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chore: add tests for techset and technique compilation

This commit is contained in:
Jan Laupetin
2026-02-28 22:53:27 +01:00
parent aec1372c5b
commit c0a7114b24
14 changed files with 867 additions and 5 deletions

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#include "Game/T6/Techset/TechniqueCompilerT6.h"
#include "Game/T6/T6.h"
#include "Game/T6/Techset/PixelShaderLoaderT6.h"
#include "Game/T6/Techset/VertexDeclCompilerT6.h"
#include "Game/T6/Techset/VertexShaderLoaderT6.h"
#include "OatTestPaths.h"
#include "SearchPath/MockSearchPath.h"
#include "Shader/ShaderCommon.h"
#include "Utils/MemoryManager.h"
#include <catch2/catch_test_macros.hpp>
#include <filesystem>
#include <fstream>
#include <string>
using namespace T6;
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/T6/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/T6/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("TechniqueCompilerT6", "[t6][techset][compiler]")
{
Zone zone("MockZone", 0, GameId::T6, GamePlatform::PC);
zone.Register();
MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
MockSearchPath searchPath;
creatorCollection.AddSubAssetCreator(techset::CreateVertexDeclCompilerT6(memory));
creatorCollection.AddSubAssetCreator(techset::CreateVertexShaderLoaderT6(memory, searchPath));
creatorCollection.AddSubAssetCreator(techset::CreatePixelShaderLoaderT6(memory, searchPath));
auto loader = techset::CreateTechniqueCompilerT6(memory, searchPath);
SECTION("Can compile simple technique")
{
searchPath.AddFileData("techniques/example_zprepass.tech", R"TECHNIQUE(
{
stateMap "passthrough";
vertexShader 4.0 "simple.hlsl"
{
}
pixelShader 4.0 "simple.hlsl"
{
}
vertex.position = code.position;
}
)TECHNIQUE");
GivenVertexShaderFile("simple.hlsl", searchPath);
GivenPixelShaderFile("simple.hlsl", searchPath);
auto result = loader->CreateSubAsset("example_zprepass", context);
REQUIRE(result.HasBeenSuccessful());
const auto* assetInfo = reinterpret_cast<XAssetInfo<MaterialTechnique>*>(result.GetAssetInfo());
const auto* technique = assetInfo->Asset();
CHECK(technique->name == "example_zprepass"s);
CHECK(technique->flags == 0x84);
REQUIRE(technique->passCount == 1);
auto& pass = technique->passArray[0];
CHECK(pass.customSamplerFlags == 0);
// idk
// CHECK(pass.precompiledIndex == VERTEX_SHADER_MODEL_UNLIT);
// Set from techset
// CHECK(pass.materialType == MTL_TYPE_MODEL_VERTCOL);
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.hasOptionalSource == false);
CHECK(vertexDecl.isLoaded == 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].location.offset == 0);
CHECK(pass.args[0].size == 0x40);
CHECK(pass.args[0].buffer == 3);
CHECK(pass.args[0].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX);
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].location.offset == 0x240);
CHECK(pass.args[1].size == 0x40);
CHECK(pass.args[1].buffer == 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")
{
searchPath.AddFileData("techniques/example_lit_sun_shadow.tech", R"TECHNIQUE(
{
stateMap "passthrough";
vertexShader 4.0 "advanced.hlsl"
{
}
pixelShader 4.0 "advanced.hlsl"
{
normalMapSampler = material.normalMap;
normalMapSampler1 = material.normalMap1;
colorMapSampler = material.colorMap;
colorMapSampler1 = material.colorMap1;
colorMapSampler3 = material.colorMap3;
colorMapSampler2 = material.colorMap2;
alphaRevealParms1 = material.alphaRevealParms1;
}
vertex.position = code.position;
vertex.color[0] = code.color;
vertex.texcoord[0] = code.texcoord[0];
vertex.normal = code.normal;
vertex.texcoord[2] = code.tangent;
vertex.texcoord[1] = code.texcoord[1];
vertex.texcoord[3] = code.texcoord[2];
vertex.texcoord[4] = code.texcoord[3];
vertex.texcoord[5] = code.normalTransform[0];
}
)TECHNIQUE");
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 == 0x88);
REQUIRE(technique->passCount == 1);
auto& pass = technique->passArray[0];
CHECK(pass.customSamplerFlags == 3);
// idk
// CHECK(pass.precompiledIndex == VERTEX_SHADER_NONE);
// Set from techset
// CHECK(pass.materialType == MTL_TYPE_DEFAULT);
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 == true);
CHECK(vertexDecl.isLoaded == false);
REQUIRE(vertexDecl.streamCount == 9);
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);
CHECK(vertexDecl.routing.data[2].source == STREAM_SRC_TEXCOORD_0);
CHECK(vertexDecl.routing.data[2].dest == STREAM_DST_TEXCOORD_0);
CHECK(vertexDecl.routing.data[3].source == STREAM_SRC_NORMAL);
