refactor: add shader pass and backend variants
This commit is contained in:
@@ -22,6 +22,13 @@ enum class ShaderLanguage : Core::uint8 {
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SPIRV
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SPIRV
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};
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};
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enum class ShaderBackend : Core::uint8 {
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Generic = 0,
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D3D12,
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OpenGL,
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Vulkan
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};
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struct ShaderUniform {
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struct ShaderUniform {
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Containers::String name;
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Containers::String name;
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Core::uint32 location;
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Core::uint32 location;
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@@ -36,6 +43,27 @@ struct ShaderAttribute {
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Core::uint32 type;
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Core::uint32 type;
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};
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};
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struct ShaderPassTagEntry {
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Containers::String name;
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Containers::String value;
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};
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struct ShaderStageVariant {
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ShaderType stage = ShaderType::Fragment;
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ShaderLanguage language = ShaderLanguage::GLSL;
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ShaderBackend backend = ShaderBackend::Generic;
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Containers::String entryPoint;
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Containers::String profile;
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Containers::String sourceCode;
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Containers::Array<Core::uint8> compiledBinary;
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};
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struct ShaderPass {
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Containers::String name;
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Containers::Array<ShaderPassTagEntry> tags;
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Containers::Array<ShaderStageVariant> variants;
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};
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class Shader : public IResource {
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class Shader : public IResource {
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public:
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public:
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Shader();
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Shader();
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@@ -49,10 +77,10 @@ public:
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size_t GetMemorySize() const override { return m_memorySize; }
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size_t GetMemorySize() const override { return m_memorySize; }
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void Release() override;
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void Release() override;
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void SetShaderType(ShaderType type) { m_shaderType = type; }
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void SetShaderType(ShaderType type);
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ShaderType GetShaderType() const { return m_shaderType; }
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ShaderType GetShaderType() const { return m_shaderType; }
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void SetShaderLanguage(ShaderLanguage lang) { m_language = lang; }
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void SetShaderLanguage(ShaderLanguage lang);
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ShaderLanguage GetShaderLanguage() const { return m_language; }
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ShaderLanguage GetShaderLanguage() const { return m_language; }
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void SetSourceCode(const Containers::String& source);
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void SetSourceCode(const Containers::String& source);
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@@ -66,11 +94,33 @@ public:
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void AddAttribute(const ShaderAttribute& attribute);
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void AddAttribute(const ShaderAttribute& attribute);
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const Containers::Array<ShaderAttribute>& GetAttributes() const { return m_attributes; }
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const Containers::Array<ShaderAttribute>& GetAttributes() const { return m_attributes; }
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void AddPass(const ShaderPass& pass);
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void ClearPasses();
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Core::uint32 GetPassCount() const { return static_cast<Core::uint32>(m_passes.Size()); }
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const Containers::Array<ShaderPass>& GetPasses() const { return m_passes; }
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void AddPassVariant(const Containers::String& passName, const ShaderStageVariant& variant);
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void SetPassTag(
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const Containers::String& passName,
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const Containers::String& tagName,
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const Containers::String& tagValue);
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bool HasPass(const Containers::String& passName) const;
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const ShaderPass* FindPass(const Containers::String& passName) const;
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ShaderPass* FindPass(const Containers::String& passName);
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const ShaderStageVariant* FindVariant(
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const Containers::String& passName,
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ShaderType stage,
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ShaderBackend backend = ShaderBackend::Generic) const;
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class IRHIShader* GetRHIResource() const { return m_rhiResource; }
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class IRHIShader* GetRHIResource() const { return m_rhiResource; }
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void SetRHIResource(class IRHIShader* resource);
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void SetRHIResource(class IRHIShader* resource);
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private:
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private:
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ShaderPass& GetOrCreatePass(const Containers::String& passName);
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ShaderStageVariant& GetOrCreateLegacyVariant();
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void SyncLegacyVariant();
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ShaderType m_shaderType = ShaderType::Fragment;
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ShaderType m_shaderType = ShaderType::Fragment;
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ShaderLanguage m_language = ShaderLanguage::GLSL;
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ShaderLanguage m_language = ShaderLanguage::GLSL;
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@@ -79,6 +129,7 @@ private:
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Containers::Array<ShaderUniform> m_uniforms;
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Containers::Array<ShaderUniform> m_uniforms;
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Containers::Array<ShaderAttribute> m_attributes;
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Containers::Array<ShaderAttribute> m_attributes;
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Containers::Array<ShaderPass> m_passes;
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class IRHIShader* m_rhiResource = nullptr;
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class IRHIShader* m_rhiResource = nullptr;
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};
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};
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@@ -3,25 +3,46 @@
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namespace XCEngine {
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namespace XCEngine {
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namespace Resources {
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namespace Resources {
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namespace {
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const char* kLegacyShaderPassName = "Default";
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} // namespace
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Shader::Shader() = default;
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Shader::Shader() = default;
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Shader::~Shader() = default;
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Shader::~Shader() = default;
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void Shader::Release() {
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void Shader::Release() {
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m_shaderType = ShaderType::Fragment;
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m_language = ShaderLanguage::GLSL;
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m_sourceCode.Clear();
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m_sourceCode.Clear();
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m_compiledBinary.Clear();
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m_compiledBinary.Clear();
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m_uniforms.Clear();
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m_uniforms.Clear();
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m_attributes.Clear();
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m_attributes.Clear();
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m_passes.Clear();
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m_rhiResource = nullptr;
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m_rhiResource = nullptr;
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m_isValid = false;
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m_isValid = false;
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}
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}
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void Shader::SetShaderType(ShaderType type) {
