Close shader authoring pipeline and UsePass dependency tracking
This commit is contained in:
@@ -67,64 +67,45 @@ void WriteTextFile(const std::filesystem::path& path, const std::string& content
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ASSERT_TRUE(static_cast<bool>(output));
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}
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std::filesystem::path WriteSchemaMaterialShaderManifest(const std::filesystem::path& rootPath) {
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std::filesystem::path WriteSchemaMaterialShaderAuthoring(const std::filesystem::path& rootPath) {
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namespace fs = std::filesystem;
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const fs::path shaderDir = rootPath / "Shaders";
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fs::create_directories(shaderDir);
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WriteTextFile(shaderDir / "schema.vert.glsl", "#version 430\nvoid main() {}\n");
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WriteTextFile(shaderDir / "schema.frag.glsl", "#version 430\nvoid main() {}\n");
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const fs::path manifestPath = shaderDir / "schema.shader";
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std::ofstream manifest(manifestPath, std::ios::binary | std::ios::trunc);
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EXPECT_TRUE(manifest.is_open());
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if (!manifest.is_open()) {
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const fs::path shaderPath = shaderDir / "schema.shader";
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std::ofstream shader(shaderPath, std::ios::binary | std::ios::trunc);
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EXPECT_TRUE(shader.is_open());
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if (!shader.is_open()) {
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return {};
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}
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manifest << "{\n";
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manifest << " \"name\": \"SchemaMaterialShader\",\n";
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manifest << " \"properties\": [\n";
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manifest << " {\n";
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manifest << " \"name\": \"_BaseColor\",\n";
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manifest << " \"displayName\": \"Base Color\",\n";
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manifest << " \"type\": \"Color\",\n";
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manifest << " \"defaultValue\": \"(1,0.5,0.25,1)\",\n";
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manifest << " \"semantic\": \"BaseColor\"\n";
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manifest << " },\n";
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manifest << " {\n";
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manifest << " \"name\": \"_Metallic\",\n";
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manifest << " \"displayName\": \"Metallic\",\n";
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manifest << " \"type\": \"Float\",\n";
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manifest << " \"defaultValue\": \"0.7\"\n";
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manifest << " },\n";
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manifest << " {\n";
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manifest << " \"name\": \"_Mode\",\n";
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manifest << " \"displayName\": \"Mode\",\n";
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manifest << " \"type\": \"Int\",\n";
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manifest << " \"defaultValue\": \"2\"\n";
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manifest << " },\n";
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manifest << " {\n";
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manifest << " \"name\": \"_MainTex\",\n";
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manifest << " \"displayName\": \"Main Tex\",\n";
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manifest << " \"type\": \"Texture2D\",\n";
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manifest << " \"defaultValue\": \"white\",\n";
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manifest << " \"semantic\": \"BaseColorTexture\"\n";
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manifest << " }\n";
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manifest << " ],\n";
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manifest << " \"passes\": [\n";
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manifest << " {\n";
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manifest << " \"name\": \"ForwardLit\",\n";
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manifest << " \"variants\": [\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"schema.vert.glsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"schema.frag.glsl\" }\n";
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manifest << " ]\n";
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manifest << " }\n";
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manifest << " ]\n";
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manifest << "}\n";
