rendering: formalize legacy material shader pass hints

This commit is contained in:
2026-04-07 09:49:21 +08:00
parent 7f4b647394
commit 558b6438cf
10 changed files with 216 additions and 48 deletions

View File

@@ -7,6 +7,7 @@
#include <XCEngine/Rendering/Builtin/BuiltinPassMetadataUtils.h>
#include <XCEngine/Rendering/FrameData/VisibleRenderItem.h>
#include <cstdlib>
#include <cstddef>
namespace XCEngine {
@@ -430,10 +431,87 @@ inline const Resources::Material* ResolveMaterial(const VisibleRenderItem& visib
return ResolveMaterial(visibleItem.meshRenderer, visibleItem.mesh, visibleItem.materialIndex);
}
inline bool TryResolveRenderQueueTagValue(
const Containers::String& queueValue,
Core::int32& outRenderQueue) {
const Containers::String normalized = NormalizeBuiltinPassMetadataValue(queueValue);
if (normalized.Empty()) {
return false;
}
if (normalized == Containers::String("background")) {
outRenderQueue = static_cast<Core::int32>(Resources::MaterialRenderQueue::Background);
return true;
}
if (normalized == Containers::String("geometry")) {
outRenderQueue = static_cast<Core::int32>(Resources::MaterialRenderQueue::Geometry);
return true;
}
if (normalized == Containers::String("alphatest")) {
outRenderQueue = static_cast<Core::int32>(Resources::MaterialRenderQueue::AlphaTest);
return true;
}
if (normalized == Containers::String("transparent")) {
outRenderQueue = static_cast<Core::int32>(Resources::MaterialRenderQueue::Transparent);
return true;
}
if (normalized == Containers::String("overlay")) {
outRenderQueue = static_cast<Core::int32>(Resources::MaterialRenderQueue::Overlay);
return true;
}
char* end = nullptr;
const long parsedValue = std::strtol(normalized.CStr(), &end, 10);
if (end != nullptr && *end == '\0') {
outRenderQueue = static_cast<Core::int32>(parsedValue);
return true;
}
return false;
}
inline bool TryResolveShaderPassRenderQueue(const Resources::ShaderPass& shaderPass, Core::int32& outRenderQueue) {
for (const Resources::ShaderPassTagEntry& tag : shaderPass.tags) {
if (NormalizeBuiltinPassMetadataValue(tag.name) == Containers::String("queue") &&
TryResolveRenderQueueTagValue(tag.value, outRenderQueue)) {
return true;
}
}
return false;
}
inline Core::int32 ResolveMaterialRenderQueue(const Resources::Material* material) {
return material != nullptr
? material->GetRenderQueue()
: static_cast<Core::int32>(Resources::MaterialRenderQueue::Geometry);
const Core::int32 defaultQueue = static_cast<Core::int32>(Resources::MaterialRenderQueue::Geometry);
if (material == nullptr) {
return defaultQueue;
}
const Core::int32 materialQueue = material->GetRenderQueue();
if (materialQueue != defaultQueue) {
return materialQueue;
}
if (const Resources::Shader* shader = material->GetShader()) {
const Containers::String legacyExplicitPassName = material->GetLegacyShaderPassHint();
if (!NormalizeBuiltinPassMetadataValue(legacyExplicitPassName).Empty()) {
if (const Resources::ShaderPass* explicitPass = shader->FindPass(legacyExplicitPassName)) {
Core::int32 shaderQueue = defaultQueue;
if (TryResolveShaderPassRenderQueue(*explicitPass, shaderQueue)) {
return shaderQueue;
}
}
}
for (const Resources::ShaderPass& pass : shader->GetPasses()) {
Core::int32 shaderQueue = defaultQueue;
