test: add test for shader preprocess

This commit is contained in:
chyyran 2023-02-08 03:37:21 -05:00
parent 2128945c06
commit 44b2a797b4
4 changed files with 23 additions and 10 deletions

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@ -5,7 +5,7 @@ The following shaders are known to be broken due to various issues.
This list is updated as of [slang-shaders@`356678e`](https://github.com/libretro/slang-shaders/commit/356678ec53ca940a53fa509eff0b65bb63a403bb)
## Parsing errors
## Broken due to parsing errors
librashader's preset parser is somewhat stricter than RetroArch in what it accepts. All shaders and textures in a preset must
resolve to a fully canonical path to properly parse. The following shaders have broken paths.
@ -40,3 +40,9 @@ librashader's parser is fuzzed with slang-shaders and will accept invalid keys l
to account for shader presets that use these invalid constructs. No known shader presets fail to parse due to syntax errors
that haven't already been accounted for.
## Broken due to preprocessing errors
The preprocessor resolves `#include` pragmas in each `.slang` shader and recursively flattens files into a single compute unit.
* `misc/shaders/glass.slang`: Missing `misc/include/img/param_floats.h`.
* Looks like this was moved too deep, it references `../include/img/param_floats.h`, but the shader lives in the `misc/shaders/` folder.

1
Cargo.lock generated
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@ -793,6 +793,7 @@ dependencies = [
"librashader-common",
"librashader-presets",
"nom",
"rayon",
"rustc-hash",
"thiserror",
]

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@ -24,4 +24,5 @@ line_directives = []
[dev-dependencies]
glob = "0.3.1"
librashader-presets = { version = "0.1.0-beta.16", path = "../librashader-presets"}
librashader-presets = { version = "0.1.0-beta.16", path = "../librashader-presets"}
rayon = "1.6.1"

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@ -1,18 +1,23 @@
use glob::glob;
use librashader_preprocess::{PreprocessError, ShaderSource};
use librashader_preprocess::ShaderSource;
use librashader_presets::ShaderPreset;
use rayon::prelude::*;
#[test]
fn preprocess_all_slang_presets_parsed() {
for entry in glob("../test/slang-shaders/**/*.slangp").unwrap() {
if let Ok(path) = entry {
if let Ok(preset) = ShaderPreset::try_parse(&path) {
for shader in preset.shaders {
ShaderSource::load(&shader.name).expect(&format!(
"Failed to preprocess shader {} from preset {}",
shader.name.display(),
path.display()
));
}
preset.shaders.into_par_iter().for_each(|shader| {
if let Err(e) = ShaderSource::load(&shader.name) {
println!(
"Failed to preprocess shader {} from preset {}: {:?}",
shader.name.display(),
path.display(),
e
);
}
})
}
}
}