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

3079 lines
118 KiB
C++

#include <gtest/gtest.h>
#include <XCEngine/Core/Asset/AssetDatabase.h>
#include <XCEngine/Core/Asset/ArtifactFormats.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 "Rendering/Detail/ShaderVariantUtils.h"
#include <chrono>
#include <cstring>
#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));
}
ShaderArtifactFileHeader ReadShaderArtifactFileHeader(const std::filesystem::path& path) {
ShaderArtifactFileHeader header = {};
std::ifstream input(path, std::ios::binary);
EXPECT_TRUE(input.is_open());
input.read(reinterpret_cast<char*>(&header), sizeof(header));
EXPECT_TRUE(static_cast<bool>(input));
return header;
}
const ShaderPassTagEntry* FindPassTag(const ShaderPass* pass, const char* name) {
if (pass == nullptr || name == nullptr) {
return nullptr;
}
for (const ShaderPassTagEntry& tag : pass->tags) {
if (tag.name == name) {
return &tag;
}
}
return nullptr;
}
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.shader"));
EXPECT_TRUE(loader.CanLoad("test.xcshader"));
EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinUnlitShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdOutlineShaderPath()));
EXPECT_FALSE(loader.CanLoad("test.vert"));
EXPECT_FALSE(loader.CanLoad("test.frag"));
EXPECT_FALSE(loader.CanLoad("test.glsl"));
EXPECT_FALSE(loader.CanLoad("test.hlsl"));
EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png"));
}
TEST(ShaderLoader, LoadInvalidPath) {
ShaderLoader loader;
LoadResult result = loader.Load("invalid/path/shader.shader");
EXPECT_FALSE(result);
}
TEST(ShaderLoader, RejectsLegacyShaderArtifactSchemaHeaders) {
namespace fs = std::filesystem;
const fs::path artifactPath = fs::temp_directory_path() / "xc_shader_loader_legacy_schema.xcshader";
fs::remove(artifactPath);
ShaderArtifactFileHeader header = {};
std::memcpy(header.magic, "XCSHD04", 7);
header.magic[7] = '\0';
header.schemaVersion = 4u;
{
std::ofstream output(artifactPath, std::ios::binary | std::ios::trunc);
ASSERT_TRUE(output.is_open());
output.write(reinterpret_cast<const char*>(&header), sizeof(header));
ASSERT_TRUE(static_cast<bool>(output));
}
ShaderLoader loader;
LoadResult result = loader.Load(artifactPath.string().c_str());
EXPECT_FALSE(result);
EXPECT_NE(
std::string(result.errorMessage.CStr()).find("Invalid shader artifact header"),
std::string::npos);
fs::remove(artifactPath);
}
TEST(ShaderLoader, RejectsLegacySingleStageShaderSourceFiles) {
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());
EXPECT_FALSE(result);
EXPECT_NE(
std::string(result.errorMessage.CStr()).find("Unsupported shader source format"),
std::string::npos);
std::remove(shaderPath.string().c_str());
}
TEST(ShaderLoader, LoadShaderAuthoringBuildsMultiPassGenericVariants) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_multi_pass_test";
const fs::path shaderPath = shaderRoot / "multi_pass.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "TestLitShader"
{
Properties
{
_BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)]
_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
}
SubShader
{
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "ForwardLit", "Queue" = "Geometry" }
HLSLPROGRAM
#pragma target 4.5
#pragma vertex MainVS
#pragma fragment MainPS
struct VSInput
{
float3 positionOS : POSITION;
};
float4 MainVS(VSInput input) : SV_POSITION
{
return float4(input.positionOS, 1.0); // FORWARD_LIT_GENERIC_VS
}
float4 MainPS() : SV_TARGET
{
return float4(1.0, 0.0, 0.0, 1.0); // FORWARD_LIT_GENERIC_PS
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode" = "DepthOnly" }
HLSLPROGRAM
#pragma target 4.5
#pragma vertex DepthVS
#pragma fragment DepthPS
struct DepthInput
{
float3 positionOS : POSITION;
};
float4 DepthVS(DepthInput input) : SV_POSITION
{
return float4(input.positionOS, 1.0); // DEPTH_ONLY_GENERIC_VS
}
float4 DepthPS() : SV_TARGET
{
return 1.0; // DEPTH_ONLY_GENERIC_PS
}
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(), "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);
EXPECT_EQ(forwardLitPass->resources.Size(), 8u);
ASSERT_NE(FindPassTag(forwardLitPass, "LightMode"), nullptr);
ASSERT_NE(FindPassTag(forwardLitPass, "Queue"), nullptr);
EXPECT_EQ(FindPassTag(forwardLitPass, "LightMode")->value, "ForwardLit");
EXPECT_EQ(FindPassTag(forwardLitPass, "Queue")->value, "Geometry");
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_GENERIC_VS"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_EQ(openglFragment->entryPoint, "MainPS");
EXPECT_EQ(openglFragment->profile, "ps_5_0");
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("FORWARD_LIT_GENERIC_PS"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_EQ(vulkanFragment->profile, "ps_5_0");
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("FORWARD_LIT_GENERIC_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].name, "LightMode");
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);
const ShaderStageVariant* depthOnlyOpenGLFragment =
shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::OpenGL);
ASSERT_NE(depthOnlyOpenGLFragment, nullptr);
EXPECT_NE(std::string(depthOnlyOpenGLFragment->sourceCode.CStr()).find("DEPTH_ONLY_GENERIC_PS"), std::string::npos);
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadShaderAuthoringRejectsNonAuthoringShaderFiles) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_invalid_authoring_test";
const fs::path shaderPath = shaderRoot / "invalid.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(shaderPath, "{\n \"passes\": []\n}\n");
ShaderLoader loader;
LoadResult result = loader.Load(shaderPath.string().c_str());
EXPECT_FALSE(result);
EXPECT_NE(
std::string(result.errorMessage.CStr()).find("must start with a Shader declaration"),
std::string::npos);
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadShaderAuthoringParsesVariantKeywordsAndKeywordAwareLookup) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_variant_keywords";
const fs::path shaderPath = shaderRoot / "variant_keywords.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "VariantKeywordShader"
{
SubShader
{
Pass
{
Name "ForwardLit"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma shader_feature_local _ XC_ALPHA_TEST
#pragma shader_feature_local _ XC_FOG
float4 Vert() : SV_POSITION { return 0; }
float4 Frag() : SV_TARGET
{
return float4(1.0, 0.0, 0.0, 1.0); // KEYWORD_AWARE_FRAGMENT
}
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);
const ShaderStageVariant* baseFragment =
shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
ASSERT_NE(baseFragment, nullptr);
EXPECT_NE(std::string(baseFragment->sourceCode.CStr()).find("KEYWORD_AWARE_FRAGMENT"), std::string::npos);
EXPECT_EQ(baseFragment->requiredKeywords.enabledKeywords.Size(), 0u);
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_AWARE_FRAGMENT"), std::string::npos);
EXPECT_NE(std::string(keywordFragment->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"), std::string::npos);
EXPECT_NE(std::string(keywordFragment->sourceCode.CStr()).find("#define XC_FOG 1"), 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, LoadShaderAuthoringBuildsGenericHlslVariants) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_test";
const fs::path includeRoot = shaderRoot / "shaderlib";
const fs::path shaderPath = shaderRoot / "authoring.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 "AuthoringLit"
{
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(), "AuthoringLit");
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(), 3u);
EXPECT_EQ(pass->tags[0].name, "Queue");
EXPECT_EQ(pass->tags[0].value, "Geometry");
EXPECT_EQ(pass->tags[1].name, "LOD");
EXPECT_EQ(pass->tags[1].value, "200");
EXPECT_EQ(pass->tags[2].name, "LightMode");
EXPECT_EQ(pass->tags[2].value, "ForwardLit");
EXPECT_EQ(pass->resources.Size(), 8u);
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, LoadShaderAuthoringCollectsUnityStyleBufferResources) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_buffer_resources_test";
const fs::path shaderPath = shaderRoot / "buffer_resources.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "Test/BufferResources"
{
SubShader
{
Pass
{
Name "Volume"
HLSLPROGRAM
#pragma target 4.5
#pragma vertex MainVS
#pragma fragment MainPS
StructuredBuffer<float4> InputBuffer;
ByteAddressBuffer RawInput;
RWStructuredBuffer<uint> OutputBuffer;
RWByteAddressBuffer OutputRaw;
struct VSInput
{
float3 positionOS : POSITION;
};
float4 MainVS(VSInput input) : SV_POSITION
{
return float4(input.positionOS, 1.0);
}
float4 MainPS() : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0);
}
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);
