forked from AcademySoftwareFoundation/MaterialX
-
Notifications
You must be signed in to change notification settings - Fork 25
Expand file tree
/
Copy pathGenMsl.cpp
More file actions
145 lines (115 loc) · 5.84 KB
/
GenMsl.cpp
File metadata and controls
145 lines (115 loc) · 5.84 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
//
// Copyright Contributors to the MaterialX Project
// SPDX-License-Identifier: Apache-2.0
//
#include <MaterialXTest/External/Catch/catch.hpp>
#include <MaterialXTest/MaterialXGenShader/GenShaderUtil.h>
#include <MaterialXTest/MaterialXGenMsl/GenMsl.h>
#include <MaterialXCore/Document.h>
#include <MaterialXFormat/File.h>
#include <MaterialXGenShader/TypeDesc.h>
#include <MaterialXGenMsl/MslShaderGenerator.h>
#include <MaterialXGenMsl/MslSyntax.h>
#include <MaterialXGenMsl/MslResourceBindingContext.h>
namespace mx = MaterialX;
TEST_CASE("GenShader: MSL Syntax Check", "[genmsl]")
{
mx::SyntaxPtr syntax = mx::MslSyntax::create();
REQUIRE(syntax->getTypeName(mx::Type::FLOAT) == "float");
REQUIRE(syntax->getTypeName(mx::Type::COLOR3) == "vec3");
REQUIRE(syntax->getTypeName(mx::Type::VECTOR3) == "vec3");
REQUIRE(syntax->getTypeName(mx::Type::BSDF) == "BSDF");
REQUIRE(syntax->getOutputTypeName(mx::Type::BSDF) == "thread BSDF&");
// Set fixed precision with one digit
mx::ScopedFloatFormatting format(mx::Value::FloatFormatFixed, 1);
std::string value;
value = syntax->getDefaultValue(mx::Type::FLOAT);
REQUIRE(value == "0.0");
value = syntax->getDefaultValue(mx::Type::COLOR3);
REQUIRE(value == "vec3(0.0)");
value = syntax->getDefaultValue(mx::Type::COLOR3, true);
REQUIRE(value == "vec3(0.0)");
value = syntax->getDefaultValue(mx::Type::COLOR4);
REQUIRE(value == "vec4(0.0)");
value = syntax->getDefaultValue(mx::Type::COLOR4, true);
REQUIRE(value == "vec4(0.0)");
value = syntax->getDefaultValue(mx::Type::FLOATARRAY, true);
REQUIRE(value.empty());
value = syntax->getDefaultValue(mx::Type::INTEGERARRAY, true);
REQUIRE(value.empty());
mx::ValuePtr floatValue = mx::Value::createValue<float>(42.0f);
value = syntax->getValue(mx::Type::FLOAT, *floatValue);
REQUIRE(value == "42.0");
value = syntax->getValue(mx::Type::FLOAT, *floatValue, true);
REQUIRE(value == "42.0");
mx::ValuePtr color3Value = mx::Value::createValue<mx::Color3>(mx::Color3(1.0f, 2.0f, 3.0f));
value = syntax->getValue(mx::Type::COLOR3, *color3Value);
REQUIRE(value == "vec3(1.0, 2.0, 3.0)");
value = syntax->getValue(mx::Type::COLOR3, *color3Value, true);
REQUIRE(value == "vec3(1.0, 2.0, 3.0)");
mx::ValuePtr color4Value = mx::Value::createValue<mx::Color4>(mx::Color4(1.0f, 2.0f, 3.0f, 4.0f));
value = syntax->getValue(mx::Type::COLOR4, *color4Value);
REQUIRE(value == "vec4(1.0, 2.0, 3.0, 4.0)");
value = syntax->getValue(mx::Type::COLOR4, *color4Value, true);
REQUIRE(value == "vec4(1.0, 2.0, 3.0, 4.0)");
std::vector<float> floatArray = { 0.1f, 0.2f, 0.3f, 0.4f, 0.5f, 0.6f, 0.7f };
mx::ValuePtr floatArrayValue = mx::Value::createValue<std::vector<float>>(floatArray);
