refactor: route builtin object-id pass through shader assets

This commit is contained in:
2026-04-02 19:17:22 +08:00
parent 9f7d8fd68d
commit 11fb8f3585
8 changed files with 390 additions and 161 deletions

View File

@@ -1,10 +1,12 @@
#include <gtest/gtest.h>
#include <XCEngine/Rendering/Passes/BuiltinObjectIdPass.h>
#include <XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/RHI/RHIEnums.h>
using namespace XCEngine::Rendering::Pipelines;
using namespace XCEngine::Rendering::Passes;
using namespace XCEngine::Resources;
using namespace XCEngine::RHI;
@@ -34,3 +36,16 @@ TEST(BuiltinForwardPipeline_Test, UsesFloat3PositionInputLayoutForStaticMeshVert
EXPECT_EQ(texcoord.inputSlot, 0u);
EXPECT_EQ(texcoord.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
}
TEST(BuiltinObjectIdPass_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) {
const InputLayoutDesc inputLayout = BuiltinObjectIdPass::BuildInputLayout();
ASSERT_EQ(inputLayout.elements.size(), 1u);
const InputElementDesc& position = inputLayout.elements[0];
EXPECT_EQ(position.semanticName, "POSITION");
EXPECT_EQ(position.semanticIndex, 0u);
EXPECT_EQ(position.format, static_cast<uint32_t>(Format::R32G32B32_Float));
EXPECT_EQ(position.inputSlot, 0u);
EXPECT_EQ(position.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, position)));
}

View File

@@ -32,6 +32,7 @@ TEST(ShaderLoader, CanLoad) {
EXPECT_TRUE(loader.CanLoad("test.glsl"));
EXPECT_TRUE(loader.CanLoad("test.hlsl"));
EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png"));
}
@@ -100,6 +101,33 @@ TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
delete shader;
}
TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsBackendVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
ASSERT_TRUE(shader->IsValid());
const ShaderPass* pass = shader->FindPass("ObjectId");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 6u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ObjectId");
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
delete shader;
}
TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ResourceManager& manager = ResourceManager::Get();
manager.Shutdown();
@@ -109,6 +137,10 @@ TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ASSERT_TRUE(shaderHandle.IsValid());
ASSERT_NE(shaderHandle->FindPass("ForwardLit"), nullptr);
ResourceHandle<Shader> objectIdShaderHandle = manager.Load<Shader>(GetBuiltinObjectIdShaderPath());
ASSERT_TRUE(objectIdShaderHandle.IsValid());
ASSERT_NE(objectIdShaderHandle->FindPass("ObjectId"), nullptr);
manager.Shutdown();
}