const ShaderPass* pass = shader->FindPass("Volume");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 4u);
const ShaderResourceBindingDesc* inputBuffer =
shader->FindPassResourceBinding("Volume", "InputBuffer");
ASSERT_NE(inputBuffer, nullptr);
EXPECT_EQ(inputBuffer->type, ShaderResourceType::StructuredBuffer);
EXPECT_EQ(inputBuffer->set, 2u);
EXPECT_EQ(inputBuffer->binding, 0u);
const ShaderResourceBindingDesc* rawInput =
shader->FindPassResourceBinding("Volume", "RawInput");
ASSERT_NE(rawInput, nullptr);
EXPECT_EQ(rawInput->type, ShaderResourceType::RawBuffer);
EXPECT_EQ(rawInput->set, 2u);
EXPECT_EQ(rawInput->binding, 1u);
const ShaderResourceBindingDesc* outputBuffer =
shader->FindPassResourceBinding("Volume", "OutputBuffer");
ASSERT_NE(outputBuffer, nullptr);
EXPECT_EQ(outputBuffer->type, ShaderResourceType::RWStructuredBuffer);
EXPECT_EQ(outputBuffer->set, 4u);
EXPECT_EQ(outputBuffer->binding, 0u);
const ShaderResourceBindingDesc* outputRaw =
shader->FindPassResourceBinding("Volume", "OutputRaw");
ASSERT_NE(outputRaw, nullptr);
EXPECT_EQ(outputRaw->type, ShaderResourceType::RWRawBuffer);
EXPECT_EQ(outputRaw->set, 4u);
EXPECT_EQ(outputRaw->binding, 1u);
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, RuntimeShaderSourceRewritesUnityStyleBufferRegisters) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_buffer_runtime_test";
const fs::path shaderPath = shaderRoot / "buffer_runtime.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "Test/BufferRuntime"
{
SubShader
{
Pass
{
Name "Volume"
HLSLPROGRAM
#pragma target 4.5
#pragma vertex MainVS
#pragma fragment MainPS
StructuredBuffer<float4> InputBuffer;
ByteAddressBuffer RawInput;
RWStructuredBuffer<uint> OutputBuffer;
RWByteAddressBuffer OutputRaw;
struct VSInput
{
float3 positionOS : POSITION;
};
float4 MainVS(VSInput input) : SV_POSITION
{
return float4(input.positionOS, 1.0);
}
float4 MainPS() : SV_TARGET
{
return float4(1.0, 0.5, 0.25, 1.0);
}
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);
const ShaderPass* pass = shader->FindPass("Volume");
ASSERT_NE(pass, nullptr);
const ShaderStageVariant* fragmentVariant =
shader->FindVariant("Volume", ShaderType::Fragment, ShaderBackend::D3D12);
ASSERT_NE(fragmentVariant, nullptr);
const std::string d3d12Source =
::XCEngine::Rendering::Detail::BuildRuntimeShaderSource(
*pass,
ShaderBackend::D3D12,
*fragmentVariant);
EXPECT_NE(
d3d12Source.find("StructuredBuffer<float4> InputBuffer: register(t0);"),
std::string::npos);
EXPECT_NE(
d3d12Source.find("ByteAddressBuffer RawInput: register(t1);"),
std::string::npos);
EXPECT_NE(
d3d12Source.find("RWStructuredBuffer<uint> OutputBuffer: register(u0);"),
std::string::npos);
EXPECT_NE(
d3d12Source.find("RWByteAddressBuffer OutputRaw: register(u1);"),
std::string::npos);
const ShaderStageVariant* vulkanFragment =
shader->FindVariant("Volume", ShaderType::Fragment, ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
const std::string vulkanSource =
::XCEngine::Rendering::Detail::BuildRuntimeShaderSource(
*pass,
ShaderBackend::Vulkan,
*vulkanFragment);
EXPECT_NE(
vulkanSource.find("StructuredBuffer<float4> InputBuffer: register(t0, space2);"),
std::string::npos);
EXPECT_NE(
vulkanSource.find("ByteAddressBuffer RawInput: register(t1, space2);"),
std::string::npos);
EXPECT_NE(
vulkanSource.find("RWStructuredBuffer<uint> OutputBuffer: register(u0, space4);"),
std::string::npos);
EXPECT_NE(
vulkanSource.find("RWByteAddressBuffer OutputRaw: register(u1, space4);"),
std::string::npos);
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadShaderAuthoringParsesPassStateAndFallback) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_pass_state";
const fs::path shaderPath = shaderRoot / "authoring_state.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "AuthoringStateful"
{
Fallback "Legacy/Diffuse"
SubShader
{
Pass
{
Name "ForwardLit"
Cull Front
ZWrite Off
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
BlendOp RevSub, Max
ColorMask RGB
Offset -1, 2
Stencil
{
Ref 7
ReadMask 63
WriteMask 31
CompFront Equal
PassFront Replace
FailFront Zero
ZFailFront IncrSat
CompBack NotEqual
PassBack IncrWrap
FailBack Invert
ZFailBack DecrWrap
}
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());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
EXPECT_EQ(shader->GetFallback(), "Legacy/Diffuse");
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Front);
EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_TRUE(pass->fixedFunctionState.depthTestEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
EXPECT_TRUE(pass->fixedFunctionState.blendEnable);
EXPECT_EQ(pass->fixedFunctionState.srcBlend, MaterialBlendFactor::SrcAlpha);
EXPECT_EQ(pass->fixedFunctionState.dstBlend, MaterialBlendFactor::InvSrcAlpha);
EXPECT_EQ(pass->fixedFunctionState.srcBlendAlpha, MaterialBlendFactor::One);
EXPECT_EQ(pass->fixedFunctionState.dstBlendAlpha, MaterialBlendFactor::InvSrcAlpha);
EXPECT_EQ(pass->fixedFunctionState.blendOp, MaterialBlendOp::ReverseSubtract);
EXPECT_EQ(pass->fixedFunctionState.blendOpAlpha, MaterialBlendOp::Max);
EXPECT_EQ(pass->fixedFunctionState.colorWriteMask, 0x7u);
EXPECT_FLOAT_EQ(pass->fixedFunctionState.depthBiasFactor, -1.0f);
EXPECT_EQ(pass->fixedFunctionState.depthBiasUnits, 2);
EXPECT_TRUE(pass->fixedFunctionState.stencil.enabled);
EXPECT_EQ(pass->fixedFunctionState.stencil.reference, 7u);
EXPECT_EQ(pass->fixedFunctionState.stencil.readMask, 63u);
EXPECT_EQ(pass->fixedFunctionState.stencil.writeMask, 31u);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.func, MaterialComparisonFunc::Equal);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.passOp, MaterialStencilOp::Replace);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.failOp, MaterialStencilOp::Zero);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.depthFailOp, MaterialStencilOp::IncrSat);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.func, MaterialComparisonFunc::NotEqual);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.passOp, MaterialStencilOp::IncrWrap);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.failOp, MaterialStencilOp::Invert);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.depthFailOp, MaterialStencilOp::DecrWrap);
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadShaderAuthoringParsesHexStencilMasks) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_hex_stencil";
const fs::path shaderPath = shaderRoot / "hex_stencil.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "HexStencilShader"
{
SubShader
{
Pass
{
Name "ForwardLit"
Stencil
{
Ref 0x07
ReadMask 0x3F
WriteMask 0x1F
Comp Always
Pass Replace
}
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());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_TRUE(pass->fixedFunctionState.stencil.enabled);
EXPECT_EQ(pass->fixedFunctionState.stencil.reference, 7u);
EXPECT_EQ(pass->fixedFunctionState.stencil.readMask, 63u);
EXPECT_EQ(pass->fixedFunctionState.stencil.writeMask, 31u);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.passOp, MaterialStencilOp::Replace);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.passOp, MaterialStencilOp::Replace);
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromAuthoringPreservesPassStateAndFallback) {
namespace fs = std::filesystem;
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_authoring_artifact_pass_state";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path shaderPath = shaderDir / "authoring_state.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(
shaderPath,
R"(Shader "ArtifactAuthoringStateful"
{
Fallback "Legacy/Cutout"
SubShader
{
Pass
{
Name "ForwardLit"
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
BlendOp Max, Sub
ColorMask RGBA
Offset 1, 3
Stencil
{
Ref 5
ReadMask 127
WriteMask 63
Comp Always
Pass Replace
Fail Keep
ZFail IncrWrap
}
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
float4 Vert() : SV_POSITION { return 0; }
float4 Frag() : SV_TARGET { return 1; }
ENDHLSL
}
}
}
)");
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset resolvedAsset;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/authoring_state.shader", ResourceType::Shader, resolvedAsset));
ASSERT_TRUE(resolvedAsset.artifactReady);
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_EQ(shader->GetFallback(), "Legacy/Cutout");
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::None);
EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_TRUE(pass->fixedFunctionState.blendEnable);
EXPECT_EQ(pass->fixedFunctionState.srcBlend, MaterialBlendFactor::SrcAlpha);
EXPECT_EQ(pass->fixedFunctionState.dstBlend, MaterialBlendFactor::InvSrcAlpha);
EXPECT_EQ(pass->fixedFunctionState.blendOp, MaterialBlendOp::Max);
EXPECT_EQ(pass->fixedFunctionState.blendOpAlpha, MaterialBlendOp::Subtract);
