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chore: add unit tests for iw5 techsets

This commit is contained in:
Jan Laupetin
2026-03-20 22:20:20 +01:00
parent 8d0e3f054c
commit 3b0416fa99
12 changed files with 973 additions and 0 deletions

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#include "Game/IW5/Techset/TechniqueCompilerIW5.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/Techset/PixelShaderLoaderIW5.h"
#include "Game/IW5/Techset/VertexDeclCompilerIW5.h"
#include "Game/IW5/Techset/VertexShaderLoaderIW5.h"
#include "OatTestPaths.h"
#include "SearchPath/MockSearchPath.h"
#include "Shader/ShaderCommon.h"
#include "Utils/MemoryManager.h"
#include "catch2/generators/catch_generators.hpp"
#include <catch2/catch_test_macros.hpp>
#include <filesystem>
#include <fstream>
#include <string>
using namespace IW5;
using namespace Catch;
using namespace std::literals;
namespace fs = std::filesystem;
namespace
{
void GivenVertexShaderFile(const std::string& name, MockSearchPath& searchPath)
{
const auto filePath = oat::paths::GetTestDirectory() / "ObjCompilingTests/Game/IW5/Techset" / std::format("vs_{}.cso", name);
const auto fileSize = static_cast<size_t>(fs::file_size(filePath));
std::ifstream file(filePath, std::ios::binary);
REQUIRE(file.is_open());
std::string data(fileSize, '\0');
file.read(data.data(), fileSize);
REQUIRE(file.gcount() == static_cast<std::streamsize>(fileSize));
searchPath.AddFileData(shader::GetFileNameForVertexShaderAssetName(name), std::move(data));
}
void GivenPixelShaderFile(const std::string& name, MockSearchPath& searchPath)
{
const auto filePath = oat::paths::GetTestDirectory() / "ObjCompilingTests/Game/IW5/Techset" / std::format("ps_{}.cso", name);
const auto fileSize = static_cast<size_t>(fs::file_size(filePath));
std::ifstream file(filePath, std::ios::binary);
REQUIRE(file.is_open());
std::string data(fileSize, '\0');
file.read(data.data(), fileSize);
REQUIRE(file.gcount() == static_cast<std::streamsize>(fileSize));
searchPath.AddFileData(shader::GetFileNameForPixelShaderAssetName(name), std::move(data));
}
} // namespace
TEST_CASE("TechniqueCompilerIW5", "[iw5][techset][compiler]")
{
Zone zone("MockZone", 0, GameId::IW5, GamePlatform::PC);
zone.Register();
MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
MockSearchPath searchPath;
creatorCollection.AddAssetCreator(techset::CreateVertexDeclCompilerIW5(memory));
creatorCollection.AddAssetCreator(techset::CreateVertexShaderLoaderIW5(memory, searchPath));
creatorCollection.AddAssetCreator(techset::CreatePixelShaderLoaderIW5(memory, searchPath));
auto loader = techset::CreateTechniqueCompilerIW5(memory, zone, searchPath);
SECTION("Can compile simple technique")
{
const auto [inputName, inputData] = GENERATE(Catch::Generators::table<const char*, const char*>({
{"auto-create args", R"TECHNIQUE(
{
stateMap "passthrough";
vertexShader 3.0 "simple.hlsl"
{
}
