diff options
Diffstat (limited to 'src/tests/test_shader_assets.cc')
| -rw-r--r-- | src/tests/test_shader_assets.cc | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/src/tests/test_shader_assets.cc b/src/tests/test_shader_assets.cc new file mode 100644 index 0000000..42d1c4c --- /dev/null +++ b/src/tests/test_shader_assets.cc @@ -0,0 +1,66 @@ +// 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; +} |