EXPECT_EQ(pass->fixedFunctionState.colorWriteMask, 0xFu);
EXPECT_FLOAT_EQ(pass->fixedFunctionState.depthBiasFactor, 1.0f);
EXPECT_EQ(pass->fixedFunctionState.depthBiasUnits, 3);
EXPECT_TRUE(pass->fixedFunctionState.stencil.enabled);
EXPECT_EQ(pass->fixedFunctionState.stencil.reference, 5u);
EXPECT_EQ(pass->fixedFunctionState.stencil.readMask, 127u);
EXPECT_EQ(pass->fixedFunctionState.stencil.writeMask, 63u);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.func, MaterialComparisonFunc::Always);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.passOp, MaterialStencilOp::Replace);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.failOp, MaterialStencilOp::Keep);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.depthFailOp, MaterialStencilOp::IncrWrap);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.func, MaterialComparisonFunc::Always);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.passOp, MaterialStencilOp::Replace);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.failOp, MaterialStencilOp::Keep);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.depthFailOp, MaterialStencilOp::IncrWrap);
delete shader;
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, LoadShaderAuthoringParsesMultiCompileLocalKeywords) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_multi_compile_local";
const fs::path shaderPath = shaderRoot / "authoring_multi_compile_local.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "AuthoringLocalKeywords"
{
SubShader
{
Pass
{
Name "ForwardLit"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_local _ XC_LOCAL_FOG
float4 Vert() : SV_POSITION { return 0; }
float4 Frag() : SV_TARGET { return 1; }
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);
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->keywordDeclarations.Size(), 1u);
EXPECT_EQ(pass->keywordDeclarations[0].type, ShaderKeywordDeclarationType::MultiCompileLocal);
EXPECT_TRUE(pass->keywordDeclarations[0].IsLocal());
ASSERT_EQ(pass->variants.Size(), 4u);
ShaderKeywordSet enabledKeywords = {};
enabledKeywords.enabledKeywords.PushBack("XC_LOCAL_FOG");
const ShaderStageVariant* keywordFragmentVariant =
shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::D3D12,
enabledKeywords);
ASSERT_NE(keywordFragmentVariant, nullptr);
EXPECT_NE(
std::string(keywordFragmentVariant->sourceCode.CStr()).find("#define XC_LOCAL_FOG 1"),
std::string::npos);
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadShaderAuthoringParsesFallbackAndFixedFunctionStateInheritance) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_fixed_state";
const fs::path shaderPath = shaderRoot / "authoring_fixed_state.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "AuthoringFixedState"
{
Fallback "Legacy Shaders/Diffuse"
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 310
Cull Front
ZWrite Off
BlendOp Max
Offset 2, 4
Stencil
{
Ref 9
ReadMask 255
WriteMask 15
Comp Equal
Pass Replace
Fail Keep
ZFail DecrWrap
}
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "ForwardLit" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
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());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
EXPECT_EQ(shader->GetFallback(), "Legacy Shaders/Diffuse");
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Front);
EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_TRUE(pass->fixedFunctionState.depthTestEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
EXPECT_TRUE(pass->fixedFunctionState.blendEnable);
EXPECT_EQ(pass->fixedFunctionState.srcBlend, MaterialBlendFactor::SrcAlpha);
EXPECT_EQ(pass->fixedFunctionState.dstBlend, MaterialBlendFactor::InvSrcAlpha);
EXPECT_EQ(pass->fixedFunctionState.srcBlendAlpha, MaterialBlendFactor::SrcAlpha);
EXPECT_EQ(pass->fixedFunctionState.dstBlendAlpha, MaterialBlendFactor::InvSrcAlpha);
EXPECT_EQ(pass->fixedFunctionState.blendOp, MaterialBlendOp::Max);
EXPECT_EQ(pass->fixedFunctionState.blendOpAlpha, MaterialBlendOp::Max);
EXPECT_EQ(pass->fixedFunctionState.colorWriteMask, 0x7);
EXPECT_FLOAT_EQ(pass->fixedFunctionState.depthBiasFactor, 2.0f);
EXPECT_EQ(pass->fixedFunctionState.depthBiasUnits, 4);
EXPECT_TRUE(pass->fixedFunctionState.stencil.enabled);
EXPECT_EQ(pass->fixedFunctionState.stencil.reference, 9u);
EXPECT_EQ(pass->fixedFunctionState.stencil.readMask, 255u);
EXPECT_EQ(pass->fixedFunctionState.stencil.writeMask, 15u);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.func, MaterialComparisonFunc::Equal);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.passOp, MaterialStencilOp::Replace);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.failOp, MaterialStencilOp::Keep);
EXPECT_EQ(pass->fixedFunctionState.stencil.front.depthFailOp, MaterialStencilOp::DecrWrap);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.func, MaterialComparisonFunc::Equal);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.passOp, MaterialStencilOp::Replace);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.failOp, MaterialStencilOp::Keep);
EXPECT_EQ(pass->fixedFunctionState.stencil.back.depthFailOp, MaterialStencilOp::DecrWrap);
const ShaderPassTagEntry* queueTag = FindPassTag(pass, "Queue");
ASSERT_NE(queueTag, nullptr);
EXPECT_EQ(queueTag->value, "Transparent");
const ShaderPassTagEntry* lodTag = FindPassTag(pass, "LOD");
ASSERT_NE(lodTag, nullptr);
EXPECT_EQ(lodTag->value, "310");
const ShaderPassTagEntry* lightModeTag = FindPassTag(pass, "LightMode");
ASSERT_NE(lightModeTag, nullptr);
EXPECT_EQ(lightModeTag->value, "ForwardLit");
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadShaderAuthoringExpandsBuiltinUsePass) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_usepass_builtin";
const fs::path shaderPath = shaderRoot / "usepass.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "BuiltinUsePassShader"
{
SubShader
{
UsePass "Builtin Shadow Caster/ShadowCaster"
}
}
)");
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);
const ShaderPass* pass = shader->FindPass("ShadowCaster");
ASSERT_NE(pass, nullptr);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
EXPECT_TRUE(shader->PassDeclaresKeyword("ShadowCaster", "XC_ALPHA_TEST"));
EXPECT_NE(shader->FindVariant("ShadowCaster", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ShadowCaster", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadShaderAuthoringBuiltinUsePassMergesTargetSubShaderTags) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_usepass_builtin_tags";
const fs::path shaderPath = shaderRoot / "usepass_tags.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderPath,
R"(Shader "BuiltinUsePassTaggedShader"
{
SubShader
{
Tags { "Queue" = "Transparent" }
LOD 250
UsePass "Builtin Shadow Caster/ShadowCaster"
}
}
)");
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);
const ShaderPass* pass = shader->FindPass("ShadowCaster");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->tags.Size(), 3u);
const ShaderPassTagEntry* queueTag = FindPassTag(pass, "Queue");
ASSERT_NE(queueTag, nullptr);
EXPECT_EQ(queueTag->value, "Transparent");
const ShaderPassTagEntry* lodTag = FindPassTag(pass, "LOD");
ASSERT_NE(lodTag, nullptr);
EXPECT_EQ(lodTag->value, "250");
const ShaderPassTagEntry* lightModeTag = FindPassTag(pass, "LightMode");
ASSERT_NE(lightModeTag, nullptr);
EXPECT_EQ(lightModeTag->value, "ShadowCaster");
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromAuthoringExpandsBuiltinUsePass) {
namespace fs = std::filesystem;
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_authoring_usepass_artifact";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path shaderPath = shaderDir / "usepass.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(
shaderPath,
R"(Shader "BuiltinUsePassArtifactShader"
{
SubShader
{
UsePass "Builtin Shadow Caster/ShadowCaster"
}
}
)");
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset resolvedAsset;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/usepass.shader", ResourceType::Shader, resolvedAsset));
ASSERT_TRUE(resolvedAsset.artifactReady);
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);
const ShaderPass* pass = shader->FindPass("ShadowCaster");
ASSERT_NE(pass, nullptr);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_NE(shader->FindVariant("ShadowCaster", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("ShadowCaster", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
delete shader;
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, LoadShaderAuthoringExpandsProjectUsePass) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_usepass_project";
const fs::path sharedShaderPath = shaderRoot / "shared.shader";
const fs::path mainShaderPath = shaderRoot / "main.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