pixelShader 3.0 "simple.hlsl"
{
}
vertex.position = code.position;
}
)TECHNIQUE"},
{"manual args", R"TECHNIQUE(
{
stateMap "passthrough";
vertexShader 3.0 "simple.hlsl"
{
worldMatrix = constant.worldMatrix;
viewProjectionMatrix = constant.viewProjectionMatrix;
}
pixelShader 3.0 "simple.hlsl"
{
}
vertex.position = code.position;
}
)TECHNIQUE"},
}));
CAPTURE(inputName);
searchPath.AddFileData("techniques/zprepass.tech", inputData);
GivenVertexShaderFile("simple.hlsl", searchPath);
GivenPixelShaderFile("simple.hlsl", searchPath);
auto result = loader->CreateSubAsset("zprepass", context);
REQUIRE(result.HasBeenSuccessful());
const auto* assetInfo = reinterpret_cast<XAssetInfo<MaterialTechnique>*>(result.GetAssetInfo());
const auto* technique = assetInfo->Asset();
CHECK(technique->name == "zprepass"s);
CHECK(technique->flags == 0x204);
REQUIRE(technique->passCount == 1);
auto& pass = technique->passArray[0];
CHECK(pass.customSamplerFlags == 0);
REQUIRE(pass.vertexShader);
CHECK(pass.vertexShader->name == "simple.hlsl"s);
REQUIRE(pass.pixelShader);
CHECK(pass.pixelShader->name == "simple.hlsl"s);
REQUIRE(pass.vertexDecl);
auto& vertexDecl = *pass.vertexDecl;
CHECK(vertexDecl.name == "pp"s);
CHECK(vertexDecl.hasOptionalSource == false);
REQUIRE(vertexDecl.streamCount == 1);
CHECK(vertexDecl.routing.data[0].source == STREAM_SRC_POSITION);
CHECK(vertexDecl.routing.data[0].dest == STREAM_DST_POSITION);
REQUIRE(pass.perPrimArgCount == 1);
REQUIRE(pass.perObjArgCount == 1);
REQUIRE(pass.stableArgCount == 0);
CHECK(pass.args[0].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[0].dest == 4);
CHECK(pass.args[0].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX0);
CHECK(pass.args[0].u.codeConst.firstRow == 0);
CHECK(pass.args[0].u.codeConst.rowCount == 4);
CHECK(pass.args[1].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[1].dest == 0);
CHECK(pass.args[1].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX);
CHECK(pass.args[1].u.codeConst.firstRow == 0);
CHECK(pass.args[1].u.codeConst.rowCount == 4);
}
SECTION("Can compile advanced technique")
{
const auto [inputName, inputData] = GENERATE(Catch::Generators::table<const char*, const char*>({
{"auto-create args", R"TECHNIQUE(
{
stateMap "passthrough";
vertexShader 3.0 "advanced.hlsl"
{
oceanUVAnimParmOctave0 = material.oceanUVAnimParmOctave0;
oceanUVAnimParmOctave1 = material.oceanUVAnimParmOctave1;
oceanAmplitude = material.oceanAmplitude;
oceanDisplacementSampler = material.oceanDisplacementMap;
}
pixelShader 3.0 "advanced.hlsl"
{
oceanEnvSampler = material.oceanEnvMap;
oceanDetailNormalSampler = material.oceanDetailNormalMap;
oceanHeightNormalSampler = material.oceanHeightNormalMap;
oceanFoamSampler = material.oceanFoamMap;
oceanUVAnimParmFoam = material.oceanUVAnimParmFoam;
envMapParms = material.envMapParms;
oceanFoamParms = material.oceanFoamParms;
oceanUVAnimParmOctave0 = material.oceanUVAnimParmOctave0;