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m_shaderType = type;
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SyncLegacyVariant();
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}
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void Shader::SetShaderLanguage(ShaderLanguage lang) {
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m_language = lang;
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SyncLegacyVariant();
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}
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void Shader::SetSourceCode(const Containers::String& source) {
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void Shader::SetSourceCode(const Containers::String& source) {
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m_sourceCode = source;
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m_sourceCode = source;
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SyncLegacyVariant();
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}
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}
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void Shader::SetCompiledBinary(const Containers::Array<Core::uint8>& binary) {
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void Shader::SetCompiledBinary(const Containers::Array<Core::uint8>& binary) {
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m_compiledBinary = binary;
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m_compiledBinary = binary;
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SyncLegacyVariant();
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}
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}
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void Shader::AddUniform(const ShaderUniform& uniform) {
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void Shader::AddUniform(const ShaderUniform& uniform) {
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@@ -32,9 +53,123 @@ void Shader::AddAttribute(const ShaderAttribute& attribute) {
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m_attributes.PushBack(attribute);
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m_attributes.PushBack(attribute);
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}
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}
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void Shader::AddPass(const ShaderPass& pass) {
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m_passes.PushBack(pass);
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}
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void Shader::ClearPasses() {
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m_passes.Clear();
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}
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void Shader::AddPassVariant(
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const Containers::String& passName,
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const ShaderStageVariant& variant) {
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ShaderPass& pass = GetOrCreatePass(passName);
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pass.variants.PushBack(variant);
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}
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void Shader::SetPassTag(
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const Containers::String& passName,
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const Containers::String& tagName,
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const Containers::String& tagValue) {
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ShaderPass& pass = GetOrCreatePass(passName);
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for (ShaderPassTagEntry& tag : pass.tags) {
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if (tag.name == tagName) {
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tag.value = tagValue;
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return;
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}
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}
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ShaderPassTagEntry& tag = pass.tags.EmplaceBack();
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tag.name = tagName;
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tag.value = tagValue;
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}
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bool Shader::HasPass(const Containers::String& passName) const {
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return FindPass(passName) != nullptr;
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}
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const ShaderPass* Shader::FindPass(const Containers::String& passName) const {
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for (const ShaderPass& pass : m_passes) {
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if (pass.name == passName) {
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return &pass;
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}
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}
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return nullptr;
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}
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ShaderPass* Shader::FindPass(const Containers::String& passName) {
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for (ShaderPass& pass : m_passes) {
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if (pass.name == passName) {
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return &pass;
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}
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}
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return nullptr;
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}
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const ShaderStageVariant* Shader::FindVariant(
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const Containers::String& passName,
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ShaderType stage,
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ShaderBackend backend) const {
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const ShaderPass* pass = FindPass(passName);
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if (pass == nullptr) {
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return nullptr;
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}
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const ShaderStageVariant* genericVariant = nullptr;
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for (const ShaderStageVariant& variant : pass->variants) {
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if (variant.stage != stage) {
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continue;
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}
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if (variant.backend == backend) {
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return &variant;
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}
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if (variant.backend == ShaderBackend::Generic && genericVariant == nullptr) {
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genericVariant = &variant;
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}
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}
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return genericVariant;
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}
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void Shader::SetRHIResource(class IRHIShader* resource) {
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void Shader::SetRHIResource(class IRHIShader* resource) {
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m_rhiResource = resource;
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m_rhiResource = resource;
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}
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}
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ShaderPass& Shader::GetOrCreatePass(const Containers::String& passName) {
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if (ShaderPass* pass = FindPass(passName)) {
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return *pass;
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}
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ShaderPass& pass = m_passes.EmplaceBack();
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pass.name = passName;
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return pass;
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}
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ShaderStageVariant& Shader::GetOrCreateLegacyVariant() {
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ShaderPass& pass = GetOrCreatePass(kLegacyShaderPassName);
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for (ShaderStageVariant& variant : pass.variants) {
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if (variant.backend == ShaderBackend::Generic) {
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return variant;
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}
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}
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ShaderStageVariant& variant = pass.variants.EmplaceBack();
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variant.backend = ShaderBackend::Generic;
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return variant;
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}
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void Shader::SyncLegacyVariant() {
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ShaderStageVariant& variant = GetOrCreateLegacyVariant();
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variant.stage = m_shaderType;
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variant.language = m_language;
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variant.sourceCode = m_sourceCode;
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variant.compiledBinary = m_compiledBinary;
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}
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} // namespace Resources
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} // namespace Resources
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} // namespace XCEngine
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} // namespace XCEngine
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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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EXPECT_EQ(attributes[0].name, "aPosition");
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}
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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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} // 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/Asset/ResourceTypes.h>
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#include <XCEngine/Core/Containers/Array.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::Resources;
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using namespace XCEngine::Containers;
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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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EXPECT_FALSE(result);
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}
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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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}
|
||||||
|
|
||||||
|
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
|
} // namespace
|
||||||
|
|||||||
Reference in New Issue
Block a user