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| author | skal <pascal.massimino@gmail.com> | 2026-02-03 18:44:41 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-03 18:44:41 +0100 |
| commit | bf46e44e1cb6027a072819a2a3aa3be32651f6e1 (patch) | |
| tree | 21267e7ef52fd91e7b99271ed87e275e91b3de3c /src/tests/test_shader_assets.cc | |
| parent | 815c428dea14a6a1ea5c421c400985d0c14d473d (diff) | |
refactor: Task #20 - Platform & Code Hygiene
- Consolidated all WebGPU shims and platform-specific logic into src/platform.h.
- Refactored platform_init to return PlatformState by value and platform_poll to automatically refresh time and aspect_ratio.
- Removed STL dependencies (std::map, std::vector, std::string) from AssetManager and Procedural subsystems.
- Fixed Windows cross-compilation by adjusting include paths and linker flags in CMakeLists.txt and updating build_win.sh.
- Removed redundant direct inclusions of GLFW/glfw3.h and WebGPU headers across the project.
- Applied clang-format and updated documentation.
handoff(Gemini): Completed Task #20 and 20.1. Platform abstraction is now unified, and core paths are STL-free. Windows build is stable.
Diffstat (limited to 'src/tests/test_shader_assets.cc')
| -rw-r--r-- | src/tests/test_shader_assets.cc | 111 |
1 files changed, 68 insertions, 43 deletions
diff --git a/src/tests/test_shader_assets.cc b/src/tests/test_shader_assets.cc index 42d1c4c..f1562ea 100644 --- a/src/tests/test_shader_assets.cc +++ b/src/tests/test_shader_assets.cc @@ -8,59 +8,84 @@ #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); +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; - } + 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; - } + 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; + printf("PASSED: %s (%zu bytes)\n", name, size); + return true; } int main() { - printf("--- RUNNING SHADER ASSET VALIDATION ---\n"); + printf("--- RUNNING SHADER ASSET VALIDATION ---\n"); - bool all_passed = true; + 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"}); + // 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"}); + // 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; - } + if (!all_passed) { + printf("--- SHADER ASSET VALIDATION FAILED ---\n"); + return 1; + } - printf("--- ALL SHADER ASSETS VALIDATED ---\n"); - return 0; + printf("--- ALL SHADER ASSETS VALIDATED ---\n"); + return 0; } |
