summaryrefslogtreecommitdiff
path: root/src/tests/test_shader_assets.cc
blob: f1562ea154813ed6ad3ee1f7350ecd2aa52734c4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
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;
}