removed hard coded shader start up
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This commit is contained in:
Aiden
2026-05-30 20:57:01 +10:00
parent 0f3db3ba1b
commit 067c606092
13 changed files with 62 additions and 20 deletions

View File

@@ -180,6 +180,22 @@ void TestRejectsUnsupportedStartupShader()
std::filesystem::remove_all(root);
}
void TestEmptyStartupShaderKeepsModelEmpty()
{
std::filesystem::path root;
RenderCadenceCompositor::SupportedShaderCatalog catalog = MakeCatalog(root);
RenderCadenceCompositor::RuntimeLayerModel model;
std::string error = "unexpected";
Expect(model.InitializeSingleLayer(catalog, "", error), "empty startup shader is accepted");
Expect(error.empty(), "empty startup shader reports no error");
Expect(model.FirstLayerId().empty(), "empty startup shader creates no startup layer");
Expect(model.Snapshot().displayLayers.empty(), "empty startup shader leaves display model empty");
Expect(model.PendingLayerBuilds().empty(), "empty startup shader queues no build");
std::filesystem::remove_all(root);
}
void TestBuildFailureStaysDisplaySide()
{
std::filesystem::path root;
@@ -576,6 +592,7 @@ int main()
{
TestSingleLayerLifecycle();
TestRejectsUnsupportedStartupShader();
TestEmptyStartupShaderKeepsModelEmpty();
TestBuildFailureStaysDisplaySide();
TestAddAndRemoveLayers();
TestSnapshotCompileMessageSummarizesLayerStack();