refactor: add shader pass and backend variants

This commit is contained in:
2026-04-02 16:10:50 +08:00
parent 35d9b1d465
commit 70ced2d91f
4 changed files with 297 additions and 2 deletions

View File

@@ -3,6 +3,10 @@
#include <XCEngine/Core/Asset/ResourceTypes.h>
#include <XCEngine/Core/Containers/Array.h>
#include <cstdio>
#include <filesystem>
#include <fstream>
using namespace XCEngine::Resources;
using namespace XCEngine::Containers;
@@ -35,4 +39,35 @@ TEST(ShaderLoader, LoadInvalidPath) {
EXPECT_FALSE(result);
}
TEST(ShaderLoader, LoadLegacySingleStageShaderBuildsDefaultPassVariant) {
namespace fs = std::filesystem;
const fs::path shaderPath = fs::temp_directory_path() / "xc_shader_loader_stage.vert";
{
std::ofstream shaderFile(shaderPath);
ASSERT_TRUE(shaderFile.is_open());
shaderFile << "#version 430\nvoid main() {}";
}
ShaderLoader loader;
LoadResult result = loader.Load(shaderPath.string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
EXPECT_EQ(shader->GetShaderType(), ShaderType::Vertex);
ASSERT_EQ(shader->GetPassCount(), 1u);
const ShaderPass* pass = shader->FindPass("Default");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 1u);
EXPECT_EQ(pass->variants[0].stage, ShaderType::Vertex);
EXPECT_EQ(pass->variants[0].backend, ShaderBackend::Generic);
EXPECT_EQ(pass->variants[0].sourceCode, shader->GetSourceCode());
delete shader;
std::remove(shaderPath.string().c_str());
}
} // namespace