refactor(rendering): formalize pipeline selection and engine asset discovery
This commit is contained in:
@@ -707,6 +707,7 @@ TEST(BuiltinForwardPipeline_Test, RecordsMainSceneGraphPassWithSampledShadowDepe
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{},
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{ colorTarget },
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depthTarget,
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{},
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&executionSucceeded,
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&blackboard
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};
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@@ -818,6 +819,7 @@ TEST(NativeSceneRecorder_Test, RecordsExplicitSceneStepsInCallerOrder) {
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{},
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{ colorTarget },
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depthTarget,
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{},
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&executionSucceeded,
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&blackboard
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};
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@@ -922,6 +924,7 @@ TEST(NativeSceneRecorder_Test, RecordsSceneStepsThroughNativeSceneRendererContra
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{},
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{ colorTarget },
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depthTarget,
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{},
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&executionSucceeded,
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&blackboard
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};
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@@ -1467,6 +1470,7 @@ TEST(BuiltinForwardPipeline_Test, RecordsActiveFeatureInjectionPassesIntoMainSce
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{},
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{ colorTarget },
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depthTarget,
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{},
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&executionSucceeded,
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&blackboard
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};
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@@ -1567,6 +1571,7 @@ TEST(BuiltinForwardPipeline_Test, ForwardsSourceColorTextureIntoFeatureInjection
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sourceColor,
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{ colorTarget },
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depthTarget,
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{},
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&executionSucceeded,
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&blackboard
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};
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@@ -2133,7 +2138,7 @@ TEST(BuiltinForwardPipeline_Test, OpenGLRuntimeTranspilesForwardShadowVariantToL
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std::string::npos);
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EXPECT_NE(
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runtimeSource.find(
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"const float receiverDepth = shadowNdc.z * 0.5f + 0.5f - gShadowBiasAndTexelSize.x;"),
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"const float receiverDepth = shadowNdc.z * 0.5f + 0.5f - gShadowSampling.receiverDepthBias;"),
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std::string::npos);
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XCEngine::RHI::CompiledSpirvShader spirvShader = {};
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