sharedShaderPath,
R"(Shader "Project Shared Shader"
{
SubShader
{
Pass
{
Name "SharedForward"
Tags { "LightMode" = "ForwardLit" }
Cull Front
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
BlendOp Max
Offset 2, 5
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
float4 Vert() : SV_POSITION { return 0; }
float4 Frag() : SV_TARGET { return float4(1.0, 0.0, 0.0, 1.0); }
ENDHLSL
}
}
}
)");
WriteTextFile(
mainShaderPath,
R"(Shader "Project UsePass Shader"
{
SubShader
{
UsePass "Project Shared Shader/SharedForward"
}
}
)");
ShaderLoader loader;
LoadResult result = loader.Load(mainShaderPath.string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("SharedForward");
ASSERT_NE(pass, nullptr);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Front);
EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_TRUE(pass->fixedFunctionState.blendEnable);
EXPECT_EQ(pass->fixedFunctionState.blendOp, MaterialBlendOp::Max);
EXPECT_FLOAT_EQ(pass->fixedFunctionState.depthBiasFactor, 2.0f);
EXPECT_EQ(pass->fixedFunctionState.depthBiasUnits, 5);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ForwardLit");
EXPECT_NE(shader->FindVariant("SharedForward", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("SharedForward", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
Array<String> dependencies;
ASSERT_TRUE(loader.CollectSourceDependencies(mainShaderPath.string().c_str(), dependencies));
ASSERT_EQ(dependencies.Size(), 1u);
EXPECT_EQ(
fs::path(dependencies[0].CStr()).lexically_normal(),
sharedShaderPath.lexically_normal());
delete shader;
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, AssetDatabaseReimportsShaderWhenUsePassDependencyChanges) {
namespace fs = std::filesystem;
using namespace std::chrono_literals;
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_authoring_usepass_project_artifact";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path sharedShaderPath = shaderDir / "shared.shader";
const fs::path mainShaderPath = shaderDir / "main.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
auto writeSharedShader = [&](const char* cullMode, const char* marker) {
WriteTextFile(
sharedShaderPath,
std::string(R"(Shader "Project Shared Shader"
{
SubShader
{
Pass
{
Name "SharedForward"
Tags { "LightMode" = "ForwardLit" }
Cull )") +
cullMode +
R"(
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
float4 Vert() : SV_POSITION { return 0; }
float4 Frag() : SV_TARGET { return )" +
marker +
R"(; }
ENDHLSL
}
}
}
)");
};
writeSharedShader("Back", "float4(1.0, 0.0, 0.0, 1.0)");
WriteTextFile(
mainShaderPath,
R"(Shader "Project UsePass Shader"
{
SubShader
{
UsePass "Project Shared Shader/SharedForward"
}
}
)");
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset firstResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/main.shader", ResourceType::Shader, firstResolve));
ASSERT_TRUE(firstResolve.artifactReady);
ShaderLoader loader;
LoadResult firstLoad = loader.Load(firstResolve.artifactMainPath.CStr());
ASSERT_TRUE(firstLoad);
auto* firstShader = static_cast<Shader*>(firstLoad.resource);
ASSERT_NE(firstShader, nullptr);
const ShaderPass* firstPass = firstShader->FindPass("SharedForward");
ASSERT_NE(firstPass, nullptr);
EXPECT_EQ(firstPass->fixedFunctionState.cullMode, MaterialCullMode::Back);
delete firstShader;
const String firstArtifactPath = firstResolve.artifactMainPath;
database.Shutdown();
std::this_thread::sleep_for(50ms);
writeSharedShader("Front", "float4(0.0, 1.0, 0.0, 1.0)");
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset secondResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/main.shader", ResourceType::Shader, secondResolve));
ASSERT_TRUE(secondResolve.artifactReady);
EXPECT_NE(secondResolve.artifactMainPath, firstArtifactPath);
LoadResult secondLoad = loader.Load(secondResolve.artifactMainPath.CStr());
ASSERT_TRUE(secondLoad);
auto* secondShader = static_cast<Shader*>(secondLoad.resource);
ASSERT_NE(secondShader, nullptr);
const ShaderPass* secondPass = secondShader->FindPass("SharedForward");
ASSERT_NE(secondPass, nullptr);
EXPECT_EQ(secondPass->fixedFunctionState.cullMode, MaterialCullMode::Front);
const ShaderStageVariant* fragmentVariant =
secondShader->FindVariant("SharedForward", ShaderType::Fragment, ShaderBackend::D3D12);
ASSERT_NE(fragmentVariant, nullptr);
EXPECT_NE(
std::string(fragmentVariant->sourceCode.CStr()).find("float4(0.0, 1.0, 0.0, 1.0)"),
std::string::npos);
delete secondShader;
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, AssetDatabaseReimportsShaderWhenBuiltinUsePassDependencyChanges) {
namespace fs = std::filesystem;
using namespace std::chrono_literals;
const fs::path sandboxRoot =
fs::temp_directory_path() / "xc_shader_authoring_builtin_usepass_reimport";
const fs::path projectRoot = sandboxRoot / "Project";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path mainShaderPath = shaderDir / "main.shader";
const fs::path builtinShaderAssetPath =
sandboxRoot / "engine" / "assets" / "builtin" / "shaders" / "shadow-caster.shader";
const fs::path previousPath = fs::current_path();
fs::remove_all(sandboxRoot);
fs::create_directories(shaderDir);
fs::create_directories(builtinShaderAssetPath.parent_path());
auto writeBuiltinShader = [&](const char* cullMode, const char* marker) {
WriteTextFile(
builtinShaderAssetPath,
std::string(R"(Shader "Builtin Shadow Caster"
{
SubShader
{
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
Cull )") +
cullMode +
R"(
HLSLPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
float4 MainVS() : SV_POSITION { return 0; }
float4 MainPS() : SV_TARGET { return )" +
marker +
R"(; }
ENDHLSL
}
}
}
)");
};
writeBuiltinShader("Back", "float4(1.0, 0.0, 0.0, 1.0)");
WriteTextFile(
mainShaderPath,
R"(Shader "Builtin UsePass Dependency Shader"
{
SubShader
{
UsePass "Builtin Shadow Caster/ShadowCaster"
}
}
)");
fs::current_path(projectRoot);
ShaderLoader dependencyLoader;
Array<String> firstDependencies;
ASSERT_TRUE(dependencyLoader.CollectSourceDependencies(mainShaderPath.string().c_str(), firstDependencies));
ASSERT_EQ(firstDependencies.Size(), 1u);
EXPECT_EQ(
fs::path(firstDependencies[0].CStr()).lexically_normal(),
builtinShaderAssetPath.lexically_normal());
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset firstResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/main.shader", ResourceType::Shader, firstResolve));
ASSERT_TRUE(firstResolve.artifactReady);
ShaderLoader loader;
LoadResult firstLoad = loader.Load(firstResolve.artifactMainPath.CStr());
ASSERT_TRUE(firstLoad);
auto* firstShader = static_cast<Shader*>(firstLoad.resource);
ASSERT_NE(firstShader, nullptr);
const ShaderPass* firstPass = firstShader->FindPass("ShadowCaster");
ASSERT_NE(firstPass, nullptr);
EXPECT_EQ(firstPass->fixedFunctionState.cullMode, MaterialCullMode::Back);
const ShaderStageVariant* firstFragmentVariant =
firstShader->FindVariant("ShadowCaster", ShaderType::Fragment, ShaderBackend::D3D12);
ASSERT_NE(firstFragmentVariant, nullptr);
EXPECT_NE(
std::string(firstFragmentVariant->sourceCode.CStr()).find("float4(1.0, 0.0, 0.0, 1.0)"),
std::string::npos);
delete firstShader;
const String firstArtifactPath = firstResolve.artifactMainPath;
database.Shutdown();
std::this_thread::sleep_for(50ms);
writeBuiltinShader("Front", "float4(0.0, 1.0, 0.0, 1.0)");
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset secondResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/main.shader", ResourceType::Shader, secondResolve));
ASSERT_TRUE(secondResolve.artifactReady);
EXPECT_NE(secondResolve.artifactMainPath, firstArtifactPath);
LoadResult secondLoad = loader.Load(secondResolve.artifactMainPath.CStr());
ASSERT_TRUE(secondLoad);
auto* secondShader = static_cast<Shader*>(secondLoad.resource);
ASSERT_NE(secondShader, nullptr);
const ShaderPass* secondPass = secondShader->FindPass("ShadowCaster");
ASSERT_NE(secondPass, nullptr);
EXPECT_EQ(secondPass->fixedFunctionState.cullMode, MaterialCullMode::Front);
const ShaderStageVariant* secondFragmentVariant =
secondShader->FindVariant("ShadowCaster", ShaderType::Fragment, ShaderBackend::D3D12);
ASSERT_NE(secondFragmentVariant, nullptr);
EXPECT_NE(
std::string(secondFragmentVariant->sourceCode.CStr()).find("float4(0.0, 1.0, 0.0, 1.0)"),
std::string::npos);
delete secondShader;
database.Shutdown();
fs::current_path(previousPath);
fs::remove_all(sandboxRoot);
}
TEST(ShaderLoader, LoadShaderAuthoringRejectsCyclicProjectUsePass) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_usepass_cycle";
const fs::path shaderAPath = shaderRoot / "a.shader";
const fs::path shaderBPath = shaderRoot / "b.shader";
fs::remove_all(shaderRoot);
fs::create_directories(shaderRoot);
