Files
XCEngine/tests/Resources/Shader/test_shader_loader.cpp

1684 lines
72 KiB
C++

#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;
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);
}
TEST(ShaderLoader, GetSupportedExtensions) {
ShaderLoader loader;
auto extensions = loader.GetSupportedExtensions();
EXPECT_GE(extensions.Size(), 1u);
}
TEST(ShaderLoader, CanLoad) {
ShaderLoader loader;
EXPECT_TRUE(loader.CanLoad("test.vert"));
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(GetBuiltinUnlitShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png"));
}
TEST(ShaderLoader, LoadInvalidPath) {
ShaderLoader loader;
LoadResult result = loader.Load("invalid/path/shader.glsl");
EXPECT_FALSE(result);
}
TEST(ShaderLoader, LoadLegacySingleStageShaderBuildsDefaultPassVariant) {
namespace fs = std::filesystem;
const fs::path shaderPath = fs::temp_directory_path() / "xc_shader_loader_stage.vert";
{
std::ofstream shaderFile(shaderPath);
ASSERT_TRUE(shaderFile.is_open());
shaderFile << "#version 430\nvoid main() {}";
}
ShaderLoader loader;
LoadResult result = loader.Load(shaderPath.string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
EXPECT_EQ(shader->GetShaderType(), ShaderType::Vertex);
ASSERT_EQ(shader->GetPassCount(), 1u);
const ShaderPass* pass = shader->FindPass("Default");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 1u);
EXPECT_EQ(pass->variants[0].stage, ShaderType::Vertex);
EXPECT_EQ(pass->variants[0].backend, ShaderBackend::Generic);
EXPECT_EQ(pass->variants[0].sourceCode, shader->GetSourceCode());
delete shader;
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 << " \"properties\": [\n";
manifest << " {\n";
manifest << " \"name\": \"_BaseColor\",\n";
manifest << " \"displayName\": \"Base Color\",\n";
manifest << " \"type\": \"Color\",\n";
manifest << " \"defaultValue\": \"(1,1,1,1)\",\n";
manifest << " \"semantic\": \"BaseColor\"\n";
manifest << " },\n";
manifest << " {\n";
manifest << " \"name\": \"_MainTex\",\n";
manifest << " \"displayName\": \"Base Map\",\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\": {\n";
manifest << " \"LightMode\": \"ForwardBase\",\n";
manifest << " \"Queue\": \"Geometry\"\n";
manifest << " },\n";
manifest << " \"resources\": [\n";
manifest << " { \"name\": \"PerObjectConstants\", \"type\": \"ConstantBuffer\", \"set\": 1, \"binding\": 0, \"semantic\": \"PerObject\" },\n";
manifest << " { \"name\": \"LightingConstants\", \"type\": \"ConstantBuffer\", \"set\": 2, \"binding\": 0, \"semantic\": \"Lighting\" },\n";
manifest << " { \"name\": \"MaterialConstants\", \"type\": \"ConstantBuffer\", \"set\": 3, \"binding\": 0, \"semantic\": \"Material\" },\n";
manifest << " { \"name\": \"ShadowReceiverConstants\", \"type\": \"ConstantBuffer\", \"set\": 4, \"binding\": 0, \"semantic\": \"ShadowReceiver\" },\n";
manifest << " { \"name\": \"BaseColorTexture\", \"type\": \"Texture2D\", \"set\": 5, \"binding\": 0, \"semantic\": \"BaseColorTexture\" },\n";
manifest << " { \"name\": \"LinearClampSampler\", \"type\": \"Sampler\", \"set\": 6, \"binding\": 0, \"semantic\": \"LinearClampSampler\" },\n";
manifest << " { \"name\": \"ShadowMapTexture\", \"type\": \"Texture2D\", \"set\": 7, \"binding\": 0, \"semantic\": \"ShadowMapTexture\" },\n";
manifest << " { \"name\": \"ShadowMapSampler\", \"type\": \"Sampler\", \"set\": 8, \"binding\": 0, \"semantic\": \"ShadowMapSampler\" }\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->GetProperties().Size(), 2u);
ASSERT_EQ(shader->GetPassCount(), 2u);
const ShaderPropertyDesc* baseColorProperty = shader->FindProperty("_BaseColor");
ASSERT_NE(baseColorProperty, nullptr);
EXPECT_EQ(baseColorProperty->displayName, "Base Color");
EXPECT_EQ(baseColorProperty->type, ShaderPropertyType::Color);
EXPECT_EQ(baseColorProperty->defaultValue, "(1,1,1,1)");
EXPECT_EQ(baseColorProperty->semantic, "BaseColor");
const ShaderPropertyDesc* baseMapProperty = shader->FindProperty("_MainTex");
ASSERT_NE(baseMapProperty, nullptr);
EXPECT_EQ(baseMapProperty->type, ShaderPropertyType::Texture2D);
EXPECT_EQ(baseMapProperty->defaultValue, "white");
EXPECT_EQ(baseMapProperty->semantic, "BaseColorTexture");
const ShaderPass* forwardLitPass = shader->FindPass("ForwardLit");
ASSERT_NE(forwardLitPass, nullptr);
ASSERT_EQ(forwardLitPass->tags.Size(), 2u);
ASSERT_EQ(forwardLitPass->resources.Size(), 8u);
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 ShaderResourceBindingDesc* baseTextureBinding =
shader->FindPassResourceBinding("ForwardLit", "BaseColorTexture");
ASSERT_NE(baseTextureBinding, nullptr);
EXPECT_EQ(baseTextureBinding->type, ShaderResourceType::Texture2D);
EXPECT_EQ(baseTextureBinding->set, 5u);
EXPECT_EQ(baseTextureBinding->binding, 0u);
EXPECT_EQ(baseTextureBinding->semantic, "BaseColorTexture");
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, LoadLegacyBackendSplitShaderAuthoringBuildsRuntimeContract) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_test";
const fs::path stageRoot = shaderRoot / "stages";
const fs::path shaderPath = shaderRoot / "multi_pass.shader";
fs::remove_all(shaderRoot);
fs::create_directories(stageRoot);
WriteTextFile(stageRoot / "forward_lit.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // AUTHORING_FORWARD_LIT_D3D12_VS\n");
