Add Unity-like shader authoring MVP importer
This commit is contained in:
@@ -233,6 +233,146 @@ TEST(ShaderLoader, LoadShaderManifestBuildsMultiPassBackendVariants) {
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fs::remove_all(shaderRoot);
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}
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TEST(ShaderLoader, LoadUnityLikeShaderAuthoringBuildsRuntimeContract) {
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namespace fs = std::filesystem;
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const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_test";
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const fs::path stageRoot = shaderRoot / "stages";
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const fs::path shaderPath = shaderRoot / "multi_pass.shader";
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fs::remove_all(shaderRoot);
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fs::create_directories(stageRoot);
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WriteTextFile(stageRoot / "forward_lit.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // AUTHORING_FORWARD_LIT_D3D12_VS\n");
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WriteTextFile(stageRoot / "forward_lit.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // AUTHORING_FORWARD_LIT_D3D12_PS\n");
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WriteTextFile(stageRoot / "forward_lit.vert.glsl", "#version 430\n// AUTHORING_FORWARD_LIT_GL_VS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.frag.glsl", "#version 430\n// AUTHORING_FORWARD_LIT_GL_PS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.vert.vk.glsl", "#version 450\n// AUTHORING_FORWARD_LIT_VK_VS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.frag.vk.glsl", "#version 450\n// AUTHORING_FORWARD_LIT_VK_PS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "depth_only.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // AUTHORING_DEPTH_ONLY_D3D12_VS\n");
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WriteTextFile(stageRoot / "depth_only.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // AUTHORING_DEPTH_ONLY_D3D12_PS\n");
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WriteTextFile(
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shaderPath,
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R"(Shader "AuthoringLit"
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{
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Properties
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{
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_BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)]
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_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
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}
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SubShader
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{
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Tags { "Queue" = "Geometry" }
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "ForwardBase" }
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Resources
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{
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PerObjectConstants (ConstantBuffer, 1, 0) [Semantic(PerObject)]
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MaterialConstants (ConstantBuffer, 2, 0) [Semantic(Material)]
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BaseColorTexture (Texture2D, 3, 0) [Semantic(BaseColorTexture)]
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LinearClampSampler (Sampler, 4, 0) [Semantic(LinearClampSampler)]
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "stages/forward_lit.vs.hlsl" "stages/forward_lit.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "stages/forward_lit.vert.glsl" "stages/forward_lit.frag.glsl"
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#pragma backend Vulkan GLSL "stages/forward_lit.vert.vk.glsl" "stages/forward_lit.frag.vk.glsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags { "LightMode" = "DepthOnly" }
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "stages/depth_only.vs.hlsl" "stages/depth_only.ps.hlsl"
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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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Shader* 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(), "AuthoringLit");
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ASSERT_EQ(shader->GetProperties().Size(), 2u);
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ASSERT_EQ(shader->GetPassCount(), 2u);
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const ShaderPropertyDesc* baseColorProperty = shader->FindProperty("_BaseColor");
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ASSERT_NE(baseColorProperty, nullptr);
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EXPECT_EQ(baseColorProperty->displayName, "Base Color");
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EXPECT_EQ(baseColorProperty->type, ShaderPropertyType::Color);
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EXPECT_EQ(baseColorProperty->defaultValue, "(1,1,1,1)");
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EXPECT_EQ(baseColorProperty->semantic, "BaseColor");
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const ShaderPropertyDesc* baseMapProperty = shader->FindProperty("_MainTex");
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ASSERT_NE(baseMapProperty, nullptr);
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EXPECT_EQ(baseMapProperty->type, ShaderPropertyType::Texture2D);
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EXPECT_EQ(baseMapProperty->defaultValue, "white");
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EXPECT_EQ(baseMapProperty->semantic, "BaseColorTexture");
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const ShaderPass* forwardLitPass = shader->FindPass("ForwardLit");
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ASSERT_NE(forwardLitPass, nullptr);
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ASSERT_EQ(forwardLitPass->tags.Size(), 2u);
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ASSERT_EQ(forwardLitPass->resources.Size(), 4u);
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EXPECT_EQ(forwardLitPass->tags[0].name, "Queue");
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EXPECT_EQ(forwardLitPass->tags[0].value, "Geometry");
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EXPECT_EQ(forwardLitPass->tags[1].name, "LightMode");
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EXPECT_EQ(forwardLitPass->tags[1].value, "ForwardBase");
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const ShaderResourceBindingDesc* baseTextureBinding =
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shader->FindPassResourceBinding("ForwardLit", "BaseColorTexture");
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ASSERT_NE(baseTextureBinding, nullptr);
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EXPECT_EQ(baseTextureBinding->type, ShaderResourceType::Texture2D);
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EXPECT_EQ(baseTextureBinding->set, 3u);
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EXPECT_EQ(baseTextureBinding->binding, 0u);
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EXPECT_EQ(baseTextureBinding->semantic, "BaseColorTexture");
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const ShaderStageVariant* d3d12Vertex =
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shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12);
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ASSERT_NE(d3d12Vertex, nullptr);
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EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
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EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
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EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("AUTHORING_FORWARD_LIT_D3D12_VS"), std::string::npos);
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const ShaderStageVariant* openglFragment =
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shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
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ASSERT_NE(openglFragment, nullptr);
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EXPECT_EQ(openglFragment->entryPoint, "MainPS");
