Close shader authoring pipeline and UsePass dependency tracking

This commit is contained in:
2026-04-07 18:49:37 +08:00
parent 2f9b1696cd
commit 901a6ecc26
12 changed files with 565 additions and 319 deletions

View File

@@ -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());
}