Add forward shadow receiving support
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@@ -55,7 +55,7 @@ TEST(BuiltinForwardPipeline_Test, BuiltinForwardShaderDeclaresExplicitForwardRes
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const ShaderPass* pass = shader->FindPass("ForwardLit");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->resources.Size(), 4u);
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ASSERT_EQ(pass->resources.Size(), 7u);
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EXPECT_EQ(pass->resources[0].semantic, "PerObject");
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EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
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@@ -77,6 +77,21 @@ TEST(BuiltinForwardPipeline_Test, BuiltinForwardShaderDeclaresExplicitForwardRes
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EXPECT_EQ(pass->resources[3].set, 4u);
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EXPECT_EQ(pass->resources[3].binding, 0u);
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EXPECT_EQ(pass->resources[4].semantic, "ShadowReceiver");
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EXPECT_EQ(pass->resources[4].type, ShaderResourceType::ConstantBuffer);
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EXPECT_EQ(pass->resources[4].set, 5u);
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EXPECT_EQ(pass->resources[4].binding, 0u);
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EXPECT_EQ(pass->resources[5].semantic, "ShadowMapTexture");
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EXPECT_EQ(pass->resources[5].type, ShaderResourceType::Texture2D);
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EXPECT_EQ(pass->resources[5].set, 6u);
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EXPECT_EQ(pass->resources[5].binding, 0u);
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EXPECT_EQ(pass->resources[6].semantic, "ShadowMapSampler");
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EXPECT_EQ(pass->resources[6].type, ShaderResourceType::Sampler);
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EXPECT_EQ(pass->resources[6].set, 7u);
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EXPECT_EQ(pass->resources[6].binding, 0u);
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delete shader;
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}
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@@ -133,10 +148,13 @@ TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplic
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EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
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EXPECT_TRUE(plan.perObject.IsValid());
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EXPECT_TRUE(plan.material.IsValid());
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EXPECT_TRUE(plan.shadowReceiver.IsValid());
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EXPECT_TRUE(plan.baseColorTexture.IsValid());
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EXPECT_TRUE(plan.linearClampSampler.IsValid());
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EXPECT_TRUE(plan.shadowMapTexture.IsValid());
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EXPECT_TRUE(plan.shadowMapSampler.IsValid());
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EXPECT_EQ(plan.firstDescriptorSet, 1u);
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EXPECT_EQ(plan.descriptorSetCount, 4u);
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EXPECT_EQ(plan.descriptorSetCount, 7u);
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EXPECT_TRUE(plan.usesConstantBuffers);
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EXPECT_TRUE(plan.usesTextures);
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EXPECT_TRUE(plan.usesSamplers);
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