1039 lines
46 KiB
C++
1039 lines
46 KiB
C++
#include <gtest/gtest.h>
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#include <XCEngine/Core/Asset/AssetDatabase.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Resources/Shader/ShaderLoader.h>
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#include <XCEngine/Core/Asset/ResourceTypes.h>
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#include <XCEngine/Core/Containers/Array.h>
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#include <chrono>
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#include <cstdio>
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#include <filesystem>
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#include <fstream>
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#include <thread>
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using namespace XCEngine::Resources;
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using namespace XCEngine::Containers;
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namespace {
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void WriteTextFile(const std::filesystem::path& path, const std::string& contents) {
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std::ofstream output(path, std::ios::binary | std::ios::trunc);
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ASSERT_TRUE(output.is_open());
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output << contents;
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ASSERT_TRUE(static_cast<bool>(output));
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}
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TEST(ShaderLoader, GetResourceType) {
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ShaderLoader loader;
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EXPECT_EQ(loader.GetResourceType(), ResourceType::Shader);
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}
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TEST(ShaderLoader, GetSupportedExtensions) {
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ShaderLoader loader;
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auto extensions = loader.GetSupportedExtensions();
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EXPECT_GE(extensions.Size(), 1u);
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}
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TEST(ShaderLoader, CanLoad) {
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ShaderLoader loader;
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EXPECT_TRUE(loader.CanLoad("test.vert"));
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EXPECT_TRUE(loader.CanLoad("test.frag"));
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EXPECT_TRUE(loader.CanLoad("test.glsl"));
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EXPECT_TRUE(loader.CanLoad("test.hlsl"));
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EXPECT_TRUE(loader.CanLoad("test.xcshader"));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinUnlitShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
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EXPECT_FALSE(loader.CanLoad("test.txt"));
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EXPECT_FALSE(loader.CanLoad("test.png"));
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}
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TEST(ShaderLoader, LoadInvalidPath) {
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ShaderLoader loader;
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LoadResult result = loader.Load("invalid/path/shader.glsl");
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EXPECT_FALSE(result);
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}
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TEST(ShaderLoader, LoadLegacySingleStageShaderBuildsDefaultPassVariant) {
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namespace fs = std::filesystem;
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const fs::path shaderPath = fs::temp_directory_path() / "xc_shader_loader_stage.vert";
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{
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std::ofstream shaderFile(shaderPath);
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ASSERT_TRUE(shaderFile.is_open());
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shaderFile << "#version 430\nvoid main() {}";
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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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EXPECT_EQ(shader->GetShaderType(), ShaderType::Vertex);
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ASSERT_EQ(shader->GetPassCount(), 1u);
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const ShaderPass* pass = shader->FindPass("Default");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 1u);
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EXPECT_EQ(pass->variants[0].stage, ShaderType::Vertex);
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EXPECT_EQ(pass->variants[0].backend, ShaderBackend::Generic);
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EXPECT_EQ(pass->variants[0].sourceCode, shader->GetSourceCode());
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delete shader;
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std::remove(shaderPath.string().c_str());
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}
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TEST(ShaderLoader, LoadShaderManifestBuildsMultiPassBackendVariants) {
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namespace fs = std::filesystem;
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const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_manifest_test";
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const fs::path stageRoot = shaderRoot / "stages";
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const fs::path manifestPath = shaderRoot / "multi_pass.shader";
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fs::remove_all(shaderRoot);
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fs::create_directories(stageRoot);
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WriteTextFile(stageRoot / "forward_lit.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // FORWARD_LIT_D3D12_VS\n");
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WriteTextFile(stageRoot / "forward_lit.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // FORWARD_LIT_D3D12_PS\n");
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WriteTextFile(stageRoot / "forward_lit.vert.glsl", "#version 430\n// FORWARD_LIT_GL_VS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.frag.glsl", "#version 430\n// FORWARD_LIT_GL_PS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.vert.vk.glsl", "#version 450\n// FORWARD_LIT_VK_VS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.frag.vk.glsl", "#version 450\n// FORWARD_LIT_VK_PS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "depth_only.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // DEPTH_ONLY_D3D12_VS\n");
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WriteTextFile(stageRoot / "depth_only.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // DEPTH_ONLY_D3D12_PS\n");
