test(shader): variants through the Shader API and through Build()

ShaderCompile registers one source twice and checks that the variant
gets its own output name, takes the other #ifdef branch and receives
the value of a NAME=VALUE define. Staleness is pinned per output: while
only the plain output exists the variant must still be due, or Build()
would never compile a variant added to a built project. Malformed
defines and a variant with a path separator must be refused by name.

ShaderVariantBuild drives the same through Build(), which is where the
entries compile in parallel into one directory: a variant added to an
already built configuration is compiled into its own file, and two
entries with one output name fail the build without touching the
existing output. Its fixture tests the macro with `#if`, which pins
that a bare define is 1 and not empty.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
Jorijn van der Graaf 2026-10-06 16:50:41 +02:00
commit 51d87a990f
Signed by: jorijnvdgraaf
GPG key ID: 2937E59CDCC1BCFB
6 changed files with 229 additions and 1 deletions

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@ -0,0 +1,15 @@
#version 450
// Compiled twice by the ShaderCompile test: once as is, once with VARIANT_RED
// and VARIANT_ALPHA=0.5 defined. The red branch does not compile unless the
// NAME=VALUE define arrives, and the two outputs only differ if the bare one
// does.
layout(location = 0) out vec4 outColor;
void main() {
#ifdef VARIANT_RED
outColor = vec4(1.0, 0.0, 0.0, VARIANT_ALPHA);
#else
outColor = vec4(0.0, 1.0, 0.0, 1.0);
#endif
}

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@ -8,7 +8,10 @@ using namespace Crafter;
// Compile a tiny GLSL fragment shader directly via the Shader API. Verifies
// the SPIR-V output lands in the target dir and starts with the SPIR-V magic
// number, without dragging in the full Build() pipeline.
// number, without dragging in the full Build() pipeline. The second half
// registers one source twice, with and without defines, and checks that the
// variant gets its own output, its own staleness and the other #ifdef branch
// (tests/ShaderVariantBuild drives the same thing through Build()).
int main() {
fs::path src = fs::current_path() / "tests" / "ShaderCompile" / "fixture" / "triangle.frag";
if (!fs::exists(src)) {
@ -52,5 +55,75 @@ int main() {
std::println(std::cerr, "Shader::Check returned false on an up-to-date spv");
return 1;
}
// One source registered twice: the second entry carries defines and a
// variant name. It must land in its own file instead of overwriting the
// first, and it must take the other #ifdef branch. Crafter.Graphics ships
// each UI shader in a descriptor-heap and a descriptor-set flavour this
// way; if the variant were dropped from the output name, whichever compile
// finished last would silently win.
fs::path variantSrc = fs::current_path() / "tests" / "ShaderCompile" / "fixture" / "variant.frag";
Shader plain(fs::path(variantSrc), "main", ShaderType::Fragment);
Shader red(fs::path(variantSrc), "main", ShaderType::Fragment);
red.defines = {"VARIANT_RED", "VARIANT_ALPHA=0.5"};
red.variant = "red";
if (plain.OutputName() != "variant.spv" || red.OutputName() != "variant.red.spv") {
std::println(std::cerr, "unexpected output names: {} and {}", plain.OutputName().string(), red.OutputName().string());
return 1;
}
for (const Shader* each : {&plain, &red}) {
// Staleness is per output, not per source: while only variant.spv
// exists, the variant is still due. A Check() that ignored the
// variant would call it up to date here, and Build() would then
// never compile a variant added to an already built project.
if (each == &red && red.Check(outDir)) {
std::println(std::cerr, "Shader::Check called the variant up to date before it was ever compiled");
return 1;
}
std::string variantErr = each->Compile(outDir, includeDirs);
if (!variantErr.empty()) {
std::println(std::cerr, "variant shader compile failed: {}", variantErr);
return 1;
}
if (!each->Check(outDir)) {
std::println(std::cerr, "Shader::Check returned false for {}", each->OutputName().string());
return 1;
}
}
// Malformed defines and variants are refused by name. Left to glslang, an
// empty macro name surfaces as "-1:<line>" with no file, and a variant
// with a separator as a failed open after the whole compile.
for (const char* bad : {"", "=1", "A\nB"}) {
Shader malformed(fs::path(variantSrc), "main", ShaderType::Fragment);
malformed.defines = {bad};
malformed.variant = "malformed";
if (!malformed.Compile(outDir, includeDirs).contains("invalid shader define")) {
std::println(std::cerr, "a malformed define was not rejected by name");
return 1;
}
}
Shader nested(fs::path(variantSrc), "main", ShaderType::Fragment);
nested.variant = "sub/red";
if (!nested.Compile(outDir, includeDirs).contains("path separator")) {
std::println(std::cerr, "a variant with a path separator was not rejected by name");
return 1;
}
auto readAll = [](const fs::path& file) {
std::ifstream stream(file, std::ios::binary);
return std::string(std::istreambuf_iterator<char>(stream), std::istreambuf_iterator<char>());
};
std::string plainSpv = readAll(outDir / "variant.spv");
std::string redSpv = readAll(outDir / "variant.red.spv");
if (plainSpv.empty() || redSpv.empty()) {
std::println(std::cerr, "a variant output is missing or empty");
return 1;
}
if (plainSpv == redSpv) {
std::println(std::cerr, "both variants compiled to the same SPIR-V: the defines did not reach the preprocessor");
return 1;
}
return 0;
}

