mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-05 12:33:02 +00:00
chore: add tests for techset and technique compilation
This commit is contained in:
382
test/ObjWritingTests/Game/T6/Techset/TechsetDumperT6Test.cpp
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382
test/ObjWritingTests/Game/T6/Techset/TechsetDumperT6Test.cpp
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#include "Game/T6/Techset/TechsetDumperT6.h"
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#include "Asset/AssetRegistration.h"
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#include "Game/T6/GameT6.h"
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#include "OatTestPaths.h"
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#include "SearchPath/MockOutputPath.h"
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#include "SearchPath/MockSearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <catch2/catch_test_macros.hpp>
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#include <filesystem>
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#include <format>
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#include <fstream>
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#include <string>
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using namespace T6;
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using namespace Catch;
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using namespace std::literals;
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namespace fs = std::filesystem;
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namespace
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{
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std::string Trimmed(const std::string& input)
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{
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auto start = input.find_first_not_of(" \r\n");
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if (start == std::string::npos)
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start = 0;
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auto end = input.find_last_not_of(" \r\n");
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if (end == std::string::npos)
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end = input.length();
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else
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end = end + 1;
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return input.substr(start, end - start);
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}
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MaterialVertexShader* GivenVertexShader(const std::string& name, MemoryManager& memory)
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{
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const auto filePath = oat::paths::GetTestDirectory() / "ObjWritingTests/Game/T6/Techset" / std::format("vs_{}.cso", name);
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const auto fileSize = static_cast<size_t>(fs::file_size(filePath));
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std::ifstream file(filePath, std::ios::binary);
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REQUIRE(file.is_open());
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auto* shader = memory.Alloc<MaterialVertexShader>();
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shader->name = memory.Dup(name.c_str());
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shader->prog.loadDef.program = memory.Alloc<char>(fileSize);
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shader->prog.loadDef.programSize = static_cast<decltype(GfxVertexShaderLoadDef::programSize)>(fileSize);
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file.read(shader->prog.loadDef.program, fileSize);
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REQUIRE(file.gcount() == static_cast<std::streamsize>(fileSize));
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return shader;
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}
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MaterialPixelShader* GivenPixelShader(const std::string& name, MemoryManager& memory)
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{
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const auto filePath = oat::paths::GetTestDirectory() / "ObjWritingTests/Game/T6/Techset" / std::format("ps_{}.cso", name);
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const auto fileSize = static_cast<size_t>(fs::file_size(filePath));
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std::ifstream file(filePath, std::ios::binary);
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REQUIRE(file.is_open());
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auto* shader = memory.Alloc<MaterialPixelShader>();
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shader->name = memory.Dup(name.c_str());
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shader->prog.loadDef.program = memory.Alloc<char>(fileSize);
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shader->prog.loadDef.programSize = static_cast<decltype(GfxPixelShaderLoadDef::programSize)>(fileSize);
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file.read(shader->prog.loadDef.program, fileSize);
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REQUIRE(file.gcount() == static_cast<std::streamsize>(fileSize));
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return shader;
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}
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MaterialTechnique* GivenDepthPrepassTechnique(MemoryManager& memory)
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{
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auto* technique = memory.Alloc<MaterialTechnique>();
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technique->name = "example_zprepass";
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technique->flags = 0x84;
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technique->passCount = 1;
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auto& pass = technique->passArray[0];
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pass.perPrimArgCount = 1;
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pass.perObjArgCount = 1;
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pass.stableArgCount = 0;
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pass.customSamplerFlags = 0;
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pass.precompiledIndex = VERTEX_SHADER_MODEL_UNLIT;
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pass.materialType = MTL_TYPE_MODEL_VERTCOL;
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pass.vertexShader = GivenVertexShader("simple.hlsl", memory);
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pass.pixelShader = GivenPixelShader("simple.hlsl", memory);
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pass.vertexDecl = memory.Alloc<MaterialVertexDeclaration>();
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auto& vertexDecl = *pass.vertexDecl;
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vertexDecl.streamCount = 1;
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vertexDecl.hasOptionalSource = false;
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vertexDecl.isLoaded = false;