WriteTextFile(stageRoot / "forward_lit.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // AUTHORING_FORWARD_LIT_D3D12_PS\n");
WriteTextFile(stageRoot / "forward_lit.vert.glsl", "#version 430\n// AUTHORING_FORWARD_LIT_GL_VS\nvoid main() {}\n");
WriteTextFile(stageRoot / "forward_lit.frag.glsl", "#version 430\n// AUTHORING_FORWARD_LIT_GL_PS\nvoid main() {}\n");
WriteTextFile(stageRoot / "forward_lit.vert.vk.glsl", "#version 450\n// AUTHORING_FORWARD_LIT_VK_VS\nvoid main() {}\n");
WriteTextFile(stageRoot / "forward_lit.frag.vk.glsl", "#version 450\n// AUTHORING_FORWARD_LIT_VK_PS\nvoid main() {}\n");
WriteTextFile(stageRoot / "depth_only.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // AUTHORING_DEPTH_ONLY_D3D12_VS\n");
WriteTextFile(stageRoot / "depth_only.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // AUTHORING_DEPTH_ONLY_D3D12_PS\n");
WriteTextFile(
shaderPath,
R"(Shader "AuthoringLit"
{
Properties
{
_BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)]
_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
}
SubShader
{
Tags { "Queue" = "Geometry" }
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "ForwardBase" }
Resources
{
PerObjectConstants (ConstantBuffer, 1, 0) [Semantic(PerObject)]
LightingConstants (ConstantBuffer, 2, 0) [Semantic(Lighting)]
MaterialConstants (ConstantBuffer, 3, 0) [Semantic(Material)]
ShadowReceiverConstants (ConstantBuffer, 4, 0) [Semantic(ShadowReceiver)]
BaseColorTexture (Texture2D, 5, 0) [Semantic(BaseColorTexture)]
LinearClampSampler (Sampler, 6, 0) [Semantic(LinearClampSampler)]
ShadowMapTexture (Texture2D, 7, 0) [Semantic(ShadowMapTexture)]
ShadowMapSampler (Sampler, 8, 0) [Semantic(ShadowMapSampler)]
}
HLSLPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
#pragma backend D3D12 HLSL "stages/forward_lit.vs.hlsl" "stages/forward_lit.ps.hlsl" vs_5_0 ps_5_0
#pragma backend OpenGL GLSL "stages/forward_lit.vert.glsl" "stages/forward_lit.frag.glsl"
#pragma backend Vulkan GLSL "stages/forward_lit.vert.vk.glsl" "stages/forward_lit.frag.vk.glsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode" = "DepthOnly" }
HLSLPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
#pragma backend D3D12 HLSL "stages/depth_only.vs.hlsl" "stages/depth_only.ps.hlsl"
ENDHLSL
}
}
}
)");
ShaderLoader loader;
LoadResult result = loader.Load(shaderPath.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(), "AuthoringLit");
ASSERT_EQ(shader->GetProperties().Size(), 2u);
ASSERT_EQ(shader->GetPassCount(), 2u);
const ShaderPropertyDesc* baseColorProperty = shader->FindProperty("_BaseColor");
ASSERT_NE(baseColorProperty, nullptr);
EXPECT_EQ(baseColorProperty->displayName, "Base Color");
EXPECT_EQ(baseColorProperty->type, ShaderPropertyType::Color);
EXPECT_EQ(baseColorProperty->defaultValue, "(1,1,1,1)");
EXPECT_EQ(baseColorProperty->semantic, "BaseColor");
const ShaderPropertyDesc* baseMapProperty = shader->FindProperty("_MainTex");
ASSERT_NE(baseMapProperty, nullptr);
EXPECT_EQ(baseMapProperty->type, ShaderPropertyType::Texture2D);
EXPECT_EQ(baseMapProperty->defaultValue, "white");
EXPECT_EQ(baseMapProperty->semantic, "BaseColorTexture");
const ShaderPass* forwardLitPass = shader->FindPass("ForwardLit");
ASSERT_NE(forwardLitPass, nullptr);
ASSERT_EQ(forwardLitPass->tags.Size(), 2u);
ASSERT_EQ(forwardLitPass->resources.Size(), 8u);
EXPECT_EQ(forwardLitPass->tags[0].name, "Queue");
EXPECT_EQ(forwardLitPass->tags[0].value, "Geometry");
EXPECT_EQ(forwardLitPass->tags[1].name, "LightMode");
EXPECT_EQ(forwardLitPass->tags[1].value, "ForwardBase");
const ShaderResourceBindingDesc* baseTextureBinding =
shader->FindPassResourceBinding("ForwardLit", "BaseColorTexture");
ASSERT_NE(baseTextureBinding, nullptr);
EXPECT_EQ(baseTextureBinding->type, ShaderResourceType::Texture2D);
EXPECT_EQ(baseTextureBinding->set, 5u);
EXPECT_EQ(baseTextureBinding->binding, 0u);
EXPECT_EQ(baseTextureBinding->semantic, "BaseColorTexture");
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("AUTHORING_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("AUTHORING_FORWARD_LIT_GL_PS"), std::string::npos);
const ShaderStageVariant* vulkanFragment =
shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_EQ(vulkanFragment->entryPoint, "main");
EXPECT_EQ(vulkanFragment->profile, "fs_4_50");
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("AUTHORING_FORWARD_LIT_VK_PS"), std::string::npos);
const ShaderPass* depthOnlyPass = shader->FindPass("DepthOnly");
ASSERT_NE(depthOnlyPass, nullptr);
ASSERT_EQ(depthOnlyPass->tags.Size(), 2u);
EXPECT_EQ(depthOnlyPass->tags[0].name, "Queue");
EXPECT_EQ(depthOnlyPass->tags[0].value, "Geometry");
EXPECT_EQ(depthOnlyPass->tags[1].name, "LightMode");
EXPECT_EQ(depthOnlyPass->tags[1].value, "DepthOnly");
EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadShaderManifestParsesVariantKeywordsAndKeywordAwareLookup) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_manifest_variant_keywords";
const fs::path manifestPath = shaderRoot / "variant_keywords.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
{
std::ofstream manifest(manifestPath);
ASSERT_TRUE(manifest.is_open());
manifest << "{\n";
manifest << " \"name\": \"VariantKeywordShader\",\n";
manifest << " \"passes\": [\n";
manifest << " {\n";
manifest << " \"name\": \"ForwardLit\",\n";
manifest << " \"variants\": [\n";
manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"sourceCode\": \"#version 430\\nvoid main() {}\\n\" },\n";
manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"sourceCode\": \"#version 430\\n// BASE_FRAGMENT\\nvoid main() {}\\n\" },\n";
manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"keywords\": [\"XC_ALPHA_TEST\", \"_\", \"XC_FOG\", \"XC_ALPHA_TEST\"], \"sourceCode\": \"#version 430\\n// KEYWORD_FRAGMENT\\nvoid main() {}\\n\" }\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);
const ShaderStageVariant* baseFragment =
shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
ASSERT_NE(baseFragment, nullptr);
EXPECT_NE(std::string(baseFragment->sourceCode.CStr()).find("BASE_FRAGMENT"), std::string::npos);
ShaderKeywordSet enabledKeywords = {};
enabledKeywords.enabledKeywords.PushBack("XC_FOG");
enabledKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
const ShaderStageVariant* keywordFragment =
shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::OpenGL,
enabledKeywords);
ASSERT_NE(keywordFragment, nullptr);
EXPECT_NE(std::string(keywordFragment->sourceCode.CStr()).find("KEYWORD_FRAGMENT"), std::string::npos);
ASSERT_EQ(keywordFragment->requiredKeywords.enabledKeywords.Size(), 2u);
EXPECT_EQ(keywordFragment->requiredKeywords.enabledKeywords[0], "XC_ALPHA_TEST");
EXPECT_EQ(keywordFragment->requiredKeywords.enabledKeywords[1], "XC_FOG");
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadLegacyBackendSplitShaderAuthoringExpandsKeywordVariantsPerBackend) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_legacy_keyword_variants";
const fs::path stageRoot = shaderRoot / "stages";
const fs::path shaderPath = shaderRoot / "keyword_variants.shader";
fs::remove_all(shaderRoot);
fs::create_directories(stageRoot);
WriteTextFile(
stageRoot / "keyword_test.vs.hlsl",
"float4 MainVS() : SV_POSITION { return 0; } // LEGACY_KEYWORD_D3D12_VS\n");
WriteTextFile(
stageRoot / "keyword_test.ps.hlsl",
"float4 MainPS() : SV_TARGET { return 1; } // LEGACY_KEYWORD_D3D12_PS\n");
WriteTextFile(
stageRoot / "keyword_test.vert.glsl",
"#version 430\n// LEGACY_KEYWORD_GL_VS\nvoid main() {}\n");
WriteTextFile(
stageRoot / "keyword_test.frag.glsl",
"#version 430\n// LEGACY_KEYWORD_GL_PS\nvoid main() {}\n");
WriteTextFile(
shaderPath,
R"(Shader "LegacyKeywordVariants"
{
SubShader
{
Pass
{
Name "ForwardLit"
HLSLPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
#pragma multi_compile _ XC_MAIN_LIGHT_SHADOWS
#pragma shader_feature_local _ XC_ALPHA_TEST
#pragma backend D3D12 HLSL "stages/keyword_test.vs.hlsl" "stages/keyword_test.ps.hlsl" vs_5_0 ps_5_0
#pragma backend OpenGL GLSL "stages/keyword_test.vert.glsl" "stages/keyword_test.frag.glsl"
ENDHLSL
}
}
}
)");
ShaderLoader loader;
LoadResult result = loader.Load(shaderPath.string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
ASSERT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetName(), "LegacyKeywordVariants");
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->keywordDeclarations.Size(), 2u);
EXPECT_EQ(pass->keywordDeclarations[0].type, ShaderKeywordDeclarationType::MultiCompile);
EXPECT_EQ(pass->keywordDeclarations[1].type, ShaderKeywordDeclarationType::ShaderFeatureLocal);
EXPECT_TRUE(shader->PassDeclaresKeyword("ForwardLit", "XC_MAIN_LIGHT_SHADOWS"));
EXPECT_TRUE(shader->PassDeclaresKeyword("ForwardLit", "XC_ALPHA_TEST"));
ASSERT_EQ(pass->variants.Size(), 16u);
const ShaderStageVariant* baseD3D12Fragment =
shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12);
ASSERT_NE(baseD3D12Fragment, nullptr);
EXPECT_EQ(baseD3D12Fragment->requiredKeywords.enabledKeywords.Size(), 0u);
EXPECT_NE(
std::string(baseD3D12Fragment->sourceCode.CStr()).find("LEGACY_KEYWORD_D3D12_PS"),
std::string::npos);
EXPECT_EQ(
std::string(baseD3D12Fragment->sourceCode.CStr()).find("#define XC_MAIN_LIGHT_SHADOWS 1"),
std::string::npos);
ShaderKeywordSet enabledKeywords = {};
enabledKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
enabledKeywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
const ShaderStageVariant* keywordD3D12Fragment =
shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::D3D12,
enabledKeywords);
ASSERT_NE(keywordD3D12Fragment, nullptr);
ASSERT_EQ(keywordD3D12Fragment->requiredKeywords.enabledKeywords.Size(), 2u);
EXPECT_EQ(keywordD3D12Fragment->requiredKeywords.enabledKeywords[0], "XC_ALPHA_TEST");
EXPECT_EQ(keywordD3D12Fragment->requiredKeywords.enabledKeywords[1], "XC_MAIN_LIGHT_SHADOWS");
EXPECT_NE(
std::string(keywordD3D12Fragment->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"),
std::string::npos);
EXPECT_NE(
std::string(keywordD3D12Fragment->sourceCode.CStr()).find("#define XC_MAIN_LIGHT_SHADOWS 1"),
std::string::npos);
EXPECT_NE(
std::string(keywordD3D12Fragment->sourceCode.CStr()).find("LEGACY_KEYWORD_D3D12_PS"),
std::string::npos);
const ShaderStageVariant* keywordOpenGLFragment =
shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::OpenGL,
enabledKeywords);
ASSERT_NE(keywordOpenGLFragment, nullptr);
EXPECT_EQ(keywordOpenGLFragment->entryPoint, "main");
EXPECT_EQ(keywordOpenGLFragment->profile, "fs_4_30");
EXPECT_NE(
std::string(keywordOpenGLFragment->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"),
std::string::npos);
EXPECT_NE(
std::string(keywordOpenGLFragment->sourceCode.CStr()).find("LEGACY_KEYWORD_GL_PS"),
std::string::npos);
