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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@@ -19,6 +19,13 @@ enum class ShaderType : uint8_t {
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Library
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};
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enum class ShaderLanguage : uint8_t {
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Unknown,
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HLSL,
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GLSL,
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SPIRV
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};
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enum class CullMode : uint8_t {
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None,
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Front,
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@@ -43,10 +43,14 @@ struct ShaderCompileMacro {
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std::wstring definition;
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};
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enum class ShaderLanguage : uint8_t;
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struct ShaderCompileDesc {
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std::wstring fileName;
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std::vector<uint8_t> source;
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ShaderLanguage sourceLanguage = ShaderLanguage::Unknown;
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std::wstring entryPoint;
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std::wstring profile;
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std::wstring fileName;
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std::vector<ShaderCompileMacro> macros;
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};
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@@ -293,9 +293,17 @@ RHITexture* D3D12Device::CreateTexture(const TextureDesc& desc) {
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RHIShader* D3D12Device::CompileShader(const ShaderCompileDesc& desc) {
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auto* shader = new D3D12Shader();
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if (shader->CompileFromFile(desc.fileName.c_str(),
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reinterpret_cast<const char*>(desc.entryPoint.c_str()),
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reinterpret_cast<const char*>(desc.profile.c_str()))) {
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const char* entryPoint = desc.entryPoint.empty() ? nullptr : reinterpret_cast<const char*>(desc.entryPoint.c_str());
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const char* profile = desc.profile.empty() ? nullptr : reinterpret_cast<const char*>(desc.profile.c_str());
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bool success = false;
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if (!desc.source.empty()) {
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success = shader->Compile(desc.source.data(), desc.source.size(), entryPoint, profile);
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} else if (!desc.fileName.empty()) {
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success = shader->CompileFromFile(desc.fileName.c_str(), entryPoint, profile);
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}
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if (success) {
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return shader;
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}
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delete shader;
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@@ -353,15 +353,40 @@ RHICommandQueue* OpenGLDevice::CreateCommandQueue(const CommandQueueDesc& desc)
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}
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RHIShader* OpenGLDevice::CompileShader(const ShaderCompileDesc& desc) {
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std::wstring filePath = desc.fileName;
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if (filePath.empty()) {
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auto* shader = new OpenGLShader();
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if (desc.sourceLanguage == ShaderLanguage::GLSL && !desc.source.empty()) {
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const char* sourceStr = reinterpret_cast<const char*>(desc.source.data());
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ShaderType shaderType = ShaderType::Vertex;
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std::string profile(desc.profile.begin(), desc.profile.end());
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if (profile.find("vs") != std::string::npos) {
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shaderType = ShaderType::Vertex;
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} else if (profile.find("ps") != std::string::npos || profile.find("fs") != std::string::npos) {
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shaderType = ShaderType::Fragment;
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} else if (profile.find("gs") != std::string::npos) {
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shaderType = ShaderType::Geometry;
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} else if (profile.find("cs") != std::string::npos) {
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shaderType = ShaderType::Compute;
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}
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if (shader->Compile(sourceStr, shaderType)) {
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return shader;
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}
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delete shader;
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return nullptr;
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}
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auto* shader = new OpenGLShader();
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if (!desc.fileName.empty()) {
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std::wstring filePath = desc.fileName;
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std::string entryPoint(desc.entryPoint.begin(), desc.entryPoint.end());
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std::string profile(desc.profile.begin(), desc.profile.end());
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shader->CompileFromFile(filePath.c_str(), entryPoint.c_str(), profile.c_str());
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return shader;
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}
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delete shader;
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return nullptr;
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}
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RHIPipelineState* OpenGLDevice::CreatePipelineState(const GraphicsPipelineDesc& desc) {
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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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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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