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@ -0,0 +1,6 @@
// SPDX-License-Identifier: LGPL-3.0-only
// SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
int main() {
return 0;
}

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@ -0,0 +1,12 @@
#version 450
// Built twice by the ShaderVariantBuild test: as is, and with TINT_RED defined.
layout(location = 0) out vec4 outColor;
void main() {
#if TINT_RED
outColor = vec4(1.0, 0.0, 0.0, 1.0);
#else
outColor = vec4(0.0, 1.0, 0.0, 1.0);
#endif
}

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@ -0,0 +1,121 @@
// SPDX-License-Identifier: LGPL-3.0-only
// SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
import std;
import Crafter.Build;
namespace fs = std::filesystem;
using namespace Crafter;
// One shader source can be registered more than once, each entry with its own
// defines and a variant that names its output ("tint.spv", "tint.red.spv").
// Build() compiles the entries in parallel into one directory, which is where
// the feature can go wrong in ways the Shader API alone does not show:
//
// - both entries must land in the bin dir, with different contents;
// - an entry added later must still be compiled when the other one's output
// is already there and up to date;
// - two entries that would write the same file (defines set, variant
// forgotten) used to race silently: the file held whichever compile
// finished last, the build reported success, and Check() called both up
// to date from then on. That has to be a build error naming the cause.
//
// The fixture's `#if TINT_RED` also pins that a bare define is defined to 1,
// like the compiler's -D: an empty definition would not compile.
namespace {
std::int32_t Failures = 0;
void Check(bool cond, std::string_view msg) {
if (!cond) {
std::println(std::cerr, "FAIL: {}", msg);
++Failures;
}
}
// Shader outputs are compared by mtime against the source, and the test
// adds an entry between passes, so work on a fresh copy outside the repo.
fs::path StageFixture() {
fs::path source = fs::current_path() / "tests" / "ShaderVariantBuild" / "fixture";
fs::path staged = fs::temp_directory_path() / "crafter-build-shader-variant-build";
fs::remove_all(staged);
fs::copy(source, staged, fs::copy_options::recursive);
return staged;
}
Configuration MakeApp(const fs::path& staged) {
Configuration app;
app.path = staged;
app.name = "tinted";
app.outputName = "tinted";
app.target = HostTarget();
app.type = ConfigurationType::Executable;
std::array<fs::path, 0> ifaces = {};
std::array<fs::path, 1> impls = { "main" };
app.GetInterfacesAndImplementations(ifaces, impls);
return app;
}
Shader& AddTint(Configuration& app, const fs::path& staged) {
return app.shaders.emplace_back(staged / "tint.frag", std::string("main"), ShaderType::Fragment);
}
BuildResult BuildOnce(Configuration& app) {
// A fresh depResults per pass: the map memoizes a Configuration's
// build for the duration of one pass.
std::unordered_map<fs::path, std::shared_future<BuildResult>> depResults;
std::mutex depMutex;
return Build(app, depResults, depMutex);
}
std::string ReadAll(const fs::path& file) {
std::ifstream stream(file, std::ios::binary);
return std::string(std::istreambuf_iterator<char>(stream), std::istreambuf_iterator<char>());
}
}
int main() {
const fs::path staged = StageFixture();
// Pass 1: the plain entry alone.
Configuration app = MakeApp(staged);
AddTint(app, staged);
BuildResult first = BuildOnce(app);
Check(first.result.empty(), std::format("the plain entry builds: {}", first.result));
const fs::path plainSpv = app.BinDir() / "tint.spv";
const fs::path redSpv = app.BinDir() / "tint.red.spv";
Check(fs::exists(plainSpv), "tint.spv is in the bin dir");
Check(!fs::exists(redSpv), "no variant output before the variant is registered");
// Pass 2: the variant is added while tint.spv is already up to date. It
// has its own staleness check and must be compiled, into its own file.
Shader& red = AddTint(app, staged);
red.defines = {"TINT_RED"};
red.variant = "red";
BuildResult second = BuildOnce(app);
Check(second.result.empty(), std::format("plain + variant builds: {}", second.result));
Check(fs::exists(redSpv), "tint.red.spv is in the bin dir");
const std::string plainBytes = ReadAll(plainSpv);
const std::string redBytes = ReadAll(redSpv);
Check(!plainBytes.empty() && !redBytes.empty(), "both outputs have content");
Check(plainBytes != redBytes, "the variant took the other #if branch");
// Pass 3: the same define without a variant. Both entries would write
// tint.spv, so the build has to stop and say so, and must leave the file
// from pass 2 alone.
Configuration clash = MakeApp(staged);
AddTint(clash, staged);
Shader& unnamed = AddTint(clash, staged);
unnamed.defines = {"TINT_RED"};
BuildResult third = BuildOnce(clash);
Check(!third.result.empty(), "two entries with one output name fail the build");
Check(third.result.contains("tint.spv") && third.result.contains("variant"), std::format("the error names the file and the fix: {}", third.result));
Check(ReadAll(plainSpv) == plainBytes, "the existing output is not overwritten by the failed build");
std::error_code ec;
fs::remove_all(staged, ec);
if (Failures > 0) {
std::println(std::cerr, "{} assertions failed", Failures);
return 1;
}
return 0;
}