refactor: add shader pass and backend variants
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@@ -100,4 +100,78 @@ TEST(Shader, AddGetAttributes) {
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EXPECT_EQ(attributes[0].name, "aPosition");
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}
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TEST(Shader, LegacySingleStageStateSyncsIntoDefaultPassVariant) {
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Shader shader;
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shader.SetShaderType(ShaderType::Vertex);
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shader.SetShaderLanguage(ShaderLanguage::HLSL);
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shader.SetSourceCode("float4 MainVS() : SV_POSITION { return 0; }");
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ASSERT_EQ(shader.GetPassCount(), 1u);
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const ShaderPass* pass = shader.FindPass("Default");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 1u);
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EXPECT_EQ(pass->variants[0].stage, ShaderType::Vertex);
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EXPECT_EQ(pass->variants[0].language, ShaderLanguage::HLSL);
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EXPECT_EQ(pass->variants[0].backend, ShaderBackend::Generic);
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EXPECT_EQ(pass->variants[0].sourceCode, "float4 MainVS() : SV_POSITION { return 0; }");
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}
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TEST(Shader, FindsBackendSpecificVariantAndFallsBackToGeneric) {
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Shader shader;
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ShaderStageVariant genericFragment = {};
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genericFragment.stage = ShaderType::Fragment;
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genericFragment.language = ShaderLanguage::GLSL;
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genericFragment.backend = ShaderBackend::Generic;
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genericFragment.sourceCode = "generic fragment";
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shader.AddPassVariant("ForwardLit", genericFragment);
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ShaderStageVariant d3d12Fragment = {};
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d3d12Fragment.stage = ShaderType::Fragment;
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d3d12Fragment.language = ShaderLanguage::HLSL;
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d3d12Fragment.backend = ShaderBackend::D3D12;
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d3d12Fragment.sourceCode = "d3d12 fragment";
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shader.AddPassVariant("ForwardLit", d3d12Fragment);
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const ShaderStageVariant* d3d12Variant =
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shader.FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12);
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ASSERT_NE(d3d12Variant, nullptr);
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EXPECT_EQ(d3d12Variant->sourceCode, "d3d12 fragment");
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const ShaderStageVariant* openglVariant =
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shader.FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
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ASSERT_NE(openglVariant, nullptr);
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EXPECT_EQ(openglVariant->sourceCode, "generic fragment");
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}
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TEST(Shader, StoresPerPassTags) {
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Shader shader;
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shader.SetPassTag("ForwardLit", "LightMode", "ForwardBase");
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shader.SetPassTag("ForwardLit", "Queue", "Geometry");
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const ShaderPass* pass = shader.FindPass("ForwardLit");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->tags.Size(), 2u);
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EXPECT_EQ(pass->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "ForwardBase");
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EXPECT_EQ(pass->tags[1].name, "Queue");
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EXPECT_EQ(pass->tags[1].value, "Geometry");
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}
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TEST(Shader, ReleaseClearsPassRuntimeData) {
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Shader shader;
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shader.SetSourceCode("void main() {}");
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ShaderStageVariant variant = {};
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variant.stage = ShaderType::Fragment;
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variant.sourceCode = "fragment";
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shader.AddPassVariant("ForwardLit", variant);
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shader.Release();
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EXPECT_EQ(shader.GetPassCount(), 0u);
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EXPECT_EQ(shader.GetSourceCode(), "");
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EXPECT_EQ(shader.GetCompiledBinary().Size(), 0u);
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EXPECT_FALSE(shader.IsValid());
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}
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} // namespace
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@@ -3,6 +3,10 @@
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#include <XCEngine/Core/Asset/ResourceTypes.h>
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#include <XCEngine/Core/Containers/Array.h>
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#include <cstdio>
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#include <filesystem>
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#include <fstream>
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using namespace XCEngine::Resources;
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using namespace XCEngine::Containers;
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@@ -35,4 +39,35 @@ TEST(ShaderLoader, LoadInvalidPath) {
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EXPECT_FALSE(result);
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}
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TEST(ShaderLoader, LoadLegacySingleStageShaderBuildsDefaultPassVariant) {
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namespace fs = std::filesystem;
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const fs::path shaderPath = fs::temp_directory_path() / "xc_shader_loader_stage.vert";
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{
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std::ofstream shaderFile(shaderPath);
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ASSERT_TRUE(shaderFile.is_open());
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shaderFile << "#version 430\nvoid main() {}";
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}
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ShaderLoader loader;
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LoadResult result = loader.Load(shaderPath.string().c_str());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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EXPECT_EQ(shader->GetShaderType(), ShaderType::Vertex);
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ASSERT_EQ(shader->GetPassCount(), 1u);
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const ShaderPass* pass = shader->FindPass("Default");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 1u);
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EXPECT_EQ(pass->variants[0].stage, ShaderType::Vertex);
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EXPECT_EQ(pass->variants[0].backend, ShaderBackend::Generic);
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EXPECT_EQ(pass->variants[0].sourceCode, shader->GetSourceCode());
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delete shader;
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std::remove(shaderPath.string().c_str());
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}
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} // namespace
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