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{
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std::ofstream manifest(manifestPath);
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ASSERT_TRUE(manifest.is_open());
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manifest << "{\n";
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manifest << " \"name\": \"TestLitShader\",\n";
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manifest << " \"properties\": [\n";
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manifest << " {\n";
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manifest << " \"name\": \"_BaseColor\",\n";
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manifest << " \"displayName\": \"Base Color\",\n";
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manifest << " \"type\": \"Color\",\n";
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manifest << " \"defaultValue\": \"(1,1,1,1)\",\n";
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manifest << " \"semantic\": \"BaseColor\"\n";
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manifest << " },\n";
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manifest << " {\n";
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manifest << " \"name\": \"_MainTex\",\n";
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manifest << " \"displayName\": \"Base Map\",\n";
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manifest << " \"type\": \"2D\",\n";
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manifest << " \"defaultValue\": \"white\",\n";
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manifest << " \"semantic\": \"BaseColorTexture\"\n";
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manifest << " }\n";
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manifest << " ],\n";
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manifest << " \"passes\": [\n";
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manifest << " {\n";
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manifest << " \"name\": \"ForwardLit\",\n";
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manifest << " \"tags\": {\n";
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manifest << " \"LightMode\": \"ForwardBase\",\n";
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manifest << " \"Queue\": \"Geometry\"\n";
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manifest << " },\n";
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manifest << " \"resources\": [\n";
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manifest << " { \"name\": \"PerObjectConstants\", \"type\": \"ConstantBuffer\", \"set\": 1, \"binding\": 0, \"semantic\": \"PerObject\" },\n";
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manifest << " { \"name\": \"MaterialConstants\", \"type\": \"ConstantBuffer\", \"set\": 2, \"binding\": 0, \"semantic\": \"Material\" },\n";
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manifest << " { \"name\": \"BaseColorTexture\", \"type\": \"Texture2D\", \"set\": 3, \"binding\": 0, \"semantic\": \"BaseColorTexture\" },\n";
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manifest << " { \"name\": \"LinearClampSampler\", \"type\": \"Sampler\", \"set\": 4, \"binding\": 0, \"semantic\": \"LinearClampSampler\" }\n";
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manifest << " ],\n";
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manifest << " \"variants\": [\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/forward_lit.vs.hlsl\", \"entryPoint\": \"MainVS\", \"profile\": \"vs_5_0\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/forward_lit.ps.hlsl\", \"entryPoint\": \"MainPS\", \"profile\": \"ps_5_0\" },\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.vert.glsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.frag.glsl\" },\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"Vulkan\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.vert.vk.glsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"Vulkan\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.frag.vk.glsl\" }\n";
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manifest << " ]\n";
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manifest << " },\n";
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manifest << " {\n";
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manifest << " \"name\": \"DepthOnly\",\n";
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manifest << " \"tags\": {\n";
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manifest << " \"LightMode\": \"DepthOnly\"\n";
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manifest << " },\n";
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manifest << " \"variants\": [\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/depth_only.vs.hlsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/depth_only.ps.hlsl\" }\n";
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manifest << " ]\n";
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manifest << " }\n";
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manifest << " ]\n";
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manifest << "}\n";
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}
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ShaderLoader loader;
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LoadResult result = loader.Load(manifestPath.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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ASSERT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetName(), "TestLitShader");
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ASSERT_EQ(shader->GetProperties().Size(), 2u);
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ASSERT_EQ(shader->GetPassCount(), 2u);
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const ShaderPropertyDesc* baseColorProperty = shader->FindProperty("_BaseColor");
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ASSERT_NE(baseColorProperty, nullptr);
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EXPECT_EQ(baseColorProperty->displayName, "Base Color");
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EXPECT_EQ(baseColorProperty->type, ShaderPropertyType::Color);
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EXPECT_EQ(baseColorProperty->defaultValue, "(1,1,1,1)");
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EXPECT_EQ(baseColorProperty->semantic, "BaseColor");
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const ShaderPropertyDesc* baseMapProperty = shader->FindProperty("_MainTex");
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ASSERT_NE(baseMapProperty, nullptr);
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EXPECT_EQ(baseMapProperty->type, ShaderPropertyType::Texture2D);
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EXPECT_EQ(baseMapProperty->defaultValue, "white");
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EXPECT_EQ(baseMapProperty->semantic, "BaseColorTexture");
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const ShaderPass* forwardLitPass = shader->FindPass("ForwardLit");