WriteTextFile(
shaderAPath,
R"(Shader "Cycle Shader A"
{
SubShader
{
UsePass "Cycle Shader B/PassB"
}
}
)");
WriteTextFile(
shaderBPath,
R"(Shader "Cycle Shader B"
{
SubShader
{
UsePass "Cycle Shader A/PassA"
}
}
)");
ShaderLoader loader;
LoadResult result = loader.Load(shaderAPath.string().c_str());
EXPECT_FALSE(result.success);
EXPECT_EQ(result.resource, nullptr);
EXPECT_NE(
std::string(result.errorMessage.CStr()).find("cyclic shader reference"),
std::string::npos);
fs::remove_all(shaderRoot);
}
TEST(ShaderLoader, LoadShaderAuthoringRejectsLegacyBackendPragma) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_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, LoadShaderAuthoringRejectsLegacyResourcesBlock) {
namespace fs = std::filesystem;
const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_authoring_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, ResourceManagerLoadsShaderAuthoringRelativeToResourceRoot) {
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_authoring_resource_root";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path shaderPath = shaderDir / "simple.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(
shaderPath,
R"(Shader "SimpleShader"
{
SubShader
{
Pass
{
Name "Unlit"
Tags { "LightMode" = "Unlit" }
HLSLPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
float4 MainVS() : SV_POSITION
{
return 0; // SIMPLE_AUTHORING_VS
}
float4 MainPS() : SV_TARGET
{
return 1; // SIMPLE_AUTHORING_PS
}
ENDHLSL
}
}
}
)");
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_AUTHORING_VS"), std::string::npos);
}
fs::current_path(previousPath);
manager.SetResourceRoot("");
manager.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, ResourceManagerLoadsProjectUsePassRelativeToResourceRoot) {
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_usepass_resource_root";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path sharedShaderPath = shaderDir / "shared.shader";
const fs::path mainShaderPath = shaderDir / "main.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(
sharedShaderPath,
R"(Shader "Project Shared Shader"
{
SubShader
{
Pass
{
Name "SharedForward"
Cull Front
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
float4 Vert() : SV_POSITION { return 0; }
float4 Frag() : SV_TARGET { return 1; }
ENDHLSL
}
}
}
)");
WriteTextFile(
mainShaderPath,
R"(Shader "Project Main Shader"
{
SubShader
{
UsePass "Project Shared Shader/SharedForward"
}
}
)");
manager.SetResourceRoot(projectRoot.string().c_str());
fs::current_path(projectRoot.parent_path());
{
const ResourceHandle<Shader> shaderHandle = manager.Load<Shader>("Assets/Shaders/main.shader");
ASSERT_TRUE(shaderHandle.IsValid());
const ShaderPass* pass = shaderHandle->FindPass("SharedForward");
ASSERT_NE(pass, nullptr);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Front);
EXPECT_NE(shaderHandle->FindVariant("SharedForward", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
}
fs::current_path(previousPath);
manager.SetResourceRoot("");
manager.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromAuthoringAndLoaderReadsItBack) {
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 shaderPath = shaderDir / "lit.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(
shaderPath,
R"(Shader "ArtifactShader"
{
Properties
{
_MainTex ("Main Tex", 2D) = "white" [Semantic(BaseColorTexture)]
}
SubShader
{
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "ForwardLit" }
HLSLPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
#pragma shader_feature_local _ XC_ALPHA_TEST
float4 MainVS() : SV_POSITION
{
return 0; // ARTIFACT_AUTHORING_VS
}
float4 MainPS() : SV_TARGET
{
return 1; // ARTIFACT_AUTHORING_PS
}
ENDHLSL
}
}
}
)");
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(),
shaderPath.lexically_normal().generic_string());
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 4u);
EXPECT_EQ(pass->resources.Size(), 8u);
const ShaderStageVariant* fragmentVariant =
shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
ASSERT_NE(fragmentVariant, nullptr);
EXPECT_NE(std::string(fragmentVariant->sourceCode.CStr()).find("ARTIFACT_AUTHORING_PS"), std::string::npos);
ShaderKeywordSet enabledKeywords = {};
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_AUTHORING_PS"), std::string::npos);
EXPECT_NE(std::string(keywordVariant->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"), std::string::npos);
ASSERT_EQ(keywordVariant->requiredKeywords.enabledKeywords.Size(), 1u);
EXPECT_EQ(keywordVariant->requiredKeywords.enabledKeywords[0], "XC_ALPHA_TEST");
delete shader;
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, AssetDatabaseReimportsLegacyShaderArtifactHeaderBeforeLoad) {
namespace fs = std::filesystem;
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_legacy_artifact_reimport";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path shaderPath = shaderDir / "lit.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(
shaderPath,
R"(Shader "ArtifactSchemaReimportShader"
{
SubShader
{
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "ForwardLit" }
HLSLPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
float4 MainVS() : SV_POSITION
{
return 0;
}
float4 MainPS() : SV_TARGET
{
return 1;
}
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);
ASSERT_TRUE(fs::exists(firstResolve.artifactMainPath.CStr()));
ShaderArtifactFileHeader legacyHeader = ReadShaderArtifactFileHeader(firstResolve.artifactMainPath.CStr());
std::memcpy(legacyHeader.magic, "XCSHD04", 7);
legacyHeader.magic[7] = '\0';
legacyHeader.schemaVersion = 4u;
{
std::fstream output(firstResolve.artifactMainPath.CStr(), std::ios::binary | std::ios::in | std::ios::out);
ASSERT_TRUE(output.is_open());
output.write(reinterpret_cast<const char*>(&legacyHeader), sizeof(legacyHeader));
ASSERT_TRUE(static_cast<bool>(output));
}
AssetDatabase::ResolvedAsset secondResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/Shaders/lit.shader", ResourceType::Shader, secondResolve));
EXPECT_TRUE(secondResolve.imported);
ASSERT_TRUE(secondResolve.artifactReady);
const ShaderArtifactFileHeader currentHeader = ReadShaderArtifactFileHeader(secondResolve.artifactMainPath.CStr());
EXPECT_EQ(std::string(currentHeader.magic, currentHeader.magic + 7), std::string("XCSHD05"));
EXPECT_EQ(currentHeader.schemaVersion, kShaderArtifactSchemaVersion);
ShaderLoader loader;
LoadResult result = loader.Load(secondResolve.artifactMainPath.CStr());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
delete static_cast<Shader*>(result.resource);
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromAuthoringPreservesKeywords) {
namespace fs = std::filesystem;
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_authoring_artifact_keywords";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path shaderPath = shaderDir / "authoring.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(
shaderPath,
R"(Shader "ArtifactAuthoringKeywords"
{
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/authoring.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, AssetDatabaseCreatesShaderArtifactFromAuthoringAndTracksIncludeDependencies) {
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 includeDir = shaderDir / "shaderlib";
const fs::path shaderPath = shaderDir / "lit.shader";
const fs::path includePath = includeDir / "shared.hlsl";
fs::remove_all(projectRoot);
fs::create_directories(includeDir);
WriteTextFile(includePath, "// AUTHORING_ARTIFACT_SHARED_INCLUDE\n");
WriteTextFile(
shaderPath,
R"(Shader "ArtifactAuthoringShader"
{
HLSLINCLUDE
#include "shaderlib/shared.hlsl"
struct VSInput
{
float3 positionOS : POSITION;
};
ENDHLSL
SubShader
{
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "ForwardLit" }
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
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);
}
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::D3D12);
ASSERT_NE(firstFragment, nullptr);
EXPECT_NE(
std::string(firstFragment->sourceCode.CStr()).find("#include \"shaderlib/shared.hlsl\""),
std::string::npos);
delete firstShader;
const String firstArtifactPath = firstResolve.artifactMainPath;
database.Shutdown();
std::this_thread::sleep_for(50ms);
{
std::ofstream includeFile(includePath, std::ios::app);
ASSERT_TRUE(includeFile.is_open());
includeFile << "\n// force authoring dependency reimport\n";
ASSERT_TRUE(static_cast<bool>(includeFile));
}
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, AssetDatabaseReimportsShaderWhenAuthoringFileChanges) {
namespace fs = std::filesystem;
using namespace std::chrono_literals;
const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_authoring_reimport_test";
const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