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EXPECT_TRUE(static_cast<bool>(manifest));
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shader << R"(Shader "SchemaMaterialShader"
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{
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Properties
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{
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_BaseColor ("Base Color", Color) = (1,0.5,0.25,1) [Semantic(BaseColor)]
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_Metallic ("Metallic", Float) = 0.7
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_Mode ("Mode", Int) = 2
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_MainTex ("Main Tex", 2D) = "white" [Semantic(BaseColorTexture)]
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}
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SubShader
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{
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Pass
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{
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Name "ForwardLit"
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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float4 MainVS() : SV_POSITION { return 0; }
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float4 MainPS() : SV_TARGET { return 1; }
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ENDHLSL
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}
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}
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}
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)";
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EXPECT_TRUE(static_cast<bool>(shader));
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return manifestPath;
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return shaderPath;
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}
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std::filesystem::path WriteKeywordMaterialShaderAuthoring(const std::filesystem::path& rootPath) {
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@@ -200,15 +181,34 @@ TEST(MaterialLoader, ResourceManagerRegistersMaterialAndShaderLoaders) {
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}
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TEST(MaterialLoader, LoadValidMaterialParsesRenderMetadata) {
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ResourceManager& manager = ResourceManager::Get();
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manager.Initialize();
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const std::filesystem::path shaderPath =
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std::filesystem::current_path() / "material_loader_valid_shader.hlsl";
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std::filesystem::current_path() / "material_loader_valid_shader.shader";
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const std::filesystem::path materialPath =
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std::filesystem::current_path() / "material_loader_valid.material";
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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 << "float4 MainPS() : SV_TARGET { return float4(1, 1, 1, 1); }";
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shaderFile << R"(Shader "Test/ValidMaterial"
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{
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SubShader
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{
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Pass
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{
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Name "ForwardLit"
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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float4 MainVS() : SV_POSITION { return 0; }
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float4 MainPS() : SV_TARGET { return float4(1, 1, 1, 1); }
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ENDHLSL
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}
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}
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}
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)";
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}
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{
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@@ -243,7 +243,7 @@ TEST(MaterialLoader, LoadValidMaterialParsesRenderMetadata) {
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EXPECT_TRUE(material->IsValid());
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EXPECT_NE(material->GetShader(), nullptr);
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EXPECT_EQ(material->GetRenderQueue(), static_cast<XCEngine::Core::int32>(MaterialRenderQueue::Transparent));
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EXPECT_EQ(material->GetLegacyShaderPassHint(), "ForwardLit");
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EXPECT_TRUE(material->GetLegacyShaderPassHint().Empty());
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EXPECT_EQ(material->GetTag("LightMode"), "ForwardBase");
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EXPECT_EQ(material->GetTag("RenderType"), "Transparent");
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EXPECT_EQ(material->GetRenderState().cullMode, MaterialCullMode::Back);
