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