fix(rhi): honor firstSet in set-aware d3d12 bindings
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@@ -283,10 +283,12 @@ TEST_P(RHITestFixture, PipelineLayout_D3D12InfersBindingClassesFromSetLayouts) {
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ASSERT_NE(layout, nullptr);
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auto* d3d12Layout = static_cast<D3D12PipelineLayout*>(layout);
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EXPECT_TRUE(d3d12Layout->HasConstantBufferBinding(0));
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EXPECT_TRUE(d3d12Layout->HasShaderResourceTable());
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EXPECT_TRUE(d3d12Layout->HasUnorderedAccessTable());
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EXPECT_TRUE(d3d12Layout->HasSamplerTable());
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EXPECT_TRUE(d3d12Layout->UsesSetLayouts());
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EXPECT_EQ(d3d12Layout->GetSetLayoutCount(), 4u);
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EXPECT_TRUE(d3d12Layout->HasConstantBufferBinding(0, 0));
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EXPECT_TRUE(d3d12Layout->HasShaderResourceTable(1));
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EXPECT_TRUE(d3d12Layout->HasUnorderedAccessTable(2));
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EXPECT_TRUE(d3d12Layout->HasSamplerTable(3));
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EXPECT_EQ(d3d12Layout->GetDesc().constantBufferCount, 1u);
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EXPECT_EQ(d3d12Layout->GetDesc().textureCount, 1u);
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EXPECT_EQ(d3d12Layout->GetDesc().uavCount, 1u);
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@@ -295,3 +297,68 @@ TEST_P(RHITestFixture, PipelineLayout_D3D12InfersBindingClassesFromSetLayouts) {
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layout->Shutdown();
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delete layout;
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}
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TEST_P(RHITestFixture, PipelineLayout_D3D12SeparatesOverlappingBindingsAcrossSetSlots) {
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if (GetBackendType() != RHIType::D3D12) {
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GTEST_SKIP() << "D3D12-specific root parameter verification";
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}
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DescriptorSetLayoutBinding set0Bindings[2] = {};
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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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DescriptorSetLayoutBinding set1Bindings[2] = {};
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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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DescriptorSetLayoutBinding set2Bindings[1] = {};
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set2Bindings[0].binding = 0;
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set2Bindings[0].type = static_cast<uint32_t>(DescriptorType::Sampler);
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set2Bindings[0].count = 1;
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DescriptorSetLayoutDesc setLayouts[3] = {};
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setLayouts[0].bindings = set0Bindings;
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setLayouts[0].bindingCount = 2;
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setLayouts[1].bindings = set1Bindings;
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setLayouts[1].bindingCount = 2;
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setLayouts[2].bindings = set2Bindings;
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setLayouts[2].bindingCount = 1;
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RHIPipelineLayoutDesc desc = {};
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desc.setLayouts = setLayouts;
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desc.setLayoutCount = 3;
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RHIPipelineLayout* layout = GetDevice()->CreatePipelineLayout(desc);
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ASSERT_NE(layout, nullptr);
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auto* d3d12Layout = static_cast<D3D12PipelineLayout*>(layout);
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EXPECT_TRUE(d3d12Layout->UsesSetLayouts());
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EXPECT_TRUE(d3d12Layout->HasConstantBufferBinding(0, 0));
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EXPECT_TRUE(d3d12Layout->HasConstantBufferBinding(1, 0));
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EXPECT_FALSE(d3d12Layout->HasConstantBufferBinding(2, 0));
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EXPECT_NE(
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d3d12Layout->GetConstantBufferRootParameterIndex(0, 0),
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d3d12Layout->GetConstantBufferRootParameterIndex(1, 0));
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EXPECT_TRUE(d3d12Layout->HasShaderResourceTable(0));
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EXPECT_TRUE(d3d12Layout->HasShaderResourceTable(1));
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EXPECT_FALSE(d3d12Layout->HasShaderResourceTable(2));
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EXPECT_NE(
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d3d12Layout->GetShaderResourceTableRootParameterIndex(0),
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d3d12Layout->GetShaderResourceTableRootParameterIndex(1));
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EXPECT_FALSE(d3d12Layout->HasSamplerTable(0));
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EXPECT_FALSE(d3d12Layout->HasSamplerTable(1));
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EXPECT_TRUE(d3d12Layout->HasSamplerTable(2));
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layout->Shutdown();
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delete layout;
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}
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