Adopt binding plan for builtin object-id pass

This commit is contained in:
2026-04-03 17:05:38 +08:00
parent 5d24fd0337
commit 27014e613e
7 changed files with 132 additions and 9 deletions

View File

@@ -507,6 +507,11 @@ TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsBackendVariants) {
const ShaderPass* pass = shader->FindPass("ObjectId");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 1u);
EXPECT_EQ(pass->resources[0].semantic, "PerObject");
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[0].set, 0u);
EXPECT_EQ(pass->resources[0].binding, 0u);
ASSERT_EQ(pass->variants.Size(), 6u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");