430 lines
19 KiB
C++
430 lines
19 KiB
C++
#include <gtest/gtest.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Resources/Shader/ShaderLoader.h>
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#include <XCEngine/Core/Asset/ResourceTypes.h>
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#include <XCEngine/Core/Containers/Array.h>
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#include <cstdio>
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#include <filesystem>
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#include <fstream>
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using namespace XCEngine::Resources;
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using namespace XCEngine::Containers;
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namespace {
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void WriteTextFile(const std::filesystem::path& path, const std::string& contents) {
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std::ofstream output(path, std::ios::binary | std::ios::trunc);
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ASSERT_TRUE(output.is_open());
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output << contents;
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ASSERT_TRUE(static_cast<bool>(output));
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}
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TEST(ShaderLoader, GetResourceType) {
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ShaderLoader loader;
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EXPECT_EQ(loader.GetResourceType(), ResourceType::Shader);
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}
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TEST(ShaderLoader, GetSupportedExtensions) {
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ShaderLoader loader;
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auto extensions = loader.GetSupportedExtensions();
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EXPECT_GE(extensions.Size(), 1u);
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}
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TEST(ShaderLoader, CanLoad) {
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ShaderLoader loader;
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EXPECT_TRUE(loader.CanLoad("test.vert"));
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EXPECT_TRUE(loader.CanLoad("test.frag"));
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EXPECT_TRUE(loader.CanLoad("test.glsl"));
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EXPECT_TRUE(loader.CanLoad("test.hlsl"));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdOutlineShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinInfiniteGridShaderPath()));
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EXPECT_FALSE(loader.CanLoad("test.txt"));
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EXPECT_FALSE(loader.CanLoad("test.png"));
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}
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TEST(ShaderLoader, LoadInvalidPath) {
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ShaderLoader loader;
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LoadResult result = loader.Load("invalid/path/shader.glsl");
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EXPECT_FALSE(result);
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}
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TEST(ShaderLoader, LoadLegacySingleStageShaderBuildsDefaultPassVariant) {
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namespace fs = std::filesystem;
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const fs::path shaderPath = fs::temp_directory_path() / "xc_shader_loader_stage.vert";
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{
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std::ofstream shaderFile(shaderPath);
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ASSERT_TRUE(shaderFile.is_open());
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shaderFile << "#version 430\nvoid main() {}";
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}
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ShaderLoader loader;
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LoadResult result = loader.Load(shaderPath.string().c_str());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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EXPECT_EQ(shader->GetShaderType(), ShaderType::Vertex);
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ASSERT_EQ(shader->GetPassCount(), 1u);
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const ShaderPass* pass = shader->FindPass("Default");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 1u);
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EXPECT_EQ(pass->variants[0].stage, ShaderType::Vertex);
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EXPECT_EQ(pass->variants[0].backend, ShaderBackend::Generic);
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EXPECT_EQ(pass->variants[0].sourceCode, shader->GetSourceCode());
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delete shader;
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std::remove(shaderPath.string().c_str());
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}
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TEST(ShaderLoader, LoadShaderManifestBuildsMultiPassBackendVariants) {
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namespace fs = std::filesystem;
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const fs::path shaderRoot = fs::temp_directory_path() / "xc_shader_manifest_test";
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const fs::path stageRoot = shaderRoot / "stages";
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const fs::path manifestPath = shaderRoot / "multi_pass.shader";
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fs::remove_all(shaderRoot);
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fs::create_directories(stageRoot);
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WriteTextFile(stageRoot / "forward_lit.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // FORWARD_LIT_D3D12_VS\n");
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WriteTextFile(stageRoot / "forward_lit.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // FORWARD_LIT_D3D12_PS\n");
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WriteTextFile(stageRoot / "forward_lit.vert.glsl", "#version 430\n// FORWARD_LIT_GL_VS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.frag.glsl", "#version 430\n// FORWARD_LIT_GL_PS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.vert.vk.glsl", "#version 450\n// FORWARD_LIT_VK_VS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "forward_lit.frag.vk.glsl", "#version 450\n// FORWARD_LIT_VK_PS\nvoid main() {}\n");