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@@ -255,6 +255,7 @@ TEST(MaterialLoader, LoadValidMaterialParsesRenderMetadata) {
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EXPECT_TRUE(material->HasRenderStateOverride());
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delete material;
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manager.Shutdown();
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std::remove(materialPath.string().c_str());
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std::remove(shaderPath.string().c_str());
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}
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@@ -282,55 +283,103 @@ TEST(MaterialLoader, LoadMaterialWithoutRenderStateLeavesOverrideDisabled) {
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std::remove(materialPath.string().c_str());
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}
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TEST(MaterialLoader, LoadMaterialWithShaderManifestResolvesShaderPass) {
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namespace fs = std::filesystem;
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ResourceManager& manager = ResourceManager::Get();
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manager.Initialize();
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const fs::path shaderRoot = fs::temp_directory_path() / "xc_material_shader_manifest_test";
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const fs::path shaderDir = shaderRoot / "Shaders";
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const fs::path manifestPath = shaderDir / "lit.shader";
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const fs::path materialPath = shaderRoot / "manifest.material";
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fs::remove_all(shaderRoot);
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fs::create_directories(shaderDir);
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{
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std::ofstream vertexFile(shaderDir / "lit.vert.glsl");
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ASSERT_TRUE(vertexFile.is_open());
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vertexFile << "#version 430\n// MATERIAL_MANIFEST_GL_VS\nvoid main() {}\n";
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}
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{
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std::ofstream fragmentFile(shaderDir / "lit.frag.glsl");
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ASSERT_TRUE(fragmentFile.is_open());
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fragmentFile << "#version 430\n// MATERIAL_MANIFEST_GL_PS\nvoid main() {}\n";
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}
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{
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std::ofstream manifestFile(manifestPath);
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ASSERT_TRUE(manifestFile.is_open());
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manifestFile << "{\n";
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manifestFile << " \"name\": \"ManifestLit\",\n";
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manifestFile << " \"passes\": [\n";
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manifestFile << " {\n";
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manifestFile << " \"name\": \"ForwardLit\",\n";
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manifestFile << " \"tags\": { \"LightMode\": \"ForwardBase\" },\n";
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manifestFile << " \"variants\": [\n";
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manifestFile << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.vert.glsl\" },\n";
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manifestFile << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.frag.glsl\" }\n";
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manifestFile << " ]\n";
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manifestFile << " }\n";
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manifestFile << " ]\n";
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manifestFile << "}\n";
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}
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TEST(MaterialLoader, LoadMaterialParsesOffsetAndStencilRenderState) {
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const std::filesystem::path materialPath =
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std::filesystem::current_path() / "material_loader_offset_stencil.material";
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{
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std::ofstream materialFile(materialPath);
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ASSERT_TRUE(materialFile.is_open());
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materialFile << "{\n";
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materialFile << " \"shader\": \"" << manifestPath.generic_string() << "\",\n";
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materialFile << " \"renderState\": {\n";
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materialFile << " \"offset\": [1.5, 2],\n";
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materialFile << " \"stencil\": {\n";
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materialFile << " \"ref\": 7,\n";
