Files
XCEngine/tests/RHI/Vulkan/unit/test_shader.cpp

119 lines
3.7 KiB
C++

#if defined(XCENGINE_SUPPORT_VULKAN)
#include "fixtures/VulkanTestFixture.h"
#include <cstring>
using namespace XCEngine::RHI;
namespace {
TEST_F(VulkanGraphicsFixture, CreateShaderFromSpirvProducesValidComputeShader) {
RHIShader* shader = CreateWriteRedComputeShader();
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Compute);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslSourceProducesValidVertexShader) {
static const char* vertexSource = R"(#version 450
layout(location = 0) in vec4 aPosition;
void main() {
gl_Position = aPosition;
}
)";
ShaderCompileDesc shaderDesc = {};
shaderDesc.sourceLanguage = ShaderLanguage::GLSL;
shaderDesc.profile = L"vs";
shaderDesc.source.assign(vertexSource, vertexSource + std::strlen(vertexSource));
RHIShader* shader = m_device->CreateShader(shaderDesc);
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslFileProducesValidVertexShader) {
ShaderCompileDesc shaderDesc = {};
shaderDesc.fileName = ResolveShaderPath(L"tests/RHI/integration/triangle/Res/Shader/triangle_vulkan.vert");
shaderDesc.entryPoint = L"main";
shaderDesc.profile = L"vs";
RHIShader* shader = m_device->CreateShader(shaderDesc);
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromHlslSourceProducesValidVertexShader) {
static const char* vertexSource = R"(
float4 MainVS(uint vertexId : SV_VertexID) : SV_POSITION
{
const float x = (vertexId == 1u) ? 0.5f : -0.5f;
const float y = (vertexId == 2u) ? -0.5f : 0.5f;
return float4(x, y, 0.0f, 1.0f);
}
)";
ShaderCompileDesc shaderDesc = {};
shaderDesc.sourceLanguage = ShaderLanguage::HLSL;
shaderDesc.entryPoint = L"MainVS";
shaderDesc.profile = L"vs_5_0";
shaderDesc.source.assign(vertexSource, vertexSource + std::strlen(vertexSource));
RHIShader* shader = m_device->CreateShader(shaderDesc);
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Vertex);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromHlslSourceProducesValidFragmentShader) {
static const char* fragmentSource = R"(
float4 MainPS() : SV_TARGET
{
return float4(1.0f, 0.0f, 0.0f, 1.0f);
}
)";
ShaderCompileDesc shaderDesc = {};
shaderDesc.sourceLanguage = ShaderLanguage::HLSL;
shaderDesc.entryPoint = L"MainPS";
shaderDesc.profile = L"ps_5_0";
shaderDesc.source.assign(fragmentSource, fragmentSource + std::strlen(fragmentSource));
RHIShader* shader = m_device->CreateShader(shaderDesc);
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Fragment);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
TEST_F(VulkanGraphicsFixture, CreateShaderFromGlslSourceInfersComputeShader) {
RHIShader* shader = CreateWriteRedComputeShaderFromGlsl();
ASSERT_NE(shader, nullptr);
EXPECT_TRUE(shader->IsValid());
EXPECT_EQ(shader->GetType(), ShaderType::Compute);
EXPECT_NE(shader->GetNativeHandle(), nullptr);
shader->Shutdown();
delete shader;
}
} // namespace
#endif