refactor: add shader pass and backend variants
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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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