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materialFile << " \"readMask\": 63,\n";
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materialFile << " \"writeMask\": 31,\n";
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materialFile << " \"comp\": \"Equal\",\n";
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materialFile << " \"pass\": \"Replace\",\n";
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materialFile << " \"fail\": \"Keep\",\n";
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materialFile << " \"zFail\": \"IncrSat\",\n";
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materialFile << " \"compBack\": \"NotEqual\",\n";
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materialFile << " \"passBack\": \"DecrWrap\",\n";
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materialFile << " \"failBack\": \"Invert\",\n";
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materialFile << " \"zFailBack\": \"Zero\"\n";
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materialFile << " }\n";
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materialFile << " }\n";
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materialFile << "}\n";
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}
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MaterialLoader loader;
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LoadResult result = loader.Load(materialPath.string().c_str());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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auto* material = static_cast<Material*>(result.resource);
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ASSERT_NE(material, nullptr);
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EXPECT_FLOAT_EQ(material->GetRenderState().depthBiasFactor, 1.5f);
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EXPECT_EQ(material->GetRenderState().depthBiasUnits, 2);
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EXPECT_TRUE(material->GetRenderState().stencil.enabled);
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EXPECT_EQ(material->GetRenderState().stencil.reference, 7u);
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EXPECT_EQ(material->GetRenderState().stencil.readMask, 63u);
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EXPECT_EQ(material->GetRenderState().stencil.writeMask, 31u);
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EXPECT_EQ(material->GetRenderState().stencil.front.func, MaterialComparisonFunc::Equal);
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EXPECT_EQ(material->GetRenderState().stencil.front.passOp, MaterialStencilOp::Replace);
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EXPECT_EQ(material->GetRenderState().stencil.front.depthFailOp, MaterialStencilOp::IncrSat);
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EXPECT_EQ(material->GetRenderState().stencil.back.func, MaterialComparisonFunc::NotEqual);
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EXPECT_EQ(material->GetRenderState().stencil.back.passOp, MaterialStencilOp::DecrWrap);
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EXPECT_EQ(material->GetRenderState().stencil.back.failOp, MaterialStencilOp::Invert);
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EXPECT_EQ(material->GetRenderState().stencil.back.depthFailOp, MaterialStencilOp::Zero);
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delete material;
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std::remove(materialPath.string().c_str());
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}
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TEST(MaterialLoader, LoadMaterialWithAuthoringShaderResolvesShaderPass) {
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namespace fs = std::filesystem;
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ResourceManager& manager = ResourceManager::Get();
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manager.Initialize();
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const fs::path shaderRoot = fs::temp_directory_path() / "xc_material_shader_authoring_test";
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const fs::path shaderDir = shaderRoot / "Shaders";
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const fs::path shaderPath = shaderDir / "lit.shader";
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const fs::path materialPath = shaderRoot / "authoring.material";
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fs::remove_all(shaderRoot);
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fs::create_directories(shaderDir);
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WriteTextFile(
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shaderPath,
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R"(Shader "AuthoringLit"
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{
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SubShader
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{
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "ForwardBase" }
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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float4 MainVS() : SV_POSITION
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{
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return 0; // MATERIAL_AUTHORING_VS
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}
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float4 MainPS() : SV_TARGET
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{
