refactor: route builtin outline pass through shader assets

This commit is contained in:
2026-04-02 20:18:39 +08:00
parent 1f29dfd611
commit 9ce779da43
7 changed files with 591 additions and 145 deletions

View File

@@ -33,6 +33,7 @@ TEST(ShaderLoader, CanLoad) {
EXPECT_TRUE(loader.CanLoad("test.hlsl"));
EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdOutlineShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinInfiniteGridShaderPath()));
EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png"));
@@ -154,6 +155,31 @@ TEST(ShaderLoader, LoadBuiltinInfiniteGridShaderBuildsD3D12Variants) {
delete shader;
}
TEST(ShaderLoader, LoadBuiltinObjectIdOutlineShaderBuildsD3D12Variants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinObjectIdOutlineShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
ASSERT_TRUE(shader->IsValid());
const ShaderPass* pass = shader->FindPass("ObjectIdOutline");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 2u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ObjectIdOutline");
EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
delete shader;
}
TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ResourceManager& manager = ResourceManager::Get();
manager.Shutdown();
@@ -167,6 +193,10 @@ TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ASSERT_TRUE(objectIdShaderHandle.IsValid());
ASSERT_NE(objectIdShaderHandle->FindPass("ObjectId"), nullptr);
ResourceHandle<Shader> objectIdOutlineShaderHandle = manager.Load<Shader>(GetBuiltinObjectIdOutlineShaderPath());
ASSERT_TRUE(objectIdOutlineShaderHandle.IsValid());
ASSERT_NE(objectIdOutlineShaderHandle->FindPass("ObjectIdOutline"), nullptr);
ResourceHandle<Shader> infiniteGridShaderHandle = manager.Load<Shader>(GetBuiltinInfiniteGridShaderPath());
ASSERT_TRUE(infiniteGridShaderHandle.IsValid());
ASSERT_NE(infiniteGridShaderHandle->FindPass("InfiniteGrid"), nullptr);