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WriteTextFile(stageRoot / "depth_only.vs.hlsl", "float4 MainVS() : SV_POSITION { return 0; } // DEPTH_ONLY_D3D12_VS\n");
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WriteTextFile(stageRoot / "depth_only.ps.hlsl", "float4 MainPS() : SV_TARGET { return 1; } // DEPTH_ONLY_D3D12_PS\n");
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{
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std::ofstream manifest(manifestPath);
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ASSERT_TRUE(manifest.is_open());
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manifest << "{\n";
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manifest << " \"name\": \"TestLitShader\",\n";
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manifest << " \"passes\": [\n";
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manifest << " {\n";
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manifest << " \"name\": \"ForwardLit\",\n";
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manifest << " \"tags\": {\n";
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manifest << " \"LightMode\": \"ForwardBase\",\n";
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manifest << " \"Queue\": \"Geometry\"\n";
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manifest << " },\n";
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manifest << " \"variants\": [\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/forward_lit.vs.hlsl\", \"entryPoint\": \"MainVS\", \"profile\": \"vs_5_0\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/forward_lit.ps.hlsl\", \"entryPoint\": \"MainPS\", \"profile\": \"ps_5_0\" },\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.vert.glsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.frag.glsl\" },\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"Vulkan\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.vert.vk.glsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"Vulkan\", \"language\": \"GLSL\", \"source\": \"stages/forward_lit.frag.vk.glsl\" }\n";
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manifest << " ]\n";
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manifest << " },\n";
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manifest << " {\n";
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manifest << " \"name\": \"DepthOnly\",\n";
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manifest << " \"tags\": {\n";
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manifest << " \"LightMode\": \"DepthOnly\"\n";
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manifest << " },\n";
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manifest << " \"variants\": [\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/depth_only.vs.hlsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/depth_only.ps.hlsl\" }\n";
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manifest << " ]\n";
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manifest << " }\n";
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manifest << " ]\n";
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manifest << "}\n";
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}
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ShaderLoader loader;
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LoadResult result = loader.Load(manifestPath.string().c_str());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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ASSERT_TRUE(shader->IsValid());
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EXPECT_EQ(shader->GetName(), "TestLitShader");
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ASSERT_EQ(shader->GetPassCount(), 2u);
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const ShaderPass* forwardLitPass = shader->FindPass("ForwardLit");
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ASSERT_NE(forwardLitPass, nullptr);
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ASSERT_EQ(forwardLitPass->tags.Size(), 2u);
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EXPECT_EQ(forwardLitPass->tags[0].name, "LightMode");
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EXPECT_EQ(forwardLitPass->tags[0].value, "ForwardBase");
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EXPECT_EQ(forwardLitPass->tags[1].name, "Queue");
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EXPECT_EQ(forwardLitPass->tags[1].value, "Geometry");
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const ShaderStageVariant* d3d12Vertex = shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12);
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ASSERT_NE(d3d12Vertex, nullptr);
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EXPECT_EQ(d3d12Vertex->entryPoint, "MainVS");
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EXPECT_EQ(d3d12Vertex->profile, "vs_5_0");
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EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("FORWARD_LIT_D3D12_VS"), std::string::npos);
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const ShaderStageVariant* openglFragment = shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
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ASSERT_NE(openglFragment, nullptr);
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EXPECT_EQ(openglFragment->entryPoint, "main");
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EXPECT_EQ(openglFragment->profile, "fs_4_30");
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EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("FORWARD_LIT_GL_PS"), std::string::npos);
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const ShaderStageVariant* vulkanFragment = shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan);
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ASSERT_NE(vulkanFragment, nullptr);
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EXPECT_EQ(vulkanFragment->profile, "fs_4_50");
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EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("FORWARD_LIT_VK_PS"), std::string::npos);
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const ShaderPass* depthOnlyPass = shader->FindPass("DepthOnly");
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ASSERT_NE(depthOnlyPass, nullptr);
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ASSERT_EQ(depthOnlyPass->tags.Size(), 1u);
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EXPECT_EQ(depthOnlyPass->tags[0].value, "DepthOnly");