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EXPECT_EQ(openglFragment->profile, "fs_4_30");
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EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("AUTHORING_FORWARD_LIT_GL_PS"), std::string::npos);
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const ShaderStageVariant* vulkanFragment =
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shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan);
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ASSERT_NE(vulkanFragment, nullptr);
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EXPECT_EQ(vulkanFragment->profile, "fs_4_50");
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EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("AUTHORING_FORWARD_LIT_VK_PS"), std::string::npos);
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const ShaderPass* depthOnlyPass = shader->FindPass("DepthOnly");
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ASSERT_NE(depthOnlyPass, nullptr);
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ASSERT_EQ(depthOnlyPass->tags.Size(), 2u);
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EXPECT_EQ(depthOnlyPass->tags[0].name, "Queue");
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EXPECT_EQ(depthOnlyPass->tags[0].value, "Geometry");
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EXPECT_EQ(depthOnlyPass->tags[1].name, "LightMode");
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EXPECT_EQ(depthOnlyPass->tags[1].value, "DepthOnly");
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EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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delete shader;
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fs::remove_all(shaderRoot);
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}
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TEST(ShaderLoader, ResourceManagerLoadsShaderManifestRelativeToResourceRoot) {
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namespace fs = std::filesystem;
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@@ -368,6 +508,93 @@ TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactAndLoaderReadsItBack) {
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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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const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_authoring_artifact_test";
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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 / "lit.shader";
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const fs::path fragmentPath = stageDir / "lit.frag.glsl";
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fs::remove_all(projectRoot);
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fs::create_directories(stageDir);
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WriteTextFile(stageDir / "lit.vert.glsl", "#version 430\n// AUTHORING_ARTIFACT_GL_VS\nvoid main() {}\n");
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WriteTextFile(fragmentPath, "#version 430\n// AUTHORING_ARTIFACT_GL_PS\nvoid main() {}\n");
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WriteTextFile(
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shaderPath,
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R"(Shader "ArtifactAuthoringShader"
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{
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Properties
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{
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_MainTex ("Main Tex", 2D) = "white" [Semantic(BaseColorTexture)]
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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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Tags { "LightMode" = "ForwardBase" }
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Resources
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{
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BaseColorTexture (Texture2D, 3, 0) [Semantic(BaseColorTexture)]
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}
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HLSLPROGRAM
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#pragma vertex main
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#pragma fragment main
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#pragma backend OpenGL GLSL "stages/lit.vert.glsl" "stages/lit.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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AssetDatabase database;
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database.Initialize(projectRoot.string().c_str());
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AssetDatabase::ResolvedAsset firstResolve;
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ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/lit.shader", ResourceType::Shader, firstResolve));
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ASSERT_TRUE(firstResolve.artifactReady);
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EXPECT_EQ(fs::path(firstResolve.artifactMainPath.CStr()).extension().string(), ".xcshader");
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EXPECT_TRUE(fs::exists(firstResolve.artifactMainPath.CStr()));
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ShaderLoader loader;
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LoadResult firstLoad = loader.Load(firstResolve.artifactMainPath.CStr());
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ASSERT_TRUE(firstLoad);
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ASSERT_NE(firstLoad.resource, nullptr);
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auto* firstShader = static_cast<Shader*>(firstLoad.resource);
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ASSERT_NE(firstShader, nullptr);
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EXPECT_EQ(firstShader->GetName(), "ArtifactAuthoringShader");
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const ShaderStageVariant* firstFragment =
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firstShader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
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ASSERT_NE(firstFragment, nullptr);
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EXPECT_NE(std::string(firstFragment->sourceCode.CStr()).find("AUTHORING_ARTIFACT_GL_PS"), std::string::npos);
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delete firstShader;
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const String firstArtifactPath = firstResolve.artifactMainPath;
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database.Shutdown();
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std::this_thread::sleep_for(50ms);
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{
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std::ofstream fragmentFile(fragmentPath, std::ios::app);
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ASSERT_TRUE(fragmentFile.is_open());
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fragmentFile << "\n// force authoring dependency reimport\n";
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ASSERT_TRUE(static_cast<bool>(fragmentFile));
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}
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database.Initialize(projectRoot.string().c_str());
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AssetDatabase::ResolvedAsset secondResolve;
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ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/lit.shader", ResourceType::Shader, secondResolve));
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ASSERT_TRUE(secondResolve.artifactReady);
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EXPECT_NE(firstArtifactPath, secondResolve.artifactMainPath);
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EXPECT_TRUE(fs::exists(secondResolve.artifactMainPath.CStr()));
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database.Shutdown();
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fs::remove_all(projectRoot);
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}
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TEST(ShaderLoader, AssetDatabaseReimportsShaderWhenStageDependencyChanges) {
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namespace fs = std::filesystem;
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using namespace std::chrono_literals;
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