#include "Game/IW3/Techset/TechniqueCompilerIW3.h" #include "Game/IW3/IW3.h" #include "Game/IW3/Techset/PixelShaderLoaderIW3.h" #include "Game/IW3/Techset/VertexDeclCompilerIW3.h" #include "Game/IW3/Techset/VertexShaderLoaderIW3.h" #include "OatTestPaths.h" #include "SearchPath/MockSearchPath.h" #include "Shader/ShaderCommon.h" #include "Utils/MemoryManager.h" #include "catch2/generators/catch_generators.hpp" #include #include #include #include using namespace IW3; 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/IW3/Techset" / std::format("vs_{}.cso", name); const auto fileSize = static_cast(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(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/IW3/Techset" / std::format("ps_{}.cso", name); const auto fileSize = static_cast(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(fileSize)); searchPath.AddFileData(shader::GetFileNameForPixelShaderAssetName(name), std::move(data)); } } // namespace TEST_CASE("TechniqueCompilerIW3", "[iw3][techset][compiler]") { Zone zone("MockZone", 0, GameId::IW3, GamePlatform::PC); zone.Register(); MemoryManager memory; AssetCreatorCollection creatorCollection(zone); IgnoredAssetLookup ignoredAssetLookup; AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup); MockSearchPath searchPath; creatorCollection.AddSubAssetCreator(techset::CreateVertexDeclCompilerIW3(memory)); creatorCollection.AddSubAssetCreator(techset::CreateVertexShaderLoaderIW3(memory, searchPath)); creatorCollection.AddSubAssetCreator(techset::CreatePixelShaderLoaderIW3(memory, searchPath)); auto loader = techset::CreateTechniqueCompilerIW3(memory, zone, searchPath); SECTION("Can compile simple technique") { const auto [inputName, inputData] = GENERATE(Catch::Generators::table({ {"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*>(result.GetAssetInfo()); const auto* technique = assetInfo->Asset(); CHECK(technique->name == "zprepass"s); CHECK(technique->flags == 0x4); 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.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_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].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({ {"auto-create args", R"TECHNIQUE( { stateMap "passthrough"; vertexShader 3.0 "advanced.hlsl" { } pixelShader 3.0 "advanced.hlsl" { normalMapSampler = material.normalMap; colorMapSampler = material.colorMap; } vertex.position = code.position; vertex.color[0] = code.color; vertex.texcoord[0] = code.texcoord[0]; vertex.normal = code.normal; vertex.texcoord[2] = code.tangent; } )TECHNIQUE"}, {"manual args", R"TECHNIQUE( { stateMap "passthrough"; vertexShader 3.0 "advanced.hlsl" { worldMatrix = constant.worldMatrix; baseLightingCoords = constant.baseLightingCoords; viewProjectionMatrix = constant.viewProjectionMatrix; fogConsts = constant.fogConsts; } pixelShader 3.0 "advanced.hlsl" { attenuationSampler = sampler.attenuationSampler; normalMapSampler = material.normalMap; colorMapSampler = material.colorMap; modelLightingSampler = sampler.modelLightingSampler; fogColor = constant.fogColor; lightingLookupScale = constant.lightingLookupScale; lightPosition = constant.lightPosition; lightDiffuse = constant.lightDiffuse; lightSpotDir = constant.lightSpotDir; lightSpotFactors = constant.lightSpotFactors; } vertex.position = code.position; vertex.color[0] = code.color; vertex.texcoord[0] = code.texcoord[0]; vertex.normal = code.normal; vertex.texcoord[2] = code.tangent; } )TECHNIQUE"}, })); CAPTURE(inputName); searchPath.AddFileData("techniques/example_lit_spot.tech", inputData); GivenVertexShaderFile("advanced.hlsl", searchPath); GivenPixelShaderFile("advanced.hlsl", searchPath); auto result = loader->CreateSubAsset("example_lit_spot", context); REQUIRE(result.HasBeenSuccessful()); const auto* assetInfo = reinterpret_cast*>(result.GetAssetInfo()); const auto* technique = assetInfo->Asset(); CHECK(technique->name == "example_lit_spot"s); CHECK(technique->flags == 0x10); 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 == 5); 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); REQUIRE(pass.perPrimArgCount == 2); REQUIRE(pass.perObjArgCount == 2); REQUIRE(pass.stableArgCount == 10); 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_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].dest == 8); CHECK(pass.args[1].u.codeConst.index == CONST_SRC_CODE_BASE_LIGHTING_COORDS); CHECK(pass.args[1].u.codeConst.firstRow == 0); CHECK(pass.args[1].u.codeConst.rowCount == 1); CHECK(pass.args[2].type == MTL_ARG_CODE_VERTEX_CONST); CHECK(pass.args[2].dest == 0); CHECK(pass.args[2].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX); CHECK(pass.args[2].u.codeConst.firstRow == 0); CHECK(pass.args[2].u.codeConst.rowCount == 4); CHECK(pass.args[3].type == MTL_ARG_CODE_PIXEL_SAMPLER); CHECK(pass.args[3].dest == 6); CHECK(pass.args[3].u.codeSampler == TEXTURE_SRC_CODE_LIGHT_ATTENUATION); CHECK(pass.args[4].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER); CHECK(pass.args[4].dest == 5); CHECK(pass.args[4].u.nameHash == 0x59D30D0F); CHECK(pass.args[5].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER); CHECK(pass.args[5].dest == 0); CHECK(pass.args[5].u.nameHash == 0xA0AB1041); CHECK(pass.args[6].type == MTL_ARG_CODE_VERTEX_CONST); CHECK(pass.args[6].dest == 21); CHECK(pass.args[6].u.codeConst.index == CONST_SRC_CODE_FOG); CHECK(pass.args[6].u.codeConst.firstRow == 0); CHECK(pass.args[6].u.codeConst.rowCount == 1); CHECK(pass.args[7].type == MTL_ARG_CODE_PIXEL_SAMPLER); CHECK(pass.args[7].dest == 4); CHECK(pass.args[7].u.codeSampler == TEXTURE_SRC_CODE_MODEL_LIGHTING); CHECK(pass.args[8].type == MTL_ARG_CODE_PIXEL_CONST); CHECK(pass.args[8].dest == 0); CHECK(pass.args[8].u.codeConst.index == CONST_SRC_CODE_FOG_COLOR); CHECK(pass.args[8].u.codeConst.firstRow == 0); CHECK(pass.args[8].u.codeConst.rowCount == 1); CHECK(pass.args[9].type == MTL_ARG_CODE_PIXEL_CONST); CHECK(pass.args[9].dest == 5); CHECK(pass.args[9].u.codeConst.index == CONST_SRC_CODE_LIGHTING_LOOKUP_SCALE); CHECK(pass.args[9].u.codeConst.firstRow == 0); CHECK(pass.args[9].u.codeConst.rowCount == 1); CHECK(pass.args[10].type == MTL_ARG_CODE_PIXEL_CONST); CHECK(pass.args[10].dest == 6); CHECK(pass.args[10].u.codeConst.index == CONST_SRC_CODE_LIGHT_POSITION); 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].dest == 7); CHECK(pass.args[11].u.codeConst.index == CONST_SRC_CODE_LIGHT_DIFFUSE); CHECK(pass.args[11].u.codeConst.firstRow == 0); CHECK(pass.args[11].u.codeConst.rowCount == 1); CHECK(pass.args[12].type == MTL_ARG_CODE_PIXEL_CONST); CHECK(pass.args[12].dest == 8); CHECK(pass.args[12].u.codeConst.index == CONST_SRC_CODE_LIGHT_SPOTDIR); 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 == 9); CHECK(pass.args[13].u.codeConst.index == CONST_SRC_CODE_LIGHT_SPOTFACTORS); CHECK(pass.args[13].u.codeConst.firstRow == 0); CHECK(pass.args[13].u.codeConst.rowCount == 1); } }