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EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_EQ(shader->FindVariant("DepthOnly", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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delete shader;
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fs::remove_all(shaderRoot);
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}
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TEST(ShaderLoader, ResourceManagerLoadsShaderManifestRelativeToResourceRoot) {
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namespace fs = std::filesystem;
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ResourceManager& manager = ResourceManager::Get();
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manager.Initialize();
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const fs::path previousPath = fs::current_path();
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const fs::path projectRoot = fs::temp_directory_path() / "xc_shader_manifest_resource_root";
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const fs::path shaderDir = projectRoot / "Assets" / "Shaders";
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const fs::path manifestPath = shaderDir / "simple.shader";
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fs::remove_all(projectRoot);
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fs::create_directories(shaderDir);
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WriteTextFile(shaderDir / "simple.vert.glsl", "#version 430\n// SIMPLE_GL_VS\nvoid main() {}\n");
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WriteTextFile(shaderDir / "simple.frag.glsl", "#version 430\n// SIMPLE_GL_PS\nvoid main() {}\n");
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{
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std::ofstream manifest(manifestPath);
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ASSERT_TRUE(manifest.is_open());
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manifest << "{\n";
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manifest << " \"name\": \"SimpleShader\",\n";
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manifest << " \"passes\": [\n";
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manifest << " {\n";
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manifest << " \"name\": \"Unlit\",\n";
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manifest << " \"tags\": { \"LightMode\": \"Unlit\" },\n";
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manifest << " \"variants\": [\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"simple.vert.glsl\" },\n";
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manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"simple.frag.glsl\" }\n";
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manifest << " ]\n";
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manifest << " }\n";
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manifest << " ]\n";
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manifest << "}\n";
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}
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manager.SetResourceRoot(projectRoot.string().c_str());
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fs::current_path(projectRoot.parent_path());
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{
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const ResourceHandle<Shader> shaderHandle = manager.Load<Shader>("Assets/Shaders/simple.shader");
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ASSERT_TRUE(shaderHandle.IsValid());
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EXPECT_EQ(shaderHandle->GetName(), "SimpleShader");
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const ShaderStageVariant* vertexVariant =
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shaderHandle->FindVariant("Unlit", ShaderType::Vertex, ShaderBackend::OpenGL);
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ASSERT_NE(vertexVariant, nullptr);
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EXPECT_NE(std::string(vertexVariant->sourceCode.CStr()).find("SIMPLE_GL_VS"), std::string::npos);
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}
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fs::current_path(previousPath);
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manager.SetResourceRoot("");
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manager.Shutdown();
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fs::remove_all(projectRoot);
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}
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TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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ASSERT_TRUE(shader->IsValid());
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const ShaderPass* pass = shader->FindPass("ForwardLit");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 6u);
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ASSERT_EQ(pass->tags.Size(), 1u);
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EXPECT_EQ(pass->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "ForwardBase");
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
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const ShaderStageVariant* d3d12Vertex = shader->FindVariant(
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"ForwardLit",
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ShaderType::Vertex,
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ShaderBackend::D3D12);
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ASSERT_NE(d3d12Vertex, nullptr);
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EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("XC_BUILTIN_FORWARD_LIT_D3D12_VS"), std::string::npos);
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const ShaderStageVariant* openglFragment = shader->FindVariant(
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"ForwardLit",
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ShaderType::Fragment,
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ShaderBackend::OpenGL);
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ASSERT_NE(openglFragment, nullptr);
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EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("XC_BUILTIN_FORWARD_LIT_OPENGL_PS"), std::string::npos);
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const ShaderStageVariant* vulkanFragment = shader->FindVariant(
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"ForwardLit",