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vertexDecl.routing.data[0].source = STREAM_SRC_POSITION;
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vertexDecl.routing.data[0].dest = STREAM_DST_POSITION;
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pass.args = memory.Alloc<MaterialShaderArgument>(2);
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pass.args[0].type = MTL_ARG_CODE_VERTEX_CONST;
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pass.args[0].location.offset = 0;
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pass.args[0].size = 0x40;
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pass.args[0].buffer = 3;
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pass.args[0].u.codeConst.index = CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX;
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pass.args[0].u.codeConst.firstRow = 0;
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pass.args[0].u.codeConst.rowCount = 4;
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pass.args[1].type = MTL_ARG_CODE_VERTEX_CONST;
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pass.args[1].location.offset = 0x240;
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pass.args[1].size = 0x40;
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pass.args[1].buffer = 0;
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pass.args[1].u.codeConst.index = CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX;
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pass.args[1].u.codeConst.firstRow = 0;
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pass.args[1].u.codeConst.rowCount = 4;
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return technique;
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}
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MaterialTechnique* GivenLitSunShadowTechnique(MemoryManager& memory)
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{
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auto* technique = memory.Alloc<MaterialTechnique>();
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technique->name = "example_lit_sun_shadow";
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technique->flags = 0x88;
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technique->passCount = 1;
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auto& pass = technique->passArray[0];
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pass.perPrimArgCount = 1;
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pass.perObjArgCount = 1;
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pass.stableArgCount = 11;
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pass.customSamplerFlags = 3;
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pass.precompiledIndex = VERTEX_SHADER_NONE;
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pass.materialType = MTL_TYPE_DEFAULT;
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pass.vertexShader = GivenVertexShader("advanced.hlsl", memory);
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pass.pixelShader = GivenPixelShader("advanced.hlsl", memory);
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pass.vertexDecl = memory.Alloc<MaterialVertexDeclaration>();
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auto& vertexDecl = *pass.vertexDecl;
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vertexDecl.streamCount = 9;
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vertexDecl.hasOptionalSource = true;
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vertexDecl.isLoaded = false;
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vertexDecl.routing.data[0].source = STREAM_SRC_POSITION;
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vertexDecl.routing.data[0].dest = STREAM_DST_POSITION;
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vertexDecl.routing.data[1].source = STREAM_SRC_COLOR;
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vertexDecl.routing.data[1].dest = STREAM_DST_COLOR_0;
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vertexDecl.routing.data[2].source = STREAM_SRC_TEXCOORD_0;
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vertexDecl.routing.data[2].dest = STREAM_DST_TEXCOORD_0;
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vertexDecl.routing.data[3].source = STREAM_SRC_NORMAL;
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vertexDecl.routing.data[3].dest = STREAM_DST_NORMAL;
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vertexDecl.routing.data[4].source = STREAM_SRC_TANGENT;
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vertexDecl.routing.data[4].dest = STREAM_DST_TEXCOORD_2;
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vertexDecl.routing.data[5].source = STREAM_SRC_TEXCOORD_1;
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vertexDecl.routing.data[5].dest = STREAM_DST_TEXCOORD_1;
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vertexDecl.routing.data[6].source = STREAM_SRC_TEXCOORD_2;
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vertexDecl.routing.data[6].dest = STREAM_DST_TEXCOORD_3;
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vertexDecl.routing.data[7].source = STREAM_SRC_TEXCOORD_3;
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vertexDecl.routing.data[7].dest = STREAM_DST_TEXCOORD_4;
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vertexDecl.routing.data[8].source = STREAM_SRC_NORMAL_TRANSFORM_0;
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vertexDecl.routing.data[8].dest = STREAM_DST_TEXCOORD_5;
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pass.args = memory.Alloc<MaterialShaderArgument>(13);
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pass.args[0].type = MTL_ARG_CODE_VERTEX_CONST;
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pass.args[0].location.offset = 0;
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pass.args[0].size = 0x40;
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pass.args[0].buffer = 3;
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pass.args[0].u.codeConst.index = CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX;
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pass.args[0].u.codeConst.firstRow = 0;
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pass.args[0].u.codeConst.rowCount = 4;
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pass.args[1].type = MTL_ARG_CODE_VERTEX_CONST;
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pass.args[1].location.offset = 0x240;
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pass.args[1].size = 0x40;
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pass.args[1].buffer = 0;
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pass.args[1].u.codeConst.index = CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX;
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pass.args[1].u.codeConst.firstRow = 0;
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pass.args[1].u.codeConst.rowCount = 4;
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pass.args[2].type = MTL_ARG_MATERIAL_PIXEL_SAMPLER;
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pass.args[2].location.textureIndex = 1;
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pass.args[2].location.samplerIndex = 1;
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pass.args[2].size = 1;