if (TryResolveShaderPassRenderQueue(pass, shaderQueue)) {
return shaderQueue;
}
}
}
return materialQueue;
}
inline bool IsTransparentRenderQueue(Core::int32 renderQueue) {
@@ -445,7 +523,7 @@ inline bool HasLegacyMaterialBuiltinPassHints(const Resources::Material* materia
return false;
}
return !NormalizeBuiltinPassMetadataValue(material->GetShaderPass()).Empty() ||
return !NormalizeBuiltinPassMetadataValue(material->GetLegacyShaderPassHint()).Empty() ||
!NormalizeBuiltinPassMetadataValue(material->GetTag("LightMode")).Empty();
}
@@ -456,7 +534,7 @@ inline bool LegacyMaterialBuiltinPassHintsMatch(
return false;
}
const Containers::String shaderPass = material->GetShaderPass();
const Containers::String shaderPass = material->GetLegacyShaderPassHint();
const Containers::String lightMode = material->GetTag("LightMode");
const bool hasMaterialShaderPass = !NormalizeBuiltinPassMetadataValue(shaderPass).Empty();
const bool hasMaterialLightMode = !NormalizeBuiltinPassMetadataValue(lightMode).Empty();

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@@ -102,8 +102,15 @@ public:
bool HasRenderStateOverride() const { return m_hasRenderStateOverride; }
void SetRenderStateOverrideEnabled(bool enabled);
// Legacy-only compatibility hint for older material assets that still
// select a builtin pass by serialized name.
void SetLegacyShaderPassHint(const Containers::String& shaderPass);
const Containers::String& GetLegacyShaderPassHint() const { return m_legacyShaderPassHint; }
bool HasLegacyShaderPassHint() const { return !m_legacyShaderPassHint.Empty(); }
void ClearLegacyShaderPassHint();
void SetShaderPass(const Containers::String& shaderPass);
const Containers::String& GetShaderPass() const { return m_shaderPass; }
const Containers::String& GetShaderPass() const { return GetLegacyShaderPassHint(); }
void SetTag(const Containers::String& name, const Containers::String& value);
Containers::String GetTag(const Containers::String& name) const;
@@ -179,7 +186,7 @@ private:
Core::int32 m_renderQueue = static_cast<Core::int32>(MaterialRenderQueue::Geometry);
MaterialRenderState m_renderState;
bool m_hasRenderStateOverride = false;
Containers::String m_shaderPass;
Containers::String m_legacyShaderPassHint;
Containers::Array<MaterialTagEntry> m_tags;
ShaderKeywordSet m_keywordSet;
Containers::HashMap<Containers::String, MaterialProperty> m_properties;

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@@ -425,8 +425,8 @@ Containers::String ResolveTextureBindingPath(
return NormalizeArtifactPathString(material.GetTextureBindingPath(bindingIndex));
}
Containers::String ResolveSerializedMaterialShaderPass(const Material& material) {
const Containers::String& shaderPass = material.GetShaderPass();
Containers::String ResolveSerializedLegacyMaterialShaderPassHint(const Material& material) {
const Containers::String& shaderPass = material.GetLegacyShaderPassHint();
if (shaderPass.Empty()) {
return Containers::String();
}
@@ -459,7 +459,7 @@ bool WriteMaterialArtifactFile(
material.GetShader() != nullptr
? material.GetShader()->GetPath()
: Containers::String());
WriteString(output, ResolveSerializedMaterialShaderPass(material));
WriteString(output, ResolveSerializedLegacyMaterialShaderPassHint(material));
