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XCEngine/tests/Resources/Shader/test_shader.cpp

218 lines
7.1 KiB
C++

#include <gtest/gtest.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/Core/Asset/ResourceTypes.h>
#include <XCEngine/Core/Containers/Array.h>
using namespace XCEngine::Resources;
using namespace XCEngine::Containers;
namespace {
TEST(Shader, DefaultConstructor) {
Shader shader;
EXPECT_EQ(shader.GetShaderType(), ShaderType::Fragment);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::GLSL);
EXPECT_FALSE(shader.IsValid());
EXPECT_EQ(shader.GetMemorySize(), 0u);
}
TEST(Shader, GetType) {
Shader shader;
EXPECT_EQ(shader.GetType(), ResourceType::Shader);
}
TEST(Shader, SetGetShaderType) {
Shader shader;
shader.SetShaderType(ShaderType::Vertex);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Vertex);
shader.SetShaderType(ShaderType::Fragment);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Fragment);
shader.SetShaderType(ShaderType::Geometry);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Geometry);
shader.SetShaderType(ShaderType::Compute);
EXPECT_EQ(shader.GetShaderType(), ShaderType::Compute);
}
TEST(Shader, SetGetShaderLanguage) {
Shader shader;
shader.SetShaderLanguage(ShaderLanguage::GLSL);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::GLSL);
shader.SetShaderLanguage(ShaderLanguage::HLSL);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::HLSL);
shader.SetShaderLanguage(ShaderLanguage::SPIRV);
EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::SPIRV);
}
TEST(Shader, SetGetSourceCode) {
Shader shader;
const char* source = "#version 330 core\nvoid main() {}";
shader.SetSourceCode(source);
EXPECT_EQ(shader.GetSourceCode(), source);
}
TEST(Shader, SetGetCompiledBinary) {
Shader shader;
XCEngine::Containers::Array<XCEngine::Core::uint8> binary = { 0x00, 0x01, 0x02, 0x03 };
shader.SetCompiledBinary(binary);
EXPECT_EQ(shader.GetCompiledBinary().Size(), 4u);
EXPECT_EQ(shader.GetCompiledBinary()[0], 0x00);
EXPECT_EQ(shader.GetCompiledBinary()[3], 0x03);
}
TEST(Shader, AddGetUniforms) {
Shader shader;
ShaderUniform uniform1;
uniform1.name = "uModelView";
uniform1.location = 0;
uniform1.size = 1;
uniform1.type = 4;
shader.AddUniform(uniform1);
const auto& uniforms = shader.GetUniforms();
EXPECT_EQ(uniforms.Size(), 1u);
EXPECT_EQ(uniforms[0].name, "uModelView");
}
TEST(Shader, AddGetAttributes) {
Shader shader;
ShaderAttribute attr1;
attr1.name = "aPosition";
attr1.location = 0;
attr1.size = 1;
attr1.type = 3;
shader.AddAttribute(attr1);
const auto& attributes = shader.GetAttributes();
EXPECT_EQ(attributes.Size(), 1u);
EXPECT_EQ(attributes[0].name, "aPosition");
}
TEST(Shader, LegacySingleStageStateSyncsIntoDefaultPassVariant) {
Shader shader;
shader.SetShaderType(ShaderType::Vertex);
shader.SetShaderLanguage(ShaderLanguage::HLSL);
shader.SetSourceCode("float4 MainVS() : SV_POSITION { return 0; }");
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].language, ShaderLanguage::HLSL);
EXPECT_EQ(pass->variants[0].backend, ShaderBackend::Generic);
EXPECT_EQ(pass->variants[0].sourceCode, "float4 MainVS() : SV_POSITION { return 0; }");
}
TEST(Shader, FindsBackendSpecificVariantAndFallsBackToGeneric) {
Shader shader;
ShaderStageVariant genericFragment = {};
genericFragment.stage = ShaderType::Fragment;
genericFragment.language = ShaderLanguage::GLSL;
genericFragment.backend = ShaderBackend::Generic;
genericFragment.sourceCode = "generic fragment";
shader.AddPassVariant("ForwardLit", genericFragment);
ShaderStageVariant d3d12Fragment = {};
d3d12Fragment.stage = ShaderType::Fragment;
d3d12Fragment.language = ShaderLanguage::HLSL;
d3d12Fragment.backend = ShaderBackend::D3D12;
d3d12Fragment.sourceCode = "d3d12 fragment";
shader.AddPassVariant("ForwardLit", d3d12Fragment);
const ShaderStageVariant* d3d12Variant =
shader.FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12);
ASSERT_NE(d3d12Variant, nullptr);
EXPECT_EQ(d3d12Variant->sourceCode, "d3d12 fragment");
const ShaderStageVariant* openglVariant =
shader.FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
ASSERT_NE(openglVariant, nullptr);
EXPECT_EQ(openglVariant->sourceCode, "generic fragment");
}
TEST(Shader, StoresPerPassTags) {
Shader shader;
shader.SetPassTag("ForwardLit", "LightMode", "ForwardBase");
shader.SetPassTag("ForwardLit", "Queue", "Geometry");
const ShaderPass* pass = shader.FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->tags.Size(), 2u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ForwardBase");
EXPECT_EQ(pass->tags[1].name, "Queue");
EXPECT_EQ(pass->tags[1].value, "Geometry");
}
TEST(Shader, StoresShaderPropertiesAndPassResources) {
Shader shader;
ShaderPropertyDesc baseColor = {};
baseColor.name = "_BaseColor";
baseColor.displayName = "Base Color";
baseColor.type = ShaderPropertyType::Color;
baseColor.defaultValue = "(1,1,1,1)";
baseColor.semantic = "BaseColor";
shader.AddProperty(baseColor);
ShaderResourceBindingDesc perObject = {};
perObject.name = "PerObjectConstants";
perObject.type = ShaderResourceType::ConstantBuffer;
perObject.set = 1;
perObject.binding = 0;
perObject.semantic = "PerObject";
shader.AddPassResourceBinding("ForwardLit", perObject);
ASSERT_EQ(shader.GetProperties().Size(), 1u);
const ShaderPropertyDesc* storedProperty = shader.FindProperty("_BaseColor");
ASSERT_NE(storedProperty, nullptr);
EXPECT_EQ(storedProperty->displayName, "Base Color");
EXPECT_EQ(storedProperty->type, ShaderPropertyType::Color);
EXPECT_EQ(storedProperty->semantic, "BaseColor");
const ShaderResourceBindingDesc* storedBinding =
shader.FindPassResourceBinding("ForwardLit", "PerObjectConstants");
ASSERT_NE(storedBinding, nullptr);
EXPECT_EQ(storedBinding->type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(storedBinding->set, 1u);
EXPECT_EQ(storedBinding->binding, 0u);
EXPECT_EQ(storedBinding->semantic, "PerObject");
}
TEST(Shader, ReleaseClearsPassRuntimeData) {
Shader shader;
shader.SetSourceCode("void main() {}");
ShaderPropertyDesc property = {};
property.name = "_BaseColor";
property.type = ShaderPropertyType::Color;
shader.AddProperty(property);
ShaderStageVariant variant = {};
variant.stage = ShaderType::Fragment;
variant.sourceCode = "fragment";
shader.AddPassVariant("ForwardLit", variant);
shader.Release();
EXPECT_EQ(shader.GetProperties().Size(), 0u);
EXPECT_EQ(shader.GetPassCount(), 0u);
EXPECT_EQ(shader.GetSourceCode(), "");
EXPECT_EQ(shader.GetCompiledBinary().Size(), 0u);
EXPECT_FALSE(shader.IsValid());
}
} // namespace