const fs::path shaderPath = shaderDir / "lit.shader";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(
shaderPath,
R"(Shader "DependencyShader"
{
SubShader
{
Pass
{
Name "ForwardLit"
HLSLPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
float4 MainVS() : SV_POSITION { return 0; }
float4 MainPS() : SV_TARGET { return 1; }
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);
const String firstArtifactPath = firstResolve.artifactMainPath;
database.Shutdown();
std::this_thread::sleep_for(50ms);
{
std::ofstream shaderFile(shaderPath, std::ios::app);
ASSERT_TRUE(shaderFile.is_open());
shaderFile << "\n// force authoring reimport\n";
ASSERT_TRUE(static_cast<bool>(shaderFile));
}
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, LoadBuiltinForwardLitShaderBuildsAuthoringVariants) {
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(), 3u);
ASSERT_EQ(pass->variants.Size(), 8u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->resources.Size(), 8u);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ForwardLit");
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 ShaderPropertyDesc* cutoffProperty = shader->FindProperty("_Cutoff");
ASSERT_NE(cutoffProperty, nullptr);
EXPECT_EQ(cutoffProperty->type, ShaderPropertyType::Range);
EXPECT_EQ(cutoffProperty->semantic, "AlphaCutoff");
EXPECT_NE(shader->FindPassResourceBinding("ForwardLit", "PerObjectConstants"), nullptr);
EXPECT_NE(shader->FindPassResourceBinding("ForwardLit", "LightingConstants"), nullptr);
EXPECT_NE(shader->FindPassResourceBinding("ForwardLit", "ShadowReceiverConstants"), nullptr);
EXPECT_NE(shader->FindPassResourceBinding("ForwardLit", "BaseColorTexture"), nullptr);
EXPECT_NE(shader->FindPassResourceBinding("ForwardLit", "ShadowMapTexture"), nullptr);
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[0], "_");
EXPECT_EQ(pass->keywordDeclarations[1].options[1], "XC_ALPHA_TEST");
EXPECT_TRUE(shader->PassDeclaresKeyword("ForwardLit", "XC_MAIN_LIGHT_SHADOWS"));
EXPECT_TRUE(shader->PassDeclaresKeyword("ForwardLit", "XC_ALPHA_TEST"));
ASSERT_EQ(pass->variants.Size(), 8u);
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_EQ(d3d12Vertex->backend, ShaderBackend::Generic);
EXPECT_EQ(d3d12Vertex->language, ShaderLanguage::HLSL);
EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("cbuffer LightingConstants"), std::string::npos);
const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Fragment, nullptr);
EXPECT_EQ(d3d12Fragment->backend, ShaderBackend::Generic);
EXPECT_EQ(d3d12Fragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(d3d12Fragment->entryPoint, "MainPS");
EXPECT_EQ(d3d12Fragment->profile, "ps_5_0");
EXPECT_NE(std::string(d3d12Fragment->sourceCode.CStr()).find("gAdditionalLights"), std::string::npos);
EXPECT_NE(std::string(d3d12Fragment->sourceCode.CStr()).find("gLightingParams"), std::string::npos);
EXPECT_EQ(std::string(d3d12Fragment->sourceCode.CStr()).find("#define XC_MAIN_LIGHT_SHADOWS 1"), std::string::npos);
ShaderKeywordSet shadowKeywords = {};
shadowKeywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
const ShaderStageVariant* shadowD3D12Fragment = shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::D3D12,
shadowKeywords);
ASSERT_NE(shadowD3D12Fragment, nullptr);
EXPECT_NE(
std::string(shadowD3D12Fragment->sourceCode.CStr()).find("#define XC_MAIN_LIGHT_SHADOWS 1"),
std::string::npos);
EXPECT_NE(
std::string(shadowD3D12Fragment->sourceCode.CStr()).find("ShadowMapTexture.Sample"),
std::string::npos);
ShaderKeywordSet alphaShadowKeywords = {};
alphaShadowKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
alphaShadowKeywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
const ShaderStageVariant* alphaShadowD3D12Fragment = shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::D3D12,
alphaShadowKeywords);
ASSERT_NE(alphaShadowD3D12Fragment, nullptr);
EXPECT_NE(
std::string(alphaShadowD3D12Fragment->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"),
std::string::npos);
EXPECT_NE(
std::string(alphaShadowD3D12Fragment->sourceCode.CStr()).find("gAlphaCutoffParams"),
std::string::npos);
const ShaderStageVariant* alphaShadowOpenGLFragment = shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::OpenGL,
alphaShadowKeywords);
ASSERT_NE(alphaShadowOpenGLFragment, nullptr);
EXPECT_EQ(alphaShadowOpenGLFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(alphaShadowOpenGLFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(alphaShadowOpenGLFragment->entryPoint, "MainPS");
EXPECT_EQ(alphaShadowOpenGLFragment->profile, "ps_5_0");
const std::string alphaShadowOpenGLSource = alphaShadowOpenGLFragment->sourceCode.CStr();
EXPECT_NE(alphaShadowOpenGLSource.find("#define XC_ALPHA_TEST 1"), std::string::npos);
EXPECT_NE(alphaShadowOpenGLSource.find("clip(baseColor.a - gAlphaCutoffParams.x);"), std::string::npos);
const ShaderStageVariant* alphaShadowVulkanFragment = shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::Vulkan,
alphaShadowKeywords);
ASSERT_NE(alphaShadowVulkanFragment, nullptr);
EXPECT_EQ(alphaShadowVulkanFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(alphaShadowVulkanFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(alphaShadowVulkanFragment->entryPoint, "MainPS");
EXPECT_EQ(alphaShadowVulkanFragment->profile, "ps_5_0");
const std::string alphaShadowVulkanSource = alphaShadowVulkanFragment->sourceCode.CStr();
EXPECT_NE(alphaShadowVulkanSource.find("#define XC_ALPHA_TEST 1"), std::string::npos);
EXPECT_NE(alphaShadowVulkanSource.find("ShadowMapTexture.Sample"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"ForwardLit",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_EQ(openglFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(openglFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(openglFragment->entryPoint, "MainPS");
EXPECT_EQ(openglFragment->profile, "ps_5_0");
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_EQ(vulkanFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(vulkanFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(vulkanFragment->entryPoint, "MainPS");
EXPECT_EQ(vulkanFragment->profile, "ps_5_0");
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, LoadBuiltinUnlitShaderBuildsAuthoringVariants) {
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(), 2u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->resources.Size(), 4u);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
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");
EXPECT_NE(shader->FindPassResourceBinding("Unlit", "PerObjectConstants"), nullptr);
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_EQ(d3d12Vertex->backend, ShaderBackend::Generic);
EXPECT_EQ(d3d12Vertex->language, ShaderLanguage::HLSL);
EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("gProjectionMatrix"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"Unlit",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_EQ(openglFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(openglFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(openglFragment->entryPoint, "MainPS");
EXPECT_EQ(openglFragment->profile, "ps_5_0");
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("BaseColorTexture.Sample"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"Unlit",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_EQ(vulkanFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(vulkanFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(vulkanFragment->entryPoint, "MainPS");
EXPECT_EQ(vulkanFragment->profile, "ps_5_0");
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("gBaseColorFactor"), std::string::npos);
delete shader;
}
TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsAuthoringVariants) {
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);
EXPECT_EQ(pass->resources.Size(), 1u);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
ASSERT_EQ(pass->variants.Size(), 2u);
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_EQ(d3d12Vertex->backend, ShaderBackend::Generic);
EXPECT_EQ(d3d12Vertex->language, ShaderLanguage::HLSL);
EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("gObjectIdColor"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"ObjectId",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_EQ(openglFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(openglFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(openglFragment->entryPoint, "MainPS");
EXPECT_EQ(openglFragment->profile, "ps_5_0");
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("return gObjectIdColor;"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"ObjectId",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_EQ(vulkanFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(vulkanFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(vulkanFragment->entryPoint, "MainPS");