oceanUVAnimParmOctave1 = material.oceanUVAnimParmOctave1;
oceanUVAnimParmDetail1 = material.oceanUVAnimParmDetail1;
oceanUVAnimParmDetail0 = material.oceanUVAnimParmDetail0;
oceanAmplitude = material.oceanAmplitude;
oceanMiscParms = material.oceanMiscParms;
}
vertex.position = code.position;
vertex.color[0] = code.color;
}
)TECHNIQUE"},
{"manual args", R"TECHNIQUE(
{
stateMap "passthrough";
vertexShader 3.0 "advanced.hlsl"
{
worldMatrix = constant.worldMatrix;
viewProjectionMatrix = constant.viewProjectionMatrix;
oceanUVAnimParmOctave0 = material.oceanUVAnimParmOctave0;
oceanUVAnimParmOctave1 = material.oceanUVAnimParmOctave1;
oceanAmplitude = material.oceanAmplitude;
oceanDisplacementSampler = material.oceanDisplacementMap;
eyeOffset = constant.eyeOffset;
fogConsts = constant.fogConsts;
gameTime = constant.gameTime;
}
pixelShader 3.0 "advanced.hlsl"
{
oceanEnvSampler = material.oceanEnvMap;
oceanDetailNormalSampler = material.oceanDetailNormalMap;
oceanHeightNormalSampler = material.oceanHeightNormalMap;
oceanFoamSampler = material.oceanFoamMap;
fogColorLinear = constant.fogColorLinear;
gameTime = constant.gameTime;
oceanUVAnimParmFoam = material.oceanUVAnimParmFoam;
envMapParms = material.envMapParms;
oceanFoamParms = material.oceanFoamParms;
oceanUVAnimParmOctave0 = material.oceanUVAnimParmOctave0;
oceanUVAnimParmOctave1 = material.oceanUVAnimParmOctave1;
oceanUVAnimParmDetail1 = material.oceanUVAnimParmDetail1;
oceanUVAnimParmDetail0 = material.oceanUVAnimParmDetail0;
oceanAmplitude = material.oceanAmplitude;
oceanMiscParms = material.oceanMiscParms;
}
vertex.position = code.position;
vertex.color[0] = code.color;
}
)TECHNIQUE"},
}));
CAPTURE(inputName);
searchPath.AddFileData("techniques/example_lit_sun_shadow.tech", inputData);
GivenVertexShaderFile("advanced.hlsl", searchPath);
GivenPixelShaderFile("advanced.hlsl", searchPath);
auto result = loader->CreateSubAsset("example_lit_sun_shadow", context);
REQUIRE(result.HasBeenSuccessful());
const auto* assetInfo = reinterpret_cast<XAssetInfo<MaterialTechnique>*>(result.GetAssetInfo());
const auto* technique = assetInfo->Asset();
CHECK(technique->name == "example_lit_sun_shadow"s);
CHECK(technique->flags == 0);
REQUIRE(technique->passCount == 1);
auto& pass = technique->passArray[0];
CHECK(pass.customSamplerFlags == 0);
REQUIRE(pass.vertexShader);
CHECK(pass.vertexShader->name == "advanced.hlsl"s);
REQUIRE(pass.pixelShader);
CHECK(pass.pixelShader->name == "advanced.hlsl"s);
REQUIRE(pass.vertexDecl);
auto& vertexDecl = *pass.vertexDecl;
CHECK(vertexDecl.hasOptionalSource == false);
REQUIRE(vertexDecl.streamCount == 2);
CHECK(vertexDecl.routing.data[0].source == STREAM_SRC_POSITION);
CHECK(vertexDecl.routing.data[0].dest == STREAM_DST_POSITION);
CHECK(vertexDecl.routing.data[1].source == STREAM_SRC_COLOR);
CHECK(vertexDecl.routing.data[1].dest == STREAM_DST_COLOR_0);
REQUIRE(pass.perPrimArgCount == 1);