MaterialArtifactHeader header;
header.renderQueue = material.GetRenderQueue();

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@@ -133,11 +133,19 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
if (const Resources::ShaderStageVariant* vertexVariant =
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend, keywordSet)) {
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
shaderPass,
backend,
*vertexVariant,
pipelineDesc.vertexShader);
}
if (const Resources::ShaderStageVariant* fragmentVariant =
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend, keywordSet)) {
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
shaderPass,
backend,
*fragmentVariant,
pipelineDesc.fragmentShader);
}
return pipelineDesc;
@@ -317,8 +325,8 @@ BuiltinDepthStylePassBase::ResolvedShaderPass BuiltinDepthStylePassBase::Resolve
if (!shaderHasExplicitBuiltinMetadata &&
ownerMaterial != nullptr &&
!ownerMaterial->GetShaderPass().Empty()) {
const Resources::ShaderPass* explicitPass = shader->FindPass(ownerMaterial->GetShaderPass());
ownerMaterial->HasLegacyShaderPassHint()) {
const Resources::ShaderPass* explicitPass = shader->FindPass(ownerMaterial->GetLegacyShaderPassHint());
if (explicitPass != nullptr &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(
*shader,

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@@ -53,8 +53,8 @@ const Resources::ShaderPass* FindCompatibleSurfacePass(
if (!shaderHasExplicitBuiltinMetadata &&
material != nullptr &&
!material->GetShaderPass().Empty()) {
const Resources::ShaderPass* explicitPass = shader.FindPass(material->GetShaderPass());
material->HasLegacyShaderPassHint()) {
const Resources::ShaderPass* explicitPass = shader.FindPass(material->GetLegacyShaderPassHint());
if (explicitPass != nullptr &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(
shader,
@@ -130,10 +130,18 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
const Resources::ShaderStageVariant* fragmentVariant =
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend, keywordSet);
if (vertexVariant != nullptr) {
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
shaderPass,
backend,
*vertexVariant,
pipelineDesc.vertexShader);
}
if (fragmentVariant != nullptr) {
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
shaderPass,
backend,
*fragmentVariant,
pipelineDesc.fragmentShader);
}
return pipelineDesc;

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@@ -323,7 +323,8 @@ void Material::Release() {
m_shader.Reset();
m_renderQueue = static_cast<Core::int32>(MaterialRenderQueue::Geometry);
m_renderState = MaterialRenderState();
m_shaderPass.Clear();
m_hasRenderStateOverride = false;
m_legacyShaderPassHint.Clear();
m_tags.Clear();
m_keywordSet.enabledKeywords.Clear();
m_properties.Clear();
@@ -353,12 +354,31 @@ void Material::SetRenderQueue(MaterialRenderQueue renderQueue) {
void Material::SetRenderState(const MaterialRenderState& renderState) {
m_renderState = renderState;
m_hasRenderStateOverride = true;
MarkChanged(false);
}
void Material::SetRenderStateOverrideEnabled(bool enabled) {
m_hasRenderStateOverride = enabled;
MarkChanged(false);
}
void Material::SetLegacyShaderPassHint(const Containers::String& shaderPass) {
