Formalize material schema and constant layout contract

This commit is contained in:
2026-04-03 16:49:30 +08:00
parent 052ac28aa3
commit 03bd755e0a
10 changed files with 1841 additions and 87 deletions

View File

@@ -12,6 +12,35 @@ using namespace XCEngine::Math;
namespace {
Shader* CreateMaterialSchemaShader() {
auto* shader = new Shader();
ShaderPropertyDesc baseColor = {};
baseColor.name = "_BaseColor";
baseColor.displayName = "Base Color";
baseColor.type = ShaderPropertyType::Color;
baseColor.defaultValue = "(1.0,0.5,0.25,1.0)";
baseColor.semantic = "BaseColor";
shader->AddProperty(baseColor);
ShaderPropertyDesc metallic = {};
metallic.name = "_Metallic";
metallic.displayName = "Metallic";
metallic.type = ShaderPropertyType::Float;
metallic.defaultValue = "0.7";
shader->AddProperty(metallic);
ShaderPropertyDesc baseMap = {};
baseMap.name = "_MainTex";
baseMap.displayName = "Base Map";
baseMap.type = ShaderPropertyType::Texture2D;
baseMap.defaultValue = "white";
baseMap.semantic = "BaseColorTexture";
shader->AddProperty(baseMap);
return shader;
}
TEST(Material, DefaultConstructor) {
Material material;
EXPECT_EQ(material.GetType(), ResourceType::Material);
@@ -225,6 +254,28 @@ TEST(Material, SetTextureReplacesExistingBinding) {
EXPECT_EQ(material.GetTexture("uDiffuse").Get(), secondTexture);
}
TEST(Material, SetTextureAssetRefStoresStableBindingMetadata) {
Material material;
AssetRef textureRef;
textureRef.assetGuid = AssetGUID(1, 2);
textureRef.localID = kMainAssetLocalID;
textureRef.resourceType = ResourceType::Texture;
material.SetTextureAssetRef("uDiffuse", textureRef, "Assets/diffuse.bmp");
ASSERT_EQ(material.GetTextureBindingCount(), 1u);
EXPECT_TRUE(material.HasProperty("uDiffuse"));
EXPECT_EQ(material.GetTextureBindingName(0), "uDiffuse");
EXPECT_EQ(material.GetTextureBindingPath(0), "Assets/diffuse.bmp");
const AssetRef storedRef = material.GetTextureBindingAssetRef(0);
EXPECT_EQ(storedRef.assetGuid, textureRef.assetGuid);
EXPECT_EQ(storedRef.localID, textureRef.localID);
EXPECT_EQ(storedRef.resourceType, textureRef.resourceType);
EXPECT_FALSE(material.GetTextureBindingLoadedTexture(0).IsValid());
}
TEST(Material, ChangeVersionIncrementsWhenMaterialMutates) {
Material material;
const XCEngine::Core::uint64 initialVersion = material.GetChangeVersion();
@@ -243,6 +294,24 @@ TEST(Material, UpdateConstantBufferPacksNumericPropertiesIntoStableSlots) {
material.SetFloat4("beta", Vector4(1.0f, 2.0f, 3.0f, 4.0f));
material.SetInt("gamma", 7);
const auto& constantLayout = material.GetConstantLayout();
ASSERT_EQ(constantLayout.Size(), 3u);
EXPECT_EQ(constantLayout[0].name, "alpha");
EXPECT_EQ(constantLayout[0].offset, 0u);
EXPECT_EQ(constantLayout[0].size, 4u);
EXPECT_EQ(constantLayout[0].alignedSize, 16u);
EXPECT_EQ(constantLayout[1].name, "beta");
EXPECT_EQ(constantLayout[1].offset, 16u);
EXPECT_EQ(constantLayout[1].size, 16u);
EXPECT_EQ(constantLayout[2].name, "gamma");
EXPECT_EQ(constantLayout[2].offset, 32u);
EXPECT_EQ(constantLayout[2].size, 4u);
const MaterialConstantFieldDesc* betaField = material.FindConstantField("beta");
ASSERT_NE(betaField, nullptr);
EXPECT_EQ(betaField->offset, 16u);
EXPECT_EQ(betaField->alignedSize, 16u);
const auto& constantBufferData = material.GetConstantBufferData();
ASSERT_EQ(constantBufferData.Size(), 48u);
@@ -331,4 +400,138 @@ TEST(Material, ClearAllProperties) {
EXPECT_FALSE(material.HasProperty("uIndex"));
}
TEST(Material, SetShaderSeedsDefaultsAndRemovePropertyRestoresShaderDefault) {
Material material;
Shader* shader = CreateMaterialSchemaShader();
material.SetShader(ResourceHandle<Shader>(shader));
EXPECT_TRUE(material.HasProperty("_BaseColor"));
EXPECT_TRUE(material.HasProperty("_Metallic"));
EXPECT_TRUE(material.HasProperty("_MainTex"));
EXPECT_EQ(material.GetFloat4("_BaseColor"), Vector4(1.0f, 0.5f, 0.25f, 1.0f));
EXPECT_FLOAT_EQ(material.GetFloat("_Metallic"), 0.7f);
EXPECT_EQ(material.GetTextureBindingCount(), 0u);
material.SetFloat4("_BaseColor", Vector4(0.2f, 0.3f, 0.4f, 0.5f));
