Add builtin unlit surface path
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@@ -78,6 +78,42 @@ TEST(BuiltinForwardPipeline_Test, BuiltinForwardShaderDeclaresExplicitForwardRes
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delete shader;
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}
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TEST(BuiltinForwardPipeline_Test, BuiltinUnlitShaderDeclaresExplicitSurfaceResourceContract) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinUnlitShaderPath());
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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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const ShaderPass* pass = shader->FindPass("Unlit");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->resources.Size(), 4u);
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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, 1u);
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EXPECT_EQ(pass->resources[0].binding, 0u);
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EXPECT_EQ(pass->resources[1].semantic, "Material");
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EXPECT_EQ(pass->resources[1].type, ShaderResourceType::ConstantBuffer);
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EXPECT_EQ(pass->resources[1].set, 2u);
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EXPECT_EQ(pass->resources[1].binding, 0u);
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EXPECT_EQ(pass->resources[2].semantic, "BaseColorTexture");
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EXPECT_EQ(pass->resources[2].type, ShaderResourceType::Texture2D);
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EXPECT_EQ(pass->resources[2].set, 3u);
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EXPECT_EQ(pass->resources[2].binding, 0u);
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EXPECT_EQ(pass->resources[3].semantic, "LinearClampSampler");
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EXPECT_EQ(pass->resources[3].type, ShaderResourceType::Sampler);
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EXPECT_EQ(pass->resources[3].set, 4u);
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EXPECT_EQ(pass->resources[3].binding, 0u);
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delete shader;
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}
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TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplicitForwardResources) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
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@@ -106,6 +142,34 @@ TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplic
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delete shader;
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}
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TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplicitUnlitResources) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinUnlitShaderPath());
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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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const ShaderPass* pass = shader->FindPass("Unlit");
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ASSERT_NE(pass, nullptr);
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BuiltinPassResourceBindingPlan plan = {};
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String error;
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EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
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EXPECT_TRUE(plan.perObject.IsValid());
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EXPECT_TRUE(plan.material.IsValid());
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EXPECT_TRUE(plan.baseColorTexture.IsValid());
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EXPECT_TRUE(plan.linearClampSampler.IsValid());
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EXPECT_EQ(plan.firstDescriptorSet, 1u);
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EXPECT_EQ(plan.descriptorSetCount, 4u);
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EXPECT_TRUE(plan.usesConstantBuffers);
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EXPECT_TRUE(plan.usesTextures);
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EXPECT_TRUE(plan.usesSamplers);
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delete shader;
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}
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TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromLegacyFallbackResources) {
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const Array<ShaderResourceBindingDesc> bindings = BuildLegacyBuiltinForwardPassResourceBindings();
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ASSERT_EQ(bindings.Size(), 4u);
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