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadUnityStyleSingleSourceShaderAuthoringBuildsGenericHlslVariants) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_single_source_test";
const fs::path includeRoot = shaderRoot / "shaderlib";
const fs::path shaderPath = shaderRoot / "single_source.shader";
fs::remove_all(shaderRoot);
fs::create_directories(includeRoot);
WriteTextFile(
includeRoot / "shared.hlsl",
R"(// XC_SINGLE_SOURCE_SHARED_INCLUDE
#define XC_SINGLE_SOURCE_SHARED_VALUE 1
)");
WriteTextFile(
shaderPath,
R"(Shader "SingleSourceLit"
{
Properties
{
_BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)]
}
HLSLINCLUDE
#include "shaderlib/shared.hlsl"
struct VSInput
{
float3 positionOS : POSITION;
};
ENDHLSL
SubShader
{
Tags { "Queue" = "Geometry" }
LOD 200
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "ForwardLit" }
HLSLPROGRAM
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile _ XC_MAIN_LIGHT_SHADOWS
#pragma shader_feature_local _ XC_ALPHA_TEST
float4 Vert(VSInput input) : SV_POSITION
{
return float4(input.positionOS, 1.0);
}
float4 Frag() : SV_TARGET
{
return float4(1.0, 0.0, 0.0, 1.0); // XC_SINGLE_SOURCE_FRAG_BODY
}
ENDHLSL
}
}
}
)");
ShaderLoader loader;
LoadResult result = loader.Load(shaderPath.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(), "SingleSourceLit");
ASSERT_EQ(shader->GetProperties().Size(), 1u);
ASSERT_EQ(shader->GetPassCount(), 1u);
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->tags.Size(), 2u);
EXPECT_EQ(pass->tags[0].name, "Queue");
EXPECT_EQ(pass->tags[0].value, "Geometry");
EXPECT_EQ(pass->tags[1].name, "LightMode");
EXPECT_EQ(pass->tags[1].value, "ForwardLit");
EXPECT_TRUE(pass->resources.Empty());
ASSERT_EQ(pass->keywordDeclarations.Size(), 2u);
EXPECT_EQ(pass->keywordDeclarations[0].type, ShaderKeywordDeclarationType::MultiCompile);
ASSERT_EQ(pass->keywordDeclarations[0].options.Size(), 2u);
EXPECT_EQ(pass->keywordDeclarations[0].options[0], "_");
EXPECT_EQ(pass->keywordDeclarations[0].options[1], "XC_MAIN_LIGHT_SHADOWS");
EXPECT_EQ(pass->keywordDeclarations[1].type, ShaderKeywordDeclarationType::ShaderFeatureLocal);
ASSERT_EQ(pass->keywordDeclarations[1].options.Size(), 2u);
EXPECT_EQ(pass->keywordDeclarations[1].options[1], "XC_ALPHA_TEST");
EXPECT_TRUE(shader->PassDeclaresKeyword("ForwardLit", "XC_MAIN_LIGHT_SHADOWS"));
EXPECT_TRUE(shader->DeclaresKeyword("XC_ALPHA_TEST"));
EXPECT_FALSE(shader->DeclaresKeyword("_"));
ASSERT_EQ(pass->variants.Size(), 8u);
const ShaderStageVariant* vertexVariant =
shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12);
ASSERT_NE(vertexVariant, nullptr);
EXPECT_EQ(vertexVariant->backend, ShaderBackend::Generic);
EXPECT_EQ(vertexVariant->language, ShaderLanguage::HLSL);
EXPECT_EQ(vertexVariant->entryPoint, "Vert");
EXPECT_EQ(vertexVariant->profile, "vs_5_0");
EXPECT_NE(std::string(vertexVariant->sourceCode.CStr()).find("#include \"shaderlib/shared.hlsl\""), std::string::npos);
EXPECT_NE(std::string(vertexVariant->sourceCode.CStr()).find("XC_SINGLE_SOURCE_FRAG_BODY"), std::string::npos);
EXPECT_EQ(vertexVariant->requiredKeywords.enabledKeywords.Size(), 0u);
EXPECT_EQ(std::string(vertexVariant->sourceCode.CStr()).find("#pragma multi_compile"), std::string::npos);
const ShaderStageVariant* fragmentVariant =
shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12);
ASSERT_NE(fragmentVariant, nullptr);
EXPECT_EQ(fragmentVariant->backend, ShaderBackend::Generic);
EXPECT_EQ(fragmentVariant->language, ShaderLanguage::HLSL);
EXPECT_EQ(fragmentVariant->entryPoint, "Frag");
EXPECT_EQ(fragmentVariant->profile, "ps_5_0");
ShaderKeywordSet enabledKeywords = {};
enabledKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
enabledKeywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
const ShaderStageVariant* keywordFragmentVariant =
shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::D3D12,
enabledKeywords);
ASSERT_NE(keywordFragmentVariant, nullptr);
ASSERT_EQ(keywordFragmentVariant->requiredKeywords.enabledKeywords.Size(), 2u);
EXPECT_EQ(keywordFragmentVariant->requiredKeywords.enabledKeywords[0], "XC_ALPHA_TEST");
EXPECT_EQ(keywordFragmentVariant->requiredKeywords.enabledKeywords[1], "XC_MAIN_LIGHT_SHADOWS");
EXPECT_NE(std::string(keywordFragmentVariant->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"), std::string::npos);
EXPECT_NE(std::string(keywordFragmentVariant->sourceCode.CStr()).find("#define XC_MAIN_LIGHT_SHADOWS 1"), std::string::npos);
EXPECT_EQ(std::string(keywordFragmentVariant->sourceCode.CStr()).find("#pragma shader_feature_local"), std::string::npos);
Array<String> dependencies;
ASSERT_TRUE(loader.CollectSourceDependencies(shaderPath.string().c_str(), dependencies));
ASSERT_EQ(dependencies.Size(), 1u);
EXPECT_EQ(
fs::path(dependencies[0].CStr()).lexically_normal(),
(includeRoot / "shared.hlsl").lexically_normal());
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadUnityStyleSingleSourceShaderAuthoringRejectsBackendPragma) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_single_source_reject_backend";
const fs::path shaderPath = shaderRoot / "invalid_backend.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "InvalidBackend"
{
SubShader
{
Pass
{
Name "ForwardLit"
HLSLPROGRAM
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma backend D3D12 HLSL "forward.vs.hlsl" "forward.ps.hlsl"
