Add forward shadow receiving support
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@@ -154,6 +154,38 @@ TEST_P(RHITestFixture, Device_CreateShaderResourceView_FromInitialDataTexture) {
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delete texture;
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}
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TEST_P(RHITestFixture, Device_CreateShaderResourceView_FromDepthTexture) {
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TextureDesc texDesc = {};
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texDesc.width = 256;
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texDesc.height = 256;
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texDesc.depth = 1;
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texDesc.mipLevels = 1;
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texDesc.arraySize = 1;
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texDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
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texDesc.textureType = static_cast<uint32_t>(TextureType::Texture2D);
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texDesc.sampleCount = 1;
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texDesc.sampleQuality = 0;
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texDesc.flags = 0;
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RHITexture* texture = GetDevice()->CreateTexture(texDesc);
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ASSERT_NE(texture, nullptr);
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ResourceViewDesc viewDesc = {};
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viewDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
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viewDesc.dimension = ResourceViewDimension::Texture2D;
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viewDesc.mipLevel = 0;
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RHIResourceView* srv = GetDevice()->CreateShaderResourceView(texture, viewDesc);
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ASSERT_NE(srv, nullptr);
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EXPECT_TRUE(srv->IsValid());
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EXPECT_EQ(srv->GetViewType(), ResourceViewType::ShaderResource);
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srv->Shutdown();
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delete srv;
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texture->Shutdown();
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delete texture;
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}
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TEST_P(RHITestFixture, Device_CreateVertexBufferView) {
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BufferDesc bufferDesc = {};
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bufferDesc.size = 256;
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