m_legacyShaderPassHint = shaderPass;
MarkChanged(false);
}
void Material::ClearLegacyShaderPassHint() {
if (m_legacyShaderPassHint.Empty()) {
return;
}
m_legacyShaderPassHint.Clear();
MarkChanged(false);
}
void Material::SetShaderPass(const Containers::String& shaderPass) {
m_shaderPass = shaderPass;
MarkChanged(false);
SetLegacyShaderPassHint(shaderPass);
}
void Material::SetTag(const Containers::String& name, const Containers::String& value) {
@@ -1100,7 +1120,7 @@ void Material::UpdateMemorySize() {
m_memorySize = m_constantBufferData.Size() +
m_constantLayout.Size() * sizeof(MaterialConstantFieldDesc) +
sizeof(MaterialRenderState) +
m_shaderPass.Length() +
m_legacyShaderPassHint.Length() +
m_tags.Size() * sizeof(MaterialTagEntry) +
m_keywordSet.enabledKeywords.Size() * sizeof(Containers::String) +
m_textureBindings.Size() * sizeof(MaterialTextureBinding) +

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@@ -1473,7 +1473,7 @@ bool MaterialFileExists(const Containers::String& path) {
return std::filesystem::exists(std::filesystem::path(resourceRoot.CStr()) / inputPath);
}
void ApplyMaterialShaderPassHint(Material* material, const Containers::String& shaderPass) {
void ApplyLegacyMaterialShaderPassHint(Material* material, const Containers::String& shaderPass) {
if (material == nullptr || shaderPass.Empty()) {
return;
}
@@ -1482,7 +1482,7 @@ void ApplyMaterialShaderPassHint(Material* material, const Containers::String& s
return;
}
material->SetShaderPass(shaderPass);
material->SetLegacyShaderPassHint(shaderPass);
}
ResourceHandle<Shader> LoadShaderHandle(const Containers::String& shaderPath);
@@ -1608,7 +1608,7 @@ LoadResult LoadMaterialArtifact(const Containers::String& path) {
material->SetShader(shaderHandle);
}
}
ApplyMaterialShaderPassHint(material.get(), shaderPass);
ApplyLegacyMaterialShaderPassHint(material.get(), shaderPass);
MaterialArtifactHeader header = {};
if (isLegacySchema) {
@@ -1799,12 +1799,12 @@ bool MaterialLoader::ParseMaterialData(const Containers::Array<Core::uint8>& dat
if (!TryParseStringValue(jsonText, "shaderPass", shaderPass)) {
return false;
}
ApplyMaterialShaderPassHint(material, shaderPass);
ApplyLegacyMaterialShaderPassHint(material, shaderPass);
} else if (HasKey(jsonText, "pass")) {
if (!TryParseStringValue(jsonText, "pass", shaderPass)) {
return false;
}
ApplyMaterialShaderPassHint(material, shaderPass);
ApplyLegacyMaterialShaderPassHint(material, shaderPass);
}
if (HasKey(jsonText, "renderQueue")) {

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@@ -54,7 +54,7 @@ Mesh* CreateSectionedTestMesh(const char* path, std::initializer_list<uint32_t>
return mesh;
}
Material* CreateTestMaterial(const char* path, int32_t renderQueue, const char* shaderPass = nullptr, const char* lightMode = nullptr) {
Material* CreateTestMaterial(const char* path, int32_t renderQueue, const char* legacyShaderPassHint = nullptr, const char* lightMode = nullptr) {
auto* material = new Material();
IResource::ConstructParams params = {};
params.name = "TestMaterial";
@@ -62,8 +62,8 @@ Material* CreateTestMaterial(const char* path, int32_t renderQueue, const char*
params.guid = ResourceGUID::Generate(path);
material->Initialize(params);
material->SetRenderQueue(renderQueue);
