refactor: route builtin outline pass through shader assets
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@@ -22,6 +22,7 @@
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#include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h"
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#include <memory>
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#include <cstdlib>
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#include <vector>
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using namespace XCEngine::Components;
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@@ -319,5 +320,8 @@ GTEST_API_ int main(int argc, char** argv) {
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Logger::Get().SetMinimumLevel(LogLevel::Debug);
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testing::InitGoogleTest(&argc, argv);
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return RUN_ALL_TESTS();
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const int result = RUN_ALL_TESTS();
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Logger::Get().Shutdown();
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std::fflush(nullptr);
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std::_Exit((result == 0 && !testing::UnitTest::GetInstance()->Failed()) ? 0 : 1);
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}
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@@ -33,6 +33,7 @@ TEST(ShaderLoader, CanLoad) {
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EXPECT_TRUE(loader.CanLoad("test.hlsl"));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdOutlineShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinInfiniteGridShaderPath()));
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EXPECT_FALSE(loader.CanLoad("test.txt"));
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EXPECT_FALSE(loader.CanLoad("test.png"));
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@@ -154,6 +155,31 @@ TEST(ShaderLoader, LoadBuiltinInfiniteGridShaderBuildsD3D12Variants) {
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delete shader;
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}
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TEST(ShaderLoader, LoadBuiltinObjectIdOutlineShaderBuildsD3D12Variants) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinObjectIdOutlineShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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ASSERT_TRUE(shader->IsValid());
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const ShaderPass* pass = shader->FindPass("ObjectIdOutline");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 2u);
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ASSERT_EQ(pass->tags.Size(), 1u);
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EXPECT_EQ(pass->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "ObjectIdOutline");
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EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
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EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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delete shader;
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}
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TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
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ResourceManager& manager = ResourceManager::Get();
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manager.Shutdown();
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@@ -167,6 +193,10 @@ TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
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ASSERT_TRUE(objectIdShaderHandle.IsValid());
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ASSERT_NE(objectIdShaderHandle->FindPass("ObjectId"), nullptr);
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ResourceHandle<Shader> objectIdOutlineShaderHandle = manager.Load<Shader>(GetBuiltinObjectIdOutlineShaderPath());
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ASSERT_TRUE(objectIdOutlineShaderHandle.IsValid());
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ASSERT_NE(objectIdOutlineShaderHandle->FindPass("ObjectIdOutline"), nullptr);
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ResourceHandle<Shader> infiniteGridShaderHandle = manager.Load<Shader>(GetBuiltinInfiniteGridShaderPath());
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ASSERT_TRUE(infiniteGridShaderHandle.IsValid());
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ASSERT_NE(infiniteGridShaderHandle->FindPass("InfiniteGrid"), nullptr);
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