float4 Vert() : SV_POSITION { return 0; }
float4 Frag() : SV_TARGET { return 1; }
ENDHLSL
}
}
}
)");
ShaderLoader loader;
LoadResult result = loader.Load(shaderPath.string().c_str());
EXPECT_FALSE(result);
const std::string errorMessage = result.errorMessage.CStr();
EXPECT_FALSE(errorMessage.empty());
EXPECT_EQ(errorMessage.find("Failed to read shader authoring"), std::string::npos);
EXPECT_TRUE(
errorMessage.find("backend") != std::string::npos ||
errorMessage.find("unsupported pragma") != std::string::npos);
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadUnityStyleSingleSourceShaderAuthoringRejectsResourcesBlock) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_single_source_reject_resources";
const fs::path shaderPath = shaderRoot / "invalid_resources.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "InvalidResources"
{
SubShader
{
Pass
{
Name "ForwardLit"
Resources
{
MaterialConstants (ConstantBuffer, 0, 0)
}
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
float4 Vert() : SV_POSITION { return 0; }
float4 Frag() : SV_TARGET { return 1; }
ENDHLSL
}
}
}
)");
ShaderLoader loader;
LoadResult result = loader.Load(shaderPath.string().c_str());
EXPECT_FALSE(result);
EXPECT_NE(std::string(result.errorMessage.CStr()).find("must not declare Resources blocks"), std::string::npos);
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, 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 << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"keywords\": [\"XC_ALPHA_TEST\", \"XC_FOG\"], \"sourceCode\": \"#version 430\\n// ARTIFACT_GL_PS_KEYWORD\\nvoid main() {}\\n\" }\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(), 3u);
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);
ShaderKeywordSet enabledKeywords = {};
enabledKeywords.enabledKeywords.PushBack("XC_FOG");
enabledKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
const ShaderStageVariant* keywordVariant =
shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::OpenGL,
enabledKeywords);
ASSERT_NE(keywordVariant, nullptr);
EXPECT_NE(std::string(keywordVariant->sourceCode.CStr()).find("ARTIFACT_GL_PS_KEYWORD"), std::string::npos);
ASSERT_EQ(keywordVariant->requiredKeywords.enabledKeywords.Size(), 2u);
EXPECT_EQ(keywordVariant->requiredKeywords.enabledKeywords[0], "XC_ALPHA_TEST");
EXPECT_EQ(keywordVariant->requiredKeywords.enabledKeywords[1], "XC_FOG");
delete shader;
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromSingleSourceAuthoringPreservesKeywords) {
namespace fs = std::filesystem;
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_single_source_artifact_keywords";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path shaderPath = shaderDir / "single_source.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(
shaderPath,
R"(Shader "ArtifactSingleSourceKeywords"
{
SubShader
{
Pass
{
Name "ForwardLit"
HLSLPROGRAM
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile _ XC_MAIN_LIGHT_SHADOWS
#pragma shader_feature_local _ XC_ALPHA_TEST
float4 Vert() : SV_POSITION { return 0; }
float4 Frag() : SV_TARGET { return float4(1.0, 0.0, 0.0, 1.0); }
ENDHLSL
}
}
}
)");
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset resolvedAsset;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/single_source.shader", ResourceType::Shader, resolvedAsset));
ASSERT_TRUE(resolvedAsset.artifactReady);
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);
ASSERT_TRUE(shader->DeclaresKeyword("XC_MAIN_LIGHT_SHADOWS"));
ASSERT_TRUE(shader->DeclaresKeyword("XC_ALPHA_TEST"));
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->keywordDeclarations.Size(), 2u);
ASSERT_EQ(pass->variants.Size(), 8u);
EXPECT_EQ(pass->keywordDeclarations[0].type, ShaderKeywordDeclarationType::MultiCompile);
EXPECT_EQ(pass->keywordDeclarations[1].type, ShaderKeywordDeclarationType::ShaderFeatureLocal);
ShaderKeywordSet enabledKeywords = {};
enabledKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
enabledKeywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
const ShaderStageVariant* keywordFragmentVariant =
shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::D3D12,
enabledKeywords);
ASSERT_NE(keywordFragmentVariant, nullptr);
ASSERT_EQ(keywordFragmentVariant->requiredKeywords.enabledKeywords.Size(), 2u);
EXPECT_NE(
std::string(keywordFragmentVariant->sourceCode.CStr()).find("#define XC_MAIN_LIGHT_SHADOWS 1"),
std::string::npos);
EXPECT_NE(
std::string(keywordFragmentVariant->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"),
std::string::npos);
delete shader;
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromLegacyBackendSplitAuthoringPreservesKeywords) {
namespace fs = std::filesystem;
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_legacy_keyword_artifact";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path stageDir = shaderDir / "stages";
const fs::path shaderPath = shaderDir / "legacy_keywords.shader";
fs::remove_all(projectRoot);
fs::create_directories(stageDir);
WriteTextFile(stageDir / "legacy_keywords.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; }\n");
WriteTextFile(
stageDir / "legacy_keywords.ps.hlsl",
"float4 MainPS() : SV_TARGET { return float4(1.0, 0.0, 0.0, 1.0); } // LEGACY_ARTIFACT_PS\n");
WriteTextFile(
shaderPath,
R"(Shader "LegacyArtifactKeywords"
{
SubShader
{
Pass
{
Name "ForwardLit"
HLSLPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
#pragma multi_compile _ XC_MAIN_LIGHT_SHADOWS
#pragma shader_feature_local _ XC_ALPHA_TEST
#pragma backend D3D12 HLSL "stages/legacy_keywords.vs.hlsl" "stages/legacy_keywords.ps.hlsl" vs_5_0 ps_5_0
ENDHLSL
}
}
}
)");
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset resolvedAsset;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/legacy_keywords.shader", ResourceType::Shader, resolvedAsset));
ASSERT_TRUE(resolvedAsset.artifactReady);
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);
ASSERT_TRUE(shader->DeclaresKeyword("XC_MAIN_LIGHT_SHADOWS"));
ASSERT_TRUE(shader->DeclaresKeyword("XC_ALPHA_TEST"));
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->keywordDeclarations.Size(), 2u);
ASSERT_EQ(pass->variants.Size(), 8u);
ShaderKeywordSet enabledKeywords = {};
enabledKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
enabledKeywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
const ShaderStageVariant* keywordFragmentVariant =
shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::D3D12,
enabledKeywords);
ASSERT_NE(keywordFragmentVariant, nullptr);
ASSERT_EQ(keywordFragmentVariant->requiredKeywords.enabledKeywords.Size(), 2u);
EXPECT_NE(
std::string(keywordFragmentVariant->sourceCode.CStr()).find("#define XC_MAIN_LIGHT_SHADOWS 1"),
std::string::npos);
EXPECT_NE(
std::string(keywordFragmentVariant->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"),
std::string::npos);
EXPECT_NE(
std::string(keywordFragmentVariant->sourceCode.CStr()).find("LEGACY_ARTIFACT_PS"),
std::string::npos);
delete shader;
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromUnityLikeAuthoringAndTracksStageDependencies) {
namespace fs = std::filesystem;
using namespace std::chrono_literals;
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_authoring_artifact_test";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path stageDir = shaderDir / "stages";
const fs::path shaderPath = shaderDir / "lit.shader";
const fs::path fragmentPath = stageDir / "lit.frag.glsl";
fs::remove_all(projectRoot);
fs::create_directories(stageDir);
WriteTextFile(stageDir / "lit.vert.glsl", "#version 430\n// AUTHORING_ARTIFACT_GL_VS\nvoid main() {}\n");
WriteTextFile(fragmentPath, "#version 430\n// AUTHORING_ARTIFACT_GL_PS\nvoid main() {}\n");
WriteTextFile(
shaderPath,
R"(Shader "ArtifactAuthoringShader"
{
Properties
{
_MainTex ("Main Tex", 2D) = "white" [Semantic(BaseColorTexture)]
}
SubShader
{
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "ForwardBase" }
Resources
{
BaseColorTexture (Texture2D, 3, 0) [Semantic(BaseColorTexture)]
}
HLSLPROGRAM
#pragma vertex main
#pragma fragment main
#pragma backend OpenGL GLSL "stages/lit.vert.glsl" "stages/lit.frag.glsl"
ENDHLSL
}
}
}
)");
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);
EXPECT_EQ(fs::path(firstResolve.artifactMainPath.CStr()).extension().string(), ".xcshader");
EXPECT_TRUE(fs::exists(firstResolve.artifactMainPath.CStr()));
ShaderLoader loader;
LoadResult firstLoad = loader.Load(firstResolve.artifactMainPath.CStr());
ASSERT_TRUE(firstLoad);
ASSERT_NE(firstLoad.resource, nullptr);
auto* firstShader = static_cast<Shader*>(firstLoad.resource);
ASSERT_NE(firstShader, nullptr);
EXPECT_EQ(firstShader->GetName(), "ArtifactAuthoringShader");
const ShaderStageVariant* firstFragment =
firstShader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
ASSERT_NE(firstFragment, nullptr);
EXPECT_NE(std::string(firstFragment->sourceCode.CStr()).find("AUTHORING_ARTIFACT_GL_PS"), std::string::npos);
delete firstShader;
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 authoring 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, 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());
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(shader->GetProperties().Size(), 2u);
ASSERT_EQ(pass->variants.Size(), 6u);
ASSERT_EQ(pass->tags.Size(), 1u);
ASSERT_EQ(pass->resources.Size(), 8u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ForwardBase");
const ShaderPropertyDesc* baseColorProperty = shader->FindProperty("_BaseColor");
ASSERT_NE(baseColorProperty, nullptr);
EXPECT_EQ(baseColorProperty->type, ShaderPropertyType::Color);
EXPECT_EQ(baseColorProperty->semantic, "BaseColor");
const ShaderPropertyDesc* baseMapProperty = shader->FindProperty("_MainTex");
ASSERT_NE(baseMapProperty, nullptr);
EXPECT_EQ(baseMapProperty->type, ShaderPropertyType::Texture2D);
EXPECT_EQ(baseMapProperty->semantic, "BaseColorTexture");
const ShaderResourceBindingDesc* perObjectBinding =
shader->FindPassResourceBinding("ForwardLit", "PerObjectConstants");
ASSERT_NE(perObjectBinding, nullptr);
EXPECT_EQ(perObjectBinding->type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(perObjectBinding->set, 0u);
EXPECT_EQ(perObjectBinding->binding, 0u);
EXPECT_EQ(perObjectBinding->semantic, "PerObject");
const ShaderResourceBindingDesc* lightingBinding =
shader->FindPassResourceBinding("ForwardLit", "LightingConstants");
ASSERT_NE(lightingBinding, nullptr);
EXPECT_EQ(lightingBinding->type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(lightingBinding->set, 1u);
EXPECT_EQ(lightingBinding->binding, 0u);
EXPECT_EQ(lightingBinding->semantic, "Lighting");
const ShaderResourceBindingDesc* shadowReceiverBinding =
shader->FindPassResourceBinding("ForwardLit", "ShadowReceiverConstants");
