Add checked Slang shaders for GPU visibility and HZB

This commit is contained in:
Emil
2026-09-23 22:20:34 +03:00
parent f8cd73b95f
commit 0d2cae18fb
11 changed files with 560 additions and 13 deletions
+6 -2
View File
@@ -46,7 +46,9 @@ int main() {
try {
const auto bundle = temporary / "shaders";
fs::create_directories(bundle);
for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain"})
for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain",
"gpuVertexMain", "gpuShadowMain", "gpuCullMain",
"gpuHzbMain", "gpuPostCullMain"})
for (const auto* extension : {".spv", ".reflection.json"}) {
const auto name = std::string(entry) + extension;
fs::copy_file(path_from_utf8(FASET_TEST_SHADER_DIRECTORY) / name, bundle / name);
@@ -76,7 +78,9 @@ int main() {
require(deep_bundle.native().size() > 300,
"Shader file fixture must exceed the legacy Windows path limit");
fs::create_directories(native_io_path(deep_bundle));
for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain"})
for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain",
"gpuVertexMain", "gpuShadowMain", "gpuCullMain",
"gpuHzbMain", "gpuPostCullMain"})
for (const auto* extension : {".spv", ".reflection.json"}) {
const auto name = std::string(entry) + extension;
atomic_write(deep_bundle / name, read_text(bundle / name));