resources: expand legacy shader keyword variants
This commit is contained in:
@@ -442,6 +442,125 @@ TEST(ShaderLoader, LoadShaderManifestParsesVariantKeywordsAndKeywordAwareLookup)
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fs::remove_all(shaderRoot);
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}
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TEST(ShaderLoader, LoadLegacyBackendSplitShaderAuthoringExpandsKeywordVariantsPerBackend) {
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namespace fs = std::filesystem;
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const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_legacy_keyword_variants";
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const fs::path stageRoot = shaderRoot / "stages";
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const fs::path shaderPath = shaderRoot / "keyword_variants.shader";
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fs::remove_all(shaderRoot);
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fs::create_directories(stageRoot);
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WriteTextFile(
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stageRoot / "keyword_test.vs.hlsl",
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"float4 MainVS() : SV_POSITION { return 0; } // LEGACY_KEYWORD_D3D12_VS\n");
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WriteTextFile(
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stageRoot / "keyword_test.ps.hlsl",
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"float4 MainPS() : SV_TARGET { return 1; } // LEGACY_KEYWORD_D3D12_PS\n");
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WriteTextFile(
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stageRoot / "keyword_test.vert.glsl",
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"#version 430\n// LEGACY_KEYWORD_GL_VS\nvoid main() {}\n");
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WriteTextFile(
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stageRoot / "keyword_test.frag.glsl",
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"#version 430\n// LEGACY_KEYWORD_GL_PS\nvoid main() {}\n");
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WriteTextFile(
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shaderPath,
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R"(Shader "LegacyKeywordVariants"
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{
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SubShader
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{
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Pass
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{
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Name "ForwardLit"
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma multi_compile _ XC_MAIN_LIGHT_SHADOWS
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#pragma shader_feature_local _ XC_ALPHA_TEST
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#pragma backend D3D12 HLSL "stages/keyword_test.vs.hlsl" "stages/keyword_test.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "stages/keyword_test.vert.glsl" "stages/keyword_test.frag.glsl"
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ENDHLSL
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}
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}
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}
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)");
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ShaderLoader loader;
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LoadResult result = loader.Load(shaderPath.string().c_str());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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auto* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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ASSERT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetName(), "LegacyKeywordVariants");
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const ShaderPass* pass = shader->FindPass("ForwardLit");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->keywordDeclarations.Size(), 2u);
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EXPECT_EQ(pass->keywordDeclarations[0].type, ShaderKeywordDeclarationType::MultiCompile);
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EXPECT_EQ(pass->keywordDeclarations[1].type, ShaderKeywordDeclarationType::ShaderFeatureLocal);
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EXPECT_TRUE(shader->PassDeclaresKeyword("ForwardLit", "XC_MAIN_LIGHT_SHADOWS"));
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EXPECT_TRUE(shader->PassDeclaresKeyword("ForwardLit", "XC_ALPHA_TEST"));
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ASSERT_EQ(pass->variants.Size(), 16u);
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const ShaderStageVariant* baseD3D12Fragment =
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shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12);
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ASSERT_NE(baseD3D12Fragment, nullptr);
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EXPECT_EQ(baseD3D12Fragment->requiredKeywords.enabledKeywords.Size(), 0u);
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EXPECT_NE(
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std::string(baseD3D12Fragment->sourceCode.CStr()).find("LEGACY_KEYWORD_D3D12_PS"),
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std::string::npos);
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EXPECT_EQ(
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std::string(baseD3D12Fragment->sourceCode.CStr()).find("#define XC_MAIN_LIGHT_SHADOWS 1"),
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std::string::npos);
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ShaderKeywordSet enabledKeywords = {};
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enabledKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
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enabledKeywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
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const ShaderStageVariant* keywordD3D12Fragment =
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shader->FindVariant(
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"ForwardLit",
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ShaderType::Fragment,
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ShaderBackend::D3D12,
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enabledKeywords);
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ASSERT_NE(keywordD3D12Fragment, nullptr);
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ASSERT_EQ(keywordD3D12Fragment->requiredKeywords.enabledKeywords.Size(), 2u);
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EXPECT_EQ(keywordD3D12Fragment->requiredKeywords.enabledKeywords[0], "XC_ALPHA_TEST");
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EXPECT_EQ(keywordD3D12Fragment->requiredKeywords.enabledKeywords[1], "XC_MAIN_LIGHT_SHADOWS");
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EXPECT_NE(
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std::string(keywordD3D12Fragment->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"),
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std::string::npos);
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EXPECT_NE(
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std::string(keywordD3D12Fragment->sourceCode.CStr()).find("#define XC_MAIN_LIGHT_SHADOWS 1"),
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std::string::npos);
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EXPECT_NE(
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std::string(keywordD3D12Fragment->sourceCode.CStr()).find("LEGACY_KEYWORD_D3D12_PS"),
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std::string::npos);
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const ShaderStageVariant* keywordOpenGLFragment =
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shader->FindVariant(
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"ForwardLit",
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ShaderType::Fragment,