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ASSERT_NE(forwardLitPass, nullptr);
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ASSERT_EQ(forwardLitPass->tags.Size(), 2u);
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ASSERT_EQ(forwardLitPass->resources.Size(), 4u);
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EXPECT_EQ(forwardLitPass->tags[0].name, "LightMode");
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EXPECT_EQ(forwardLitPass->tags[0].value, "ForwardBase");
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EXPECT_EQ(forwardLitPass->tags[1].name, "Queue");
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EXPECT_EQ(forwardLitPass->tags[1].value, "Geometry");
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const ShaderResourceBindingDesc* baseTextureBinding =
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shader->FindPassResourceBinding("ForwardLit", "BaseColorTexture");
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ASSERT_NE(baseTextureBinding, nullptr);
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EXPECT_EQ(baseTextureBinding->type, ShaderResourceType::Texture2D);
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EXPECT_EQ(baseTextureBinding->set, 3u);
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EXPECT_EQ(baseTextureBinding->binding, 0u);
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EXPECT_EQ(baseTextureBinding->semantic, "BaseColorTexture");
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const ShaderStageVariant* d3d12Vertex = shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12);
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ASSERT_NE(d3d12Vertex, nullptr);
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EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
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EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
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EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("FORWARD_LIT_D3D12_VS"), std::string::npos);
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const ShaderStageVariant* openglFragment = shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
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ASSERT_NE(openglFragment, nullptr);
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EXPECT_EQ(openglFragment->entryPoint, "main");
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EXPECT_EQ(openglFragment->profile, "fs_4_30");
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EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("FORWARD_LIT_GL_PS"), std::string::npos);
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const ShaderStageVariant* vulkanFragment = shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan);
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ASSERT_NE(vulkanFragment, nullptr);
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EXPECT_EQ(vulkanFragment->profile, "fs_4_50");
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EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("FORWARD_LIT_VK_PS"), std::string::npos);
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const ShaderPass* depthOnlyPass = shader->FindPass("DepthOnly");
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ASSERT_NE(depthOnlyPass, nullptr);
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ASSERT_EQ(depthOnlyPass->tags.Size(), 1u);
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EXPECT_EQ(depthOnlyPass->tags[0].value, "DepthOnly");
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EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_EQ(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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delete shader;
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fs::remove_all(shaderRoot);
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}
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TEST(ShaderLoader, LoadUnityLikeShaderAuthoringBuildsRuntimeContract) {
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namespace fs = std::filesystem;
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const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_test";
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const fs::path stageRoot = shaderRoot / "stages";
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const fs::path shaderPath = shaderRoot / "multi_pass.shader";
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fs::remove_all(shaderRoot);
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fs::create_directories(stageRoot);
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WriteTextFile(stageRoot / "forward_lit.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // AUTHORING_FORWARD_LIT_D3D12_VS\n");
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WriteTextFile(stageRoot / "forward_lit.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // AUTHORING_FORWARD_LIT_D3D12_PS\n");
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WriteTextFile(stageRoot / "forward_lit.vert.glsl", "#version 430\n// AUTHORING_FORWARD_LIT_GL_VS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.frag.glsl", "#version 430\n// AUTHORING_FORWARD_LIT_GL_PS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.vert.vk.glsl", "#version 450\n// AUTHORING_FORWARD_LIT_VK_VS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.frag.vk.glsl", "#version 450\n// AUTHORING_FORWARD_LIT_VK_PS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "depth_only.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // AUTHORING_DEPTH_ONLY_D3D12_VS\n");
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WriteTextFile(stageRoot / "depth_only.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // AUTHORING_DEPTH_ONLY_D3D12_PS\n");
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WriteTextFile(
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shaderPath,
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R"(Shader "AuthoringLit"
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{
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Properties
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{
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_BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)]
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_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
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}
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SubShader
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{
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Tags { "Queue" = "Geometry" }
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "ForwardBase" }
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Resources
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{
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PerObjectConstants (ConstantBuffer, 1, 0) [Semantic(PerObject)]
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MaterialConstants (ConstantBuffer, 2, 0) [Semantic(Material)]
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BaseColorTexture (Texture2D, 3, 0) [Semantic(BaseColorTexture)]
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LinearClampSampler (Sampler, 4, 0) [Semantic(LinearClampSampler)]
