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

@@ -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;