if (shaderPass != nullptr) {
material->SetShaderPass(shaderPass);
if (legacyShaderPassHint != nullptr) {
material->SetLegacyShaderPassHint(legacyShaderPassHint);
}
if (lightMode != nullptr) {
material->SetTag("LightMode", lightMode);
@@ -461,7 +461,7 @@ TEST(RenderSceneExtractor_Test, FallsBackToEmbeddedMeshMaterialsWhenRendererHasN
TEST(RenderMaterialUtility_Test, LegacyMaterialPassHintsCanDriveBuiltinPassMatching) {
Material forwardMaterial;
forwardMaterial.SetShaderPass("ForwardLit");
forwardMaterial.SetLegacyShaderPassHint("ForwardLit");
forwardMaterial.SetTag("LightMode", "ForwardBase");
EXPECT_TRUE(MatchesBuiltinPass(&forwardMaterial, BuiltinMaterialPass::ForwardLit));
@@ -469,7 +469,7 @@ TEST(RenderMaterialUtility_Test, LegacyMaterialPassHintsCanDriveBuiltinPassMatch
EXPECT_TRUE(MatchesBuiltinPass(&noMetadataMaterial, BuiltinMaterialPass::ForwardLit));
Material shadowMaterial;
shadowMaterial.SetShaderPass("ShadowCaster");
shadowMaterial.SetLegacyShaderPassHint("ShadowCaster");
EXPECT_FALSE(MatchesBuiltinPass(&shadowMaterial, BuiltinMaterialPass::ForwardLit));
EXPECT_TRUE(MatchesBuiltinPass(&shadowMaterial, BuiltinMaterialPass::ShadowCaster));
@@ -480,7 +480,7 @@ TEST(RenderMaterialUtility_Test, LegacyMaterialPassHintsCanDriveBuiltinPassMatch
TEST(RenderMaterialUtility_Test, LegacyMaterialPassHintsSupportUnlitDepthAndObjectId) {
Material unlitMaterial;
unlitMaterial.SetShaderPass("Unlit");
unlitMaterial.SetLegacyShaderPassHint("Unlit");
EXPECT_TRUE(MatchesBuiltinPass(&unlitMaterial, BuiltinMaterialPass::Unlit));
EXPECT_FALSE(MatchesBuiltinPass(&unlitMaterial, BuiltinMaterialPass::ForwardLit));
@@ -490,7 +490,7 @@ TEST(RenderMaterialUtility_Test, LegacyMaterialPassHintsSupportUnlitDepthAndObje
EXPECT_FALSE(MatchesBuiltinPass(&depthMaterial, BuiltinMaterialPass::Unlit));
Material objectIdMaterial;
objectIdMaterial.SetShaderPass("ObjectId");
objectIdMaterial.SetLegacyShaderPassHint("ObjectId");
EXPECT_TRUE(MatchesBuiltinPass(&objectIdMaterial, BuiltinMaterialPass::ObjectId));
EXPECT_FALSE(MatchesBuiltinPass(&objectIdMaterial, BuiltinMaterialPass::ForwardLit));
}
@@ -534,7 +534,7 @@ TEST(RenderMaterialUtility_Test, ShaderMetadataOverridesConflictingLegacyMateria
shader->AddPass(forwardPass);
material.SetShader(ResourceHandle<Shader>(shader));
material.SetShaderPass("ShadowCaster");
material.SetLegacyShaderPassHint("ShadowCaster");
material.SetTag("LightMode", "DepthOnly");
EXPECT_TRUE(MatchesBuiltinPass(&material, BuiltinMaterialPass::ForwardLit));
@@ -551,7 +551,7 @@ TEST(RenderMaterialUtility_Test, LegacyMaterialPassHintsRemainAvailableForShader
shader->AddPass(defaultPass);
material.SetShader(ResourceHandle<Shader>(shader));
material.SetShaderPass("ShadowCaster");
material.SetLegacyShaderPassHint("ShadowCaster");
EXPECT_FALSE(MatchesBuiltinPass(&material, BuiltinMaterialPass::ForwardLit));
EXPECT_TRUE(MatchesBuiltinPass(&material, BuiltinMaterialPass::ShadowCaster));
@@ -734,9 +734,10 @@ TEST(RenderMaterialUtility_Test, MapsMaterialRenderStateToRhiDescriptors) {
renderState.depthFunc = MaterialComparisonFunc::LessEqual;
material.SetRenderState(renderState);
const XCEngine::RHI::RasterizerDesc rasterizerState = BuildRasterizerState(&material);