ASSERT_NE(shadowReceiverBinding, nullptr);
EXPECT_EQ(shadowReceiverBinding->type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(shadowReceiverBinding->set, 3u);
EXPECT_EQ(shadowReceiverBinding->binding, 0u);
EXPECT_EQ(shadowReceiverBinding->semantic, "ShadowReceiver");
const ShaderResourceBindingDesc* baseColorBinding =
shader->FindPassResourceBinding("ForwardLit", "BaseColorTexture");
ASSERT_NE(baseColorBinding, nullptr);
EXPECT_EQ(baseColorBinding->type, ShaderResourceType::Texture2D);
EXPECT_EQ(baseColorBinding->set, 4u);
EXPECT_EQ(baseColorBinding->binding, 0u);
EXPECT_EQ(baseColorBinding->semantic, "BaseColorTexture");
const ShaderResourceBindingDesc* shadowTextureBinding =
shader->FindPassResourceBinding("ForwardLit", "ShadowMapTexture");
ASSERT_NE(shadowTextureBinding, nullptr);
EXPECT_EQ(shadowTextureBinding->type, ShaderResourceType::Texture2D);
EXPECT_EQ(shadowTextureBinding->set, 6u);
EXPECT_EQ(shadowTextureBinding->binding, 0u);
EXPECT_EQ(shadowTextureBinding->semantic, "ShadowMapTexture");
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);
const ShaderStageVariant* d3d12Vertex = shader->FindVariant(
"ForwardLit",
ShaderType::Vertex,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Vertex, nullptr);
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("XC_BUILTIN_FORWARD_LIT_D3D12_VS"), std::string::npos);
const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Fragment, nullptr);
EXPECT_NE(std::string(d3d12Fragment->sourceCode.CStr()).find("gAdditionalLights"), std::string::npos);
EXPECT_NE(std::string(d3d12Fragment->sourceCode.CStr()).find("gLightingParams"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("XC_BUILTIN_FORWARD_LIT_OPENGL_PS"), std::string::npos);
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("gAdditionalLights"), std::string::npos);
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("gLightingParams"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("XC_BUILTIN_FORWARD_LIT_VULKAN_PS"), std::string::npos);
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("gAdditionalLights"), std::string::npos);
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("gLightingParams"), std::string::npos);
delete shader;
}
TEST(ShaderLoader, LoadBuiltinUnlitShaderBuildsBackendVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinUnlitShaderPath());
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("Unlit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(shader->GetProperties().Size(), 2u);
ASSERT_EQ(pass->variants.Size(), 6u);
ASSERT_EQ(pass->tags.Size(), 1u);
ASSERT_EQ(pass->resources.Size(), 4u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "Unlit");
const ShaderPropertyDesc* baseColorProperty = shader->FindProperty("_BaseColor");
ASSERT_NE(baseColorProperty, nullptr);
EXPECT_EQ(baseColorProperty->type, ShaderPropertyType::Color);
EXPECT_EQ(baseColorProperty->semantic, "BaseColor");
const ShaderPropertyDesc* baseMapProperty = shader->FindProperty("_MainTex");
ASSERT_NE(baseMapProperty, nullptr);
EXPECT_EQ(baseMapProperty->type, ShaderPropertyType::Texture2D);
EXPECT_EQ(baseMapProperty->semantic, "BaseColorTexture");
const ShaderResourceBindingDesc* perObjectBinding =
shader->FindPassResourceBinding("Unlit", "PerObjectConstants");
ASSERT_NE(perObjectBinding, nullptr);
EXPECT_EQ(perObjectBinding->type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(perObjectBinding->set, 0u);
EXPECT_EQ(perObjectBinding->binding, 0u);
EXPECT_EQ(perObjectBinding->semantic, "PerObject");
EXPECT_NE(shader->FindVariant("Unlit", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("Unlit", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("Unlit", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("Unlit", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("Unlit", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("Unlit", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
const ShaderStageVariant* d3d12Vertex = shader->FindVariant(
"Unlit",
ShaderType::Vertex,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Vertex, nullptr);
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("XC_BUILTIN_UNLIT_D3D12_VS"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"Unlit",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("XC_BUILTIN_UNLIT_OPENGL_PS"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"Unlit",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("XC_BUILTIN_UNLIT_VULKAN_PS"), std::string::npos);
delete shader;
}
TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsBackendVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
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("ObjectId");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 1u);
EXPECT_EQ(pass->resources[0].semantic, "PerObject");
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[0].set, 0u);
EXPECT_EQ(pass->resources[0].binding, 0u);
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, "ObjectId");
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
const ShaderStageVariant* d3d12Vertex = shader->FindVariant(
"ObjectId",
ShaderType::Vertex,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Vertex, nullptr);
