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