rendering: migrate object id shader to unity-style single source

This commit is contained in:
2026-04-07 00:38:00 +08:00
parent 87533e08f6
commit 998df9013a
2 changed files with 44 additions and 19 deletions

View File

@@ -6,16 +6,44 @@ Shader "Builtin Object Id"
{
Name "ObjectId"
Tags { "LightMode" = "ObjectId" }
Resources
{
PerObjectConstants (ConstantBuffer, 0, 0) [Semantic(PerObject)]
}
Cull Back
ZWrite On
ZTest LEqual
HLSLPROGRAM
#pragma target 4.5
#pragma vertex MainVS
#pragma fragment MainPS
#pragma backend D3D12 HLSL "object-id.vs.hlsl" "object-id.ps.hlsl" vs_5_0 ps_5_0
#pragma backend OpenGL GLSL "object-id.vert.glsl" "object-id.frag.glsl"
#pragma backend Vulkan GLSL "object-id.vert.vk.glsl" "object-id.frag.vk.glsl"
cbuffer PerObjectConstants : register(b0)
{
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
float4 gObjectIdColor;
};
struct VSInput
{
float3 position : POSITION;
};
struct PSInput
{
float4 position : SV_POSITION;
};
PSInput MainVS(VSInput input)
{
PSInput output;
const float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0));
const float4 positionVS = mul(gViewMatrix, positionWS);
output.position = mul(gProjectionMatrix, positionVS);
return output;
}
float4 MainPS(PSInput input) : SV_TARGET
{
return gObjectIdColor;
}
ENDHLSL
}
}

View File

@@ -502,7 +502,7 @@ TEST(BuiltinDepthStylePass_Test, BuiltinShadowCasterShaderDeclaresExplicitPerObj
delete shader;
}
TEST(BuiltinObjectIdPass_Test, BuiltinObjectIdShaderDeclaresExplicitPerObjectResourceContract) {
TEST(BuiltinObjectIdPass_Test, BuiltinObjectIdShaderUsesUnityStyleSingleSourceContract) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
ASSERT_TRUE(result);
@@ -513,17 +513,16 @@ TEST(BuiltinObjectIdPass_Test, BuiltinObjectIdShaderDeclaresExplicitPerObjectRes
const ShaderPass* pass = shader->FindPass("ObjectId");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 1u);
EXPECT_EQ(pass->resources[0].semantic, "PerObject");
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[0].set, 0u);
EXPECT_EQ(pass->resources[0].binding, 0u);
EXPECT_TRUE(pass->resources.Empty());
EXPECT_TRUE(pass->hasFixedFunctionState);
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
delete shader;
}
TEST(BuiltinObjectIdPass_Test, BuildsBuiltinPassResourceBindingPlanFromExplicitObjectIdResources) {
TEST(BuiltinObjectIdPass_Test, BuildsBuiltinPassResourceBindingPlanFromBuiltinObjectIdShaderContract) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
ASSERT_TRUE(result);
@@ -534,11 +533,10 @@ TEST(BuiltinObjectIdPass_Test, BuildsBuiltinPassResourceBindingPlanFromExplicitO
const ShaderPass* pass = shader->FindPass("ObjectId");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 1u);
BuiltinPassResourceBindingPlan plan = {};
String error;
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(*pass, plan, &error)) << error.CStr();
ASSERT_EQ(plan.bindings.Size(), 1u);
EXPECT_TRUE(plan.perObject.IsValid());
EXPECT_FALSE(plan.material.IsValid());
@@ -630,11 +628,10 @@ TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromExplicitObjectIdResources
const ShaderPass* pass = shader->FindPass("ObjectId");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 1u);
BuiltinPassResourceBindingPlan plan = {};
String error;
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(*pass, plan, &error)) << error.CStr();
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();