feat: add multi-pass shader manifest loading

This commit is contained in:
2026-04-02 22:54:25 +08:00
parent 19db2305d9
commit c9adc6ec5e
3 changed files with 1056 additions and 39 deletions

View File

@@ -14,6 +14,13 @@ using namespace XCEngine::Containers;
namespace {
void WriteTextFile(const std::filesystem::path& path, const std::string& contents) {
std::ofstream output(path, std::ios::binary | std::ios::trunc);
ASSERT_TRUE(output.is_open());
output << contents;
ASSERT_TRUE(static_cast<bool>(output));
}
TEST(ShaderLoader, GetResourceType) {
ShaderLoader loader;
EXPECT_EQ(loader.GetResourceType(), ResourceType::Shader);
@@ -76,6 +83,163 @@ TEST(ShaderLoader, LoadLegacySingleStageShaderBuildsDefaultPassVariant) {
std::remove(shaderPath.string().c_str());
}
TEST(ShaderLoader, LoadShaderManifestBuildsMultiPassBackendVariants) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_manifest_test";
const fs::path stageRoot = shaderRoot / "stages";
const fs::path manifestPath = shaderRoot / "multi_pass.shader";
fs::remove_all(shaderRoot);
fs::create_directories(stageRoot);
WriteTextFile(stageRoot / "forward_lit.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // FORWARD_LIT_D3D12_VS\n");
WriteTextFile(stageRoot / "forward_lit.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // FORWARD_LIT_D3D12_PS\n");
WriteTextFile(stageRoot / "forward_lit.vert.glsl", "#version 430\n// FORWARD_LIT_GL_VS\nvoid main() {}\n");
WriteTextFile(stageRoot / "forward_lit.frag.glsl", "#version 430\n// FORWARD_LIT_GL_PS\nvoid main() {}\n");
WriteTextFile(stageRoot / "forward_lit.vert.vk.glsl", "#version 450\n// FORWARD_LIT_VK_VS\nvoid main() {}\n");
WriteTextFile(stageRoot / "forward_lit.frag.vk.glsl", "#version 450\n// FORWARD_LIT_VK_PS\nvoid main() {}\n");
WriteTextFile(stageRoot / "depth_only.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // DEPTH_ONLY_D3D12_VS\n");
WriteTextFile(stageRoot / "depth_only.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // DEPTH_ONLY_D3D12_PS\n");
{
std::ofstream manifest(manifestPath);
ASSERT_TRUE(manifest.is_open());
manifest << "{\n";
manifest << " \"name\": \"TestLitShader\",\n";
manifest << " \"passes\": [\n";
manifest << " {\n";
manifest << " \"name\": \"ForwardLit\",\n";
manifest << " \"tags\": {\n";
manifest << " \"LightMode\": \"ForwardBase\",\n";
manifest << " \"Queue\": \"Geometry\"\n";
manifest << " },\n";
manifest << " \"variants\": [\n";
manifest << " { \"stage\": \"Vertex\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/forward_lit.vs.hlsl\", \"entryPoint\": \"MainVS\", \"profile\": \"vs_5_0\" },\n";
manifest << " { \"stage\": \"Fragment\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/forward_lit.ps.hlsl\", \"entryPoint\": \"MainPS\", \"profile\": \"ps_5_0\" },\n";
manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.vert.glsl\" },\n";
manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.frag.glsl\" },\n";
manifest << " { \"stage\": \"Vertex\", \"backend\": \"Vulkan\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.vert.vk.glsl\" },\n";
manifest << " { \"stage\": \"Fragment\", \"backend\": \"Vulkan\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.frag.vk.glsl\" }\n";
manifest << " ]\n";
manifest << " },\n";
manifest << " {\n";
manifest << " \"name\": \"DepthOnly\",\n";
manifest << " \"tags\": {\n";
manifest << " \"LightMode\": \"DepthOnly\"\n";
manifest << " },\n";
manifest << " \"variants\": [\n";
manifest << " { \"stage\": \"Vertex\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/depth_only.vs.hlsl\" },\n";