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_D3D12_VS"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"ObjectId",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_OPENGL_PS"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"ObjectId",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_VULKAN_PS"), std::string::npos);
delete shader;
}
TEST(ShaderLoader, LoadBuiltinDepthOnlyShaderBuildsBackendVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinDepthOnlyShaderPath());
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("DepthOnly");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 1u);
EXPECT_EQ(pass->resources[0].semantic, "PerObject");
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[0].set, 0u);
EXPECT_EQ(pass->resources[0].binding, 0u);
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, "DepthOnly");
EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
const ShaderStageVariant* d3d12Vertex = shader->FindVariant(
"DepthOnly",
ShaderType::Vertex,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Vertex, nullptr);
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("XC_BUILTIN_DEPTH_ONLY_D3D12_VS"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"DepthOnly",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("XC_BUILTIN_DEPTH_ONLY_OPENGL_PS"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"DepthOnly",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("XC_BUILTIN_DEPTH_ONLY_VULKAN_PS"), std::string::npos);
delete shader;
}
TEST(ShaderLoader, LoadBuiltinShadowCasterShaderBuildsBackendVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinShadowCasterShaderPath());
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("ShadowCaster");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 1u);
EXPECT_EQ(pass->resources[0].semantic, "PerObject");
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[0].set, 0u);
EXPECT_EQ(pass->resources[0].binding, 0u);
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, "ShadowCaster");
EXPECT_NE(shader->FindVariant("ShadowCaster", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ShadowCaster", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ShadowCaster", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ShadowCaster", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ShadowCaster", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("ShadowCaster", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
const ShaderStageVariant* d3d12Vertex = shader->FindVariant(
"ShadowCaster",
ShaderType::Vertex,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Vertex, nullptr);
EXPECT_NE(
std::string(d3d12Vertex->sourceCode.CStr()).find("XC_BUILTIN_SHADOW_CASTER_D3D12_VS"),
std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"ShadowCaster",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_NE(
std::string(openglFragment->sourceCode.CStr()).find("XC_BUILTIN_SHADOW_CASTER_OPENGL_PS"),
std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"ShadowCaster",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_NE(
std::string(vulkanFragment->sourceCode.CStr()).find("XC_BUILTIN_SHADOW_CASTER_VULKAN_PS"),
std::string::npos);
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);
ResourceHandle<Shader> unlitShaderHandle = manager.Load<Shader>(GetBuiltinUnlitShaderPath());
ASSERT_TRUE(unlitShaderHandle.IsValid());
ASSERT_NE(unlitShaderHandle->FindPass("Unlit"), nullptr);
ResourceHandle<Shader> objectIdShaderHandle = manager.Load<Shader>(GetBuiltinObjectIdShaderPath());
ASSERT_TRUE(objectIdShaderHandle.IsValid());
ASSERT_NE(objectIdShaderHandle->FindPass("ObjectId"), nullptr);
manager.Shutdown();
}
TEST(ShaderLoader, ResourceManagerLoadsBuiltinShadersOutsideProjectWorkingDirectory) {
namespace fs = std::filesystem;
ResourceManager& manager = ResourceManager::Get();
const fs::path previousPath = fs::current_path();
const String previousResourceRoot = manager.GetResourceRoot();
const fs::path isolatedWorkingDirectory = fs::temp_directory_path() / "xc_builtin_shader_out_of_tree";
fs::remove_all(isolatedWorkingDirectory);
fs::create_directories(isolatedWorkingDirectory);
manager.Shutdown();
manager.SetResourceRoot("");
fs::current_path(isolatedWorkingDirectory);
auto expectBuiltinShader = [&](const String& path,
const char* passName,
ShaderType stage,
ShaderBackend backend,
const char* marker) {
const ResourceHandle<Shader> shaderHandle = manager.Load<Shader>(path);
EXPECT_TRUE(shaderHandle.IsValid()) << path.CStr();
if (!shaderHandle.IsValid()) {
return;
}
EXPECT_NE(shaderHandle->FindPass(passName), nullptr) << path.CStr();
const ShaderStageVariant* variant = shaderHandle->FindVariant(passName, stage, backend);
EXPECT_NE(variant, nullptr) << path.CStr();
if (variant != nullptr) {
EXPECT_NE(std::string(variant->sourceCode.CStr()).find(marker), std::string::npos) << path.CStr();
}
};
expectBuiltinShader(
GetBuiltinForwardLitShaderPath(),
"ForwardLit",
ShaderType::Vertex,
ShaderBackend::D3D12,
"XC_BUILTIN_FORWARD_LIT_D3D12_VS");
expectBuiltinShader(
GetBuiltinUnlitShaderPath(),
"Unlit",
ShaderType::Fragment,
ShaderBackend::OpenGL,
"XC_BUILTIN_UNLIT_OPENGL_PS");
expectBuiltinShader(
GetBuiltinObjectIdShaderPath(),
"ObjectId",
ShaderType::Fragment,
ShaderBackend::Vulkan,
"XC_BUILTIN_OBJECT_ID_VULKAN_PS");
fs::current_path(previousPath);
manager.SetResourceRoot(previousResourceRoot);
manager.Shutdown();
fs::remove_all(isolatedWorkingDirectory);
}
} // namespace