Validate renderer shader descriptors
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@@ -5,6 +5,34 @@
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namespace pp::renderer {
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namespace {
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[[nodiscard]] bool is_empty_c_string(const char* text) noexcept
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{
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return text == nullptr || text[0] == '\0';
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}
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[[nodiscard]] pp::foundation::Status validate_shader_stage_source(
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ShaderStageSource source,
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const char* stage_name) noexcept
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{
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if (is_empty_c_string(source.entry_point)) {
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return pp::foundation::Status::invalid_argument(stage_name);
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}
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if (source.source == nullptr || source.source_size == 0U) {
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return pp::foundation::Status::invalid_argument("shader source must not be empty");
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}
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if (source.source_size > max_shader_source_bytes) {
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return pp::foundation::Status::out_of_range("shader source exceeds the configured limit");
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}
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return pp::foundation::Status::success();
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}
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}
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std::uint32_t bytes_per_pixel(TextureFormat format) noexcept
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{
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switch (format) {
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@@ -123,6 +151,29 @@ pp::foundation::Status validate_mesh_desc(MeshDesc desc) noexcept
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return pp::foundation::Status::invalid_argument("mesh topology is not supported");
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}
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pp::foundation::Status validate_shader_program_desc(ShaderProgramDesc desc) noexcept
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{
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if (desc.debug_name == nullptr) {
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return pp::foundation::Status::invalid_argument("shader debug name must not be null");
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}
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const auto vertex_status = validate_shader_stage_source(
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desc.vertex,
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"vertex shader entry point must not be empty");
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if (!vertex_status.ok()) {
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return vertex_status;
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}
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const auto fragment_status = validate_shader_stage_source(
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desc.fragment,
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"fragment shader entry point must not be empty");
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if (!fragment_status.ok()) {
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return fragment_status;
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}
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return pp::foundation::Status::success();
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}
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pp::foundation::Status validate_readback_region(TextureDesc desc, ReadbackRegion region) noexcept
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{
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const auto extent_status = validate_extent(desc.extent);
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