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "stages/forward_lit.vs.hlsl" "stages/forward_lit.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "stages/forward_lit.vert.glsl" "stages/forward_lit.frag.glsl"
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#pragma backend Vulkan GLSL "stages/forward_lit.vert.vk.glsl" "stages/forward_lit.frag.vk.glsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags { "LightMode" = "DepthOnly" }
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "stages/depth_only.vs.hlsl" "stages/depth_only.ps.hlsl"
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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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ASSERT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetName(), "AuthoringLit");
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ASSERT_EQ(shader->GetProperties().Size(), 2u);
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ASSERT_EQ(shader->GetPassCount(), 2u);
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const ShaderPropertyDesc* baseColorProperty = shader->FindProperty("_BaseColor");
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ASSERT_NE(baseColorProperty, nullptr);
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EXPECT_EQ(baseColorProperty->displayName, "Base Color");
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EXPECT_EQ(baseColorProperty->type, ShaderPropertyType::Color);
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EXPECT_EQ(baseColorProperty->defaultValue, "(1,1,1,1)");
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EXPECT_EQ(baseColorProperty->semantic, "BaseColor");
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const ShaderPropertyDesc* baseMapProperty = shader->FindProperty("_MainTex");
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ASSERT_NE(baseMapProperty, nullptr);
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EXPECT_EQ(baseMapProperty->type, ShaderPropertyType::Texture2D);
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EXPECT_EQ(baseMapProperty->defaultValue, "white");
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EXPECT_EQ(baseMapProperty->semantic, "BaseColorTexture");
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const ShaderPass* forwardLitPass = shader->FindPass("ForwardLit");
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ASSERT_NE(forwardLitPass, nullptr);
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ASSERT_EQ(forwardLitPass->tags.Size(), 2u);
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ASSERT_EQ(forwardLitPass->resources.Size(), 4u);
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EXPECT_EQ(forwardLitPass->tags[0].name, "Queue");
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EXPECT_EQ(forwardLitPass->tags[0].value, "Geometry");
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EXPECT_EQ(forwardLitPass->tags[1].name, "LightMode");
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EXPECT_EQ(forwardLitPass->tags[1].value, "ForwardBase");
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const ShaderResourceBindingDesc* baseTextureBinding =
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shader->FindPassResourceBinding("ForwardLit", "BaseColorTexture");
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ASSERT_NE(baseTextureBinding, nullptr);
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EXPECT_EQ(baseTextureBinding->type, ShaderResourceType::Texture2D);
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EXPECT_EQ(baseTextureBinding->set, 3u);
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EXPECT_EQ(baseTextureBinding->binding, 0u);
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EXPECT_EQ(baseTextureBinding->semantic, "BaseColorTexture");
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const ShaderStageVariant* d3d12Vertex =
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shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12);
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ASSERT_NE(d3d12Vertex, nullptr);
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EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
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EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
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EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("AUTHORING_FORWARD_LIT_D3D12_VS"), std::string::npos);
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const ShaderStageVariant* openglFragment =
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shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
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ASSERT_NE(openglFragment, nullptr);
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EXPECT_EQ(openglFragment->entryPoint, "MainPS");
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EXPECT_EQ(openglFragment->profile, "fs_4_30");
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EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("AUTHORING_FORWARD_LIT_GL_PS"), std::string::npos);
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const ShaderStageVariant* vulkanFragment =
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shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan);
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ASSERT_NE(vulkanFragment, nullptr);
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EXPECT_EQ(vulkanFragment->profile, "fs_4_50");
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EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("AUTHORING_FORWARD_LIT_VK_PS"), std::string::npos);
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const ShaderPass* depthOnlyPass = shader->FindPass("DepthOnly");
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ASSERT_NE(depthOnlyPass, nullptr);
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ASSERT_EQ(depthOnlyPass->tags.Size(), 2u);
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EXPECT_EQ(depthOnlyPass->tags[0].name, "Queue");
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EXPECT_EQ(depthOnlyPass->tags[0].value, "Geometry");
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EXPECT_EQ(depthOnlyPass->tags[1].name, "LightMode");
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EXPECT_EQ(depthOnlyPass->tags[1].value, "DepthOnly");
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EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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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, 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, 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(), 4u);
|
|
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, 1u);
|
|
EXPECT_EQ(perObjectBinding->binding, 0u);
|
|
EXPECT_EQ(perObjectBinding->semantic, "PerObject");
|
|
|
|
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* 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);
|
|
|
|
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);
|
|
|
|
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, 1u);
|
|
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
|