From eff8d43479e7704df65fae2a80eefa787213f502 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 9 Feb 2026 20:27:04 +0100 Subject: refactor: Reorganize tests into subsystem subdirectories Restructured test suite for better organization and targeted testing: **Structure:** - src/tests/audio/ - 15 audio system tests - src/tests/gpu/ - 12 GPU/shader tests - src/tests/3d/ - 6 3D rendering tests - src/tests/assets/ - 2 asset system tests - src/tests/util/ - 3 utility tests - src/tests/common/ - 3 shared test helpers - src/tests/scripts/ - 2 bash test scripts (moved conceptually, not physically) **CMake changes:** - Updated add_demo_test macro to accept LABEL parameter - Applied CTest labels to all 36 tests for subsystem filtering - Updated all test file paths in CMakeLists.txt - Fixed common helper paths (webgpu_test_fixture, etc.) - Added custom targets for subsystem testing: - run_audio_tests, run_gpu_tests, run_3d_tests - run_assets_tests, run_util_tests, run_all_tests **Include path updates:** - Fixed relative includes in GPU tests to reference ../common/ **Documentation:** - Updated doc/HOWTO.md with subsystem test commands - Updated doc/CONTRIBUTING.md with new test organization - Updated scripts/check_all.sh to reflect new structure **Verification:** - All 36 tests passing (100%) - ctest -L filters work correctly - make run__tests targets functional - scripts/check_all.sh passes Backward compatible: make test and ctest continue to work unchanged. handoff(Gemini): Test reorganization complete. 36/36 tests passing. --- src/tests/gpu/test_shader_assets.cc | 91 +++++++++++++++++++++++++++++++++++++ 1 file changed, 91 insertions(+) create mode 100644 src/tests/gpu/test_shader_assets.cc (limited to 'src/tests/gpu/test_shader_assets.cc') 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 +#include +#include +#include +#include + +bool validate_shader(AssetId id, const char* name, + const std::vector& 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; +} -- cgit v1.2.3