Formalize imported mesh materials
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@@ -620,7 +620,7 @@ void BackpackTest::InitializeMaterialResources() {
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MaterialResources& resources = mMaterialResources[materialIndex];
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Texture* baseColorTexture = GetMaterialTexture(material, "baseColorTexture");
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Texture* baseColorTexture = GetMaterialTexture(material, "_MainTex");
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if (baseColorTexture != nullptr) {
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const bool created =
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CreateTextureViewFromResourceTexture(
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File diff suppressed because one or more lines are too long
2961
tests/Rendering/integration/backpack_scene/GT.ppm
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2961
tests/Rendering/integration/backpack_scene/GT.ppm
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File diff suppressed because one or more lines are too long
@@ -1,7 +1,6 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Core/Asset/AssetDatabase.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <XCEngine/Resources/Material/MaterialLoader.h>
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#include <XCEngine/Resources/Mesh/MeshLoader.h>
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@@ -25,16 +24,6 @@ std::string GetMeshFixturePath(const char* fileName) {
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return (std::filesystem::path(XCENGINE_TEST_FIXTURES_DIR) / "Resources" / "Mesh" / fileName).string();
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}
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XCEngine::Core::uint32 ReadMeshIndex(const Mesh& mesh, XCEngine::Core::uint32 index) {
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if (mesh.IsUse32BitIndex()) {
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const auto* indices = static_cast<const XCEngine::Core::uint32*>(mesh.GetIndexData());
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return indices[index];
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}
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const auto* indices = static_cast<const XCEngine::Core::uint16*>(mesh.GetIndexData());
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return static_cast<XCEngine::Core::uint32>(indices[index]);
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}
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XCEngine::Core::uint32 GetFirstSectionMaterialIndex(const Mesh& mesh) {
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if (mesh.GetSections().Empty()) {
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return 0;
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@@ -154,41 +143,6 @@ TEST(MeshLoader, LoadValidObjMesh) {
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delete mesh;
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}
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TEST(MeshLoader, BuiltinSphereUsesFrontFacingWindingForOutwardNormals) {
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LoadResult result = CreateBuiltinMeshResource(GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType::Sphere));
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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auto* mesh = static_cast<Mesh*>(result.resource);
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const auto* vertices = static_cast<const StaticMeshVertex*>(mesh->GetVertexData());
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ASSERT_NE(vertices, nullptr);
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ASSERT_GE(mesh->GetIndexCount(), 3u);
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bool foundNonDegenerateTriangle = false;
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for (XCEngine::Core::uint32 index = 0; index + 2 < mesh->GetIndexCount(); index += 3) {
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const XCEngine::Core::uint32 i0 = ReadMeshIndex(*mesh, index + 0);
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const XCEngine::Core::uint32 i1 = ReadMeshIndex(*mesh, index + 1);
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const XCEngine::Core::uint32 i2 = ReadMeshIndex(*mesh, index + 2);
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const XCEngine::Math::Vector3 edge01 = vertices[i1].position - vertices[i0].position;
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const XCEngine::Math::Vector3 edge02 = vertices[i2].position - vertices[i0].position;
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const XCEngine::Math::Vector3 geometricNormal =
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XCEngine::Math::Vector3::Cross(edge01, edge02);
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if (geometricNormal.SqrMagnitude() <= XCEngine::Math::EPSILON) {
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continue;
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}
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const XCEngine::Math::Vector3 averagedVertexNormal =
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(vertices[i0].normal + vertices[i1].normal + vertices[i2].normal).Normalized();
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EXPECT_LT(XCEngine::Math::Vector3::Dot(geometricNormal, averagedVertexNormal), 0.0f);
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foundNonDegenerateTriangle = true;
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break;
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}
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EXPECT_TRUE(foundNonDegenerateTriangle);
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delete mesh;
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}
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TEST(MeshLoader, GeneratesNormalsAndTangentsWhenRequested) {
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MeshLoader loader;
