Add runtime material buffer bindings
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@@ -6,14 +6,50 @@
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#include <XCEngine/Core/Math/Vector2.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Core/Math/Vector4.h>
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#include <XCEngine/RHI/RHIBuffer.h>
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#include <initializer_list>
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#include <string>
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using namespace XCEngine::Resources;
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using namespace XCEngine::Math;
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namespace {
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class MockMaterialBuffer final : public XCEngine::RHI::RHIBuffer {
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public:
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explicit MockMaterialBuffer(
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uint64_t size = 256u,
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uint32_t stride = 16u,
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XCEngine::RHI::BufferType type = XCEngine::RHI::BufferType::Storage)
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: m_size(size)
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, m_stride(stride)
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, m_type(type) {
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}
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void* Map() override { return nullptr; }
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void Unmap() override {}
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void SetData(const void*, size_t, size_t) override {}
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uint64_t GetSize() const override { return m_size; }
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XCEngine::RHI::BufferType GetBufferType() const override { return m_type; }
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void SetBufferType(XCEngine::RHI::BufferType type) override { m_type = type; }
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uint32_t GetStride() const override { return m_stride; }
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void SetStride(uint32_t stride) override { m_stride = stride; }
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void* GetNativeHandle() override { return nullptr; }
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XCEngine::RHI::ResourceStates GetState() const override { return m_state; }
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void SetState(XCEngine::RHI::ResourceStates state) override { m_state = state; }
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const std::string& GetName() const override { return m_name; }
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void SetName(const std::string& name) override { m_name = name; }
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void Shutdown() override {}
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private:
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uint64_t m_size = 0;
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uint32_t m_stride = 0;
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XCEngine::RHI::BufferType m_type = XCEngine::RHI::BufferType::Storage;
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XCEngine::RHI::ResourceStates m_state = XCEngine::RHI::ResourceStates::Common;
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std::string m_name;
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};
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Shader* CreateMaterialSchemaShader() {
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auto* shader = new Shader();
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@@ -326,6 +362,56 @@ TEST(Material, ChangeVersionIncrementsWhenMaterialMutates) {
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EXPECT_GT(material.GetChangeVersion(), afterFloatVersion);
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}
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TEST(Material, SetBufferStoresRuntimeOnlyBindingMetadata) {
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Material material;
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MockMaterialBuffer buffer(512u, 32u);
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MaterialBufferBindingViewDesc viewDesc = {};
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viewDesc.firstElement = 4u;
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viewDesc.elementCount = 8u;
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viewDesc.structureByteStride = 32u;
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material.SetBuffer("VolumeNodes", &buffer, viewDesc);
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ASSERT_EQ(material.GetBufferBindingCount(), 1u);
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EXPECT_EQ(material.GetBuffer("VolumeNodes"), &buffer);
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const MaterialBufferBinding* binding = material.FindBufferBinding("VolumeNodes");
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ASSERT_NE(binding, nullptr);
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EXPECT_EQ(binding->name, "VolumeNodes");
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EXPECT_EQ(binding->buffer, &buffer);
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EXPECT_EQ(binding->viewDesc.firstElement, 4u);
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EXPECT_EQ(binding->viewDesc.elementCount, 8u);
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EXPECT_EQ(binding->viewDesc.structureByteStride, 32u);
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EXPECT_FALSE(material.HasProperty("VolumeNodes"));
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}
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TEST(Material, SetBufferNullRemovesRuntimeBinding) {
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Material material;
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MockMaterialBuffer buffer;
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material.SetBuffer("VolumeNodes", &buffer);
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ASSERT_EQ(material.GetBufferBindingCount(), 1u);
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material.SetBuffer("VolumeNodes", nullptr);
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EXPECT_EQ(material.GetBufferBindingCount(), 0u);
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EXPECT_EQ(material.GetBuffer("VolumeNodes"), nullptr);
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}
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TEST(Material, ClearAllPropertiesDoesNotRemoveRuntimeBufferBindings) {
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Material material;
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MockMaterialBuffer buffer;
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material.SetFloat("uTime", 1.0f);
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material.SetBuffer("VolumeNodes", &buffer);
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ASSERT_TRUE(material.HasProperty("uTime"));
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ASSERT_EQ(material.GetBufferBindingCount(), 1u);
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material.ClearAllProperties();
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EXPECT_FALSE(material.HasProperty("uTime"));
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EXPECT_EQ(material.GetBufferBindingCount(), 1u);
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EXPECT_EQ(material.GetBuffer("VolumeNodes"), &buffer);
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}
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TEST(Material, UpdateConstantBufferPacksNumericPropertiesIntoStableSlots) {
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Material material;
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material.SetFloat("alpha", 3.5f);
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@@ -536,6 +622,44 @@ TEST(Material, SwitchingShaderResyncsPropertiesAgainstNewSchema) {
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EXPECT_EQ(material.GetFloat4("OnlyB"), Vector4(0.1f, 0.2f, 0.3f, 0.4f));
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}
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TEST(Material, SwitchingShaderDropsUnknownRuntimeBufferBindings) {
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Material material;
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auto* shaderA = new Shader();
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ShaderPass passA = {};
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passA.name = "ForwardLit";
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ShaderResourceBindingDesc nodesBinding = {};
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nodesBinding.name = "VolumeNodes";
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nodesBinding.type = ShaderResourceType::StructuredBuffer;
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nodesBinding.set = 2u;
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nodesBinding.binding = 0u;
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passA.resources.PushBack(nodesBinding);
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shaderA->AddPass(passA);
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auto* shaderB = new Shader();
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ShaderPass passB = {};
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passB.name = "ForwardLit";
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ShaderResourceBindingDesc bricksBinding = {};
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bricksBinding.name = "VolumeBricks";
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bricksBinding.type = ShaderResourceType::StructuredBuffer;
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bricksBinding.set = 2u;
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bricksBinding.binding = 0u;
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passB.resources.PushBack(bricksBinding);
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shaderB->AddPass(passB);
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MockMaterialBuffer nodesBuffer;
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MockMaterialBuffer bricksBuffer;
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material.SetShader(ResourceHandle<Shader>(shaderA));
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material.SetBuffer("VolumeNodes", &nodesBuffer);
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material.SetBuffer("VolumeBricks", &bricksBuffer);
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material.SetShader(ResourceHandle<Shader>(shaderB));
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EXPECT_EQ(material.GetBuffer("VolumeNodes"), nullptr);
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EXPECT_EQ(material.GetBuffer("VolumeBricks"), &bricksBuffer);
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EXPECT_EQ(material.GetBufferBindingCount(), 1u);
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}
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TEST(Material, UpdateConstantBufferFollowsShaderSchemaOrderInsteadOfAlphabeticalOrder) {
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Material material;
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