Add shader artifact import pipeline

This commit is contained in:
2026-04-03 14:56:51 +08:00
parent 0f51f553c8
commit d4afa022c1
8 changed files with 1095 additions and 4 deletions

View File

@@ -1,13 +1,16 @@
#include <gtest/gtest.h>
#include <XCEngine/Core/Asset/AssetDatabase.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>
#include <chrono>
#include <cstdio>
#include <filesystem>
#include <fstream>
#include <thread>
using namespace XCEngine::Resources;
using namespace XCEngine::Containers;
@@ -38,6 +41,7 @@ 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("test.xcshader"));
EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdOutlineShaderPath()));
@@ -285,6 +289,146 @@ TEST(ShaderLoader, ResourceManagerLoadsShaderManifestRelativeToResourceRoot) {
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactAndLoaderReadsItBack) {
namespace fs = std::filesystem;
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_artifact_test";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path manifestPath = shaderDir / "lit.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(shaderDir / "lit.vert.glsl", "#version 430\n// ARTIFACT_GL_VS\nvoid main() {}\n");
WriteTextFile(shaderDir / "lit.frag.glsl", "#version 430\n// ARTIFACT_GL_PS\nvoid main() {}\n");
{
std::ofstream manifest(manifestPath);
ASSERT_TRUE(manifest.is_open());
manifest << "{\n";
manifest << " \"name\": \"ArtifactShader\",\n";
manifest << " \"properties\": [\n";
manifest << " {\n";
manifest << " \"name\": \"_MainTex\",\n";
manifest << " \"displayName\": \"Main Tex\",\n";
manifest << " \"type\": \"2D\",\n";
manifest << " \"defaultValue\": \"white\",\n";
manifest << " \"semantic\": \"BaseColorTexture\"\n";
manifest << " }\n";
manifest << " ],\n";
manifest << " \"passes\": [\n";
manifest << " {\n";
manifest << " \"name\": \"ForwardLit\",\n";
manifest << " \"tags\": { \"LightMode\": \"ForwardBase\" },\n";
manifest << " \"resources\": [\n";
manifest << " { \"name\": \"BaseColorTexture\", \"type\": \"Texture2D\", \"set\": 3, \"binding\": 0, \"semantic\": \"BaseColorTexture\" }\n";
manifest << " ],\n";
manifest << " \"variants\": [\n";
manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.vert.glsl\" },\n";
manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.frag.glsl\" }\n";
manifest << " ]\n";
manifest << " }\n";
manifest << " ]\n";
manifest << "}\n";
}
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset resolvedAsset;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/lit.shader", ResourceType::Shader, resolvedAsset));
ASSERT_TRUE(resolvedAsset.artifactReady);
EXPECT_EQ(fs::path(resolvedAsset.artifactMainPath.CStr()).extension().string(), ".xcshader");
EXPECT_TRUE(fs::exists(resolvedAsset.artifactMainPath.CStr()));
ShaderLoader loader;
LoadResult result = loader.Load(resolvedAsset.artifactMainPath.CStr());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetName(), "ArtifactShader");
EXPECT_EQ(
fs::path(shader->GetPath().CStr()).lexically_normal().generic_string(),
manifestPath.lexically_normal().generic_string());
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 2u);
ASSERT_EQ(pass->resources.Size(), 1u);
const ShaderStageVariant* fragmentVariant =
shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
ASSERT_NE(fragmentVariant, nullptr);
EXPECT_NE(std::string(fragmentVariant->sourceCode.CStr()).find("ARTIFACT_GL_PS"), std::string::npos);
delete shader;
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, AssetDatabaseReimportsShaderWhenStageDependencyChanges) {
namespace fs = std::filesystem;
using namespace std::chrono_literals;
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_dependency_reimport_test";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path manifestPath = shaderDir / "lit.shader";
const fs::path fragmentPath = shaderDir / "lit.frag.glsl";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(shaderDir / "lit.vert.glsl", "#version 430\nvoid main() {}\n");
WriteTextFile(fragmentPath, "#version 430\nvoid main() {}\n");
{
std::ofstream manifest(manifestPath);
ASSERT_TRUE(manifest.is_open());
manifest << "{\n";
manifest << " \"name\": \"DependencyShader\",\n";
manifest << " \"passes\": [\n";
manifest << " {\n";
manifest << " \"name\": \"ForwardLit\",\n";
manifest << " \"variants\": [\n";
manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.vert.glsl\" },\n";
manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.frag.glsl\" }\n";
manifest << " ]\n";
manifest << " }\n";
manifest << " ]\n";
manifest << "}\n";
}
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset firstResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/lit.shader", ResourceType::Shader, firstResolve));
ASSERT_TRUE(firstResolve.artifactReady);
const String firstArtifactPath = firstResolve.artifactMainPath;
database.Shutdown();
std::this_thread::sleep_for(50ms);
{
std::ofstream fragmentFile(fragmentPath, std::ios::app);
ASSERT_TRUE(fragmentFile.is_open());
fragmentFile << "\n// force dependency reimport\n";
ASSERT_TRUE(static_cast<bool>(fragmentFile));
}
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset secondResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/lit.shader", ResourceType::Shader, secondResolve));
ASSERT_TRUE(secondResolve.artifactReady);
EXPECT_NE(firstArtifactPath, secondResolve.artifactMainPath);
EXPECT_TRUE(fs::exists(secondResolve.artifactMainPath.CStr()));
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());