rendering: add vulkan hlsl shader compilation
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@@ -55,6 +55,54 @@ TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslFileProducesValidVertexShader)
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delete shader;
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}
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TEST_F(VulkanGraphicsFixture, CreateShaderFromHlslSourceProducesValidVertexShader) {
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static const char* vertexSource = R"(
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float4 MainVS(uint vertexId : SV_VertexID) : SV_POSITION
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{
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const float x = (vertexId == 1u) ? 0.5f : -0.5f;
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const float y = (vertexId == 2u) ? -0.5f : 0.5f;
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return float4(x, y, 0.0f, 1.0f);
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}
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)";
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ShaderCompileDesc shaderDesc = {};
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shaderDesc.sourceLanguage = ShaderLanguage::HLSL;
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shaderDesc.entryPoint = L"MainVS";
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shaderDesc.profile = L"vs_5_0";
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shaderDesc.source.assign(vertexSource, vertexSource + std::strlen(vertexSource));
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RHIShader* shader = m_device->CreateShader(shaderDesc);
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ASSERT_NE(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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TEST_F(VulkanGraphicsFixture, CreateShaderFromHlslSourceProducesValidFragmentShader) {
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static const char* fragmentSource = R"(
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float4 MainPS() : SV_TARGET
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{
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return float4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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)";
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ShaderCompileDesc shaderDesc = {};
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shaderDesc.sourceLanguage = ShaderLanguage::HLSL;
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shaderDesc.entryPoint = L"MainPS";
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shaderDesc.profile = L"ps_5_0";
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shaderDesc.source.assign(fragmentSource, fragmentSource + std::strlen(fragmentSource));
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RHIShader* shader = m_device->CreateShader(shaderDesc);
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ASSERT_NE(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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TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslSourceInfersComputeShader) {
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RHIShader* shader = CreateWriteRedComputeShaderFromGlsl();
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ASSERT_NE(shader, nullptr);
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