fix(rhi): make opengl descriptor binding set-aware
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@@ -362,3 +362,59 @@ TEST_P(RHITestFixture, PipelineLayout_D3D12SeparatesOverlappingBindingsAcrossSet
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layout->Shutdown();
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delete layout;
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}
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TEST_P(RHITestFixture, PipelineLayout_OpenGLSeparatesOverlappingBindingsAcrossSetSlots) {
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if (GetBackendType() != RHIType::OpenGL) {
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GTEST_SKIP() << "OpenGL-specific binding point verification";
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}
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DescriptorSetLayoutBinding set0Bindings[3] = {};
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set0Bindings[0].binding = 0;
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set0Bindings[0].type = static_cast<uint32_t>(DescriptorType::CBV);
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set0Bindings[0].count = 1;
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set0Bindings[1].binding = 0;
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set0Bindings[1].type = static_cast<uint32_t>(DescriptorType::SRV);
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set0Bindings[1].count = 1;
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set0Bindings[2].binding = 0;
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set0Bindings[2].type = static_cast<uint32_t>(DescriptorType::Sampler);
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set0Bindings[2].count = 1;
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DescriptorSetLayoutBinding set1Bindings[3] = {};
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set1Bindings[0].binding = 0;
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set1Bindings[0].type = static_cast<uint32_t>(DescriptorType::CBV);
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set1Bindings[0].count = 1;
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set1Bindings[1].binding = 0;
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set1Bindings[1].type = static_cast<uint32_t>(DescriptorType::SRV);
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set1Bindings[1].count = 1;
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set1Bindings[2].binding = 0;
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set1Bindings[2].type = static_cast<uint32_t>(DescriptorType::Sampler);
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set1Bindings[2].count = 1;
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DescriptorSetLayoutDesc setLayouts[2] = {};
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setLayouts[0].bindings = set0Bindings;
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setLayouts[0].bindingCount = 3;
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setLayouts[1].bindings = set1Bindings;
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setLayouts[1].bindingCount = 3;
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RHIPipelineLayoutDesc desc = {};
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desc.setLayouts = setLayouts;
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desc.setLayoutCount = 2;
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RHIPipelineLayout* layout = GetDevice()->CreatePipelineLayout(desc);
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ASSERT_NE(layout, nullptr);
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auto* openGLLayout = static_cast<OpenGLPipelineLayout*>(layout);
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EXPECT_TRUE(openGLLayout->UsesSetLayouts());
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EXPECT_EQ(openGLLayout->GetSetLayoutCount(), 2u);
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EXPECT_TRUE(openGLLayout->HasConstantBufferBinding(0, 0));
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EXPECT_TRUE(openGLLayout->HasConstantBufferBinding(1, 0));
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EXPECT_EQ(openGLLayout->GetConstantBufferBindingPoint(0, 0), 0u);
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EXPECT_EQ(openGLLayout->GetConstantBufferBindingPoint(1, 0), 1u);
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EXPECT_EQ(openGLLayout->GetShaderResourceBindingPoint(0, 0), 0u);
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EXPECT_EQ(openGLLayout->GetShaderResourceBindingPoint(1, 0), 1u);
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EXPECT_EQ(openGLLayout->GetSamplerBindingPoint(0, 0), 0u);
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EXPECT_EQ(openGLLayout->GetSamplerBindingPoint(1, 0), 1u);
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layout->Shutdown();
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delete layout;
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}
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