refactor: route builtin object-id pass through shader assets
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@@ -1,10 +1,12 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Rendering/Passes/BuiltinObjectIdPass.h>
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#include <XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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#include <XCEngine/RHI/RHIEnums.h>
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using namespace XCEngine::Rendering::Pipelines;
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using namespace XCEngine::Rendering::Passes;
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using namespace XCEngine::Resources;
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using namespace XCEngine::RHI;
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@@ -34,3 +36,16 @@ TEST(BuiltinForwardPipeline_Test, UsesFloat3PositionInputLayoutForStaticMeshVert
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EXPECT_EQ(texcoord.inputSlot, 0u);
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EXPECT_EQ(texcoord.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
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}
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TEST(BuiltinObjectIdPass_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) {
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const InputLayoutDesc inputLayout = BuiltinObjectIdPass::BuildInputLayout();
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ASSERT_EQ(inputLayout.elements.size(), 1u);
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const InputElementDesc& position = inputLayout.elements[0];
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EXPECT_EQ(position.semanticName, "POSITION");
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EXPECT_EQ(position.semanticIndex, 0u);
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EXPECT_EQ(position.format, static_cast<uint32_t>(Format::R32G32B32_Float));
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EXPECT_EQ(position.inputSlot, 0u);
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EXPECT_EQ(position.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, position)));
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}
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@@ -32,6 +32,7 @@ TEST(ShaderLoader, CanLoad) {
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EXPECT_TRUE(loader.CanLoad("test.glsl"));
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EXPECT_TRUE(loader.CanLoad("test.hlsl"));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
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EXPECT_FALSE(loader.CanLoad("test.txt"));
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EXPECT_FALSE(loader.CanLoad("test.png"));
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}
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@@ -100,6 +101,33 @@ TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
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delete shader;
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}
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TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsBackendVariants) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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ASSERT_TRUE(shader->IsValid());
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const ShaderPass* pass = shader->FindPass("ObjectId");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 6u);
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ASSERT_EQ(pass->tags.Size(), 1u);
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EXPECT_EQ(pass->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "ObjectId");
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
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delete shader;
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}
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TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
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ResourceManager& manager = ResourceManager::Get();
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manager.Shutdown();
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@@ -109,6 +137,10 @@ TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
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ASSERT_TRUE(shaderHandle.IsValid());
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ASSERT_NE(shaderHandle->FindPass("ForwardLit"), nullptr);
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ResourceHandle<Shader> objectIdShaderHandle = manager.Load<Shader>(GetBuiltinObjectIdShaderPath());
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ASSERT_TRUE(objectIdShaderHandle.IsValid());
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ASSERT_NE(objectIdShaderHandle->FindPass("ObjectId"), nullptr);
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manager.Shutdown();
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}
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