Add forward shadow receiving support
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@@ -137,7 +137,10 @@ TEST(ShaderLoader, LoadShaderManifestBuildsMultiPassBackendVariants) {
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manifest << " { \"name\": \"PerObjectConstants\", \"type\": \"ConstantBuffer\", \"set\": 1, \"binding\": 0, \"semantic\": \"PerObject\" },\n";
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manifest << " { \"name\": \"MaterialConstants\", \"type\": \"ConstantBuffer\", \"set\": 2, \"binding\": 0, \"semantic\": \"Material\" },\n";
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manifest << " { \"name\": \"BaseColorTexture\", \"type\": \"Texture2D\", \"set\": 3, \"binding\": 0, \"semantic\": \"BaseColorTexture\" },\n";
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manifest << " { \"name\": \"LinearClampSampler\", \"type\": \"Sampler\", \"set\": 4, \"binding\": 0, \"semantic\": \"LinearClampSampler\" }\n";
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manifest << " { \"name\": \"LinearClampSampler\", \"type\": \"Sampler\", \"set\": 4, \"binding\": 0, \"semantic\": \"LinearClampSampler\" },\n";
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manifest << " { \"name\": \"ShadowReceiverConstants\", \"type\": \"ConstantBuffer\", \"set\": 5, \"binding\": 0, \"semantic\": \"ShadowReceiver\" },\n";
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manifest << " { \"name\": \"ShadowMapTexture\", \"type\": \"Texture2D\", \"set\": 6, \"binding\": 0, \"semantic\": \"ShadowMapTexture\" },\n";
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manifest << " { \"name\": \"ShadowMapSampler\", \"type\": \"Sampler\", \"set\": 7, \"binding\": 0, \"semantic\": \"ShadowMapSampler\" }\n";
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manifest << " ],\n";
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manifest << " \"variants\": [\n";
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manifest << " { \"stage\": \"Vertex\", \"backend\": \"D3D12\", \"language\": \"HLSL\", \"source\": \"stages/forward_lit.vs.hlsl\", \"entryPoint\": \"MainVS\", \"profile\": \"vs_5_0\" },\n";
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@@ -190,7 +193,7 @@ TEST(ShaderLoader, LoadShaderManifestBuildsMultiPassBackendVariants) {
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const ShaderPass* forwardLitPass = shader->FindPass("ForwardLit");
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ASSERT_NE(forwardLitPass, nullptr);
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ASSERT_EQ(forwardLitPass->tags.Size(), 2u);
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ASSERT_EQ(forwardLitPass->resources.Size(), 4u);
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ASSERT_EQ(forwardLitPass->resources.Size(), 7u);
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EXPECT_EQ(forwardLitPass->tags[0].name, "LightMode");
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EXPECT_EQ(forwardLitPass->tags[0].value, "ForwardBase");
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EXPECT_EQ(forwardLitPass->tags[1].name, "Queue");
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@@ -274,6 +277,9 @@ TEST(ShaderLoader, LoadUnityLikeShaderAuthoringBuildsRuntimeContract) {
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MaterialConstants (ConstantBuffer, 2, 0) [Semantic(Material)]
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BaseColorTexture (Texture2D, 3, 0) [Semantic(BaseColorTexture)]
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LinearClampSampler (Sampler, 4, 0) [Semantic(LinearClampSampler)]
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ShadowReceiverConstants (ConstantBuffer, 5, 0) [Semantic(ShadowReceiver)]
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ShadowMapTexture (Texture2D, 6, 0) [Semantic(ShadowMapTexture)]
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ShadowMapSampler (Sampler, 7, 0) [Semantic(ShadowMapSampler)]
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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@@ -325,7 +331,7 @@ TEST(ShaderLoader, LoadUnityLikeShaderAuthoringBuildsRuntimeContract) {
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const ShaderPass* forwardLitPass = shader->FindPass("ForwardLit");
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ASSERT_NE(forwardLitPass, nullptr);
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ASSERT_EQ(forwardLitPass->tags.Size(), 2u);
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ASSERT_EQ(forwardLitPass->resources.Size(), 4u);
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ASSERT_EQ(forwardLitPass->resources.Size(), 7u);
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EXPECT_EQ(forwardLitPass->tags[0].name, "Queue");
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EXPECT_EQ(forwardLitPass->tags[0].value, "Geometry");
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EXPECT_EQ(forwardLitPass->tags[1].name, "LightMode");
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@@ -671,7 +677,7 @@ TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
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ASSERT_EQ(shader->GetProperties().Size(), 2u);
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ASSERT_EQ(pass->variants.Size(), 6u);
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ASSERT_EQ(pass->tags.Size(), 1u);
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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->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "ForwardBase");
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@@ -693,6 +699,22 @@ TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
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EXPECT_EQ(perObjectBinding->binding, 0u);
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EXPECT_EQ(perObjectBinding->semantic, "PerObject");
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const ShaderResourceBindingDesc* shadowReceiverBinding =
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shader->FindPassResourceBinding("ForwardLit", "ShadowReceiverConstants");
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ASSERT_NE(shadowReceiverBinding, nullptr);
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EXPECT_EQ(shadowReceiverBinding->type, ShaderResourceType::ConstantBuffer);
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EXPECT_EQ(shadowReceiverBinding->set, 5u);
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EXPECT_EQ(shadowReceiverBinding->binding, 0u);
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EXPECT_EQ(shadowReceiverBinding->semantic, "ShadowReceiver");
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const ShaderResourceBindingDesc* shadowTextureBinding =
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shader->FindPassResourceBinding("ForwardLit", "ShadowMapTexture");
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ASSERT_NE(shadowTextureBinding, nullptr);
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EXPECT_EQ(shadowTextureBinding->type, ShaderResourceType::Texture2D);
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EXPECT_EQ(shadowTextureBinding->set, 6u);
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EXPECT_EQ(shadowTextureBinding->binding, 0u);
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EXPECT_EQ(shadowTextureBinding->semantic, "ShadowMapTexture");
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
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