Add material render state and pipeline caching
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@@ -37,6 +37,11 @@ TEST(Material, SetGetShader) {
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TEST(Material, DefaultRenderMetadata) {
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Material material;
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EXPECT_EQ(material.GetRenderQueue(), static_cast<XCEngine::Core::int32>(MaterialRenderQueue::Geometry));
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EXPECT_EQ(material.GetRenderState().cullMode, MaterialCullMode::None);
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EXPECT_FALSE(material.GetRenderState().blendEnable);
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EXPECT_TRUE(material.GetRenderState().depthTestEnable);
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EXPECT_TRUE(material.GetRenderState().depthWriteEnable);
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EXPECT_EQ(material.GetRenderState().depthFunc, MaterialComparisonFunc::Less);
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EXPECT_TRUE(material.GetShaderPass().Empty());
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EXPECT_EQ(material.GetTagCount(), 0u);
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}
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@@ -51,6 +56,40 @@ TEST(Material, SetGetRenderQueue) {
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EXPECT_EQ(material.GetRenderQueue(), 2600);
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}
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TEST(Material, SetGetRenderState) {
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Material material;
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MaterialRenderState renderState;
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renderState.cullMode = MaterialCullMode::Back;
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renderState.blendEnable = true;
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renderState.srcBlend = MaterialBlendFactor::SrcAlpha;
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renderState.dstBlend = MaterialBlendFactor::InvSrcAlpha;
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renderState.srcBlendAlpha = MaterialBlendFactor::One;
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renderState.dstBlendAlpha = MaterialBlendFactor::InvSrcAlpha;
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renderState.blendOp = MaterialBlendOp::Add;
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renderState.blendOpAlpha = MaterialBlendOp::Add;
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renderState.depthTestEnable = true;
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renderState.depthWriteEnable = false;
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renderState.depthFunc = MaterialComparisonFunc::LessEqual;
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renderState.colorWriteMask = 0x7;
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material.SetRenderState(renderState);
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const MaterialRenderState& result = material.GetRenderState();
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EXPECT_EQ(result.cullMode, MaterialCullMode::Back);
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EXPECT_TRUE(result.blendEnable);
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EXPECT_EQ(result.srcBlend, MaterialBlendFactor::SrcAlpha);
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EXPECT_EQ(result.dstBlend, MaterialBlendFactor::InvSrcAlpha);
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EXPECT_EQ(result.srcBlendAlpha, MaterialBlendFactor::One);
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EXPECT_EQ(result.dstBlendAlpha, MaterialBlendFactor::InvSrcAlpha);
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EXPECT_EQ(result.blendOp, MaterialBlendOp::Add);
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EXPECT_EQ(result.blendOpAlpha, MaterialBlendOp::Add);
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EXPECT_TRUE(result.depthTestEnable);
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EXPECT_FALSE(result.depthWriteEnable);
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EXPECT_EQ(result.depthFunc, MaterialComparisonFunc::LessEqual);
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EXPECT_EQ(result.colorWriteMask, 0x7);
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}
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TEST(Material, SetGetShaderPass) {
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Material material;
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