Adopt binding plan for builtin object-id pass
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@@ -507,6 +507,11 @@ TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsBackendVariants) {
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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->resources.Size(), 1u);
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EXPECT_EQ(pass->resources[0].semantic, "PerObject");
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EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
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EXPECT_EQ(pass->resources[0].set, 0u);
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EXPECT_EQ(pass->resources[0].binding, 0u);
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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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