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// 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;
}
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