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pass.args[2].buffer = 0;
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pass.args[2].u.nameHash = 0x59d30d0f;
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pass.args[3].type = MTL_ARG_MATERIAL_PIXEL_SAMPLER;
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pass.args[3].location.textureIndex = 3;
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pass.args[3].location.samplerIndex = 5;
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pass.args[3].size = 1;
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pass.args[3].buffer = 0;
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pass.args[3].u.nameHash = 0x9434aede;
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pass.args[4].type = MTL_ARG_MATERIAL_PIXEL_SAMPLER;
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pass.args[4].location.textureIndex = 0;
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pass.args[4].location.samplerIndex = 0;
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pass.args[4].size = 1;
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pass.args[4].buffer = 0;
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pass.args[4].u.nameHash = 0xa0ab1041;
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pass.args[5].type = MTL_ARG_MATERIAL_PIXEL_SAMPLER;
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pass.args[5].location.textureIndex = 2;
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pass.args[5].location.samplerIndex = 2;
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pass.args[5].size = 1;
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pass.args[5].buffer = 0;
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pass.args[5].u.nameHash = 0xb60d1850;
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pass.args[6].type = MTL_ARG_MATERIAL_PIXEL_SAMPLER;
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pass.args[6].location.textureIndex = 5;
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pass.args[6].location.samplerIndex = 4;
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pass.args[6].size = 1;
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pass.args[6].buffer = 0;
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pass.args[6].u.nameHash = 0xb60d1852;
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pass.args[7].type = MTL_ARG_MATERIAL_PIXEL_SAMPLER;
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pass.args[7].location.textureIndex = 4;
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pass.args[7].location.samplerIndex = 3;
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pass.args[7].size = 1;
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pass.args[7].buffer = 0;
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pass.args[7].u.nameHash = 0xb60d1853;
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pass.args[8].type = MTL_ARG_CODE_VERTEX_CONST;
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pass.args[8].location.offset = 0x300;
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pass.args[8].size = 0x40;
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pass.args[8].buffer = 0;
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pass.args[8].u.codeConst.index = CONST_SRC_CODE_TRANSPOSE_SHADOW_LOOKUP_MATRIX;
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pass.args[8].u.codeConst.firstRow = 0;
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pass.args[8].u.codeConst.rowCount = 4;
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pass.args[9].type = MTL_ARG_CODE_PIXEL_SAMPLER;
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pass.args[9].location.textureIndex = 9;
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pass.args[9].location.samplerIndex = 9;
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pass.args[9].size = 1;
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pass.args[9].buffer = 0;
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pass.args[9].u.codeSampler = TEXTURE_SRC_CODE_SHADOWMAP_SUN;
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pass.args[10].type = MTL_ARG_CODE_PIXEL_CONST;
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pass.args[10].location.offset = 0x610;
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pass.args[10].size = 0x10;
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pass.args[10].buffer = 0;
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pass.args[10].u.codeConst.index = CONST_SRC_CODE_SHADOWMAP_SWITCH_PARTITION;
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pass.args[10].u.codeConst.firstRow = 0;
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pass.args[10].u.codeConst.rowCount = 1;
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pass.args[11].type = MTL_ARG_CODE_PIXEL_CONST;
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pass.args[11].location.offset = 0x630;
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pass.args[11].size = 0x10;
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pass.args[11].buffer = 0;
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pass.args[11].u.codeConst.index = CONST_SRC_CODE_SUNSHADOWMAP_PIXEL_SIZE;
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pass.args[11].u.codeConst.firstRow = 0;
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pass.args[11].u.codeConst.rowCount = 1;
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pass.args[12].type = MTL_ARG_MATERIAL_PIXEL_CONST;
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pass.args[12].location.offset = 0x3b0;
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pass.args[12].size = 0x10;
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pass.args[12].buffer = 1;
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pass.args[12].u.nameHash = 0x88befc31;
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return technique;
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}
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MaterialTechniqueSet* GivenTechset(Zone& zone, MemoryManager& memory)
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{
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auto* techset = memory.Alloc<MaterialTechniqueSet>();
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techset->name = "example_techset";
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techset->worldVertFormat = MTL_WORLDVERT_TEX_4_NRM_2;
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techset->techniques[TECHNIQUE_DEPTH_PREPASS] = GivenDepthPrepassTechnique(memory);
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techset->techniques[TECHNIQUE_LIT_SUN_SHADOW] = GivenLitSunShadowTechnique(memory);
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zone.m_pools.AddAsset(std::make_unique<XAssetInfo<MaterialTechniqueSet>>(ASSET_TYPE_TECHNIQUE_SET, techset->name, techset));
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return techset;
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}
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} // namespace
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TEST_CASE("TechsetDumperT6", "[t6][techset][dumper]")
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{
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Zone zone("MockZone", 0, GameId::T6, GamePlatform::PC);
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zone.Register();