REQUIRE(pass.perObjArgCount == 1);
REQUIRE(pass.stableArgCount == 22);
CHECK(pass.args[0].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[0].dest == 4);
CHECK(pass.args[0].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX0);
CHECK(pass.args[0].u.codeConst.firstRow == 0);
CHECK(pass.args[0].u.codeConst.rowCount == 4);
CHECK(pass.args[1].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[1].dest == 0);
CHECK(pass.args[1].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX);
CHECK(pass.args[1].u.codeConst.firstRow == 0);
CHECK(pass.args[1].u.codeConst.rowCount == 4);
CHECK(pass.args[2].type == MTL_ARG_MATERIAL_VERTEX_CONST);
CHECK(pass.args[2].dest == 59);
CHECK(pass.args[2].u.nameHash == 0x470F6C9A);
CHECK(pass.args[3].type == MTL_ARG_MATERIAL_VERTEX_CONST);
CHECK(pass.args[3].dest == 60);
CHECK(pass.args[3].u.nameHash == 0x470F6C9B);
CHECK(pass.args[4].type == MTL_ARG_MATERIAL_VERTEX_CONST);
CHECK(pass.args[4].dest == 58);
CHECK(pass.args[4].u.nameHash == 0x9D5408FF);
CHECK(pass.args[5].type == MTL_ARG_MATERIAL_VERTEX_SAMPLER);
CHECK(pass.args[5].dest == 2);
CHECK(pass.args[5].u.nameHash == 0x29F357AD);
CHECK(pass.args[6].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER);
CHECK(pass.args[6].dest == 5);
CHECK(pass.args[6].u.nameHash == 0x7D392967);
CHECK(pass.args[7].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER);
CHECK(pass.args[7].dest == 7);
CHECK(pass.args[7].u.nameHash == 0x88792E38);
CHECK(pass.args[8].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER);
CHECK(pass.args[8].dest == 4);
CHECK(pass.args[8].u.nameHash == 0x8CB95536);
CHECK(pass.args[9].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER);
CHECK(pass.args[9].dest == 6);
CHECK(pass.args[9].u.nameHash == 0xC096573F);
CHECK(pass.args[10].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[10].dest == 10);
CHECK(pass.args[10].u.codeConst.index == CONST_SRC_CODE_EYEOFFSET);
CHECK(pass.args[10].u.codeConst.firstRow == 0);
CHECK(pass.args[10].u.codeConst.rowCount == 1);
CHECK(pass.args[11].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[11].dest == 21);
CHECK(pass.args[11].u.codeConst.index == CONST_SRC_CODE_FOG);
CHECK(pass.args[11].u.codeConst.firstRow == 0);
CHECK(pass.args[11].u.codeConst.rowCount == 1);
CHECK(pass.args[12].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[12].dest == 22);
CHECK(pass.args[12].u.codeConst.index == CONST_SRC_CODE_GAMETIME);
CHECK(pass.args[12].u.codeConst.firstRow == 0);
CHECK(pass.args[12].u.codeConst.rowCount == 1);
CHECK(pass.args[13].type == MTL_ARG_CODE_PIXEL_CONST);
CHECK(pass.args[13].dest == 0);
CHECK(pass.args[13].u.codeConst.index == CONST_SRC_CODE_FOG_COLOR_LINEAR);
CHECK(pass.args[13].u.codeConst.firstRow == 0);
CHECK(pass.args[13].u.codeConst.rowCount == 1);
CHECK(pass.args[14].type == MTL_ARG_CODE_PIXEL_CONST);
CHECK(pass.args[14].dest == 3);
CHECK(pass.args[14].u.codeConst.index == CONST_SRC_CODE_GAMETIME);
