RHI: Add embedded shader source support via ShaderCompileDesc
- Add ShaderLanguage enum (HLSL, GLSL, SPIRV) - Extend ShaderCompileDesc with source/sourceLanguage fields - D3D12Device::CompileShader supports both file and embedded source - OpenGLDevice::CompileShader supports embedded GLSL source - Refactor test_shader.cpp to use embedded source for both backends This enables consistent shader compilation across D3D12 and OpenGL backends while maintaining backend-specific shader language support.
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@@ -1,54 +1,143 @@
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#include "fixtures/RHITestFixture.h"
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#include "XCEngine/RHI/RHIShader.h"
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#include <cstring>
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using namespace XCEngine::RHI;
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TEST_P(RHITestFixture, Shader_Compile_EmptyDesc_ReturnsNullptr) {
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RHIShader* shader = GetDevice()->CompileShader({});
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ShaderCompileDesc desc = {};
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RHIShader* shader = GetDevice()->CompileShader(desc);
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EXPECT_EQ(shader, nullptr);
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}
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TEST_P(RHITestFixture, Shader_GetType_WithNullShader) {
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RHIShader* shader = GetDevice()->CompileShader({});
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EXPECT_EQ(shader, nullptr);
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TEST_P(RHITestFixture, Shader_Compile_ValidVertexShader) {
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ShaderCompileDesc desc = {};
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if (GetBackendType() == RHIType::D3D12) {
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desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
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desc.entryPoint = L"MainVS";
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desc.profile = L"vs_5_0";
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} else {
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desc.sourceLanguage = ShaderLanguage::GLSL;
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static const char* vs = "#version 430\nin vec4 aPosition;\nvoid main() { gl_Position = aPosition; }";
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desc.source.assign(vs, vs + strlen(vs));
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desc.profile = L"vs";
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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if (shader != nullptr) {
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EXPECT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
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EXPECT_NE(shader->GetNativeHandle(), nullptr);
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shader->Shutdown();
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delete shader;
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}
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}
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TEST_P(RHITestFixture, Shader_IsValid_WithNullShader) {
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RHIShader* shader = GetDevice()->CompileShader({});
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EXPECT_EQ(shader, nullptr);
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TEST_P(RHITestFixture, Shader_Compile_ValidFragmentShader) {
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ShaderCompileDesc desc = {};
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if (GetBackendType() == RHIType::D3D12) {
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desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
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desc.entryPoint = L"MainPS";
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desc.profile = L"ps_5_0";
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} else {
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desc.sourceLanguage = ShaderLanguage::GLSL;
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static const char* fs = "#version 430\nout vec4 c;\nvoid main() { c = vec4(1,0,0,1); }";
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desc.source.assign(fs, fs + strlen(fs));
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desc.profile = L"ps";
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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if (shader != nullptr) {
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EXPECT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetType(), ShaderType::Fragment);
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EXPECT_NE(shader->GetNativeHandle(), nullptr);
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shader->Shutdown();
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delete shader;
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}
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}
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TEST_P(RHITestFixture, Shader_Bind_WithNullShader) {
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RHIShader* shader = GetDevice()->CompileShader({});
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EXPECT_EQ(shader, nullptr);
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TEST_P(RHITestFixture, Shader_GetType_VertexShader) {
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ShaderCompileDesc desc = {};
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if (GetBackendType() == RHIType::D3D12) {
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desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
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desc.entryPoint = L"MainVS";
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desc.profile = L"vs_5_0";
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} else {
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desc.sourceLanguage = ShaderLanguage::GLSL;
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static const char* vs = "#version 430\nin vec4 aPosition;\nvoid main() { gl_Position = aPosition; }";
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desc.source.assign(vs, vs + strlen(vs));
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desc.profile = L"vs";
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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if (shader != nullptr) {
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EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
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shader->Shutdown();
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delete shader;
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}
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}
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TEST_P(RHITestFixture, Shader_SetInt_WithNullShader) {
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RHIShader* shader = GetDevice()->CompileShader({});
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EXPECT_EQ(shader, nullptr);
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TEST_P(RHITestFixture, Shader_GetType_FragmentShader) {
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ShaderCompileDesc desc = {};
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if (GetBackendType() == RHIType::D3D12) {
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desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
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desc.entryPoint = L"MainPS";
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desc.profile = L"ps_5_0";
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} else {
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desc.sourceLanguage = ShaderLanguage::GLSL;
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static const char* fs = "#version 430\nout vec4 c;\nvoid main() { c = vec4(1,0,0,1); }";
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desc.source.assign(fs, fs + strlen(fs));
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desc.profile = L"ps";
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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if (shader != nullptr) {
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EXPECT_EQ(shader->GetType(), ShaderType::Fragment);
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shader->Shutdown();
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delete shader;
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}
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}
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TEST_P(RHITestFixture, Shader_SetFloat_WithNullShader) {
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RHIShader* shader = GetDevice()->CompileShader({});
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EXPECT_EQ(shader, nullptr);
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TEST_P(RHITestFixture, Shader_GetNativeHandle_ValidShader) {
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ShaderCompileDesc desc = {};
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if (GetBackendType() == RHIType::D3D12) {
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desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
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desc.entryPoint = L"MainVS";
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desc.profile = L"vs_5_0";
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} else {
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desc.sourceLanguage = ShaderLanguage::GLSL;
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static const char* vs = "#version 430\nin vec4 aPosition;\nvoid main() { gl_Position = aPosition; }";
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desc.source.assign(vs, vs + strlen(vs));
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desc.profile = L"vs";
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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if (shader != nullptr) {
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void* handle = shader->GetNativeHandle();
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EXPECT_NE(handle, nullptr);
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shader->Shutdown();
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delete shader;
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}
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}
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TEST_P(RHITestFixture, Shader_SetVec3_WithNullShader) {
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RHIShader* shader = GetDevice()->CompileShader({});
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EXPECT_EQ(shader, nullptr);
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}
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TEST_P(RHITestFixture, Shader_Shutdown_Invalidates) {
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ShaderCompileDesc desc = {};
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if (GetBackendType() == RHIType::D3D12) {
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desc.fileName = L"tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl";
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desc.entryPoint = L"MainVS";
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desc.profile = L"vs_5_0";
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} else {
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desc.sourceLanguage = ShaderLanguage::GLSL;
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static const char* vs = "#version 430\nin vec4 aPosition;\nvoid main() { gl_Position = aPosition; }";
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desc.source.assign(vs, vs + strlen(vs));
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desc.profile = L"vs";
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}
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TEST_P(RHITestFixture, Shader_SetVec4_WithNullShader) {
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RHIShader* shader = GetDevice()->CompileShader({});
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EXPECT_EQ(shader, nullptr);
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}
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TEST_P(RHITestFixture, Shader_SetMat4_WithNullShader) {
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RHIShader* shader = GetDevice()->CompileShader({});
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EXPECT_EQ(shader, nullptr);
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}
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TEST_P(RHITestFixture, Shader_GetNativeHandle_WithNullShader) {
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RHIShader* shader = GetDevice()->CompileShader({});
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EXPECT_EQ(shader, nullptr);
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}
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RHIShader* shader = GetDevice()->CompileShader(desc);
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if (shader != nullptr) {
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EXPECT_TRUE(shader->IsValid());
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shader->Shutdown();
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EXPECT_FALSE(shader->IsValid());
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delete shader;
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}
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}
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