CHECK(vertexDecl.routing.data[3].dest == STREAM_DST_NORMAL);
CHECK(vertexDecl.routing.data[4].source == STREAM_SRC_TANGENT);
CHECK(vertexDecl.routing.data[4].dest == STREAM_DST_TEXCOORD_2);
CHECK(vertexDecl.routing.data[5].source == STREAM_SRC_TEXCOORD_1);
CHECK(vertexDecl.routing.data[5].dest == STREAM_DST_TEXCOORD_1);
CHECK(vertexDecl.routing.data[6].source == STREAM_SRC_TEXCOORD_2);
CHECK(vertexDecl.routing.data[6].dest == STREAM_DST_TEXCOORD_3);
CHECK(vertexDecl.routing.data[7].source == STREAM_SRC_TEXCOORD_3);
CHECK(vertexDecl.routing.data[7].dest == STREAM_DST_TEXCOORD_4);
CHECK(vertexDecl.routing.data[8].source == STREAM_SRC_NORMAL_TRANSFORM_0);
CHECK(vertexDecl.routing.data[8].dest == STREAM_DST_TEXCOORD_5);
REQUIRE(pass.perPrimArgCount == 1);
REQUIRE(pass.perObjArgCount == 1);
REQUIRE(pass.stableArgCount == 11);
CHECK(pass.args[0].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[0].location.offset == 0);
CHECK(pass.args[0].size == 0x40);
CHECK(pass.args[0].buffer == 3);
CHECK(pass.args[0].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX);
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].location.offset == 0x240);
CHECK(pass.args[1].size == 0x40);
CHECK(pass.args[1].buffer == 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_PIXEL_SAMPLER);
CHECK(pass.args[2].location.textureIndex == 1);
CHECK(pass.args[2].location.samplerIndex == 1);
CHECK(pass.args[2].size == 1);
CHECK(pass.args[2].buffer == 0);
CHECK(pass.args[2].u.nameHash == 0x59d30d0f);
CHECK(pass.args[3].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER);
CHECK(pass.args[3].location.textureIndex == 3);
CHECK(pass.args[3].location.samplerIndex == 5);
CHECK(pass.args[3].size == 1);
CHECK(pass.args[3].buffer == 0);
CHECK(pass.args[3].u.nameHash == 0x9434aede);
CHECK(pass.args[4].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER);
CHECK(pass.args[4].location.textureIndex == 0);
CHECK(pass.args[4].location.samplerIndex == 0);
CHECK(pass.args[4].size == 1);
CHECK(pass.args[4].buffer == 0);
CHECK(pass.args[4].u.nameHash == 0xa0ab1041);
CHECK(pass.args[5].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER);
CHECK(pass.args[5].location.textureIndex == 2);
CHECK(pass.args[5].location.samplerIndex == 2);
CHECK(pass.args[5].size == 1);
CHECK(pass.args[5].buffer == 0);
CHECK(pass.args[5].u.nameHash == 0xb60d1850);
CHECK(pass.args[6].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER);
CHECK(pass.args[6].location.textureIndex == 5);
CHECK(pass.args[6].location.samplerIndex == 4);
CHECK(pass.args[6].size == 1);
CHECK(pass.args[6].buffer == 0);
CHECK(pass.args[6].u.nameHash == 0xb60d1852);
CHECK(pass.args[7].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER);
CHECK(pass.args[7].location.textureIndex == 4);
CHECK(pass.args[7].location.samplerIndex == 3);
CHECK(pass.args[7].size == 1);
CHECK(pass.args[7].buffer == 0);
CHECK(pass.args[7].u.nameHash == 0xb60d1853);
CHECK(pass.args[8].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[8].location.offset == 0x300);
CHECK(pass.args[8].size == 0x40);
CHECK(pass.args[8].buffer == 0);
CHECK(pass.args[8].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_SHADOW_LOOKUP_MATRIX);
CHECK(pass.args[8].u.codeConst.firstRow == 0);
CHECK(pass.args[8].u.codeConst.rowCount == 4);
CHECK(pass.args[9].type == MTL_ARG_CODE_PIXEL_SAMPLER);
CHECK(pass.args[9].location.textureIndex == 9);
CHECK(pass.args[9].location.samplerIndex == 9);
CHECK(pass.args[9].size == 1);
CHECK(pass.args[9].buffer == 0);
CHECK(pass.args[9].u.codeSampler == TEXTURE_SRC_CODE_SHADOWMAP_SUN);
CHECK(pass.args[10].type == MTL_ARG_CODE_PIXEL_CONST);
CHECK(pass.args[10].location.offset == 0x610);
CHECK(pass.args[10].size == 0x10);
CHECK(pass.args[10].buffer == 0);
CHECK(pass.args[10].u.codeConst.index == CONST_SRC_CODE_SHADOWMAP_SWITCH_PARTITION);
CHECK(pass.args[10].u.codeConst.firstRow == 0);
CHECK(pass.args[10].u.codeConst.rowCount == 1);
CHECK(pass.args[11].type == MTL_ARG_CODE_PIXEL_CONST);
CHECK(pass.args[11].location.offset == 0x630);
CHECK(pass.args[11].size == 0x10);
CHECK(pass.args[11].buffer == 0);
CHECK(pass.args[11].u.codeConst.index == CONST_SRC_CODE_SUNSHADOWMAP_PIXEL_SIZE);
CHECK(pass.args[11].u.codeConst.firstRow == 0);
CHECK(pass.args[11].u.codeConst.rowCount == 1);
CHECK(pass.args[12].type == MTL_ARG_MATERIAL_PIXEL_CONST);
CHECK(pass.args[12].location.offset == 0x3b0);
CHECK(pass.args[12].size == 0x10);
CHECK(pass.args[12].buffer == 1);
CHECK(pass.args[12].u.nameHash == 0x88befc31);
}
}