Tighten builtin pass metadata and remove skybox property fallbacks
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@@ -1076,7 +1076,7 @@ TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromBuilti
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ShaderPassTagEntry tag = {};
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tag.name = "LightMode";
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tag.value = "ForwardBase";
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tag.value = "ForwardLit";
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pass.tags.PushBack(tag);
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AppendDefaultBuiltinPassResources(pass);
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@@ -65,6 +65,37 @@ Material* CreateTestMaterial(const char* path, int32_t renderQueue) {
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return material;
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}
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Texture* CreateTestTexture(const char* path, TextureType type) {
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auto* texture = new Texture();
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IResource::ConstructParams params = {};
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params.name = path;
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params.path = path;
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params.guid = ResourceGUID::Generate(path);
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texture->Initialize(params);
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const uint32 arraySize =
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(type == TextureType::TextureCube || type == TextureType::TextureCubeArray) ? 6u : 1u;
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const unsigned char pixels[6 * 4] = {
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255, 255, 255, 255,
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255, 255, 255, 255,
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255, 255, 255, 255,
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255, 255, 255, 255,
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255, 255, 255, 255,
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255, 255, 255, 255
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};
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EXPECT_TRUE(texture->Create(
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1u,
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1u,
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1u,
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1u,
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type,
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TextureFormat::RGBA8_UNORM,
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pixels,
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static_cast<size_t>(arraySize) * 4u,
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arraySize));
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return texture;
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}
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TEST(RenderSceneExtractor_Test, SelectsHighestDepthPrimaryCameraAndVisibleObjects) {
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Scene scene("RenderScene");
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@@ -502,6 +533,46 @@ TEST(RenderMaterialUtility_Test, ShaderPassMetadataCanDriveBuiltinPassMatching)
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EXPECT_FALSE(MatchesBuiltinPass(&material, BuiltinMaterialPass::Unlit));
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}
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TEST(RenderMaterialUtility_Test, CanonicalBuiltinPassMetadataMatchesFinalColorAndPostProcessPasses) {
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ShaderPass finalColorPass = {};
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finalColorPass.name = "FinalColor";
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EXPECT_TRUE(ShaderPassMatchesBuiltinPass(finalColorPass, BuiltinMaterialPass::FinalColor));
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ShaderPass postProcessPass = {};
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postProcessPass.name = "ColorScale";
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EXPECT_TRUE(ShaderPassMatchesBuiltinPass(postProcessPass, BuiltinMaterialPass::PostProcess));
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}
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TEST(RenderMaterialUtility_Test, LegacyBuiltinPassAliasesDoNotMatchCanonicalBuiltinPasses) {
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ShaderPass forwardAliasByName = {};
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forwardAliasByName.name = "ForwardBase";
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EXPECT_FALSE(ShaderPassMatchesBuiltinPass(forwardAliasByName, BuiltinMaterialPass::ForwardLit));
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ShaderPassTagEntry forwardAliasTag = {};
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forwardAliasTag.name = "LightMode";
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forwardAliasTag.value = "ForwardBase";
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ShaderPass forwardAliasByTag = {};
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forwardAliasByTag.name = "Default";
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forwardAliasByTag.tags.PushBack(forwardAliasTag);
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EXPECT_FALSE(ShaderPassMatchesBuiltinPass(forwardAliasByTag, BuiltinMaterialPass::ForwardLit));
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ShaderPassTagEntry finalColorAliasTag = {};
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finalColorAliasTag.name = "LightMode";
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finalColorAliasTag.value = "FinalOutput";
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ShaderPass finalColorAliasPass = {};
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finalColorAliasPass.name = "Default";
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finalColorAliasPass.tags.PushBack(finalColorAliasTag);
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EXPECT_FALSE(ShaderPassMatchesBuiltinPass(finalColorAliasPass, BuiltinMaterialPass::FinalColor));
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ShaderPassTagEntry postProcessAliasTag = {};
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postProcessAliasTag.name = "LightMode";
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postProcessAliasTag.value = "PostProcess";
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ShaderPass postProcessAliasPass = {};
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postProcessAliasPass.name = "Default";