const XCEngine::RHI::BlendDesc blendState = BuildBlendState(&material);
const XCEngine::RHI::DepthStencilStateDesc depthStencilState = BuildDepthStencilState(&material);
const MaterialRenderState effectiveRenderState = ResolveEffectiveRenderState(nullptr, &material);
const XCEngine::RHI::RasterizerDesc rasterizerState = BuildRasterizerState(effectiveRenderState);
const XCEngine::RHI::BlendDesc blendState = BuildBlendState(effectiveRenderState);
const XCEngine::RHI::DepthStencilStateDesc depthStencilState = BuildDepthStencilState(effectiveRenderState);
EXPECT_EQ(rasterizerState.cullMode, static_cast<uint32_t>(XCEngine::RHI::CullMode::Back));
EXPECT_EQ(rasterizerState.frontFace, static_cast<uint32_t>(XCEngine::RHI::FrontFace::CounterClockwise));
@@ -755,4 +756,45 @@ TEST(RenderMaterialUtility_Test, MapsMaterialRenderStateToRhiDescriptors) {
EXPECT_EQ(depthStencilState.depthFunc, static_cast<uint32_t>(XCEngine::RHI::ComparisonFunc::LessEqual));
}
TEST(RenderMaterialUtility_Test, ShaderPassFixedFunctionStateIsUsedBeforeLegacyMaterialOverride) {
ShaderPass shaderPass = {};
shaderPass.name = "ForwardLit";
shaderPass.hasFixedFunctionState = true;
shaderPass.fixedFunctionState.cullMode = MaterialCullMode::Back;
shaderPass.fixedFunctionState.blendEnable = true;
shaderPass.fixedFunctionState.srcBlend = MaterialBlendFactor::SrcAlpha;
shaderPass.fixedFunctionState.dstBlend = MaterialBlendFactor::InvSrcAlpha;
shaderPass.fixedFunctionState.srcBlendAlpha = MaterialBlendFactor::SrcAlpha;
shaderPass.fixedFunctionState.dstBlendAlpha = MaterialBlendFactor::InvSrcAlpha;
shaderPass.fixedFunctionState.depthWriteEnable = false;
shaderPass.fixedFunctionState.depthFunc = MaterialComparisonFunc::LessEqual;
Material material;
MaterialRenderState effectiveState = ResolveEffectiveRenderState(&shaderPass, &material);
EXPECT_EQ(effectiveState.cullMode, MaterialCullMode::Back);
EXPECT_TRUE(effectiveState.blendEnable);
EXPECT_FALSE(effectiveState.depthWriteEnable);
EXPECT_EQ(effectiveState.depthFunc, MaterialComparisonFunc::LessEqual);
MaterialRenderState legacyOverride = {};
legacyOverride.cullMode = MaterialCullMode::Front;
legacyOverride.depthWriteEnable = true;
material.SetRenderState(legacyOverride);
effectiveState = ResolveEffectiveRenderState(&shaderPass, &material);
EXPECT_EQ(effectiveState.cullMode, MaterialCullMode::Front);
EXPECT_FALSE(effectiveState.blendEnable);
EXPECT_TRUE(effectiveState.depthWriteEnable);
EXPECT_EQ(effectiveState.depthFunc, MaterialComparisonFunc::Less);
}
TEST(RenderMaterialUtility_Test, ShaderPassQueueTagResolvesUnityStyleRenderQueue) {
ShaderPass shaderPass = {};
shaderPass.tags.PushBack({ "Queue", "Transparent" });
int32 renderQueue = 0;
EXPECT_TRUE(TryResolveShaderPassRenderQueue(shaderPass, renderQueue));
EXPECT_EQ(renderQueue, static_cast<int32>(MaterialRenderQueue::Transparent));
}
} // namespace

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@@ -90,7 +90,7 @@ TEST(Material, DefaultRenderMetadata) {
EXPECT_TRUE(material.GetRenderState().depthTestEnable);
EXPECT_TRUE(material.GetRenderState().depthWriteEnable);
EXPECT_EQ(material.GetRenderState().depthFunc, MaterialComparisonFunc::Less);
EXPECT_TRUE(material.GetShaderPass().Empty());
EXPECT_TRUE(material.GetLegacyShaderPassHint().Empty());
