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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 02:49:19 +02:00

Validate shaders against GLSL 4.60 including compute stage

This commit is contained in:
2026-10-15 02:20:22 +02:00
parent 9e64244ebd
commit 9186819363
6 changed files with 62 additions and 12 deletions

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@@ -1,8 +0,0 @@
#pragma once
enum class logtype : unsigned int {
shader
};
inline void ErrorLog(const std::string &, logtype const)
{
}

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@@ -1,2 +1,16 @@
#!/bin/sh
g++ -std=c++17 -O2 -DSHADERVALIDATOR_STANDALONE ../ref/glad/src/glad.c ../gl/glsl_common.cpp ../gl/shader.cpp main.cpp -I../ref/glad/include -I../ref/glm -I. -o validateshaders
# Offline GLSL validator for shaders/ (the same preprocessing as gl::shader in the game, then glslangValidator).
#
# Requirements: g++ with C++20, glslangValidator in PATH (Debian/Ubuntu: apt install glslang-tools),
# submodule ref/glm (git submodule update --init ref/glm).
# Usage (Linux; build.sh works from any directory, validateshaders reads ../shaders/ so it runs from here):
# ci_shadervalidator/build.sh
# cd ci_shadervalidator && ./validateshaders
# Every .vert/.frag/.geom/.comp under shaders/ is checked twice (features on and off).
# Exit code is 0 when all shaders pass, 1 otherwise; failing shaders are listed at the end.
#
# The validator's own stdafx.h and utilities/{Globals,Logs}.h stand in for the game's headers,
# so the repository root must not be on the include path.
set -e
cd "$(dirname "$0")"
g++ -std=c++20 -O1 -DSHADERVALIDATOR_STANDALONE ../ref/glad/src/glad.c ../gl/glsl_common.cpp ../gl/shader.cpp main.cpp -I. -I../ref/glad/include -I../ref/glm -o validateshaders

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@@ -1,17 +1,20 @@
#include "stdafx.h"
#include "../gl/shader.h"
#include "../gl/glsl_common.h"
#include "Globals.h"
#include "utilities/Globals.h"
#include "utilities/Logs.h"
#include <iostream>
#include <fstream>
#include <cstdlib>
#include <filesystem>
#include <vector>
_global Global;
bool check_shader(std::string filename)
{
gl::shader shader_processor;
shader_processor.name = filename;
gl::glsl_common_setup();
std::pair<GLuint, std::string> source = shader_processor.process_source(filename, "../shaders/");
@@ -23,9 +26,17 @@ bool check_shader(std::string filename)
stage = "frag";
else if (source.first == GL_GEOMETRY_SHADER)
stage = "geom";
else if (source.first == GL_COMPUTE_SHADER)
stage = "comp";
else
return false;
if (ErrorLogged)
{
ErrorLogged = false;
return false;
}
std::ofstream file("/tmp/shader");
file << source.second;
file.close();
@@ -80,24 +91,38 @@ bool check_shader_confs(std::string filename)
int main()
{
if (system("glslangValidator --version > /dev/null 2>&1") != 0)
{
std::cerr << "glslangValidator not found in PATH" << std::endl;
return 1;
}
bool suc = true;
std::vector<std::string> failed;
for (auto &f : std::filesystem::recursive_directory_iterator("../shaders/")) {
if (!f.is_regular_file())
continue;
std::string relative = std::filesystem::relative(f.path(), "../shaders/").string();
if (f.path().extension() != ".frag" && f.path().extension() != ".geom" && f.path().extension() != ".vert")
auto const ext = f.path().extension();
if (ext != ".frag" && ext != ".geom" && ext != ".vert" && ext != ".comp")
continue;
std::cout << "== validating shader " << relative << ": " << std::flush;
if (!check_shader_confs(relative))
{
suc = false;
failed.push_back(relative);
}
}
if (suc)
std::cout << "==== all checks ok" << std::endl;
else {
std::cout << "==== checks failed" << std::endl;
std::cout << "==== checks failed:";
for (auto const &name : failed)
std::cout << " " << name;
std::cout << std::endl;
return 1;
}

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@@ -0,0 +1,16 @@
#pragma once
#include <iostream>
#include <string>
enum class logtype : unsigned int {
shader
};
// gl::shader reports #texture/#param parse errors through ErrorLog; the validator counts them as failures
inline bool ErrorLogged = false;
inline void ErrorLog(const std::string &str, logtype const)
{
std::cerr << str << std::endl;
ErrorLogged = true;
}

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@@ -86,6 +86,8 @@ std::pair<GLuint, std::string> gl::shader::process_source(const std::string &fil
type = GL_FRAGMENT_SHADER;
else if (strcend(filename, ".geom"))
type = GL_GEOMETRY_SHADER;
else if (strcend(filename, ".comp"))
type = GL_COMPUTE_SHADER;
else
throw shader_exception("unknown shader " + filename);
@@ -96,6 +98,7 @@ std::pair<GLuint, std::string> gl::shader::process_source(const std::string &fil
if (type == GL_VERTEX_SHADER) str += "#define STAGE_VERTEX 1\n";
else if (type == GL_FRAGMENT_SHADER) str += "#define STAGE_FRAGMENT 1\n";
else if (type == GL_GEOMETRY_SHADER) str += "#define STAGE_GEOMETRY 1\n";
else if (type == GL_COMPUTE_SHADER) str += "#define STAGE_COMPUTE 1\n";
str += "vec4 FBOUT(vec4 x) { return " + (Global.gfx_shadergamma ? std::string("vec4(pow(x.rgb, vec3(1.0 / 2.2)), x.a)") : std::string("x")) + "; }\n";
str += read_file(basedir + filename);