");
shader.AddPassKeywordDeclaration("ForwardLit", globalKeywords);
ShaderKeywordDeclaration localKeywords = {};
localKeywords.type = ShaderKeywordDeclarationType::ShaderFeatureLocal;
localKeywords.options.PushBack("__");
localKeywords.options.PushBack("XC_ALPHA_TEST");
shader.AddPassKeywordDeclaration("ShadowCaster", localKeywords);
const ShaderPass* forwardPass = shader.FindPass("ForwardLit");
ASSERT_NE(forwardPass, nullptr);
ASSERT_EQ(forwardPass->keywordDeclarations.Size(), 1u);
EXPECT_EQ(
forwardPass->keywordDeclarations[0].type,
ShaderKeywordDeclarationType::MultiCompile);
ASSERT_EQ(forwardPass->keywordDeclarations[0].options.Size(), 3u);
EXPECT_EQ(forwardPass->keywordDeclarations[0].options[1], "XC_MAIN_LIGHT_SHADOWS");
EXPECT_TRUE(shader.PassDeclaresKeyword("ForwardLit", "XC_MAIN_LIGHT_SHADOWS"));
EXPECT_TRUE(shader.PassDeclaresKeyword("ShadowCaster", "XC_ALPHA_TEST"));
EXPECT_TRUE(shader.DeclaresKeyword("XC_ADDITIONAL_LIGHTS"));
EXPECT_FALSE(shader.DeclaresKeyword("_"));
EXPECT_FALSE(shader.DeclaresKeyword("XC_UNKNOWN"));
}
TEST(Shader, ReleaseClearsPassRuntimeData) {
Shader shader;
ShaderPropertyDesc property = {};
property.name = "_BaseColor";
property.type = ShaderPropertyType::Color;
shader.AddProperty(property);
ShaderStageVariant variant = {};
variant.stage = ShaderType::Fragment;
variant.sourceCode = "fragment";
shader.AddPassVariant("ForwardLit", variant);
shader.Release();
EXPECT_EQ(shader.GetProperties().Size(), 0u);
EXPECT_EQ(shader.GetPassCount(), 0u);
EXPECT_FALSE(shader.IsValid());
}
} // namespace