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ShaderType::Fragment,
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ShaderBackend::Vulkan);
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ASSERT_NE(vulkanFragment, nullptr);
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EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("XC_BUILTIN_FORWARD_LIT_VULKAN_PS"), std::string::npos);
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delete shader;
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}
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TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsBackendVariants) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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ASSERT_TRUE(shader->IsValid());
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const ShaderPass* pass = shader->FindPass("ObjectId");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 6u);
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ASSERT_EQ(pass->tags.Size(), 1u);
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EXPECT_EQ(pass->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "ObjectId");
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
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const ShaderStageVariant* d3d12Vertex = shader->FindVariant(
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"ObjectId",
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ShaderType::Vertex,
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ShaderBackend::D3D12);
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ASSERT_NE(d3d12Vertex, nullptr);
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EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_D3D12_VS"), std::string::npos);
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const ShaderStageVariant* openglFragment = shader->FindVariant(
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"ObjectId",
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ShaderType::Fragment,
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ShaderBackend::OpenGL);
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ASSERT_NE(openglFragment, nullptr);
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EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_OPENGL_PS"), std::string::npos);
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const ShaderStageVariant* vulkanFragment = shader->FindVariant(
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"ObjectId",
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ShaderType::Fragment,
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ShaderBackend::Vulkan);
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ASSERT_NE(vulkanFragment, nullptr);
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EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_VULKAN_PS"), std::string::npos);
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delete shader;
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}
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TEST(ShaderLoader, LoadBuiltinInfiniteGridShaderBuildsD3D12Variants) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinInfiniteGridShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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ASSERT_TRUE(shader->IsValid());
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const ShaderPass* pass = shader->FindPass("InfiniteGrid");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 2u);
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ASSERT_EQ(pass->tags.Size(), 1u);
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EXPECT_EQ(pass->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "InfiniteGrid");
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EXPECT_NE(shader->FindVariant("InfiniteGrid", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("InfiniteGrid", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_EQ(shader->FindVariant("InfiniteGrid", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
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EXPECT_EQ(shader->FindVariant("InfiniteGrid", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
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"InfiniteGrid",
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ShaderType::Fragment,
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ShaderBackend::D3D12);
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ASSERT_NE(d3d12Fragment, nullptr);
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EXPECT_NE(std::string(d3d12Fragment->sourceCode.CStr()).find("XC_BUILTIN_INFINITE_GRID_D3D12_PS"), std::string::npos);
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delete shader;
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}
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TEST(ShaderLoader, LoadBuiltinObjectIdOutlineShaderBuildsD3D12Variants) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinObjectIdOutlineShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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ASSERT_TRUE(shader->IsValid());
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const ShaderPass* pass = shader->FindPass("ObjectIdOutline");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 2u);
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ASSERT_EQ(pass->tags.Size(), 1u);
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EXPECT_EQ(pass->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "ObjectIdOutline");
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EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
|
|
EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
|
|
|
|
const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
|
|
"ObjectIdOutline",
|
|
ShaderType::Fragment,
|
|
ShaderBackend::D3D12);
|
|
ASSERT_NE(d3d12Fragment, nullptr);
|
|
EXPECT_NE(
|
|
std::string(d3d12Fragment->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> objectIdShaderHandle = manager.Load<Shader>(GetBuiltinObjectIdShaderPath());
|
|
ASSERT_TRUE(objectIdShaderHandle.IsValid());
|
|
ASSERT_NE(objectIdShaderHandle->FindPass("ObjectId"), nullptr);
|
|
|
|
ResourceHandle<Shader> objectIdOutlineShaderHandle = manager.Load<Shader>(GetBuiltinObjectIdOutlineShaderPath());
|
|
ASSERT_TRUE(objectIdOutlineShaderHandle.IsValid());
|
|
ASSERT_NE(objectIdOutlineShaderHandle->FindPass("ObjectIdOutline"), nullptr);
|
|
|
|
ResourceHandle<Shader> infiniteGridShaderHandle = manager.Load<Shader>(GetBuiltinInfiniteGridShaderPath());
|
|
ASSERT_TRUE(infiniteGridShaderHandle.IsValid());
|
|
ASSERT_NE(infiniteGridShaderHandle->FindPass("InfiniteGrid"), nullptr);
|
|
|
|
manager.Shutdown();
|
|
}
|
|
|
|
} // namespace
|