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MemoryManager memory;
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MockSearchPath mockObjPath;
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MockOutputPath mockOutput;
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AssetDumpingContext context(zone, "", mockOutput, mockObjPath, std::nullopt);
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GivenTechset(zone, memory);
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techset::DumperT6 dumper(true);
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SECTION("Can dump techset")
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{
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std::string expected(R"TECHSET(
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"depth prepass":
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example_zprepass;
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"lit sun shadow":
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example_lit_sun_shadow;
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)TECHSET");
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dumper.Dump(context);
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const auto* file = mockOutput.GetMockedFile("techsets/example_techset.techset");
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REQUIRE(file);
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REQUIRE(Trimmed(file->AsString()) == Trimmed(expected));
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}
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SECTION("Can dump simple technique")
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{
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std::string expected(R"TECHNIQUE(
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// TECHNIQUE FLAGS: 0x4
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// TECHNIQUE FLAGS: 0x80
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{
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stateMap "passthrough"; // TODO
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vertexShader 4.0 "simple.hlsl"
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{
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// Omitted due to matching accessors: worldMatrix = constant.worldMatrix;
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// Omitted due to matching accessors: viewProjectionMatrix = constant.viewProjectionMatrix;
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}
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pixelShader 4.0 "simple.hlsl"
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{
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}
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vertex.position = code.position;
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}
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)TECHNIQUE");
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dumper.Dump(context);
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const auto* file = mockOutput.GetMockedFile("techniques/example_zprepass.tech");
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REQUIRE(file);
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REQUIRE(Trimmed(file->AsString()) == Trimmed(expected));
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}
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SECTION("Can dump advanced technique")
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{
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std::string expected(R"TECHNIQUE(
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// TECHNIQUE FLAGS: 0x8
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// TECHNIQUE FLAGS: 0x80
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{
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// CUSTOM SAMPLER FLAGS: 0x1
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// CUSTOM SAMPLER FLAGS: 0x2
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stateMap "passthrough"; // TODO
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vertexShader 4.0 "advanced.hlsl"
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{
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// Omitted due to matching accessors: worldMatrix = constant.worldMatrix;
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// Omitted due to matching accessors: viewProjectionMatrix = constant.viewProjectionMatrix;
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// Omitted due to matching accessors: shadowLookupMatrix = constant.shadowLookupMatrix;
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}
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pixelShader 4.0 "advanced.hlsl"
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{
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normalMapSampler = material.normalMap;
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normalMapSampler1 = material.normalMap1;
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colorMapSampler = material.colorMap;
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colorMapSampler1 = material.colorMap1;
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colorMapSampler3 = material.colorMap3;
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colorMapSampler2 = material.colorMap2;
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// Omitted due to matching accessors: shadowmapSamplerSun = sampler.shadowmapSamplerSun;
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// Omitted due to matching accessors: shadowmapSwitchPartition = constant.shadowmapSwitchPartition;
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// Omitted due to matching accessors: sunShadowmapPixelSize = constant.sunShadowmapPixelSize;
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alphaRevealParms1 = material.alphaRevealParms1;
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}
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vertex.position = code.position;
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vertex.color[0] = code.color;
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vertex.texcoord[0] = code.texcoord[0];
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vertex.normal = code.normal;
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vertex.texcoord[2] = code.tangent;
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vertex.texcoord[1] = code.texcoord[1];
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vertex.texcoord[3] = code.texcoord[2];
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vertex.texcoord[4] = code.texcoord[3];
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vertex.texcoord[5] = code.normalTransform[0];
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}
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)TECHNIQUE");
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dumper.Dump(context);
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const auto* file = mockOutput.GetMockedFile("techniques/example_lit_sun_shadow.tech");
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REQUIRE(file);
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REQUIRE(Trimmed(file->AsString()) == Trimmed(expected));
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}
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}
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