test: add test for shader preprocess
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@ -5,7 +5,7 @@ The following shaders are known to be broken due to various issues.
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This list is updated as of [slang-shaders@`356678e`](https://github.com/libretro/slang-shaders/commit/356678ec53ca940a53fa509eff0b65bb63a403bb)
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## Parsing errors
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## Broken due to parsing errors
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librashader's preset parser is somewhat stricter than RetroArch in what it accepts. All shaders and textures in a preset must
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resolve to a fully canonical path to properly parse. The following shaders have broken paths.
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@ -40,3 +40,9 @@ librashader's parser is fuzzed with slang-shaders and will accept invalid keys l
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to account for shader presets that use these invalid constructs. No known shader presets fail to parse due to syntax errors
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that haven't already been accounted for.
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## Broken due to preprocessing errors
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The preprocessor resolves `#include` pragmas in each `.slang` shader and recursively flattens files into a single compute unit.
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* `misc/shaders/glass.slang`: Missing `misc/include/img/param_floats.h`.
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* Looks like this was moved too deep, it references `../include/img/param_floats.h`, but the shader lives in the `misc/shaders/` folder.
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1
Cargo.lock
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1
Cargo.lock
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@ -793,6 +793,7 @@ dependencies = [
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"librashader-common",
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"librashader-presets",
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"nom",
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"rayon",
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"rustc-hash",
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"thiserror",
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]
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@ -25,3 +25,4 @@ line_directives = []
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[dev-dependencies]
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glob = "0.3.1"
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librashader-presets = { version = "0.1.0-beta.16", path = "../librashader-presets"}
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rayon = "1.6.1"
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@ -1,18 +1,23 @@
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use glob::glob;
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use librashader_preprocess::{PreprocessError, ShaderSource};
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use librashader_preprocess::ShaderSource;
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use librashader_presets::ShaderPreset;
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use rayon::prelude::*;
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#[test]
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fn preprocess_all_slang_presets_parsed() {
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for entry in glob("../test/slang-shaders/**/*.slangp").unwrap() {
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if let Ok(path) = entry {
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if let Ok(preset) = ShaderPreset::try_parse(&path) {
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for shader in preset.shaders {
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ShaderSource::load(&shader.name).expect(&format!(
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"Failed to preprocess shader {} from preset {}",
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preset.shaders.into_par_iter().for_each(|shader| {
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if let Err(e) = ShaderSource::load(&shader.name) {
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println!(
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"Failed to preprocess shader {} from preset {}: {:?}",
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shader.name.display(),
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path.display()
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));
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path.display(),
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e
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);
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}
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})
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}
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}
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}
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