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GenMsl.cpp
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155 lines (122 loc) · 6.47 KB
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//
// 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());
mx::FilePath searchPath = mx::FilePath::getCurrentPath() / mx::FilePath("libraries");
context.registerSourceCodeSearchPath(searchPath);
GenShaderUtil::testUniqueNames(context, mx::Stage::PIXEL);
}
TEST_CASE("GenShader: MSL Bind Light Shaders", "[genmsl]")
{
mx::DocumentPtr doc = mx::createDocument();
mx::FileSearchPath searchPath;
searchPath.append(mx::FilePath::getCurrentPath() / mx::FilePath("libraries"));
loadLibraries({ "targets", "stdlib", "pbrlib", "lights" }, 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(mx::FilePath::getCurrentPath() / mx::FilePath("libraries"));
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()
{
const mx::FilePath testRootPath = mx::FilePath::getCurrentPath() / mx::FilePath("resources/Materials/TestSuite");
const mx::FilePath testRootPath2 = mx::FilePath::getCurrentPath() / mx::FilePath("resources/Materials/Examples/StandardSurface");
const mx::FilePath testRootPath3 = mx::FilePath::getCurrentPath() / mx::FilePath("resources/Materials/Examples/UsdPreviewSurface");
mx::FilePathVec testRootPaths;
testRootPaths.push_back(testRootPath);
testRootPaths.push_back(testRootPath2);
testRootPaths.push_back(testRootPath3);
const mx::FilePath libSearchPath = mx::FilePath::getCurrentPath() / mx::FilePath("libraries");
const mx::FileSearchPath srcSearchPath(libSearchPath.asString());
bool writeShadersToDisk = false;
const mx::GenOptions genOptions;
mx::FilePath optionsFilePath = testRootPath / mx::FilePath("_options.mtlx");
const mx::FilePath logPath("genmsl_msl23_layout_generate_test.txt");
MslShaderGeneratorTester tester(mx::MslShaderGenerator::create(), testRootPaths, libSearchPath, srcSearchPath, logPath, writeShadersToDisk);
// Set binding context to handle resource binding layouts
tester.addUserData(mx::HW::USER_DATA_BINDING_CONTEXT, mx::MslResourceBindingContext::create());
tester.validate(genOptions, optionsFilePath);
}
TEST_CASE("GenShader: MSL Shader with Layout Generation", "[genmsl]")
{
// Generate with standard MSL 2.3
generateMslCode();
}