refactor: route builtin forward pipeline through shader assets

This commit is contained in:
2026-04-02 19:00:48 +08:00
parent 86144416af
commit 9f7d8fd68d
8 changed files with 585 additions and 220 deletions

View File

@@ -1,4 +1,6 @@
#include <gtest/gtest.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Resources/Shader/ShaderLoader.h>
#include <XCEngine/Core/Asset/ResourceTypes.h>
#include <XCEngine/Core/Containers/Array.h>
@@ -29,6 +31,7 @@ TEST(ShaderLoader, CanLoad) {
EXPECT_TRUE(loader.CanLoad("test.frag"));
EXPECT_TRUE(loader.CanLoad("test.glsl"));
EXPECT_TRUE(loader.CanLoad("test.hlsl"));
EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png"));
}
@@ -70,4 +73,43 @@ TEST(ShaderLoader, LoadLegacySingleStageShaderBuildsDefaultPassVariant) {
std::remove(shaderPath.string().c_str());
}
TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
ASSERT_TRUE(shader->IsValid());
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 6u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ForwardBase");
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
delete shader;
}
TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ResourceManager& manager = ResourceManager::Get();
manager.Shutdown();
manager.UnregisterLoader(ResourceType::Shader);
ResourceHandle<Shader> shaderHandle = manager.Load<Shader>(GetBuiltinForwardLitShaderPath());
ASSERT_TRUE(shaderHandle.IsValid());
ASSERT_NE(shaderHandle->FindPass("ForwardLit"), nullptr);
manager.Shutdown();
}
} // namespace