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authorskal <pascal.massimino@gmail.com>2026-02-09 20:27:04 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 20:27:04 +0100
commiteff8d43479e7704df65fae2a80eefa787213f502 (patch)
tree76f2fb8fe8d3db2c15179449df2cf12f7f54e0bf /src/tests/gpu/test_shader_assets.cc
parent12378b1b7e9091ba59895b4360b2fa959180a56a (diff)
refactor: Reorganize tests into subsystem subdirectories
Restructured test suite for better organization and targeted testing: **Structure:** - src/tests/audio/ - 15 audio system tests - src/tests/gpu/ - 12 GPU/shader tests - src/tests/3d/ - 6 3D rendering tests - src/tests/assets/ - 2 asset system tests - src/tests/util/ - 3 utility tests - src/tests/common/ - 3 shared test helpers - src/tests/scripts/ - 2 bash test scripts (moved conceptually, not physically) **CMake changes:** - Updated add_demo_test macro to accept LABEL parameter - Applied CTest labels to all 36 tests for subsystem filtering - Updated all test file paths in CMakeLists.txt - Fixed common helper paths (webgpu_test_fixture, etc.) - Added custom targets for subsystem testing: - run_audio_tests, run_gpu_tests, run_3d_tests - run_assets_tests, run_util_tests, run_all_tests **Include path updates:** - Fixed relative includes in GPU tests to reference ../common/ **Documentation:** - Updated doc/HOWTO.md with subsystem test commands - Updated doc/CONTRIBUTING.md with new test organization - Updated scripts/check_all.sh to reflect new structure **Verification:** - All 36 tests passing (100%) - ctest -L <subsystem> filters work correctly - make run_<subsystem>_tests targets functional - scripts/check_all.sh passes Backward compatible: make test and ctest continue to work unchanged. handoff(Gemini): Test reorganization complete. 36/36 tests passing.
Diffstat (limited to 'src/tests/gpu/test_shader_assets.cc')
-rw-r--r--src/tests/gpu/test_shader_assets.cc91
1 files changed, 91 insertions, 0 deletions
diff --git a/src/tests/gpu/test_shader_assets.cc b/src/tests/gpu/test_shader_assets.cc
new file mode 100644
index 0000000..f1562ea
--- /dev/null
+++ b/src/tests/gpu/test_shader_assets.cc
@@ -0,0 +1,91 @@
+// This file is part of the 64k demo project.
+// It validates that WGSL shader assets are present and look like valid WGSL.
+
+#include "generated/assets.h"
+#include <cassert>
+#include <cstdio>
+#include <cstring>
+#include <string>
+#include <vector>
+
+bool validate_shader(AssetId id, const char* name,
+ const std::vector<const char*>& expected_keywords) {
+ printf("Validating shader: %s...\n", name);
+ size_t size = 0;
+ const char* data = (const char*)GetAsset(id, &size);
+
+ if (data == nullptr || size == 0) {
+ printf("FAILED: Shader %s is missing or empty!\n", name);
+ return false;
+ }
+
+ std::string code(data, size);
+ for (const char* keyword : expected_keywords) {
+ if (code.find(keyword) == std::string::npos) {
+ printf("FAILED: Shader %s missing expected keyword '%s'!\n", name,
+ keyword);
+ // printf("Code snippet:\n%.100s...\n", data);
+ return false;
+ }
+ }
+
+ printf("PASSED: %s (%zu bytes)\n", name, size);
+ return true;
+}
+
+int main() {
+ printf("--- RUNNING SHADER ASSET VALIDATION ---\n");
+
+ bool all_passed = true;
+
+ // Snippets
+ all_passed &=
+ validate_shader(AssetId::ASSET_SHADER_COMMON_UNIFORMS, "COMMON_UNIFORMS",
+ {"struct", "GlobalUniforms"});
+ all_passed &= validate_shader(AssetId::ASSET_SHADER_SDF_PRIMITIVES,
+ "SDF_PRIMITIVES", {"fn", "sd"});
+ all_passed &= validate_shader(AssetId::ASSET_SHADER_LIGHTING, "LIGHTING",
+ {"fn", "calc"});
+ all_passed &= validate_shader(AssetId::ASSET_SHADER_RAY_BOX, "RAY_BOX",
+ {"fn", "intersect"});
+
+ // Full Shaders (Entry points)
+ all_passed &=
+ validate_shader(AssetId::ASSET_SHADER_RENDERER_3D, "RENDERER_3D",
+ {"@vertex", "vs_main", "@fragment", "fs_main"});
+ all_passed &= validate_shader(AssetId::ASSET_SHADER_MAIN, "MAIN",
+ {"@vertex", "vs_main", "@fragment", "fs_main"});
+ all_passed &= validate_shader(AssetId::ASSET_SHADER_PARTICLE_COMPUTE,
+ "PARTICLE_COMPUTE", {"@compute", "main"});
+ all_passed &=
+ validate_shader(AssetId::ASSET_SHADER_PARTICLE_RENDER, "PARTICLE_RENDER",
+ {"@vertex", "vs_main", "@fragment", "fs_main"});
+ all_passed &=
+ validate_shader(AssetId::ASSET_SHADER_PASSTHROUGH, "PASSTHROUGH",
+ {"@vertex", "vs_main", "@fragment", "fs_main"});
+ all_passed &= validate_shader(AssetId::ASSET_SHADER_ELLIPSE, "ELLIPSE",
+ {"@vertex", "vs_main", "@fragment", "fs_main"});
+ all_passed &= validate_shader(AssetId::ASSET_SHADER_PARTICLE_SPRAY_COMPUTE,
+ "PARTICLE_SPRAY_COMPUTE", {"@compute", "main"});
+ all_passed &=
+ validate_shader(AssetId::ASSET_SHADER_GAUSSIAN_BLUR, "GAUSSIAN_BLUR",
+ {"@vertex", "vs_main", "@fragment", "fs_main"});
+ all_passed &= validate_shader(AssetId::ASSET_SHADER_SOLARIZE, "SOLARIZE",
+ {"@vertex", "vs_main", "@fragment", "fs_main"});
+ all_passed &= validate_shader(AssetId::ASSET_SHADER_DISTORT, "DISTORT",
+ {"@vertex", "vs_main", "@fragment", "fs_main"});
+ all_passed &= validate_shader(AssetId::ASSET_SHADER_CHROMA_ABERRATION,
+ "CHROMA_ABERRATION",
+ {"@vertex", "vs_main", "@fragment", "fs_main"});
+ all_passed &=
+ validate_shader(AssetId::ASSET_SHADER_VISUAL_DEBUG, "VISUAL_DEBUG",
+ {"@vertex", "vs_main", "@fragment", "fs_main"});
+
+ if (!all_passed) {
+ printf("--- SHADER ASSET VALIDATION FAILED ---\n");
+ return 1;
+ }
+
+ printf("--- ALL SHADER ASSETS VALIDATED ---\n");
+ return 0;
+}