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

@@ -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();
}