EXPECT_EQ(material.GetFloat4("_BaseColor"), Vector4(0.2f, 0.3f, 0.4f, 0.5f));
material.RemoveProperty("_BaseColor");
EXPECT_EQ(material.GetFloat4("_BaseColor"), Vector4(1.0f, 0.5f, 0.25f, 1.0f));
}
TEST(Material, ClearAllPropertiesWithShaderRestoresSchemaDefaults) {
Material material;
Shader* shader = CreateMaterialSchemaShader();
material.SetShader(ResourceHandle<Shader>(shader));
material.SetFloat("_Metallic", 0.15f);
material.SetTexture("_MainTex", ResourceHandle<Texture>(new Texture()));
ASSERT_EQ(material.GetTextureBindingCount(), 1u);
material.ClearAllProperties();
EXPECT_TRUE(material.HasProperty("_BaseColor"));
EXPECT_TRUE(material.HasProperty("_Metallic"));
EXPECT_TRUE(material.HasProperty("_MainTex"));
EXPECT_EQ(material.GetFloat4("_BaseColor"), Vector4(1.0f, 0.5f, 0.25f, 1.0f));
EXPECT_FLOAT_EQ(material.GetFloat("_Metallic"), 0.7f);
EXPECT_EQ(material.GetTextureBindingCount(), 0u);
}
TEST(Material, ShaderSchemaRejectsUnknownAndTypeMismatchedAssignments) {
Material material;
Shader* shader = CreateMaterialSchemaShader();
material.SetShader(ResourceHandle<Shader>(shader));
const Vector4 defaultBaseColor = material.GetFloat4("_BaseColor");
const float defaultMetallic = material.GetFloat("_Metallic");
material.SetFloat("_BaseColor", 0.1f);
material.SetFloat4("_Metallic", Vector4(1.0f, 2.0f, 3.0f, 4.0f));
material.SetFloat("UnknownProperty", 5.0f);
EXPECT_EQ(material.GetFloat4("_BaseColor"), defaultBaseColor);
EXPECT_FLOAT_EQ(material.GetFloat("_Metallic"), defaultMetallic);
EXPECT_FALSE(material.HasProperty("UnknownProperty"));
}
TEST(Material, SwitchingShaderResyncsPropertiesAgainstNewSchema) {
Material material;
auto* shaderA = new Shader();
ShaderPropertyDesc sharedA = {};
sharedA.name = "Shared";
sharedA.type = ShaderPropertyType::Float;
sharedA.defaultValue = "1.0";
shaderA->AddProperty(sharedA);
ShaderPropertyDesc onlyA = {};
onlyA.name = "OnlyA";
onlyA.type = ShaderPropertyType::Float;
onlyA.defaultValue = "2.0";
shaderA->AddProperty(onlyA);
auto* shaderB = new Shader();
ShaderPropertyDesc sharedB = {};
sharedB.name = "Shared";
sharedB.type = ShaderPropertyType::Float;
sharedB.defaultValue = "4.0";
shaderB->AddProperty(sharedB);
ShaderPropertyDesc onlyB = {};
onlyB.name = "OnlyB";
onlyB.type = ShaderPropertyType::Color;
onlyB.defaultValue = "(0.1,0.2,0.3,0.4)";
shaderB->AddProperty(onlyB);
material.SetFloat("Legacy", 9.0f);
material.SetShader(ResourceHandle<Shader>(shaderA));
material.SetFloat("Shared", 5.0f);
material.SetFloat("OnlyA", 8.0f);
material.SetShader(ResourceHandle<Shader>(shaderB));
EXPECT_FALSE(material.HasProperty("Legacy"));
EXPECT_FALSE(material.HasProperty("OnlyA"));
EXPECT_TRUE(material.HasProperty("Shared"));
EXPECT_TRUE(material.HasProperty("OnlyB"));
EXPECT_FLOAT_EQ(material.GetFloat("Shared"), 5.0f);
EXPECT_EQ(material.GetFloat4("OnlyB"), Vector4(0.1f, 0.2f, 0.3f, 0.4f));
}
TEST(Material, UpdateConstantBufferFollowsShaderSchemaOrderInsteadOfAlphabeticalOrder) {
Material material;
auto* shader = new Shader();
ShaderPropertyDesc beta = {};
beta.name = "beta";
beta.type = ShaderPropertyType::Float;
beta.defaultValue = "0.0";
shader->AddProperty(beta);
ShaderPropertyDesc alpha = {};
alpha.name = "alpha";
alpha.type = ShaderPropertyType::Float;
alpha.defaultValue = "0.0";
shader->AddProperty(alpha);
material.SetShader(ResourceHandle<Shader>(shader));
material.SetFloat("alpha", 10.0f);
material.SetFloat("beta", 20.0f);
const auto& constantLayout = material.GetConstantLayout();
ASSERT_EQ(constantLayout.Size(), 2u);
EXPECT_EQ(constantLayout[0].name, "beta");
EXPECT_EQ(constantLayout[0].offset, 0u);
EXPECT_EQ(constantLayout[1].name, "alpha");
EXPECT_EQ(constantLayout[1].offset, 16u);
const auto& constantBufferData = material.GetConstantBufferData();
ASSERT_EQ(constantBufferData.Size(), 32u);
const float* firstSlot = reinterpret_cast<const float*>(constantBufferData.Data());
const float* secondSlot = reinterpret_cast<const float*>(constantBufferData.Data() + 16);
EXPECT_FLOAT_EQ(firstSlot[0], 20.0f);
EXPECT_FLOAT_EQ(secondSlot[0], 10.0f);
}
} // namespace