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;
}
|