CHECK(pass.args[14].u.codeConst.firstRow == 0);
CHECK(pass.args[14].u.codeConst.rowCount == 1);
CHECK(pass.args[15].type == MTL_ARG_MATERIAL_PIXEL_CONST);
CHECK(pass.args[15].dest == 9);
CHECK(pass.args[15].u.nameHash == 0x64E3AE5);
CHECK(pass.args[16].type == MTL_ARG_MATERIAL_PIXEL_CONST);
CHECK(pass.args[16].dest == 5);
CHECK(pass.args[16].u.nameHash == 0x3D9994DC);
CHECK(pass.args[17].type == MTL_ARG_MATERIAL_PIXEL_CONST);
CHECK(pass.args[17].dest == 22);
CHECK(pass.args[17].u.nameHash == 0x3FC0F1DE);
CHECK(pass.args[18].type == MTL_ARG_MATERIAL_PIXEL_CONST);
CHECK(pass.args[18].dest == 7);
CHECK(pass.args[18].u.nameHash == 0x470F6C9A);
CHECK(pass.args[19].type == MTL_ARG_MATERIAL_PIXEL_CONST);
CHECK(pass.args[19].dest == 8);
CHECK(pass.args[19].u.nameHash == 0x470F6C9B);
CHECK(pass.args[20].type == MTL_ARG_MATERIAL_PIXEL_CONST);
CHECK(pass.args[20].dest == 20);
CHECK(pass.args[20].u.nameHash == 0x6373ABA0);
CHECK(pass.args[21].type == MTL_ARG_MATERIAL_PIXEL_CONST);
CHECK(pass.args[21].dest == 11);
CHECK(pass.args[21].u.nameHash == 0x6373ABA1);
CHECK(pass.args[22].type == MTL_ARG_MATERIAL_PIXEL_CONST);
CHECK(pass.args[22].dest == 6);
CHECK(pass.args[22].u.nameHash == 0x9D5408FF);
CHECK(pass.args[23].type == MTL_ARG_MATERIAL_PIXEL_CONST);
CHECK(pass.args[23].dest == 21);
CHECK(pass.args[23].u.nameHash == 0xAA2E7C4F);
}
}

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#include "Game/IW5/Techset/TechsetCompilerIW5.h"
#include "Game/IW5/IW5.h"
#include "SearchPath/MockSearchPath.h"
#include "Techset/TechsetCommon.h"
#include "Utils/TestMemoryManager.h"
#include <catch2/catch_test_macros.hpp>
#include <catch2/generators/catch_generators.hpp>
#include <catch2/matchers/catch_matchers_floating_point.hpp>
#include <memory>
using namespace IW5;
using namespace std::string_literals;
namespace
{
MaterialTechnique* GivenTechnique(const std::string& name, AssetCreationContext& context, MemoryManager& memory)
{
auto* technique = memory.Alloc<MaterialTechnique>();
technique->name = memory.Dup(name.c_str());
context.AddSubAsset<SubAssetTechnique>(name, technique);
return technique;
}
} // namespace
TEST_CASE("TechsetCompilerIW5", "[techset][iw5][compiler]")
{
Zone zone("test", 0, GameId::IW5, GamePlatform::PC);
AssetCreatorCollection creators(zone);
IgnoredAssetLookup ignoredAssets;
AssetCreationContext context(zone, &creators, &ignoredAssets);
MockSearchPath searchPath;
TestMemoryManager memory;
const auto sut = techset::CreateTechsetCompilerIW5(memory, searchPath);
SECTION("Sets correct worldVertFormat")
{
const auto [techsetName, expectedWorldVertFormat] = GENERATE(Catch::Generators::table<const char*, MaterialWorldVertexFormat>({
{"default", MTL_WORLDVERT_TEX_1_NRM_1},
{"effect_zeqqz943", MTL_WORLDVERT_TEX_1_NRM_1},
{"lit_r0c0_t1c1n1", MTL_WORLDVERT_TEX_2_NRM_1},
{"lit_r0c0n0x0_b1c1n1s1v1", MTL_WORLDVERT_TEX_2_NRM_2},
{"lit_r0c0n0x0_b1c1n1s1v1_b2c2n2x2", MTL_WORLDVERT_TEX_3_NRM_3},
