feat: add multi-pass shader manifest loading
This commit is contained in:
@@ -11,6 +11,7 @@
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#include <filesystem>
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#include <fstream>
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#include <thread>
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#include <vector>
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using namespace XCEngine::Resources;
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using namespace XCEngine::Containers;
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@@ -41,6 +42,23 @@ bool PumpAsyncLoadsUntilIdle(ResourceManager& manager,
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return !manager.IsAsyncLoading();
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}
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void FlipLastByte(const std::filesystem::path& path) {
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std::ifstream input(path, std::ios::binary);
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ASSERT_TRUE(input.is_open());
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std::vector<char> bytes(
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(std::istreambuf_iterator<char>(input)),
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std::istreambuf_iterator<char>());
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ASSERT_FALSE(bytes.empty());
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bytes.back() ^= 0x01;
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std::ofstream output(path, std::ios::binary | std::ios::trunc);
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ASSERT_TRUE(output.is_open());
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output.write(bytes.data(), static_cast<std::streamsize>(bytes.size()));
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ASSERT_TRUE(static_cast<bool>(output));
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}
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TEST(MaterialLoader, GetResourceType) {
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MaterialLoader loader;
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EXPECT_EQ(loader.GetResourceType(), ResourceType::Material);
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@@ -136,6 +154,80 @@ TEST(MaterialLoader, LoadValidMaterialParsesRenderMetadata) {
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std::remove(shaderPath.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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{
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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 << " \"shaderPass\": \"ForwardLit\",\n";
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materialFile << " \"renderQueue\": \"Geometry\"\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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Material* material = static_cast<Material*>(result.resource);
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ASSERT_NE(material, nullptr);
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ASSERT_NE(material->GetShader(), nullptr);
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EXPECT_EQ(material->GetShaderPass(), "ForwardLit");
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ASSERT_NE(material->GetShader()->FindPass("ForwardLit"), nullptr);
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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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delete material;
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manager.Shutdown();
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fs::remove_all(shaderRoot);
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}
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TEST(MaterialLoader, RejectsUnknownRenderQueueName) {
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const std::filesystem::path materialPath =
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std::filesystem::current_path() / "material_loader_invalid_queue.material";
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@@ -247,6 +339,105 @@ TEST(MaterialLoader, AssetDatabaseCreatesMaterialArtifact) {
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fs::remove_all(projectRoot);
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}
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TEST(MaterialLoader, ResourceManagerLoadsProjectMaterialTextureAsLazyDependency) {
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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 projectRoot = fs::temp_directory_path() / "xc_material_asset_texture_test";
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const fs::path assetsDir = projectRoot / "Assets";
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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(assetsDir);
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fs::copy_file(
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GetMeshFixturePath("checker.bmp"),
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assetsDir / "checker.bmp",
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fs::copy_options::overwrite_existing);
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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 << " \"renderQueue\": \"geometry\",\n";
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materialFile << " \"textures\": {\n";
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materialFile << " \"baseColorTexture\": \"checker.bmp\"\n";
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materialFile << " }\n";
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materialFile << "}";
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}
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manager.SetResourceRoot(projectRoot.string().c_str());
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const auto materialHandle = manager.Load<Material>("Assets/textured.material");
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ASSERT_TRUE(materialHandle.IsValid());
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ASSERT_EQ(materialHandle->GetTextureBindingCount(), 1u);
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EXPECT_EQ(materialHandle->GetTextureBindingName(0), "baseColorTexture");
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EXPECT_EQ(
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fs::path(materialHandle->GetTextureBindingPath(0).CStr()).lexically_normal().generic_string(),
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(projectRoot / "Assets" / "checker.bmp").lexically_normal().generic_string());
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const ResourceHandle<Texture> initialTexture = materialHandle->GetTexture("baseColorTexture");
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EXPECT_FALSE(initialTexture.IsValid());
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EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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const ResourceHandle<Texture> loadedTexture = materialHandle->GetTexture("baseColorTexture");
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ASSERT_TRUE(loadedTexture.IsValid());
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EXPECT_EQ(loadedTexture->GetWidth(), 2u);
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EXPECT_EQ(loadedTexture->GetHeight(), 2u);
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manager.SetResourceRoot("");
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manager.Shutdown();
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fs::remove_all(projectRoot);
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}
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TEST(MaterialLoader, AssetDatabaseReimportsMaterialWhenTextureDependencyChanges) {
