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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;
+}