EXPECT_EQ(material.GetTagCount(), 0u);
}
@@ -138,11 +138,16 @@ TEST(Material, SetGetRenderState) {
EXPECT_EQ(result.colorWriteMask, 0x7);
}
TEST(Material, SetGetShaderPass) {
TEST(Material, SetGetLegacyShaderPassHint) {
Material material;
material.SetShaderPass("ForwardLit");
EXPECT_EQ(material.GetShaderPass(), "ForwardLit");
material.SetLegacyShaderPassHint("ForwardLit");
EXPECT_TRUE(material.HasLegacyShaderPassHint());
EXPECT_EQ(material.GetLegacyShaderPassHint(), "ForwardLit");
material.ClearLegacyShaderPassHint();
EXPECT_FALSE(material.HasLegacyShaderPassHint());
EXPECT_TRUE(material.GetLegacyShaderPassHint().Empty());
}
TEST(Material, SetGetTags) {

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@@ -243,7 +243,7 @@ TEST(MaterialLoader, LoadValidMaterialParsesRenderMetadata) {
EXPECT_TRUE(material->IsValid());
EXPECT_NE(material->GetShader(), nullptr);
EXPECT_EQ(material->GetRenderQueue(), static_cast<XCEngine::Core::int32>(MaterialRenderQueue::Transparent));
EXPECT_EQ(material->GetShaderPass(), "ForwardLit");
EXPECT_EQ(material->GetLegacyShaderPassHint(), "ForwardLit");
EXPECT_EQ(material->GetTag("LightMode"), "ForwardBase");
EXPECT_EQ(material->GetTag("RenderType"), "Transparent");
EXPECT_EQ(material->GetRenderState().cullMode, MaterialCullMode::Back);
@@ -344,7 +344,7 @@ TEST(MaterialLoader, LoadMaterialWithShaderManifestResolvesShaderPass) {
Material* material = static_cast<Material*>(result.resource);
ASSERT_NE(material, nullptr);
ASSERT_NE(material->GetShader(), nullptr);
EXPECT_TRUE(material->GetShaderPass().Empty());
EXPECT_TRUE(material->GetLegacyShaderPassHint().Empty());
ASSERT_NE(material->GetShader()->FindPass("ForwardLit"), nullptr);
const ShaderStageVariant* vertexVariant =
material->GetShader()->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::OpenGL);
@@ -386,7 +386,7 @@ TEST(MaterialLoader, LoadMaterialWithPropertiesObjectAppliesTypedOverrides) {
auto* material = static_cast<Material*>(result.resource);
ASSERT_NE(material, nullptr);
ASSERT_NE(material->GetShader(), nullptr);
EXPECT_TRUE(material->GetShaderPass().Empty());
EXPECT_TRUE(material->GetLegacyShaderPassHint().Empty());
EXPECT_EQ(material->GetFloat4("_BaseColor"), XCEngine::Math::Vector4(0.2f, 0.4f, 0.6f, 0.8f));
EXPECT_FLOAT_EQ(material->GetFloat("_Metallic"), 0.15f);
EXPECT_EQ(material->GetInt("_Mode"), 5);
@@ -423,7 +423,7 @@ TEST(MaterialLoader, LoadBuiltinShaderMaterialDropsRedundantBuiltinShaderPassHin
auto* material = static_cast<Material*>(result.resource);
ASSERT_NE(material, nullptr);
ASSERT_NE(material->GetShader(), nullptr);
EXPECT_TRUE(material->GetShaderPass().Empty());
EXPECT_TRUE(material->GetLegacyShaderPassHint().Empty());
EXPECT_NE(material->GetShader()->FindPass("Unlit"), nullptr);
delete material;
@@ -865,7 +865,7 @@ TEST(MaterialLoader, AssetDatabaseMaterialArtifactStripsRedundantBuiltinShaderPa
auto* material = static_cast<Material*>(result.resource);
ASSERT_NE(material, nullptr);
ASSERT_NE(material->GetShader(), nullptr);
EXPECT_TRUE(material->GetShaderPass().Empty());
EXPECT_TRUE(material->GetLegacyShaderPassHint().Empty());
EXPECT_EQ(material->GetFloat4("_BaseColor"), XCEngine::Math::Vector4(1.0f, 1.0f, 1.0f, 1.0f));
delete material;