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MeshImportSettings settings;
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@@ -229,10 +183,15 @@ TEST(MeshLoader, ImportsMaterialTexturesFromObj) {
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Material* material = mesh->GetMaterial(mesh->GetSections()[0].materialID);
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ASSERT_NE(material, nullptr);
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EXPECT_TRUE(material->HasProperty("baseColorTexture"));
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ASSERT_NE(material->GetShader(), nullptr);
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EXPECT_EQ(material->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
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EXPECT_TRUE(material->HasProperty("_BaseColor"));
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EXPECT_TRUE(material->HasProperty("_MainTex"));
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EXPECT_FALSE(material->HasProperty("baseColorTexture"));
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EXPECT_EQ(material->GetTextureBindingCount(), 1u);
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EXPECT_EQ(material->GetTextureBindingName(0), "_MainTex");
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ResourceHandle<Texture> diffuseTexture = material->GetTexture("baseColorTexture");
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ResourceHandle<Texture> diffuseTexture = material->GetTexture("_MainTex");
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ASSERT_TRUE(diffuseTexture.IsValid());
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EXPECT_EQ(diffuseTexture->GetWidth(), 2u);
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EXPECT_EQ(diffuseTexture->GetHeight(), 2u);
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@@ -276,8 +235,10 @@ TEST(MeshLoader, AssetDatabaseCreatesModelArtifactAndReusesItWithoutReimport) {
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Material* sourceSectionMaterial = GetFirstSectionMaterial(*sourceMesh);
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ASSERT_NE(sourceSectionMaterial, nullptr);
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const XCEngine::Core::uint32 sourceMaterialIndex = GetFirstSectionMaterialIndex(*sourceMesh);
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ASSERT_NE(sourceSectionMaterial->GetShader(), nullptr);
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EXPECT_EQ(sourceSectionMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
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EXPECT_EQ(sourceSectionMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(sourceSectionMaterial->GetTextureBindingName(0), "baseColorTexture");
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EXPECT_EQ(sourceSectionMaterial->GetTextureBindingName(0), "_MainTex");
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EXPECT_FALSE(sourceSectionMaterial->GetTextureBindingPath(0).Empty());
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delete sourceMesh;
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@@ -304,14 +265,16 @@ TEST(MeshLoader, AssetDatabaseCreatesModelArtifactAndReusesItWithoutReimport) {
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ASSERT_NE(materialArtifactResult.resource, nullptr);
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auto* artifactMaterial = static_cast<Material*>(materialArtifactResult.resource);
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ASSERT_NE(artifactMaterial, nullptr);
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ASSERT_NE(artifactMaterial->GetShader(), nullptr);
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EXPECT_EQ(artifactMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
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EXPECT_EQ(artifactMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(artifactMaterial->GetTextureBindingName(0), "baseColorTexture");
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EXPECT_EQ(artifactMaterial->GetTextureBindingName(0), "_MainTex");
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EXPECT_FALSE(artifactMaterial->GetTextureBindingPath(0).Empty());
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const ResourceHandle<Texture> artifactLazyTexture = artifactMaterial->GetTexture("baseColorTexture");
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const ResourceHandle<Texture> artifactLazyTexture = artifactMaterial->GetTexture("_MainTex");
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EXPECT_FALSE(artifactLazyTexture.IsValid());
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EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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const ResourceHandle<Texture> artifactResolvedTexture = artifactMaterial->GetTexture("baseColorTexture");
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const ResourceHandle<Texture> artifactResolvedTexture = artifactMaterial->GetTexture("_MainTex");
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ASSERT_TRUE(artifactResolvedTexture.IsValid());
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EXPECT_EQ(artifactResolvedTexture->GetWidth(), 2u);
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EXPECT_EQ(artifactResolvedTexture->GetHeight(), 2u);
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@@ -326,15 +289,17 @@ TEST(MeshLoader, AssetDatabaseCreatesModelArtifactAndReusesItWithoutReimport) {
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ASSERT_GE(artifactMesh->GetMaterials().Size(), 1u);
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Material* artifactSectionMaterial = GetFirstSectionMaterial(*artifactMesh);
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ASSERT_NE(artifactSectionMaterial, nullptr);
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ASSERT_NE(artifactSectionMaterial->GetShader(), nullptr);
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EXPECT_EQ(artifactSectionMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