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namespace fs = std::filesystem;
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using namespace std::chrono_literals;
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const fs::path projectRoot = fs::temp_directory_path() / "xc_material_dependency_reimport_test";
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const fs::path assetsDir = projectRoot / "Assets";
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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(assetsDir);
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fs::copy_file(
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GetMeshFixturePath("checker.bmp"),
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assetsDir / "checker.bmp",
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fs::copy_options::overwrite_existing);
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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 << " \"baseColorTexture\": \"checker.bmp\"\n";
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materialFile << "}";
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}
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AssetDatabase database;
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database.Initialize(projectRoot.string().c_str());
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AssetDatabase::ResolvedAsset firstResolve;
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ASSERT_TRUE(database.EnsureArtifact("Assets/textured.material", ResourceType::Material, firstResolve));
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ASSERT_TRUE(firstResolve.artifactReady);
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const String firstArtifactPath = firstResolve.artifactMainPath;
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database.Shutdown();
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std::this_thread::sleep_for(50ms);
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FlipLastByte(assetsDir / "checker.bmp");
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database.Initialize(projectRoot.string().c_str());
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AssetDatabase::ResolvedAsset secondResolve;
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ASSERT_TRUE(database.EnsureArtifact("Assets/textured.material", ResourceType::Material, secondResolve));
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ASSERT_TRUE(secondResolve.artifactReady);
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EXPECT_NE(firstArtifactPath, secondResolve.artifactMainPath);
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EXPECT_TRUE(fs::exists(secondResolve.artifactMainPath.CStr()));
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database.Shutdown();
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fs::remove_all(projectRoot);
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}
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TEST(MaterialLoader, LoadMaterialArtifactDefersTexturePayloadUntilRequested) {
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namespace fs = std::filesystem;
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@@ -14,6 +14,13 @@ using namespace XCEngine::Containers;
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namespace {
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void WriteTextFile(const std::filesystem::path& path, const std::string& contents) {
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std::ofstream output(path, std::ios::binary | std::ios::trunc);
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ASSERT_TRUE(output.is_open());
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output << contents;
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ASSERT_TRUE(static_cast<bool>(output));
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}
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TEST(ShaderLoader, GetResourceType) {
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ShaderLoader loader;
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EXPECT_EQ(loader.GetResourceType(), ResourceType::Shader);
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@@ -76,6 +83,163 @@ TEST(ShaderLoader, LoadLegacySingleStageShaderBuildsDefaultPassVariant) {
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std::remove(shaderPath.string().c_str());
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}
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TEST(ShaderLoader, LoadShaderManifestBuildsMultiPassBackendVariants) {
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namespace fs = std::filesystem;
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const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_manifest_test";
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const fs::path stageRoot = shaderRoot / "stages";
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const fs::path manifestPath = shaderRoot / "multi_pass.shader";
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fs::remove_all(shaderRoot);
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fs::create_directories(stageRoot);
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WriteTextFile(stageRoot / "forward_lit.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // FORWARD_LIT_D3D12_VS\n");
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WriteTextFile(stageRoot / "forward_lit.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // FORWARD_LIT_D3D12_PS\n");
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WriteTextFile(stageRoot / "forward_lit.vert.glsl", "#version 430\n// FORWARD_LIT_GL_VS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.frag.glsl", "#version 430\n// FORWARD_LIT_GL_PS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.vert.vk.glsl", "#version 450\n// FORWARD_LIT_VK_VS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.frag.vk.glsl", "#version 450\n// FORWARD_LIT_VK_PS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "depth_only.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // DEPTH_ONLY_D3D12_VS\n");
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WriteTextFile(stageRoot / "depth_only.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // DEPTH_ONLY_D3D12_PS\n");
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{
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std::ofstream manifest(manifestPath);
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ASSERT_TRUE(manifest.is_open());
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manifest << "{\n";
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manifest << " \"name\": \"TestLitShader\",\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 << " \"tags\": {\n";
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manifest << " \"LightMode\": \"ForwardBase\",\n";
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manifest << " \"Queue\": \"Geometry\"\n";
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manifest << " },\n";
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manifest << " \"variants\": [\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/forward_lit.vs.hlsl\", \"entryPoint\": \"MainVS\", \"profile\": \"vs_5_0\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/forward_lit.ps.hlsl\", \"entryPoint\": \"MainPS\", \"profile\": \"ps_5_0\" },\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.vert.glsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.frag.glsl\" },\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"Vulkan\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.vert.vk.glsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"Vulkan\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.frag.vk.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 << " \"name\": \"DepthOnly\",\n";
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manifest << " \"tags\": {\n";
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manifest << " \"LightMode\": \"DepthOnly\"\n";