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ShaderBackend::OpenGL,
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enabledKeywords);
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ASSERT_NE(keywordOpenGLFragment, nullptr);
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EXPECT_EQ(keywordOpenGLFragment->entryPoint, "main");
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EXPECT_EQ(keywordOpenGLFragment->profile, "fs_4_30");
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EXPECT_NE(
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std::string(keywordOpenGLFragment->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"),
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std::string::npos);
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EXPECT_NE(
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std::string(keywordOpenGLFragment->sourceCode.CStr()).find("LEGACY_KEYWORD_GL_PS"),
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std::string::npos);
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delete shader;
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fs::remove_all(shaderRoot);
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}
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TEST(ShaderLoader, LoadUnityStyleSingleSourceShaderAuthoringBuildsGenericHlslVariants) {
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namespace fs = std::filesystem;
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@@ -903,6 +1022,93 @@ TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromSingleSourceAuthoringPr
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fs::remove_all(projectRoot);
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}
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TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromLegacyBackendSplitAuthoringPreservesKeywords) {
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namespace fs = std::filesystem;
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const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_legacy_keyword_artifact";
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const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
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const fs::path stageDir = shaderDir / "stages";
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const fs::path shaderPath = shaderDir / "legacy_keywords.shader";
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fs::remove_all(projectRoot);
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fs::create_directories(stageDir);
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WriteTextFile(stageDir / "legacy_keywords.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; }\n");
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WriteTextFile(
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stageDir / "legacy_keywords.ps.hlsl",
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"float4 MainPS() : SV_TARGET { return float4(1.0, 0.0, 0.0, 1.0); } // LEGACY_ARTIFACT_PS\n");
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WriteTextFile(
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shaderPath,
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R"(Shader "LegacyArtifactKeywords"
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{
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SubShader
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{
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Pass
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{
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Name "ForwardLit"
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma multi_compile _ XC_MAIN_LIGHT_SHADOWS
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#pragma shader_feature_local _ XC_ALPHA_TEST
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#pragma backend D3D12 HLSL "stages/legacy_keywords.vs.hlsl" "stages/legacy_keywords.ps.hlsl" vs_5_0 ps_5_0
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ENDHLSL
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}
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}
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}
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)");
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AssetDatabase database;
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database.Initialize(projectRoot.string().c_str());
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AssetDatabase::ResolvedAsset resolvedAsset;
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ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/legacy_keywords.shader", ResourceType::Shader, resolvedAsset));
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ASSERT_TRUE(resolvedAsset.artifactReady);
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EXPECT_TRUE(fs::exists(resolvedAsset.artifactMainPath.CStr()));
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ShaderLoader loader;
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LoadResult result = loader.Load(resolvedAsset.artifactMainPath.CStr());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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auto* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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ASSERT_TRUE(shader->DeclaresKeyword("XC_MAIN_LIGHT_SHADOWS"));
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ASSERT_TRUE(shader->DeclaresKeyword("XC_ALPHA_TEST"));
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const ShaderPass* pass = shader->FindPass("ForwardLit");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->keywordDeclarations.Size(), 2u);
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ASSERT_EQ(pass->variants.Size(), 8u);
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ShaderKeywordSet enabledKeywords = {};
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enabledKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
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enabledKeywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
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const ShaderStageVariant* keywordFragmentVariant =
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shader->FindVariant(
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"ForwardLit",
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ShaderType::Fragment,
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ShaderBackend::D3D12,
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enabledKeywords);
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ASSERT_NE(keywordFragmentVariant, nullptr);
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ASSERT_EQ(keywordFragmentVariant->requiredKeywords.enabledKeywords.Size(), 2u);
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EXPECT_NE(
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std::string(keywordFragmentVariant->sourceCode.CStr()).find("#define XC_MAIN_LIGHT_SHADOWS 1"),
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std::string::npos);
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EXPECT_NE(
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std::string(keywordFragmentVariant->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"),
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std::string::npos);
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EXPECT_NE(
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std::string(keywordFragmentVariant->sourceCode.CStr()).find("LEGACY_ARTIFACT_PS"),
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std::string::npos);
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delete shader;
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database.Shutdown();
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fs::remove_all(projectRoot);
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}
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TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromUnityLikeAuthoringAndTracksStageDependencies) {
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namespace fs = std::filesystem;
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using namespace std::chrono_literals;
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