manifest << " { \"stage\": \"Fragment\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/depth_only.ps.hlsl\" }\n";
manifest << " ]\n";
manifest << " }\n";
manifest << " ]\n";
manifest << "}\n";
}
ShaderLoader loader;
LoadResult result = loader.Load(manifestPath.string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
ASSERT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetName(), "TestLitShader");
ASSERT_EQ(shader->GetPassCount(), 2u);
const ShaderPass* forwardLitPass = shader->FindPass("ForwardLit");
ASSERT_NE(forwardLitPass, nullptr);
ASSERT_EQ(forwardLitPass->tags.Size(), 2u);
EXPECT_EQ(forwardLitPass->tags[0].name, "LightMode");
EXPECT_EQ(forwardLitPass->tags[0].value, "ForwardBase");
EXPECT_EQ(forwardLitPass->tags[1].name, "Queue");
EXPECT_EQ(forwardLitPass->tags[1].value, "Geometry");
const ShaderStageVariant* d3d12Vertex = shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12);
ASSERT_NE(d3d12Vertex, nullptr);
EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("FORWARD_LIT_D3D12_VS"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_EQ(openglFragment->entryPoint, "main");
EXPECT_EQ(openglFragment->profile, "fs_4_30");
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("FORWARD_LIT_GL_PS"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_EQ(vulkanFragment->profile, "fs_4_50");
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("FORWARD_LIT_VK_PS"), std::string::npos);
const ShaderPass* depthOnlyPass = shader->FindPass("DepthOnly");
ASSERT_NE(depthOnlyPass, nullptr);
ASSERT_EQ(depthOnlyPass->tags.Size(), 1u);
EXPECT_EQ(depthOnlyPass->tags[0].value, "DepthOnly");
EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_EQ(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, ResourceManagerLoadsShaderManifestRelativeToResourceRoot) {
namespace fs = std::filesystem;
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
const fs::path previousPath = fs::current_path();
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_manifest_resource_root";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path manifestPath = shaderDir / "simple.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(shaderDir / "simple.vert.glsl", "#version 430\n// SIMPLE_GL_VS\nvoid main() {}\n");
WriteTextFile(shaderDir / "simple.frag.glsl", "#version 430\n// SIMPLE_GL_PS\nvoid main() {}\n");
{
std::ofstream manifest(manifestPath);
ASSERT_TRUE(manifest.is_open());
manifest << "{\n";
manifest << " \"name\": \"SimpleShader\",\n";
manifest << " \"passes\": [\n";
manifest << " {\n";
manifest << " \"name\": \"Unlit\",\n";
manifest << " \"tags\": { \"LightMode\": \"Unlit\" },\n";
manifest << " \"variants\": [\n";
manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"simple.vert.glsl\" },\n";
manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"simple.frag.glsl\" }\n";
manifest << " ]\n";
manifest << " }\n";
manifest << " ]\n";
manifest << "}\n";
}
manager.SetResourceRoot(projectRoot.string().c_str());
fs::current_path(projectRoot.parent_path());
{
const ResourceHandle<Shader> shaderHandle = manager.Load<Shader>("Assets/Shaders/simple.shader");
ASSERT_TRUE(shaderHandle.IsValid());
EXPECT_EQ(shaderHandle->GetName(), "SimpleShader");
const ShaderStageVariant* vertexVariant =
shaderHandle->FindVariant("Unlit", ShaderType::Vertex, ShaderBackend::OpenGL);
ASSERT_NE(vertexVariant, nullptr);
EXPECT_NE(std::string(vertexVariant->sourceCode.CStr()).find("SIMPLE_GL_VS"), std::string::npos);
}
fs::current_path(previousPath);
manager.SetResourceRoot("");
manager.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());