shader validation checks
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106
tests/ShaderSlangValidationTests.cpp
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106
tests/ShaderSlangValidationTests.cpp
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#include "ShaderCompiler.h"
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#include "ShaderPackageRegistry.h"
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#include <filesystem>
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#include <iostream>
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#include <map>
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#include <string>
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#include <vector>
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namespace
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{
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int gFailures = 0;
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void Fail(const std::string& message)
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{
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std::cerr << "FAIL: " << message << "\n";
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++gFailures;
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}
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std::filesystem::path FindRepoRoot()
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{
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std::filesystem::path current = std::filesystem::current_path();
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for (;;)
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{
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if (std::filesystem::exists(current / "shaders") &&
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std::filesystem::exists(current / "runtime" / "templates" / "shader_wrapper.slang.in"))
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{
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return current;
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}
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if (!current.has_parent_path() || current.parent_path() == current)
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return std::filesystem::path();
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current = current.parent_path();
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}
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}
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bool IsExpectedInvalidPackage(const ShaderPackageStatus& status)
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{
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return status.id.find("broken-shader-example") != std::string::npos &&
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status.error.find("Unsupported parameter type") != std::string::npos;
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}
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}
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int main()
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{
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const std::filesystem::path repoRoot = FindRepoRoot();
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if (repoRoot.empty())
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{
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Fail("Could not locate repository root from current working directory.");
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return 1;
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}
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std::map<std::string, ShaderPackage> packagesById;
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std::vector<std::string> packageOrder;
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std::vector<ShaderPackageStatus> packageStatuses;
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std::string error;
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ShaderPackageRegistry registry(12);
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if (!registry.Scan(repoRoot / "shaders", packagesById, packageOrder, packageStatuses, error))
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{
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Fail("Shader package scan failed: " + error);
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return 1;
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}
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for (const ShaderPackageStatus& status : packageStatuses)
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{
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if (status.available || IsExpectedInvalidPackage(status))
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continue;
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Fail("Unexpected invalid shader package '" + status.id + "': " + status.error);
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}
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const std::filesystem::path validationRoot = repoRoot / "runtime" / "shader_validation";
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const std::filesystem::path wrapperPath = validationRoot / "validation_shader_wrapper.slang";
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const std::filesystem::path generatedGlslPath = validationRoot / "validation_shader.raw.frag";
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const std::filesystem::path patchedGlslPath = validationRoot / "validation_shader.frag";
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ShaderCompiler compiler(repoRoot, wrapperPath, generatedGlslPath, patchedGlslPath, 12);
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for (const std::string& packageId : packageOrder)
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{
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auto packageIt = packagesById.find(packageId);
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if (packageIt == packagesById.end())
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continue;
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std::string fragmentShaderSource;
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std::string compileError;
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if (!compiler.BuildLayerFragmentShaderSource(packageIt->second, fragmentShaderSource, compileError))
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{
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Fail("Shader package '" + packageId + "' failed Slang validation: " + compileError);
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continue;
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}
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if (fragmentShaderSource.find("#version 430 core") == std::string::npos)
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Fail("Shader package '" + packageId + "' generated GLSL without the expected patched GLSL version header.");
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}
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std::error_code removeError;
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std::filesystem::remove_all(validationRoot, removeError);
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if (gFailures != 0)
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{
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std::cerr << gFailures << " shader Slang validation failure(s).\n";
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return 1;
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}
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std::cout << "Validated " << packagesById.size() << " shader package(s) through Slang.\n";
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return 0;
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}
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