{"lit_sm_b0c0_b1c1_b2c2", MTL_WORLDVERT_TEX_3_NRM_1},
{"lit_sm_b0c0_b1c1n1x1_b2c2n2v2", MTL_WORLDVERT_TEX_3_NRM_2},
{"lit_sm_r0c0_b1c1_b2c2_b3c3", MTL_WORLDVERT_TEX_4_NRM_1},
{"lit_sm_r0c0n0_b1c1_b2c2n2v2_m3c3", MTL_WORLDVERT_TEX_4_NRM_2},
{"lit_sm_r0c0n0_b1c1n1s1", MTL_WORLDVERT_TEX_2_NRM_2},
{"lit_sm_r0c0n0s0_b1c1n1s1_b2c2n2", MTL_WORLDVERT_TEX_3_NRM_3},
{"lit_sm_r0c0n0x0_b1c1_b2c2n2s2", MTL_WORLDVERT_TEX_3_NRM_2},
{"lit_sm_r0c0n0x0_b1c1n1_b2c2n2s2v2", MTL_WORLDVERT_TEX_3_NRM_3},
{"lit_sm_r0c0n0x0_b1c1s1v1_m2c2_m3c3", MTL_WORLDVERT_TEX_4_NRM_1},
{"lit_sm_r0c0n0x0_b1c1v1_b2c2n2s2_m3c3", MTL_WORLDVERT_TEX_4_NRM_2},
{"lit_sm_r0c0s0_b1c1n1s1_m2c2", MTL_WORLDVERT_TEX_3_NRM_1},
{"lit_sm_r0c0x0_b1c1", MTL_WORLDVERT_TEX_2_NRM_1},
{"lit_sm_r0c0x0_b1c1n1s1_b2c2n2s2", MTL_WORLDVERT_TEX_3_NRM_2},
{"lit_sm_r0c0x0_m1c1_m2c2_m3c3", MTL_WORLDVERT_TEX_4_NRM_1},
{"lit_sm_t0c0n0_b1c1n1v1", MTL_WORLDVERT_TEX_2_NRM_2},
{"lit_sm_t0c0n0s0_b1c1n1_b2c2n2s2v2", MTL_WORLDVERT_TEX_3_NRM_3},
{"mc_lit_sm_r0c0d0_2213939z", MTL_WORLDVERT_TEX_1_NRM_1},
{"wpc_lit_sm_b0c0s0_3f3q946z", MTL_WORLDVERT_TEX_1_NRM_1},
{"wpc_lit_sm_r0c0n0s0o0_qj92q1f8", MTL_WORLDVERT_TEX_1_NRM_1},
{"wpc_sw4_3d_burning_embers_nuketown_74j6971w", MTL_WORLDVERT_TEX_1_NRM_1},
{"wpc_unlitdecalblend_add_j26wq580", MTL_WORLDVERT_TEX_1_NRM_1},
}));
CAPTURE(techsetName);
searchPath.AddFileData(techset::GetFileNameForTechsetName(techsetName), "");
const auto result = sut->CreateAsset(techsetName, context);
REQUIRE(result.HasBeenSuccessful());
const auto* techset = static_cast<MaterialTechniqueSet*>(result.GetAssetInfo()->m_ptr);
CHECK(techset->worldVertFormat == expectedWorldVertFormat);
}
SECTION("Can parse simple techset")
{
searchPath.AddFileData(techset::GetFileNameForTechsetName("simple"), R"TECHSET(
"depth prepass":
example_zprepass;
"lit":
example_lit;
)TECHSET");
auto* exampleZPrepass = GivenTechnique("example_zprepass", context, memory);
auto* exampleLit = GivenTechnique("example_lit", context, memory);
const auto result = sut->CreateAsset("simple", context);
REQUIRE(result.HasBeenSuccessful());
const auto* techset = static_cast<MaterialTechniqueSet*>(result.GetAssetInfo()->m_ptr);
CHECK(techset->name == "simple"s);
CHECK(techset->worldVertFormat == MTL_WORLDVERT_TEX_1_NRM_1);
size_t techniqueCount = 0;
for (auto* technique : techset->techniques)
{
if (technique)
techniqueCount++;
}
CHECK(techniqueCount == 2);
CHECK(techset->techniques[TECHNIQUE_DEPTH_PREPASS] == exampleZPrepass);
CHECK(techset->techniques[TECHNIQUE_LIT] == exampleLit);
}
SECTION("Can parse techset with same technique used multiple times")
{
searchPath.AddFileData(techset::GetFileNameForTechsetName("simple"), R"TECHSET(
"depth prepass":
"build shadowmap depth":
example_zprepass;
"lit":
"lit sun":
"lit instanced spot shadow cucoloris dfog":
example_lit_sun;
)TECHSET");
auto* exampleZPrepass = GivenTechnique("example_zprepass", context, memory);