EXPECT_EQ(vulkanFragment->profile, "ps_5_0");
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("gModelMatrix"), std::string::npos);
delete shader;
}
TEST(ShaderLoader, LoadBuiltinDepthOnlyShaderBuildsAuthoringVariants) {
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(shader->GetProperties().Size(), 3u);
EXPECT_EQ(pass->resources.Size(), 4u);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
ASSERT_EQ(pass->variants.Size(), 4u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "DepthOnly");
ASSERT_EQ(pass->keywordDeclarations.Size(), 1u);
EXPECT_EQ(pass->keywordDeclarations[0].type, ShaderKeywordDeclarationType::ShaderFeatureLocal);
ASSERT_EQ(pass->keywordDeclarations[0].options.Size(), 2u);
EXPECT_EQ(pass->keywordDeclarations[0].options[0], "_");
EXPECT_EQ(pass->keywordDeclarations[0].options[1], "XC_ALPHA_TEST");
EXPECT_TRUE(shader->PassDeclaresKeyword("DepthOnly", "XC_ALPHA_TEST"));
const ShaderPropertyDesc* baseColorProperty = shader->FindProperty("_BaseColor");
ASSERT_NE(baseColorProperty, nullptr);
EXPECT_EQ(baseColorProperty->type, ShaderPropertyType::Color);
EXPECT_EQ(baseColorProperty->semantic, "BaseColor");
const ShaderPropertyDesc* cutoffProperty = shader->FindProperty("_Cutoff");
ASSERT_NE(cutoffProperty, nullptr);
EXPECT_EQ(cutoffProperty->type, ShaderPropertyType::Range);
EXPECT_EQ(cutoffProperty->semantic, "AlphaCutoff");
const ShaderPropertyDesc* baseMapProperty = shader->FindProperty("_MainTex");
ASSERT_NE(baseMapProperty, nullptr);
EXPECT_EQ(baseMapProperty->type, ShaderPropertyType::Texture2D);
EXPECT_EQ(baseMapProperty->semantic, "BaseColorTexture");
EXPECT_NE(shader->FindPassResourceBinding("DepthOnly", "PerObjectConstants"), nullptr);
EXPECT_NE(shader->FindPassResourceBinding("DepthOnly", "MaterialConstants"), nullptr);
EXPECT_NE(shader->FindPassResourceBinding("DepthOnly", "BaseColorTexture"), nullptr);
EXPECT_NE(shader->FindPassResourceBinding("DepthOnly", "LinearClampSampler"), nullptr);
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_EQ(d3d12Vertex->backend, ShaderBackend::Generic);
EXPECT_EQ(d3d12Vertex->language, ShaderLanguage::HLSL);
EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("gProjectionMatrix"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"DepthOnly",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_EQ(openglFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(openglFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(openglFragment->entryPoint, "MainPS");
EXPECT_EQ(openglFragment->profile, "ps_5_0");
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("BaseColorTexture.Sample"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"DepthOnly",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_EQ(vulkanFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(vulkanFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(vulkanFragment->entryPoint, "MainPS");
EXPECT_EQ(vulkanFragment->profile, "ps_5_0");
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("gAlphaCutoffParams"), std::string::npos);
ShaderKeywordSet alphaKeywords = {};
alphaKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
const ShaderStageVariant* alphaD3D12Fragment = shader->FindVariant(
"DepthOnly",
ShaderType::Fragment,
ShaderBackend::D3D12,
alphaKeywords);
ASSERT_NE(alphaD3D12Fragment, nullptr);
EXPECT_EQ(alphaD3D12Fragment->backend, ShaderBackend::Generic);
EXPECT_EQ(alphaD3D12Fragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(alphaD3D12Fragment->entryPoint, "MainPS");
EXPECT_EQ(alphaD3D12Fragment->profile, "ps_5_0");
EXPECT_NE(
std::string(alphaD3D12Fragment->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"),
std::string::npos);
EXPECT_NE(
std::string(alphaD3D12Fragment->sourceCode.CStr()).find("gAlphaCutoffParams"),
std::string::npos);
const ShaderStageVariant* alphaOpenGLFragment = shader->FindVariant(
"DepthOnly",
ShaderType::Fragment,
ShaderBackend::OpenGL,
alphaKeywords);
ASSERT_NE(alphaOpenGLFragment, nullptr);
EXPECT_EQ(alphaOpenGLFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(alphaOpenGLFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(alphaOpenGLFragment->entryPoint, "MainPS");
EXPECT_EQ(alphaOpenGLFragment->profile, "ps_5_0");
const std::string alphaOpenGLSource = alphaOpenGLFragment->sourceCode.CStr();
EXPECT_NE(alphaOpenGLSource.find("#define XC_ALPHA_TEST 1"), std::string::npos);
EXPECT_NE(alphaOpenGLSource.find("clip(baseColor.a - gAlphaCutoffParams.x);"), std::string::npos);
delete shader;
}
TEST(ShaderLoader, LoadBuiltinShadowCasterShaderBuildsAuthoringVariants) {
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(shader->GetProperties().Size(), 3u);
EXPECT_EQ(pass->resources.Size(), 4u);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
ASSERT_EQ(pass->variants.Size(), 4u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ShadowCaster");
ASSERT_EQ(pass->keywordDeclarations.Size(), 1u);
EXPECT_EQ(pass->keywordDeclarations[0].type, ShaderKeywordDeclarationType::ShaderFeatureLocal);
ASSERT_EQ(pass->keywordDeclarations[0].options.Size(), 2u);
EXPECT_EQ(pass->keywordDeclarations[0].options[0], "_");
EXPECT_EQ(pass->keywordDeclarations[0].options[1], "XC_ALPHA_TEST");
EXPECT_TRUE(shader->PassDeclaresKeyword("ShadowCaster", "XC_ALPHA_TEST"));
const ShaderPropertyDesc* baseColorProperty = shader->FindProperty("_BaseColor");
ASSERT_NE(baseColorProperty, nullptr);
EXPECT_EQ(baseColorProperty->type, ShaderPropertyType::Color);
EXPECT_EQ(baseColorProperty->semantic, "BaseColor");
const ShaderPropertyDesc* cutoffProperty = shader->FindProperty("_Cutoff");
ASSERT_NE(cutoffProperty, nullptr);
EXPECT_EQ(cutoffProperty->type, ShaderPropertyType::Range);
EXPECT_EQ(cutoffProperty->semantic, "AlphaCutoff");
const ShaderPropertyDesc* baseMapProperty = shader->FindProperty("_MainTex");
ASSERT_NE(baseMapProperty, nullptr);
EXPECT_EQ(baseMapProperty->type, ShaderPropertyType::Texture2D);
EXPECT_EQ(baseMapProperty->semantic, "BaseColorTexture");
EXPECT_NE(shader->FindPassResourceBinding("ShadowCaster", "PerObjectConstants"), nullptr);
EXPECT_NE(shader->FindPassResourceBinding("ShadowCaster", "MaterialConstants"), nullptr);
EXPECT_NE(shader->FindPassResourceBinding("ShadowCaster", "BaseColorTexture"), nullptr);
EXPECT_NE(shader->FindPassResourceBinding("ShadowCaster", "LinearClampSampler"), nullptr);
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_EQ(d3d12Vertex->backend, ShaderBackend::Generic);
EXPECT_EQ(d3d12Vertex->language, ShaderLanguage::HLSL);
EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("gProjectionMatrix"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"ShadowCaster",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_EQ(openglFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(openglFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(openglFragment->entryPoint, "MainPS");
EXPECT_EQ(openglFragment->profile, "ps_5_0");
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("return input.position.z;"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"ShadowCaster",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_EQ(vulkanFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(vulkanFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(vulkanFragment->entryPoint, "MainPS");
EXPECT_EQ(vulkanFragment->profile, "ps_5_0");
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("gAlphaCutoffParams"), std::string::npos);
ShaderKeywordSet alphaKeywords = {};
alphaKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
const ShaderStageVariant* alphaD3D12Fragment = shader->FindVariant(
"ShadowCaster",
ShaderType::Fragment,
ShaderBackend::D3D12,
alphaKeywords);
ASSERT_NE(alphaD3D12Fragment, nullptr);
EXPECT_EQ(alphaD3D12Fragment->backend, ShaderBackend::Generic);
EXPECT_EQ(alphaD3D12Fragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(alphaD3D12Fragment->entryPoint, "MainPS");
EXPECT_EQ(alphaD3D12Fragment->profile, "ps_5_0");
EXPECT_NE(
std::string(alphaD3D12Fragment->sourceCode.CStr()).find("#define XC_ALPHA_TEST 1"),
std::string::npos);
EXPECT_NE(
std::string(alphaD3D12Fragment->sourceCode.CStr()).find("gAlphaCutoffParams"),
std::string::npos);
const ShaderStageVariant* alphaOpenGLFragment = shader->FindVariant(
"ShadowCaster",
ShaderType::Fragment,
ShaderBackend::OpenGL,
alphaKeywords);
ASSERT_NE(alphaOpenGLFragment, nullptr);
EXPECT_EQ(alphaOpenGLFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(alphaOpenGLFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(alphaOpenGLFragment->entryPoint, "MainPS");
EXPECT_EQ(alphaOpenGLFragment->profile, "ps_5_0");