value = syntax->getValue(mx::Type::FLOATARRAY, *floatArrayValue);
REQUIRE(value == "{0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7}");
std::vector<int> intArray = { 1, 2, 3, 4, 5, 6, 7 };
mx::ValuePtr intArrayValue = mx::Value::createValue<std::vector<int>>(intArray);
value = syntax->getValue(mx::Type::INTEGERARRAY, *intArrayValue);
REQUIRE(value == "{1, 2, 3, 4, 5, 6, 7}");
}
TEST_CASE("GenShader: MSL Implementation Check", "[genmsl]")
{
mx::GenContext context(mx::MslShaderGenerator::create());
mx::StringSet generatorSkipNodeTypes;
mx::StringSet generatorSkipNodeDefs;
GenShaderUtil::checkImplementations(context, generatorSkipNodeTypes, generatorSkipNodeDefs, 47);
}
TEST_CASE("GenShader: MSL Unique Names", "[genmsl]")
{
mx::GenContext context(mx::MslShaderGenerator::create());
context.registerSourceCodeSearchPath(mx::getDefaultDataSearchPath());
GenShaderUtil::testUniqueNames(context, mx::Stage::PIXEL);
}
TEST_CASE("GenShader: MSL Bind Light Shaders", "[genmsl]")
{
mx::FileSearchPath searchPath = mx::getDefaultDataSearchPath();
mx::DocumentPtr doc = mx::createDocument();
mx::loadLibraries({ "libraries" }, searchPath, doc);
mx::NodeDefPtr pointLightShader = doc->getNodeDef("ND_point_light");
mx::NodeDefPtr spotLightShader = doc->getNodeDef("ND_spot_light");
REQUIRE(pointLightShader != nullptr);
REQUIRE(spotLightShader != nullptr);
mx::GenContext context(mx::MslShaderGenerator::create());
context.registerSourceCodeSearchPath(searchPath);
mx::HwShaderGenerator::bindLightShader(*pointLightShader, 42, context);
REQUIRE_THROWS(mx::HwShaderGenerator::bindLightShader(*spotLightShader, 42, context));
mx::HwShaderGenerator::unbindLightShader(42, context);
REQUIRE_NOTHROW(mx::HwShaderGenerator::bindLightShader(*spotLightShader, 42, context));
REQUIRE_NOTHROW(mx::HwShaderGenerator::bindLightShader(*pointLightShader, 66, context));
mx::HwShaderGenerator::unbindLightShaders(context);
REQUIRE_NOTHROW(mx::HwShaderGenerator::bindLightShader(*spotLightShader, 66, context));
}
static void generateMslCode()
{
mx::FileSearchPath searchPath = mx::getDefaultDataSearchPath();
mx::FilePathVec testRootPaths;
testRootPaths.push_back(searchPath.find("resources/Materials/TestSuite"));
testRootPaths.push_back(searchPath.find("resources/Materials/Examples/StandardSurface"));
const mx::FilePath logPath("genmsl_msl23_layout_generate_test.txt");
bool writeShadersToDisk = false;
MslShaderGeneratorTester tester(mx::MslShaderGenerator::create(), testRootPaths, searchPath, logPath, writeShadersToDisk);
// Set binding context to handle resource binding layouts
tester.addUserData(mx::HW::USER_DATA_BINDING_CONTEXT, mx::MslResourceBindingContext::create());
const mx::GenOptions genOptions;
mx::FilePath optionsFilePath = searchPath.find("resources/Materials/TestSuite/_options.mtlx");
tester.validate(genOptions, optionsFilePath);
}
TEST_CASE("GenShader: MSL Shader with Layout Generation", "[genmsl]")
{
// Generate with standard MSL 2.3
generateMslCode();
}