Formalize material-driven panoramic skybox path
This commit is contained in:
@@ -156,13 +156,48 @@ TEST(BuiltinForwardPipeline_Test, BuiltinSkyboxShaderDeclaresExplicitEnvironment
|
||||
|
||||
const ShaderPass* pass = shader->FindPass("Skybox");
|
||||
ASSERT_NE(pass, nullptr);
|
||||
ASSERT_EQ(pass->resources.Size(), 1u);
|
||||
ASSERT_EQ(pass->resources.Size(), 4u);
|
||||
|
||||
const ShaderPropertyDesc* tint = shader->FindProperty("_Tint");
|
||||
ASSERT_NE(tint, nullptr);
|
||||
EXPECT_EQ(tint->type, ShaderPropertyType::Color);
|
||||
EXPECT_EQ(tint->semantic, "Tint");
|
||||
|
||||
const ShaderPropertyDesc* exposure = shader->FindProperty("_Exposure");
|
||||
ASSERT_NE(exposure, nullptr);
|
||||
EXPECT_EQ(exposure->type, ShaderPropertyType::Float);
|
||||
EXPECT_EQ(exposure->semantic, "Exposure");
|
||||
|
||||
const ShaderPropertyDesc* rotation = shader->FindProperty("_Rotation");
|
||||
ASSERT_NE(rotation, nullptr);
|
||||
EXPECT_EQ(rotation->type, ShaderPropertyType::Float);
|
||||
EXPECT_EQ(rotation->semantic, "Rotation");
|
||||
|
||||
const ShaderPropertyDesc* panoramic = shader->FindProperty("_MainTex");
|
||||
ASSERT_NE(panoramic, nullptr);
|
||||
EXPECT_EQ(panoramic->type, ShaderPropertyType::Texture2D);
|
||||
EXPECT_EQ(panoramic->semantic, "SkyboxTexture");
|
||||
|
||||
EXPECT_EQ(pass->resources[0].semantic, "Environment");
|
||||
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
|
||||
EXPECT_EQ(pass->resources[0].set, 0u);
|
||||
EXPECT_EQ(pass->resources[0].binding, 0u);
|
||||
|
||||
EXPECT_EQ(pass->resources[1].semantic, "Material");
|
||||
EXPECT_EQ(pass->resources[1].type, ShaderResourceType::ConstantBuffer);
|
||||
EXPECT_EQ(pass->resources[1].set, 1u);
|
||||
EXPECT_EQ(pass->resources[1].binding, 0u);
|
||||
|
||||
EXPECT_EQ(pass->resources[2].semantic, "SkyboxTexture");
|
||||
EXPECT_EQ(pass->resources[2].type, ShaderResourceType::Texture2D);
|
||||
EXPECT_EQ(pass->resources[2].set, 2u);
|
||||
EXPECT_EQ(pass->resources[2].binding, 0u);
|
||||
|
||||
EXPECT_EQ(pass->resources[3].semantic, "LinearClampSampler");
|
||||
EXPECT_EQ(pass->resources[3].type, ShaderResourceType::Sampler);
|
||||
EXPECT_EQ(pass->resources[3].set, 3u);
|
||||
EXPECT_EQ(pass->resources[3].binding, 0u);
|
||||
|
||||
delete shader;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user