Move scene viewport shaders into editor resources
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@@ -44,8 +44,6 @@ TEST(ShaderLoader, CanLoad) {
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EXPECT_TRUE(loader.CanLoad("test.xcshader"));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdOutlineShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinInfiniteGridShaderPath()));
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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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@@ -545,72 +543,6 @@ TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsBackendVariants) {
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delete shader;
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}
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TEST(ShaderLoader, LoadBuiltinInfiniteGridShaderBuildsD3D12Variants) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinInfiniteGridShaderPath());
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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("InfiniteGrid");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 2u);
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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, "InfiniteGrid");
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EXPECT_NE(shader->FindVariant("InfiniteGrid", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("InfiniteGrid", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_EQ(shader->FindVariant("InfiniteGrid", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
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EXPECT_EQ(shader->FindVariant("InfiniteGrid", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
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"InfiniteGrid",
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ShaderType::Fragment,
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ShaderBackend::D3D12);
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ASSERT_NE(d3d12Fragment, nullptr);
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EXPECT_NE(std::string(d3d12Fragment->sourceCode.CStr()).find("XC_BUILTIN_INFINITE_GRID_D3D12_PS"), std::string::npos);
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delete shader;
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}
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TEST(ShaderLoader, LoadBuiltinObjectIdOutlineShaderBuildsD3D12Variants) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinObjectIdOutlineShaderPath());
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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("ObjectIdOutline");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 2u);
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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, "ObjectIdOutline");
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EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
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EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
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"ObjectIdOutline",
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ShaderType::Fragment,
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ShaderBackend::D3D12);
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ASSERT_NE(d3d12Fragment, nullptr);
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EXPECT_NE(
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std::string(d3d12Fragment->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_OUTLINE_D3D12_PS"),
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std::string::npos);
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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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@@ -624,14 +556,6 @@ TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
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ASSERT_TRUE(objectIdShaderHandle.IsValid());
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ASSERT_NE(objectIdShaderHandle->FindPass("ObjectId"), nullptr);
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ResourceHandle<Shader> objectIdOutlineShaderHandle = manager.Load<Shader>(GetBuiltinObjectIdOutlineShaderPath());
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ASSERT_TRUE(objectIdOutlineShaderHandle.IsValid());
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ASSERT_NE(objectIdOutlineShaderHandle->FindPass("ObjectIdOutline"), nullptr);
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ResourceHandle<Shader> infiniteGridShaderHandle = manager.Load<Shader>(GetBuiltinInfiniteGridShaderPath());
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ASSERT_TRUE(infiniteGridShaderHandle.IsValid());
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ASSERT_NE(infiniteGridShaderHandle->FindPass("InfiniteGrid"), nullptr);
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manager.Shutdown();
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}
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@@ -681,18 +605,6 @@ TEST(ShaderLoader, ResourceManagerLoadsBuiltinShadersOutsideProjectWorkingDirect
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ShaderType::Fragment,
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ShaderBackend::Vulkan,
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"XC_BUILTIN_OBJECT_ID_VULKAN_PS");
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expectBuiltinShader(
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GetBuiltinObjectIdOutlineShaderPath(),
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"ObjectIdOutline",
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ShaderType::Fragment,
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ShaderBackend::D3D12,
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"XC_BUILTIN_OBJECT_ID_OUTLINE_D3D12_PS");
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expectBuiltinShader(
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GetBuiltinInfiniteGridShaderPath(),
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"InfiniteGrid",
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ShaderType::Fragment,
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ShaderBackend::D3D12,
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"XC_BUILTIN_INFINITE_GRID_D3D12_PS");
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fs::current_path(previousPath);
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manager.SetResourceRoot(previousResourceRoot);
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