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manifest << " },\n";
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manifest << " \"variants\": [\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/depth_only.vs.hlsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/depth_only.ps.hlsl\" }\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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}
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ShaderLoader loader;
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LoadResult result = loader.Load(manifestPath.string().c_str());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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ASSERT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetName(), "TestLitShader");
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ASSERT_EQ(shader->GetPassCount(), 2u);
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const ShaderPass* forwardLitPass = shader->FindPass("ForwardLit");
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ASSERT_NE(forwardLitPass, nullptr);
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ASSERT_EQ(forwardLitPass->tags.Size(), 2u);
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EXPECT_EQ(forwardLitPass->tags[0].name, "LightMode");
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EXPECT_EQ(forwardLitPass->tags[0].value, "ForwardBase");
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EXPECT_EQ(forwardLitPass->tags[1].name, "Queue");
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EXPECT_EQ(forwardLitPass->tags[1].value, "Geometry");
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const ShaderStageVariant* d3d12Vertex = shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12);
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ASSERT_NE(d3d12Vertex, nullptr);
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EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
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EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
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EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("FORWARD_LIT_D3D12_VS"), std::string::npos);
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const ShaderStageVariant* openglFragment = shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
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ASSERT_NE(openglFragment, nullptr);
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EXPECT_EQ(openglFragment->entryPoint, "main");
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EXPECT_EQ(openglFragment->profile, "fs_4_30");
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EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("FORWARD_LIT_GL_PS"), std::string::npos);
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const ShaderStageVariant* vulkanFragment = shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan);
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ASSERT_NE(vulkanFragment, nullptr);
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EXPECT_EQ(vulkanFragment->profile, "fs_4_50");
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EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("FORWARD_LIT_VK_PS"), std::string::npos);
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const ShaderPass* depthOnlyPass = shader->FindPass("DepthOnly");
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ASSERT_NE(depthOnlyPass, nullptr);
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ASSERT_EQ(depthOnlyPass->tags.Size(), 1u);
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EXPECT_EQ(depthOnlyPass->tags[0].value, "DepthOnly");
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EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_EQ(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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delete shader;
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fs::remove_all(shaderRoot);
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}
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TEST(ShaderLoader, ResourceManagerLoadsShaderManifestRelativeToResourceRoot) {
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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 previousPath = fs::current_path();
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const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_manifest_resource_root";
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const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
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const fs::path manifestPath = shaderDir / "simple.shader";
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fs::remove_all(projectRoot);
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fs::create_directories(shaderDir);
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WriteTextFile(shaderDir / "simple.vert.glsl", "#version 430\n// SIMPLE_GL_VS\nvoid main() {}\n");
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WriteTextFile(shaderDir / "simple.frag.glsl", "#version 430\n// SIMPLE_GL_PS\nvoid main() {}\n");
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{
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std::ofstream manifest(manifestPath);
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ASSERT_TRUE(manifest.is_open());
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manifest << "{\n";
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manifest << " \"name\": \"SimpleShader\",\n";
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manifest << " \"passes\": [\n";
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manifest << " {\n";
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manifest << " \"name\": \"Unlit\",\n";
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manifest << " \"tags\": { \"LightMode\": \"Unlit\" },\n";
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manifest << " \"variants\": [\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"simple.vert.glsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"simple.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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}
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manager.SetResourceRoot(projectRoot.string().c_str());
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fs::current_path(projectRoot.parent_path());
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{
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const ResourceHandle<Shader> shaderHandle = manager.Load<Shader>("Assets/Shaders/simple.shader");
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ASSERT_TRUE(shaderHandle.IsValid());
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EXPECT_EQ(shaderHandle->GetName(), "SimpleShader");
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const ShaderStageVariant* vertexVariant =
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shaderHandle->FindVariant("Unlit", ShaderType::Vertex, ShaderBackend::OpenGL);
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ASSERT_NE(vertexVariant, nullptr);
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EXPECT_NE(std::string(vertexVariant->sourceCode.CStr()).find("SIMPLE_GL_VS"), std::string::npos);
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}
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fs::current_path(previousPath);
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manager.SetResourceRoot("");
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manager.Shutdown();
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fs::remove_all(projectRoot);
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}
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|
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TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
|
||||
|
||||
Reference in New Issue
Block a user