rendering: add vulkan hlsl shader compilation

This commit is contained in:
2026-04-06 17:28:59 +08:00
parent b68e514154
commit 4afeb19d25
3 changed files with 214 additions and 17 deletions

View File

@@ -53,6 +53,46 @@ void main() {
delete pipelineState;
}
TEST_F(VulkanGraphicsFixture, CreateGraphicsPipelineFromHlslShadersProducesValidPipeline) {
static const char* vertexSource = R"(
float4 MainVS(uint vertexId : SV_VertexID) : SV_POSITION
{
const float x = (vertexId == 1u) ? 0.5f : -0.5f;
const float y = (vertexId == 2u) ? -0.5f : 0.5f;
return float4(x, y, 0.0f, 1.0f);
}
)";
static const char* fragmentSource = R"(
float4 MainPS() : SV_TARGET
{
return float4(1.0f, 0.0f, 0.0f, 1.0f);
}
)";
GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.topologyType = static_cast<uint32_t>(PrimitiveTopologyType::Triangle);
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(Format::Unknown);
pipelineDesc.vertexShader.sourceLanguage = ShaderLanguage::HLSL;
pipelineDesc.vertexShader.entryPoint = L"MainVS";
pipelineDesc.vertexShader.profile = L"vs_5_0";
pipelineDesc.vertexShader.source.assign(vertexSource, vertexSource + std::strlen(vertexSource));
pipelineDesc.fragmentShader.sourceLanguage = ShaderLanguage::HLSL;
pipelineDesc.fragmentShader.entryPoint = L"MainPS";
pipelineDesc.fragmentShader.profile = L"ps_5_0";
pipelineDesc.fragmentShader.source.assign(fragmentSource, fragmentSource + std::strlen(fragmentSource));
RHIPipelineState* pipelineState = m_device->CreatePipelineState(pipelineDesc);
ASSERT_NE(pipelineState, nullptr);
EXPECT_TRUE(pipelineState->IsValid());
EXPECT_NE(pipelineState->GetNativeHandle(), nullptr);
pipelineState->Shutdown();
delete pipelineState;
}
} // namespace
#endif