Move scene viewport shaders into editor resources

This commit is contained in:
2026-04-03 15:43:21 +08:00
parent f1981dd523
commit 24a200e126
22 changed files with 248 additions and 137 deletions

View File

@@ -44,8 +44,6 @@ TEST(ShaderLoader, CanLoad) {
EXPECT_TRUE(loader.CanLoad("test.xcshader"));
EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdOutlineShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinInfiniteGridShaderPath()));
EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png"));
}
@@ -545,72 +543,6 @@ TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsBackendVariants) {
delete shader;
}
TEST(ShaderLoader, LoadBuiltinInfiniteGridShaderBuildsD3D12Variants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinInfiniteGridShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
ASSERT_TRUE(shader->IsValid());
const ShaderPass* pass = shader->FindPass("InfiniteGrid");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 2u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "InfiniteGrid");
EXPECT_NE(shader->FindVariant("InfiniteGrid", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("InfiniteGrid", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_EQ(shader->FindVariant("InfiniteGrid", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_EQ(shader->FindVariant("InfiniteGrid", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
"InfiniteGrid",
ShaderType::Fragment,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Fragment, nullptr);
EXPECT_NE(std::string(d3d12Fragment->sourceCode.CStr()).find("XC_BUILTIN_INFINITE_GRID_D3D12_PS"), std::string::npos);
delete shader;
}
TEST(ShaderLoader, LoadBuiltinObjectIdOutlineShaderBuildsD3D12Variants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinObjectIdOutlineShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
ASSERT_TRUE(shader->IsValid());
const ShaderPass* pass = shader->FindPass("ObjectIdOutline");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 2u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ObjectIdOutline");
EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
"ObjectIdOutline",
ShaderType::Fragment,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Fragment, nullptr);
EXPECT_NE(
std::string(d3d12Fragment->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_OUTLINE_D3D12_PS"),
std::string::npos);
delete shader;
}
TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ResourceManager& manager = ResourceManager::Get();
manager.Shutdown();
@@ -624,14 +556,6 @@ TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ASSERT_TRUE(objectIdShaderHandle.IsValid());
ASSERT_NE(objectIdShaderHandle->FindPass("ObjectId"), nullptr);
ResourceHandle<Shader> objectIdOutlineShaderHandle = manager.Load<Shader>(GetBuiltinObjectIdOutlineShaderPath());
ASSERT_TRUE(objectIdOutlineShaderHandle.IsValid());
ASSERT_NE(objectIdOutlineShaderHandle->FindPass("ObjectIdOutline"), nullptr);
ResourceHandle<Shader> infiniteGridShaderHandle = manager.Load<Shader>(GetBuiltinInfiniteGridShaderPath());
ASSERT_TRUE(infiniteGridShaderHandle.IsValid());
ASSERT_NE(infiniteGridShaderHandle->FindPass("InfiniteGrid"), nullptr);
manager.Shutdown();
}
@@ -681,18 +605,6 @@ TEST(ShaderLoader, ResourceManagerLoadsBuiltinShadersOutsideProjectWorkingDirect
ShaderType::Fragment,
ShaderBackend::Vulkan,
"XC_BUILTIN_OBJECT_ID_VULKAN_PS");
expectBuiltinShader(
GetBuiltinObjectIdOutlineShaderPath(),
"ObjectIdOutline",
ShaderType::Fragment,
ShaderBackend::D3D12,
"XC_BUILTIN_OBJECT_ID_OUTLINE_D3D12_PS");
expectBuiltinShader(
GetBuiltinInfiniteGridShaderPath(),
"InfiniteGrid",
ShaderType::Fragment,
ShaderBackend::D3D12,
"XC_BUILTIN_INFINITE_GRID_D3D12_PS");
fs::current_path(previousPath);
manager.SetResourceRoot(previousResourceRoot);