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postProcessAliasPass.tags.PushBack(postProcessAliasTag);
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EXPECT_FALSE(ShaderPassMatchesBuiltinPass(postProcessAliasPass, BuiltinMaterialPass::PostProcess));
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}
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TEST(RenderMaterialUtility_Test, ExplicitShaderPassMetadataDisablesImplicitForwardFallback) {
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Material material;
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auto* shader = new Shader();
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@@ -651,6 +722,84 @@ TEST(RenderMaterialUtility_Test, ResolvesBuiltinForwardMaterialContractFromShade
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EXPECT_EQ(ResolveBuiltinBaseColorTexture(&material), nullptr);
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}
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TEST(RenderMaterialUtility_Test, ResolvesBuiltinSkyboxMaterialContractFromShaderSemanticMetadata) {
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auto* shader = new Shader();
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ShaderPropertyDesc tintProperty = {};
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tintProperty.name = "SkyTintColor";
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tintProperty.type = ShaderPropertyType::Color;
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tintProperty.semantic = "Tint";
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shader->AddProperty(tintProperty);
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ShaderPropertyDesc exposureProperty = {};
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exposureProperty.name = "ExposureControl";
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exposureProperty.type = ShaderPropertyType::Float;
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exposureProperty.semantic = "Exposure";
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shader->AddProperty(exposureProperty);
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ShaderPropertyDesc rotationProperty = {};
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rotationProperty.name = "SkyYawDegrees";
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rotationProperty.type = ShaderPropertyType::Float;
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rotationProperty.semantic = "Rotation";
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shader->AddProperty(rotationProperty);
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ShaderPropertyDesc panoramicProperty = {};
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panoramicProperty.name = "SkyPanorama";
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panoramicProperty.type = ShaderPropertyType::Texture2D;
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panoramicProperty.semantic = "SkyboxPanoramicTexture";
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shader->AddProperty(panoramicProperty);
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Material panoramicMaterial;
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panoramicMaterial.SetShader(ResourceHandle<Shader>(shader));
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panoramicMaterial.SetFloat4("SkyTintColor", Vector4(0.2f, 0.3f, 0.4f, 1.0f));
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panoramicMaterial.SetFloat("ExposureControl", 1.35f);
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panoramicMaterial.SetFloat("SkyYawDegrees", 27.0f);
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Texture* panoramicTexture = CreateTestTexture("Textures/sky_panorama.texture", TextureType::Texture2D);
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panoramicMaterial.SetTexture("SkyPanorama", ResourceHandle<Texture>(panoramicTexture));
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EXPECT_EQ(ResolveSkyboxTint(&panoramicMaterial), Vector4(0.2f, 0.3f, 0.4f, 1.0f));
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EXPECT_FLOAT_EQ(ResolveSkyboxExposure(&panoramicMaterial), 1.35f);
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EXPECT_FLOAT_EQ(ResolveSkyboxRotationDegrees(&panoramicMaterial), 27.0f);
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EXPECT_EQ(ResolveSkyboxPanoramicTexture(&panoramicMaterial), panoramicTexture);
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EXPECT_EQ(ResolveSkyboxCubemapTexture(&panoramicMaterial), nullptr);
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EXPECT_EQ(ResolveSkyboxTextureMode(&panoramicMaterial), BuiltinSkyboxTextureMode::Panoramic);
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auto* cubemapShader = new Shader();
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ShaderPropertyDesc cubemapProperty = {};
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cubemapProperty.name = "EnvironmentCube";
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cubemapProperty.type = ShaderPropertyType::TextureCube;
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cubemapProperty.semantic = "SkyboxTexture";
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cubemapShader->AddProperty(cubemapProperty);
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Material cubemapMaterial;
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cubemapMaterial.SetShader(ResourceHandle<Shader>(cubemapShader));
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Texture* cubemapTexture = CreateTestTexture("Textures/sky_cube.texture", TextureType::TextureCube);
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cubemapMaterial.SetTexture("EnvironmentCube", ResourceHandle<Texture>(cubemapTexture));
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EXPECT_EQ(ResolveSkyboxPanoramicTexture(&cubemapMaterial), nullptr);
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EXPECT_EQ(ResolveSkyboxCubemapTexture(&cubemapMaterial), cubemapTexture);
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EXPECT_EQ(ResolveSkyboxTextureMode(&cubemapMaterial), BuiltinSkyboxTextureMode::Cubemap);
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}
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TEST(RenderMaterialUtility_Test, SkyboxMaterialDoesNotUseLegacyPropertyNameFallbacksWithoutSemanticMetadata) {
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Material material;
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material.SetFloat4("_Tint", Vector4(0.8f, 0.7f, 0.6f, 1.0f));
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material.SetFloat("_Exposure", 2.0f);
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material.SetFloat("_Rotation", 45.0f);
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Texture* panoramicTexture = CreateTestTexture("Textures/legacy_panorama.texture", TextureType::Texture2D);
