Add gaussian splat compute shader contracts
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@@ -13,6 +13,7 @@
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#include <cstdio>
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#include <filesystem>
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#include <fstream>
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#include <regex>
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#include <thread>
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using namespace XCEngine::Resources;
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@@ -71,6 +72,7 @@ TEST(ShaderLoader, CanLoad) {
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EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdOutlineShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinSelectionMaskShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinSelectionOutlineShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinGaussianSplatUtilitiesShaderPath()));
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EXPECT_FALSE(loader.CanLoad("test.vert"));
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EXPECT_FALSE(loader.CanLoad("test.frag"));
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EXPECT_FALSE(loader.CanLoad("test.glsl"));
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@@ -603,6 +605,100 @@ TEST(ShaderLoader, LoadShaderAuthoringBuildsComputeOnlyPassVariant) {
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fs::remove_all(shaderRoot);
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}
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TEST(ShaderLoader, LoadShaderAuthoringBuildsComputeOnlyPassConstantBufferBindings) {
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namespace fs = std::filesystem;
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const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_compute_constants";
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const fs::path shaderPath = shaderRoot / "compute_constants.shader";
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fs::remove_all(shaderRoot);
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fs::create_directories(shaderRoot);
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WriteTextFile(
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shaderPath,
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R"(Shader "ComputeConstantsShader"
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{
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SubShader
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{
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Pass
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{
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Name "Prepare"
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HLSLPROGRAM
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#pragma target 4.5
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#pragma compute PrepareCS
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cbuffer PerObjectConstants
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{
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float4x4 ObjectToWorld;
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};
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StructuredBuffer<float4> InputData;
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RWStructuredBuffer<uint> OutputOrder;
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[numthreads(64, 1, 1)]
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void PrepareCS(uint3 dispatchThreadId : SV_DispatchThreadID)
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{
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OutputOrder[dispatchThreadId.x] =
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(uint)mul(ObjectToWorld, InputData[dispatchThreadId.x]).x;
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}
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ENDHLSL
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}
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}
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}
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)");
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ShaderLoader loader;
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LoadResult result = loader.Load(shaderPath.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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const ShaderPass* pass = shader->FindPass("Prepare");
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ASSERT_NE(pass, nullptr);
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EXPECT_EQ(pass->resources.Size(), 3u);
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const ShaderResourceBindingDesc* perObject =
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shader->FindPassResourceBinding("Prepare", "PerObjectConstants");
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ASSERT_NE(perObject, nullptr);
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EXPECT_EQ(perObject->type, ShaderResourceType::ConstantBuffer);
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EXPECT_EQ(perObject->set, 0u);
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EXPECT_EQ(perObject->binding, 0u);
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const ShaderStageVariant* computeVariant =
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shader->FindVariant("Prepare", ShaderType::Compute, ShaderBackend::D3D12);
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ASSERT_NE(computeVariant, nullptr);
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XCEngine::RHI::ShaderCompileDesc d3d12CompileDesc = {};
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::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
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*pass,
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ShaderBackend::D3D12,
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*computeVariant,
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d3d12CompileDesc);
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const std::string d3d12Source(
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reinterpret_cast<const char*>(d3d12CompileDesc.source.data()),
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d3d12CompileDesc.source.size());
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EXPECT_TRUE(std::regex_search(
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d3d12Source,
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std::regex(R"(cbuffer\s+PerObjectConstants\s*:\s*register\(b0\))", std::regex::ECMAScript)));
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XCEngine::RHI::ShaderCompileDesc vulkanCompileDesc = {};
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::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
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*pass,
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ShaderBackend::Vulkan,
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*computeVariant,
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vulkanCompileDesc);
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const std::string vulkanSource(
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reinterpret_cast<const char*>(vulkanCompileDesc.source.data()),
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vulkanCompileDesc.source.size());
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EXPECT_TRUE(std::regex_search(
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vulkanSource,
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std::regex(
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R"(cbuffer\s+PerObjectConstants\s*:\s*register\(b0,\s*space0\))",
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std::regex::ECMAScript)));
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delete shader;
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fs::remove_all(shaderRoot);
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}
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TEST(ShaderLoader, LoadShaderAuthoringRejectsPassMixingComputeAndGraphicsPragmas) {
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namespace fs = std::filesystem;
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