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return 1; // MATERIAL_AUTHORING_PS
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}
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ENDHLSL
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}
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}
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}
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)");
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{
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std::ofstream materialFile(materialPath);
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ASSERT_TRUE(materialFile.is_open());
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materialFile << "{\n";
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materialFile << " \"shader\": \"" << shaderPath.generic_string() << "\",\n";
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materialFile << " \"shaderPass\": \"ForwardLit\",\n";
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materialFile << " \"renderQueue\": \"Geometry\"\n";
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materialFile << "}\n";
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@@ -349,7 +398,7 @@ TEST(MaterialLoader, LoadMaterialWithShaderManifestResolvesShaderPass) {
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const ShaderStageVariant* vertexVariant =
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material->GetShader()->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::OpenGL);
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ASSERT_NE(vertexVariant, nullptr);
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EXPECT_NE(std::string(vertexVariant->sourceCode.CStr()).find("MATERIAL_MANIFEST_GL_VS"), std::string::npos);
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EXPECT_NE(std::string(vertexVariant->sourceCode.CStr()).find("MATERIAL_AUTHORING_VS"), std::string::npos);
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delete material;
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manager.Shutdown();
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@@ -362,7 +411,7 @@ TEST(MaterialLoader, LoadMaterialWithPropertiesObjectAppliesTypedOverrides) {
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const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_properties_override_test";
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fs::remove_all(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderAuthoring(rootPath);
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ASSERT_FALSE(shaderPath.empty());
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const fs::path materialPath = rootPath / "override.material";
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@@ -437,7 +486,7 @@ TEST(MaterialLoader, RejectsUnknownPropertyAgainstShaderSchema) {
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const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_properties_unknown_test";
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fs::remove_all(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderAuthoring(rootPath);
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ASSERT_FALSE(shaderPath.empty());
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const fs::path materialPath = rootPath / "unknown_property.material";
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@@ -463,7 +512,7 @@ TEST(MaterialLoader, RejectsTypeMismatchAgainstShaderSchema) {
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const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_properties_mismatch_test";
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fs::remove_all(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderAuthoring(rootPath);
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ASSERT_FALSE(shaderPath.empty());
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const fs::path materialPath = rootPath / "type_mismatch.material";
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@@ -489,7 +538,7 @@ TEST(MaterialLoader, LoadMaterialWithPropertiesObjectPreservesShaderDefaultsForO
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const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_properties_defaults_test";
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fs::remove_all(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderAuthoring(rootPath);
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ASSERT_FALSE(shaderPath.empty());
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const fs::path materialPath = rootPath / "defaults.material";
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@@ -526,7 +575,7 @@ TEST(MaterialLoader, LoadMaterialMapsLegacySemanticKeysIntoShaderSchemaPropertie
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fs::remove_all(rootPath);
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fs::create_directories(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderAuthoring(rootPath);
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ASSERT_FALSE(shaderPath.empty());
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const fs::path materialPath = rootPath / "semantic_alias.material";
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@@ -604,7 +653,7 @@ TEST(MaterialLoader, RejectsUnknownTextureBindingAgainstShaderSchema) {
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fs::remove_all(rootPath);
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fs::create_directories(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