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Texture* cubemapTexture = CreateTestTexture("Textures/legacy_cube.texture", TextureType::TextureCube);
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material.SetTexture("_MainTex", ResourceHandle<Texture>(panoramicTexture));
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material.SetTexture("_Tex", ResourceHandle<Texture>(cubemapTexture));
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EXPECT_EQ(ResolveSkyboxTint(&material), Vector4::One());
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EXPECT_FLOAT_EQ(ResolveSkyboxExposure(&material), 1.0f);
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EXPECT_FLOAT_EQ(ResolveSkyboxRotationDegrees(&material), 0.0f);
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EXPECT_EQ(ResolveSkyboxPanoramicTexture(&material), nullptr);
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EXPECT_EQ(ResolveSkyboxCubemapTexture(&material), nullptr);
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EXPECT_EQ(ResolveSkyboxTextureMode(&material), BuiltinSkyboxTextureMode::None);
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}
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TEST(RenderMaterialUtility_Test, ExposesSchemaDrivenMaterialConstantPayload) {
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auto* shader = new Shader();
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@@ -355,7 +355,7 @@ TEST(MaterialLoader, LoadMaterialWithAuthoringShaderResolvesShaderPass) {
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "ForwardBase" }
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Tags { "LightMode" = "ForwardLit" }
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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@@ -152,7 +152,7 @@ TEST(ShaderLoader, LoadShaderAuthoringBuildsMultiPassGenericVariants) {
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "ForwardBase", "Queue" = "Geometry" }
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Tags { "LightMode" = "ForwardLit", "Queue" = "Geometry" }
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HLSLPROGRAM
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#pragma target 4.5
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#pragma vertex MainVS
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@@ -228,7 +228,7 @@ TEST(ShaderLoader, LoadShaderAuthoringBuildsMultiPassGenericVariants) {
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EXPECT_EQ(forwardLitPass->resources.Size(), 8u);
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ASSERT_NE(FindPassTag(forwardLitPass, "LightMode"), nullptr);
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ASSERT_NE(FindPassTag(forwardLitPass, "Queue"), nullptr);
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EXPECT_EQ(FindPassTag(forwardLitPass, "LightMode")->value, "ForwardBase");
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EXPECT_EQ(FindPassTag(forwardLitPass, "LightMode")->value, "ForwardLit");
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EXPECT_EQ(FindPassTag(forwardLitPass, "Queue")->value, "Geometry");
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const ShaderStageVariant* d3d12Vertex = shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12);
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@@ -1631,7 +1631,7 @@ TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromAuthoringAndLoaderReads
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "ForwardBase" }
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Tags { "LightMode" = "ForwardLit" }
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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@@ -1720,7 +1720,7 @@ TEST(ShaderLoader, AssetDatabaseReimportsLegacyShaderArtifactHeaderBeforeLoad) {
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "ForwardBase" }
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Tags { "LightMode" = "ForwardLit" }
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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@@ -1888,7 +1888,7 @@ TEST(ShaderLoader, AssetDatabaseCreatesShaderArtifactFromAuthoringAndTracksInclu
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "ForwardBase" }
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Tags { "LightMode" = "ForwardLit" }
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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@@ -2031,7 +2031,7 @@ TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsAuthoringVariants) {
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EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
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EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
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EXPECT_EQ(pass->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "ForwardBase");
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EXPECT_EQ(pass->tags[0].value, "ForwardLit");
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const ShaderPropertyDesc* baseColorProperty = shader->FindProperty("_BaseColor");
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ASSERT_NE(baseColorProperty, nullptr);
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@@ -2601,7 +2601,7 @@ TEST(ShaderLoader, LoadBuiltinFinalColorShaderBuildsAuthoringVariants) {
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EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
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EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::Always);
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EXPECT_EQ(pass->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "FinalOutput");
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EXPECT_EQ(pass->tags[0].value, "FinalColor");
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const ShaderPropertyDesc* colorScaleProperty = shader->FindProperty("_ColorScale");
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ASSERT_NE(colorScaleProperty, nullptr);
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@@ -2684,7 +2684,7 @@ TEST(ShaderLoader, LoadBuiltinColorScalePostProcessShaderBuildsAuthoringVariants
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EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
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EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::Always);
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EXPECT_EQ(pass->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "PostProcess");
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EXPECT_EQ(pass->tags[0].value, "ColorScale");
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const ShaderPropertyDesc* colorScaleProperty = shader->FindProperty("_ColorScale");
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ASSERT_NE(colorScaleProperty, nullptr);
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