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EXPECT_EQ(artifactSectionMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(artifactSectionMaterial->GetTextureBindingName(0), "baseColorTexture");
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EXPECT_EQ(artifactSectionMaterial->GetTextureBindingName(0), "_MainTex");
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EXPECT_FALSE(artifactSectionMaterial->GetTextureBindingPath(0).Empty());
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const ResourceHandle<Texture> artifactMeshLazyTexture = artifactSectionMaterial->GetTexture("baseColorTexture");
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const ResourceHandle<Texture> artifactMeshLazyTexture = artifactSectionMaterial->GetTexture("_MainTex");
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EXPECT_FALSE(artifactMeshLazyTexture.IsValid());
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EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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const ResourceHandle<Texture> artifactMeshResolvedTexture =
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artifactSectionMaterial->GetTexture("baseColorTexture");
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artifactSectionMaterial->GetTexture("_MainTex");
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ASSERT_TRUE(artifactMeshResolvedTexture.IsValid());
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EXPECT_EQ(artifactMeshResolvedTexture->GetWidth(), 2u);
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EXPECT_EQ(artifactMeshResolvedTexture->GetHeight(), 2u);
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@@ -449,14 +414,16 @@ TEST(MeshLoader, ResourceManagerLoadsModelByAssetRefFromProjectAssets) {
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EXPECT_LT(firstSectionMaterialIndex, initialMaterialCount);
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Material* firstMaterial = GetFirstSectionMaterial(*firstHandle.Get());
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ASSERT_NE(firstMaterial, nullptr);
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ASSERT_NE(firstMaterial->GetShader(), nullptr);
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EXPECT_EQ(firstMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
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EXPECT_EQ(firstMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(firstMaterial->GetTextureBindingName(0), "baseColorTexture");
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EXPECT_EQ(firstMaterial->GetTextureBindingName(0), "_MainTex");
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EXPECT_FALSE(firstMaterial->GetTextureBindingPath(0).Empty());
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const ResourceHandle<Texture> firstLazyTexture = firstMaterial->GetTexture("baseColorTexture");
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const ResourceHandle<Texture> firstLazyTexture = firstMaterial->GetTexture("_MainTex");
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EXPECT_FALSE(firstLazyTexture.IsValid());
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EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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const ResourceHandle<Texture> firstResolvedTexture = firstMaterial->GetTexture("baseColorTexture");
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const ResourceHandle<Texture> firstResolvedTexture = firstMaterial->GetTexture("_MainTex");
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ASSERT_TRUE(firstResolvedTexture.IsValid());
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EXPECT_EQ(firstResolvedTexture->GetWidth(), 2u);
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EXPECT_EQ(firstResolvedTexture->GetHeight(), 2u);
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@@ -477,14 +444,16 @@ TEST(MeshLoader, ResourceManagerLoadsModelByAssetRefFromProjectAssets) {
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EXPECT_EQ(GetFirstSectionMaterialIndex(*secondHandle.Get()), firstSectionMaterialIndex);
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Material* secondMaterial = GetFirstSectionMaterial(*secondHandle.Get());
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ASSERT_NE(secondMaterial, nullptr);
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ASSERT_NE(secondMaterial->GetShader(), nullptr);
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EXPECT_EQ(secondMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
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EXPECT_EQ(secondMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(secondMaterial->GetTextureBindingName(0), "baseColorTexture");
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EXPECT_EQ(secondMaterial->GetTextureBindingName(0), "_MainTex");
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EXPECT_FALSE(secondMaterial->GetTextureBindingPath(0).Empty());
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const ResourceHandle<Texture> secondLazyTexture = secondMaterial->GetTexture("baseColorTexture");
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const ResourceHandle<Texture> secondLazyTexture = secondMaterial->GetTexture("_MainTex");
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EXPECT_FALSE(secondLazyTexture.IsValid());
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EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
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ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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const ResourceHandle<Texture> secondResolvedTexture = secondMaterial->GetTexture("baseColorTexture");
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const ResourceHandle<Texture> secondResolvedTexture = secondMaterial->GetTexture("_MainTex");
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ASSERT_TRUE(secondResolvedTexture.IsValid());
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EXPECT_EQ(secondResolvedTexture->GetWidth(), 2u);
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EXPECT_EQ(secondResolvedTexture->GetHeight(), 2u);
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