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XCEngine/tests/Resources/Shader/test_shader_loader.cpp

116 lines
4.0 KiB
C++

#include <gtest/gtest.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 <cstdio>
#include <filesystem>
#include <fstream>
using namespace XCEngine::Resources;
using namespace XCEngine::Containers;
namespace {
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(GetBuiltinForwardLitShaderPath()));
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, 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(pass->variants.Size(), 6u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ForwardBase");
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);
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);
manager.Shutdown();
}
} // namespace