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const fs::path shaderPath = WriteSchemaMaterialShaderAuthoring(rootPath);
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ASSERT_FALSE(shaderPath.empty());
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const fs::path materialPath = rootPath / "unknown_texture.material";
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@@ -985,31 +1034,31 @@ TEST(MaterialLoader, AssetDatabaseReimportsMaterialWhenShaderDependencyChanges)
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const fs::path projectRoot = fs::temp_directory_path() / "xc_material_shader_dependency_reimport_test";
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const fs::path assetsDir = projectRoot / "Assets";
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const fs::path shaderDir = assetsDir / "Shaders";
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const fs::path shaderManifestPath = shaderDir / "lit.shader";
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const fs::path shaderPath = shaderDir / "lit.shader";
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const fs::path materialPath = assetsDir / "textured.material";
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fs::remove_all(projectRoot);
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fs::create_directories(shaderDir);
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WriteTextFile(shaderDir / "lit.vert.glsl", "#version 430\nvoid main() {}\n");
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WriteTextFile(shaderDir / "lit.frag.glsl", "#version 430\nvoid main() {}\n");
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WriteTextFile(
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shaderPath,
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R"(Shader "MaterialDependencyShader"
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{
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SubShader
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{
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std::ofstream manifest(shaderManifestPath);
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ASSERT_TRUE(manifest.is_open());
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manifest << "{\n";
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manifest << " \"name\": \"MaterialDependencyShader\",\n";
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manifest << " \"passes\": [\n";
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manifest << " {\n";
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manifest << " \"name\": \"ForwardLit\",\n";
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manifest << " \"variants\": [\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.vert.glsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.frag.glsl\" }\n";
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manifest << " ]\n";
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manifest << " }\n";
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manifest << " ]\n";
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manifest << "}\n";
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Pass
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{
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Name "ForwardLit"
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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float4 MainVS() : SV_POSITION { return 0; }
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float4 MainPS() : SV_TARGET { return 1; }
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ENDHLSL
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}
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}
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}
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)");
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{
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std::ofstream materialFile(materialPath);
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@@ -1034,10 +1083,10 @@ TEST(MaterialLoader, AssetDatabaseReimportsMaterialWhenShaderDependencyChanges)
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std::this_thread::sleep_for(50ms);
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{
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std::ofstream manifest(shaderManifestPath, std::ios::app);
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ASSERT_TRUE(manifest.is_open());
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manifest << "\n";
|
||||
ASSERT_TRUE(static_cast<bool>(manifest));
|
||||
std::ofstream shaderFile(shaderPath, std::ios::app);
|
||||
ASSERT_TRUE(shaderFile.is_open());
|
||||
shaderFile << "\n// force shader dependency reimport\n";
|
||||
ASSERT_TRUE(static_cast<bool>(shaderFile));
|
||||
}
|
||||
|
||||
database.Initialize(projectRoot.string().c_str());
|
||||
|
||||
@@ -10,8 +10,7 @@ namespace {
|
||||
|
||||
TEST(Shader, DefaultConstructor) {
|
||||
Shader shader;
|
||||
EXPECT_EQ(shader.GetShaderType(), ShaderType::Fragment);
|
||||
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::GLSL);
|
||||
EXPECT_EQ(shader.GetPassCount(), 0u);
|
||||
EXPECT_FALSE(shader.IsValid());
|
||||
EXPECT_EQ(shader.GetMemorySize(), 0u);
|
||||
}
|
||||
@@ -21,64 +20,42 @@ TEST(Shader, GetType) {
|
||||
EXPECT_EQ(shader.GetType(), ResourceType::Shader);
|
||||
}
|
||||
|
||||
TEST(Shader, SetGetShaderType) {
|
||||
TEST(Shader, AddPassVariantStoresStageLanguageAndPayload) {
|
||||
Shader shader;
