summaryrefslogtreecommitdiff
path: root/src/tests
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-14 15:23:14 +0100
committerskal <pascal.massimino@gmail.com>2026-02-14 15:23:14 +0100
commitde7514e6b9ff9c0b9320975ba7d44754b5115b54 (patch)
treeef5401878f931357878c6771a3252cf4cf72175a /src/tests
parent8ce27b7e15f0fc65c8ee78950c7501660b936178 (diff)
refactor(wgsl): replace inline fullscreen_vs with common include
Replace duplicate fullscreen triangle vertex shader code with #include "render/fullscreen_vs" in 8 workspace shaders. Eliminates ~60 lines of duplication and establishes single source of truth. Modified shaders: - circle_mask_compute.wgsl (main/test) - circle_mask_render.wgsl (main/test) - ellipse.wgsl (main/test) - gaussian_blur.wgsl (main/test) Updated test_shader_assets.cc to validate include directive instead of inline @vertex keyword for affected shaders. All tests passing (34/34). handoff(Claude): Shader modularization - fullscreen_vs consolidated Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/tests')
-rw-r--r--src/tests/gpu/test_shader_assets.cc11
1 files changed, 6 insertions, 5 deletions
diff --git a/src/tests/gpu/test_shader_assets.cc b/src/tests/gpu/test_shader_assets.cc
index 7f2811e..1736dc0 100644
--- a/src/tests/gpu/test_shader_assets.cc
+++ b/src/tests/gpu/test_shader_assets.cc
@@ -63,13 +63,14 @@ int 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_ELLIPSE, "ELLIPSE",
+ {"#include \"render/fullscreen_vs\"", "@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_GAUSSIAN_BLUR, "GAUSSIAN_BLUR",
+ {"#include \"render/fullscreen_vs\"", "@fragment", "fs_main"});
all_passed &= validate_shader(
AssetId::ASSET_SHADER_SOLARIZE, "SOLARIZE",
{"#include \"render/fullscreen_vs\"", "@fragment", "fs_main"});