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authorskal <pascal.massimino@gmail.com>2026-02-09 15:20:09 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 15:20:09 +0100
commitaf55c4a7a54a90d4c252aa4fe354e7bf8624072e (patch)
tree6aef045c1f52f0df766e5b091cfb61a950d48c3f /src/tests/test_demo_effects.cc
parentff4108b383e8b543a298debdb3518a19e08d74ab (diff)
refactor: Deduplicate CommonUniforms with #include in WGSL shaders
Replace redundant CommonUniforms struct definitions across 13 shaders with #include "common_uniforms" directive. Integrate ShaderComposer preprocessing into all shader creation pipelines. Changes: - Replace 9-line CommonUniforms definitions with single #include line - Add ShaderComposer.Compose() to create_post_process_pipeline() - Add ShaderComposer.Compose() to gpu_create_render_pass() - Add ShaderComposer.Compose() to gpu_create_compute_pass() - Add InitShaderComposer() calls to test_effect_base and test_demo_effects - Update test_shader_compilation to compose shaders before validation Net reduction: 83 lines of duplicate code eliminated All 35 tests passing (100%) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/tests/test_demo_effects.cc')
-rw-r--r--src/tests/test_demo_effects.cc3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/tests/test_demo_effects.cc b/src/tests/test_demo_effects.cc
index d0163c2..0d2b09a 100644
--- a/src/tests/test_demo_effects.cc
+++ b/src/tests/test_demo_effects.cc
@@ -197,6 +197,9 @@ static void test_effect_type_classification() {
int main() {
fprintf(stdout, "=== Demo Effects Tests ===\n");
+ extern void InitShaderComposer();
+ InitShaderComposer();
+
test_post_process_effects();
test_scene_effects();
test_effect_type_classification();