|
||||
|
||||
shader.SetShaderType(ShaderType::Vertex);
|
||||
EXPECT_EQ(shader.GetShaderType(), ShaderType::Vertex);
|
||||
|
||||
shader.SetShaderType(ShaderType::Fragment);
|
||||
EXPECT_EQ(shader.GetShaderType(), ShaderType::Fragment);
|
||||
|
||||
shader.SetShaderType(ShaderType::Geometry);
|
||||
EXPECT_EQ(shader.GetShaderType(), ShaderType::Geometry);
|
||||
|
||||
shader.SetShaderType(ShaderType::Compute);
|
||||
EXPECT_EQ(shader.GetShaderType(), ShaderType::Compute);
|
||||
}
|
||||
ShaderStageVariant variant = {};
|
||||
variant.stage = ShaderType::Vertex;
|
||||
variant.language = ShaderLanguage::HLSL;
|
||||
variant.backend = ShaderBackend::D3D12;
|
||||
variant.entryPoint = "MainVS";
|
||||
variant.profile = "vs_5_0";
|
||||
variant.sourceCode = "float4 MainVS() : SV_POSITION { return 0; }";
|
||||
variant.compiledBinary = { 0x00, 0x01, 0x02, 0x03 };
|
||||
|
||||
TEST(Shader, SetGetShaderLanguage) {
|
||||
Shader shader;
|
||||
|
||||
shader.SetShaderLanguage(ShaderLanguage::GLSL);
|
||||
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::GLSL);
|
||||
|
||||
shader.SetShaderLanguage(ShaderLanguage::HLSL);
|
||||
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::HLSL);
|
||||
|
||||
shader.SetShaderLanguage(ShaderLanguage::SPIRV);
|
||||
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::SPIRV);
|
||||
}
|
||||
shader.AddPassVariant("ForwardLit", variant);
|
||||
|
||||
TEST(Shader, SetGetSourceCode) {
|
||||
Shader shader;
|
||||
const char* source = "#version 330 core\nvoid main() {}";
|
||||
|
||||
shader.SetSourceCode(source);
|
||||
EXPECT_EQ(shader.GetSourceCode(), source);
|
||||
}
|
||||
|
||||
TEST(Shader, SetGetCompiledBinary) {
|
||||
Shader shader;
|
||||
XCEngine::Containers::Array<XCEngine::Core::uint8> binary = { 0x00, 0x01, 0x02, 0x03 };
|
||||
|
||||
shader.SetCompiledBinary(binary);
|
||||
EXPECT_EQ(shader.GetCompiledBinary().Size(), 4u);
|
||||
EXPECT_EQ(shader.GetCompiledBinary()[0], 0x00);
|
||||
EXPECT_EQ(shader.GetCompiledBinary()[3], 0x03);
|
||||
const ShaderStageVariant* storedVariant =
|
||||
shader.FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12);
|
||||
ASSERT_NE(storedVariant, nullptr);
|
||||
EXPECT_EQ(storedVariant->stage, ShaderType::Vertex);
|
||||
EXPECT_EQ(storedVariant->language, ShaderLanguage::HLSL);
|
||||
EXPECT_EQ(storedVariant->entryPoint, "MainVS");
|
||||
EXPECT_EQ(storedVariant->profile, "vs_5_0");
|
||||
EXPECT_EQ(storedVariant->sourceCode, "float4 MainVS() : SV_POSITION { return 0; }");
|
||||
ASSERT_EQ(storedVariant->compiledBinary.Size(), 4u);
|
||||
EXPECT_EQ(storedVariant->compiledBinary[3], 0x03);
|
||||
}
|
||||
|
||||
TEST(Shader, AddGetUniforms) {
|
||||
Shader shader;
|
||||
|
||||
|
||||
ShaderUniform uniform1;
|
||||
uniform1.name = "uModelView";
|
||||
uniform1.location = 0;
|
||||
uniform1.size = 1;
|
||||
uniform1.type = 4;
|
||||
|
||||
|
||||
shader.AddUniform(uniform1);
|
||||
|
||||
|
||||
const auto& uniforms = shader.GetUniforms();
|
||||
EXPECT_EQ(uniforms.Size(), 1u);
|
||||
EXPECT_EQ(uniforms[0].name, "uModelView");
|
||||
@@ -86,36 +63,20 @@ TEST(Shader, AddGetUniforms) {
|
||||
|
||||
TEST(Shader, AddGetAttributes) {
|
||||
Shader shader;
|
||||
|
||||
|
||||
ShaderAttribute attr1;
|
||||
attr1.name = "aPosition";
|
||||
attr1.location = 0;
|
||||
attr1.size = 1;
|
||||
attr1.type = 3;
|
||||
|
||||
|
||||
shader.AddAttribute(attr1);
|
||||
|
||||
|
||||
const auto& attributes = shader.GetAttributes();
|
||||
EXPECT_EQ(attributes.Size(), 1u);
|
||||
EXPECT_EQ(attributes[0].name, "aPosition");
|
||||
}
|
||||
|
||||
TEST(Shader, LegacySingleStageStateSyncsIntoDefaultPassVariant) {
|
||||
Shader shader;
|
||||
shader.SetShaderType(ShaderType::Vertex);
|
||||
shader.SetShaderLanguage(ShaderLanguage::HLSL);
|
||||
shader.SetSourceCode("float4 MainVS() : SV_POSITION { return 0; }");
|
||||
|
||||
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].language, ShaderLanguage::HLSL);
|
||||
EXPECT_EQ(pass->variants[0].backend, ShaderBackend::Generic);
|
||||
EXPECT_EQ(pass->variants[0].sourceCode, "float4 MainVS() : SV_POSITION { return 0; }");
|
||||
}
|
||||
|
||||
TEST(Shader, FindsBackendSpecificVariantAndFallsBackToGeneric) {
|
||||
Shader shader;
|
||||
|
||||
@@ -309,7 +270,6 @@ TEST(Shader, StoresPassKeywordDeclarationsAndQueriesDeclaredKeywords) {
|
||||
|
||||
TEST(Shader, ReleaseClearsPassRuntimeData) {
|
||||
Shader shader;
|
||||
shader.SetSourceCode("void main() {}");
|
||||
ShaderPropertyDesc property = {};
|
||||
property.name = "_BaseColor";
|
||||
property.type = ShaderPropertyType::Color;
|
||||
@@ -323,8 +283,6 @@ TEST(Shader, ReleaseClearsPassRuntimeData) {
|
||||
|
||||
EXPECT_EQ(shader.GetProperties().Size(), 0u);
|
||||
EXPECT_EQ(shader.GetPassCount(), 0u);
|
||||
EXPECT_EQ(shader.GetSourceCode(), "");
|
||||
EXPECT_EQ(shader.GetCompiledBinary().Size(), 0u);
|
||||
EXPECT_FALSE(shader.IsValid());
|
||||
}
|
||||
|
||||
|
||||
@@ -1193,6 +1193,171 @@ TEST(ShaderLoader, AssetDatabaseReimportsShaderWhenUsePassDependencyChanges) {
|
||||
fs::remove_all(projectRoot);
|
||||
}
|
||||
|
||||
TEST(ShaderLoader, AssetDatabaseReimportsShaderWhenBuiltinUsePassDependencyChanges) {
|
||||
namespace fs = std::filesystem;
|
||||
using namespace std::chrono_literals;
|
||||
|
||||
const fs::path sandboxRoot =
|
||||
fs::temp_directory_path() / "xc_shader_authoring_builtin_usepass_reimport";
|
||||
const fs::path projectRoot = sandboxRoot / "Project";
|
||||
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
|
||||
