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authorskal <pascal.massimino@gmail.com>2026-02-03 18:44:41 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 18:44:41 +0100
commitbf46e44e1cb6027a072819a2a3aa3be32651f6e1 (patch)
tree21267e7ef52fd91e7b99271ed87e275e91b3de3c /src/tests/test_shader_assets.cc
parent815c428dea14a6a1ea5c421c400985d0c14d473d (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.cc111
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;
}