const std::string alphaOpenGLSource = alphaOpenGLFragment->sourceCode.CStr();
EXPECT_NE(alphaOpenGLSource.find("#define XC_ALPHA_TEST 1"), std::string::npos);
EXPECT_NE(alphaOpenGLSource.find("clip(baseColor.a - gAlphaCutoffParams.x);"), std::string::npos);
delete shader;
}
TEST(ShaderLoader, LoadBuiltinFinalColorShaderBuildsAuthoringVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinFinalColorShaderPath());
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("FinalColor");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(shader->GetProperties().Size(), 4u);
ASSERT_EQ(pass->variants.Size(), 2u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->resources.Size(), 3u);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::None);
EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::Always);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "FinalColor");
const ShaderPropertyDesc* colorScaleProperty = shader->FindProperty("_ColorScale");
ASSERT_NE(colorScaleProperty, nullptr);
EXPECT_EQ(colorScaleProperty->type, ShaderPropertyType::Color);
const ShaderPropertyDesc* exposureProperty = shader->FindProperty("_Exposure");
ASSERT_NE(exposureProperty, nullptr);
EXPECT_EQ(exposureProperty->type, ShaderPropertyType::Float);
const ShaderPropertyDesc* outputTransferProperty = shader->FindProperty("_OutputTransferMode");
ASSERT_NE(outputTransferProperty, nullptr);
EXPECT_EQ(outputTransferProperty->type, ShaderPropertyType::Float);
const ShaderPropertyDesc* toneMappingProperty = shader->FindProperty("_ToneMappingMode");
ASSERT_NE(toneMappingProperty, nullptr);
EXPECT_EQ(toneMappingProperty->type, ShaderPropertyType::Float);
EXPECT_NE(shader->FindVariant("FinalColor", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("FinalColor", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("FinalColor", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("FinalColor", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("FinalColor", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("FinalColor", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
const ShaderStageVariant* d3d12Vertex = shader->FindVariant(
"FinalColor",
ShaderType::Vertex,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Vertex, nullptr);
EXPECT_EQ(d3d12Vertex->backend, ShaderBackend::Generic);
EXPECT_EQ(d3d12Vertex->language, ShaderLanguage::HLSL);
EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("UNITY_UV_STARTS_AT_TOP"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"FinalColor",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_EQ(openglFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(openglFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(openglFragment->entryPoint, "MainPS");
EXPECT_EQ(openglFragment->profile, "ps_5_0");
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("SourceColorTexture.Sample"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"FinalColor",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_EQ(vulkanFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(vulkanFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(vulkanFragment->entryPoint, "MainPS");
EXPECT_EQ(vulkanFragment->profile, "ps_5_0");
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("ApplyToneMapping"), std::string::npos);
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("gFinalColorParams"), std::string::npos);
delete shader;
}
TEST(ShaderLoader, LoadBuiltinColorScalePostProcessShaderBuildsAuthoringVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinColorScalePostProcessShaderPath());
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("ColorScale");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(shader->GetProperties().Size(), 1u);
ASSERT_EQ(pass->variants.Size(), 2u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->resources.Size(), 3u);
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::None);
EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::Always);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ColorScale");
const ShaderPropertyDesc* colorScaleProperty = shader->FindProperty("_ColorScale");
ASSERT_NE(colorScaleProperty, nullptr);
EXPECT_EQ(colorScaleProperty->type, ShaderPropertyType::Color);
EXPECT_NE(shader->FindVariant("ColorScale", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ColorScale", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ColorScale", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ColorScale", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ColorScale", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("ColorScale", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
const ShaderStageVariant* d3d12Vertex = shader->FindVariant(
"ColorScale",
ShaderType::Vertex,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Vertex, nullptr);
EXPECT_EQ(d3d12Vertex->backend, ShaderBackend::Generic);
EXPECT_EQ(d3d12Vertex->language, ShaderLanguage::HLSL);
EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("UNITY_UV_STARTS_AT_TOP"), std::string::npos);
const ShaderStageVariant* openglFragment = shader->FindVariant(
"ColorScale",
ShaderType::Fragment,
ShaderBackend::OpenGL);
ASSERT_NE(openglFragment, nullptr);
EXPECT_EQ(openglFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(openglFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(openglFragment->entryPoint, "MainPS");
EXPECT_EQ(openglFragment->profile, "ps_5_0");
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("SourceColorTexture.Sample"), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"ColorScale",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_EQ(vulkanFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(vulkanFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(vulkanFragment->entryPoint, "MainPS");
EXPECT_EQ(vulkanFragment->profile, "ps_5_0");
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("gColorScale"), std::string::npos);
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("SourceColorTexture.Sample"), std::string::npos);
delete shader;
}
TEST(ShaderLoader, LoadBuiltinObjectIdOutlineShaderBuildsAuthoringVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinObjectIdOutlineShaderPath());
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("ObjectIdOutline");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 2u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_TRUE(pass->resources.Empty());
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::None);
EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::Always);
EXPECT_TRUE(pass->fixedFunctionState.blendEnable);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ObjectIdOutline");
EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
const ShaderStageVariant* d3d12Vertex = shader->FindVariant(
"ObjectIdOutline",
ShaderType::Vertex,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Vertex, nullptr);
EXPECT_EQ(d3d12Vertex->backend, ShaderBackend::Generic);
EXPECT_EQ(d3d12Vertex->language, ShaderLanguage::HLSL);
EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
EXPECT_NE(
std::string(d3d12Vertex->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_OUTLINE_D3D12_VS"),
std::string::npos);
const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
"ObjectIdOutline",
ShaderType::Fragment,
ShaderBackend::D3D12);
ASSERT_NE(d3d12Fragment, nullptr);
const std::string d3d12FragmentSource = d3d12Fragment->sourceCode.CStr();
EXPECT_EQ(d3d12FragmentSource.find("objectIdColor.a <= 0.0"), std::string::npos);
EXPECT_NE(d3d12FragmentSource.find("all(abs(objectIdColor) <= float4("), std::string::npos);
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
"ObjectIdOutline",
ShaderType::Fragment,
ShaderBackend::Vulkan);
ASSERT_NE(vulkanFragment, nullptr);
EXPECT_EQ(vulkanFragment->backend, ShaderBackend::Generic);
EXPECT_EQ(vulkanFragment->language, ShaderLanguage::HLSL);
EXPECT_EQ(vulkanFragment->entryPoint, "MainPS");
EXPECT_EQ(vulkanFragment->profile, "ps_5_0");
EXPECT_NE(
std::string(vulkanFragment->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_OUTLINE_D3D12_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,
"cbuffer LightingConstants");
expectBuiltinShader(
GetBuiltinUnlitShaderPath(),
"Unlit",
ShaderType::Fragment,
ShaderBackend::OpenGL,
"BaseColorTexture");
expectBuiltinShader(
GetBuiltinObjectIdShaderPath(),
"ObjectId",
ShaderType::Fragment,
ShaderBackend::Vulkan,
"return gObjectIdColor;");
expectBuiltinShader(
GetBuiltinObjectIdOutlineShaderPath(),
"ObjectIdOutline",
ShaderType::Fragment,
ShaderBackend::OpenGL,
"XC_BUILTIN_OBJECT_ID_OUTLINE_D3D12_PS");
fs::current_path(previousPath);
manager.SetResourceRoot(previousResourceRoot);
manager.Shutdown();
fs::remove_all(isolatedWorkingDirectory);
}
} // namespace