const fs::path mainShaderPath = shaderDir / "main.shader";
|
||||
const fs::path builtinShaderAssetPath =
|
||||
sandboxRoot / "engine" / "assets" / "builtin" / "shaders" / "shadow-caster.shader";
|
||||
|
||||
const fs::path previousPath = fs::current_path();
|
||||
fs::remove_all(sandboxRoot);
|
||||
fs::create_directories(shaderDir);
|
||||
fs::create_directories(builtinShaderAssetPath.parent_path());
|
||||
|
||||
auto writeBuiltinShader = [&](const char* cullMode, const char* marker) {
|
||||
WriteTextFile(
|
||||
builtinShaderAssetPath,
|
||||
std::string(R"(Shader "Builtin Shadow Caster"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
Cull )") +
|
||||
cullMode +
|
||||
R"(
|
||||
HLSLPROGRAM
|
||||
#pragma vertex MainVS
|
||||
#pragma fragment MainPS
|
||||
float4 MainVS() : SV_POSITION { return 0; }
|
||||
float4 MainPS() : SV_TARGET { return )" +
|
||||
marker +
|
||||
R"(; }
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
)");
|
||||
};
|
||||
|
||||
writeBuiltinShader("Back", "float4(1.0, 0.0, 0.0, 1.0)");
|
||||
WriteTextFile(
|
||||
mainShaderPath,
|
||||
R"(Shader "Builtin UsePass Dependency Shader"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
UsePass "Builtin Shadow Caster/ShadowCaster"
|
||||
}
|
||||
}
|
||||
)");
|
||||
|
||||
fs::current_path(projectRoot);
|
||||
|
||||
ShaderLoader dependencyLoader;
|
||||
Array<String> firstDependencies;
|
||||
ASSERT_TRUE(dependencyLoader.CollectSourceDependencies(mainShaderPath.string().c_str(), firstDependencies));
|
||||
ASSERT_EQ(firstDependencies.Size(), 1u);
|
||||
EXPECT_EQ(
|
||||
fs::path(firstDependencies[0].CStr()).lexically_normal(),
|
||||
builtinShaderAssetPath.lexically_normal());
|
||||
|
||||
AssetDatabase database;
|
||||
database.Initialize(projectRoot.string().c_str());
|
||||
|
||||
AssetDatabase::ResolvedAsset firstResolve;
|
||||
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/main.shader", ResourceType::Shader, firstResolve));
|
||||
ASSERT_TRUE(firstResolve.artifactReady);
|
||||
|
||||
ShaderLoader loader;
|
||||
LoadResult firstLoad = loader.Load(firstResolve.artifactMainPath.CStr());
|
||||
ASSERT_TRUE(firstLoad);
|
||||
auto* firstShader = static_cast<Shader*>(firstLoad.resource);
|
||||
ASSERT_NE(firstShader, nullptr);
|
||||
const ShaderPass* firstPass = firstShader->FindPass("ShadowCaster");
|
||||
ASSERT_NE(firstPass, nullptr);
|
||||
EXPECT_EQ(firstPass->fixedFunctionState.cullMode, MaterialCullMode::Back);
|
||||
const ShaderStageVariant* firstFragmentVariant =
|
||||
firstShader->FindVariant("ShadowCaster", ShaderType::Fragment, ShaderBackend::D3D12);
|
||||
ASSERT_NE(firstFragmentVariant, nullptr);
|
||||
EXPECT_NE(
|
||||
std::string(firstFragmentVariant->sourceCode.CStr()).find("float4(1.0, 0.0, 0.0, 1.0)"),
|
||||
std::string::npos);
|
||||
delete firstShader;
|
||||
|
||||
const String firstArtifactPath = firstResolve.artifactMainPath;
|
||||
database.Shutdown();
|
||||
|
||||
std::this_thread::sleep_for(50ms);
|
||||
writeBuiltinShader("Front", "float4(0.0, 1.0, 0.0, 1.0)");
|
||||
|
||||
database.Initialize(projectRoot.string().c_str());
|
||||
AssetDatabase::ResolvedAsset secondResolve;
|
||||
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/main.shader", ResourceType::Shader, secondResolve));
|
||||
ASSERT_TRUE(secondResolve.artifactReady);
|
||||
EXPECT_NE(secondResolve.artifactMainPath, firstArtifactPath);
|
||||
|
||||
LoadResult secondLoad = loader.Load(secondResolve.artifactMainPath.CStr());
|
||||
ASSERT_TRUE(secondLoad);
|
||||
auto* secondShader = static_cast<Shader*>(secondLoad.resource);
|
||||
ASSERT_NE(secondShader, nullptr);
|
||||
const ShaderPass* secondPass = secondShader->FindPass("ShadowCaster");
|
||||
ASSERT_NE(secondPass, nullptr);
|
||||
EXPECT_EQ(secondPass->fixedFunctionState.cullMode, MaterialCullMode::Front);
|
||||
const ShaderStageVariant* secondFragmentVariant =
|
||||
secondShader->FindVariant("ShadowCaster", ShaderType::Fragment, ShaderBackend::D3D12);
|
||||
ASSERT_NE(secondFragmentVariant, nullptr);
|
||||
EXPECT_NE(
|
||||
std::string(secondFragmentVariant->sourceCode.CStr()).find("float4(0.0, 1.0, 0.0, 1.0)"),
|
||||
std::string::npos);
|
||||
delete secondShader;
|
||||
|
||||
database.Shutdown();
|
||||
fs::current_path(previousPath);
|
||||
fs::remove_all(sandboxRoot);
|
||||
}
|
||||
|
||||
TEST(ShaderLoader, LoadShaderAuthoringRejectsCyclicProjectUsePass) {
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_usepass_cycle";
|
||||
const fs::path shaderAPath = shaderRoot / "a.shader";
|
||||
const fs::path shaderBPath = shaderRoot / "b.shader";
|
||||
|
||||
fs::remove_all(shaderRoot);
|
||||
fs::create_directories(shaderRoot);
|
||||
|
||||
WriteTextFile(
|
||||
shaderAPath,
|
||||
R"(Shader "Cycle Shader A"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
UsePass "Cycle Shader B/PassB"
|
||||
}
|
||||
}
|
||||
)");
|
||||
|
||||
WriteTextFile(
|
||||
shaderBPath,
|
||||
R"(Shader "Cycle Shader B"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
UsePass "Cycle Shader A/PassA"
|
||||
}
|
||||
}
|
||||
)");
|
||||
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(shaderAPath.string().c_str());
|
||||
EXPECT_FALSE(result.success);
|
||||
EXPECT_EQ(result.resource, nullptr);
|
||||
EXPECT_NE(
|
||||
std::string(result.errorMessage.CStr()).find("cyclic shader reference"),
|
||||
std::string::npos);
|
||||
|
||||
fs::remove_all(shaderRoot);
|
||||
}
|
||||
|
||||
TEST(ShaderLoader, LoadShaderAuthoringRejectsLegacyBackendPragma) {
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user