auto* exampleLitSun = GivenTechnique("example_lit_sun", context, memory);
const auto result = sut->CreateAsset("simple", context);
REQUIRE(result.HasBeenSuccessful());
const auto* techset = static_cast<MaterialTechniqueSet*>(result.GetAssetInfo()->m_ptr);
CHECK(techset->name == "simple"s);
CHECK(techset->worldVertFormat == MTL_WORLDVERT_TEX_1_NRM_1);
size_t techniqueCount = 0;
for (auto* technique : techset->techniques)
{
if (technique)
techniqueCount++;
}
CHECK(techniqueCount == 5);
CHECK(techset->techniques[TECHNIQUE_DEPTH_PREPASS] == exampleZPrepass);
CHECK(techset->techniques[TECHNIQUE_BUILD_SHADOWMAP_DEPTH] == exampleZPrepass);
CHECK(techset->techniques[TECHNIQUE_LIT] == exampleLitSun);
CHECK(techset->techniques[TECHNIQUE_LIT_SUN] == exampleLitSun);
CHECK(techset->techniques[TECHNIQUE_LIT_INSTANCED_SPOT_SHADOW_CUCOLORIS_DFOG] == exampleLitSun);
}
}

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#include "Game/IW5/Techset/VertexDeclCompilerIW5.h"
#include "Game/IW5/IW5.h"
#include "Utils/MemoryManager.h"
#include <catch2/catch_test_macros.hpp>
using namespace IW5;
using namespace Catch;
using namespace std::literals;
TEST_CASE("VertexDeclCompilerIW5", "[iw5][techset][compiler]")
{
Zone zone("MockZone", 0, GameId::IW5, GamePlatform::PC);
zone.Register();
MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
auto loader = techset::CreateVertexDeclCompilerIW5(memory);
SECTION("Can create simple vertex decl")
{
auto result = loader->CreateAsset("pp", context);
REQUIRE(result.HasBeenSuccessful());
const auto* assetInfo = reinterpret_cast<XAssetInfo<MaterialVertexDeclaration>*>(result.GetAssetInfo());
const auto* decl = assetInfo->Asset();
CHECK(decl->name == "pp"s);
CHECK(decl->hasOptionalSource == false);
REQUIRE(decl->streamCount == 1);
CHECK(decl->routing.data[0].source == STREAM_SRC_POSITION);
CHECK(decl->routing.data[0].dest == STREAM_DST_POSITION);
}
SECTION("Can create advanced vertex decl")
{
auto result = loader->CreateAsset("pdcc1tt7t1t1n1n", context);
REQUIRE(result.HasBeenSuccessful());
const auto* assetInfo = reinterpret_cast<XAssetInfo<MaterialVertexDeclaration>*>(result.GetAssetInfo());
const auto* decl = assetInfo->Asset();
CHECK(decl->name == "pdcc1tt7t1t1n1n"s);
CHECK(decl->hasOptionalSource == true);
REQUIRE(decl->streamCount == 5);
CHECK(decl->routing.data[0].source == STREAM_SRC_POSITION);
CHECK(decl->routing.data[0].dest == STREAM_DST_DEPTH);
CHECK(decl->routing.data[1].source == STREAM_SRC_COLOR);
CHECK(decl->routing.data[1].dest == STREAM_DST_COLOR_1);
CHECK(decl->routing.data[2].source == STREAM_SRC_TANGENT);
CHECK(decl->routing.data[2].dest == STREAM_DST_TEXCOORD_7);
CHECK(decl->routing.data[3].source == STREAM_SRC_TEXCOORD_1);
CHECK(decl->routing.data[3].dest == STREAM_DST_TEXCOORD_1);
CHECK(decl->routing.data[4].source == STREAM_SRC_NORMAL_TRANSFORM_1);
CHECK(decl->routing.data[4].dest == STREAM_DST_NORMAL);
}
}