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CI shader validation
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112
ci_shadervalidator/main.cpp
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112
ci_shadervalidator/main.cpp
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#include "stdafx.h"
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#include "../gl/shader.h"
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#include "../gl/glsl_common.h"
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#include "Globals.h"
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#include <iostream>
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#include <fstream>
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#include <cstdlib>
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#include <filesystem>
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_global Global;
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bool check_shader(std::string filename)
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{
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gl::shader shader_processor;
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gl::glsl_common_setup();
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std::pair<GLuint, std::string> source = shader_processor.process_source(filename, "../shaders/");
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std::string stage;
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if (source.first == GL_VERTEX_SHADER)
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stage = "vert";
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else if (source.first == GL_FRAGMENT_SHADER)
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stage = "frag";
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else if (source.first == GL_GEOMETRY_SHADER)
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stage = "geom";
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else
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return false;
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std::ofstream file("/tmp/shader");
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file << source.second;
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file.close();
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int ret = system(("glslangValidator -S " + stage + " /tmp/shader").c_str());
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return ret == 0;
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}
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bool check_shader_allopts(std::string filename)
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{
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bool suc = true;
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std::cout << "features on..." << std::flush;
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Global.gfx_shadowmap_enabled = true;
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Global.gfx_envmap_enabled = true;
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Global.gfx_postfx_motionblur_enabled = true;
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Global.gfx_skippipeline = false;
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Global.gfx_extraeffects = true;
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Global.gfx_shadergamma = true;
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if (!check_shader(filename))
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suc = false;
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std::cout << "done, features off..." << std::flush;
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Global.gfx_shadowmap_enabled = false;
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Global.gfx_envmap_enabled = false;
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Global.gfx_postfx_motionblur_enabled = false;
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Global.gfx_skippipeline = true;
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Global.gfx_extraeffects = false;
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Global.gfx_shadergamma = false;
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if (!check_shader(filename))
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suc = false;
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std::cout << "done" << std::flush;
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return suc;
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}
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bool check_shader_confs(std::string filename)
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{
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bool suc = true;
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std::cout << "desktop GL: " << std::flush;
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Global.gfx_usegles = false;
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if (!check_shader_allopts(filename))
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suc = false;
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std::cout << "; GLES: " << std::flush;
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GLAD_GL_ES_VERSION_3_1 = 1;
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Global.gfx_usegles = true;
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if (!check_shader_allopts(filename))
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suc = false;
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std::cout << std::endl;
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return suc;
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}
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int main()
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{
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bool suc = true;
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for (auto &f : std::filesystem::recursive_directory_iterator("../shaders/")) {
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if (!f.is_regular_file())
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continue;
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std::string relative = std::filesystem::relative(f.path(), "../shaders/").string();
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if (f.path().extension() != ".frag" && f.path().extension() != ".geom" && f.path().extension() != ".vert")
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continue;
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std::cout << "== validating shader " << relative << ": " << std::flush;
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if (!check_shader_confs(relative))
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suc = false;
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}
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if (suc)
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std::cout << "==== all checks ok" << std::endl;
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else {
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std::cout << "==== checks failed" << std::endl;
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return 1;
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}
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return 0;
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}
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