refactor: route builtin forward pipeline through shader assets
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@@ -1,4 +1,6 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Resources/Shader/ShaderLoader.h>
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#include <XCEngine/Core/Asset/ResourceTypes.h>
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#include <XCEngine/Core/Containers/Array.h>
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@@ -29,6 +31,7 @@ TEST(ShaderLoader, CanLoad) {
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EXPECT_TRUE(loader.CanLoad("test.frag"));
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EXPECT_TRUE(loader.CanLoad("test.glsl"));
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EXPECT_TRUE(loader.CanLoad("test.hlsl"));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
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EXPECT_FALSE(loader.CanLoad("test.txt"));
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EXPECT_FALSE(loader.CanLoad("test.png"));
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}
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@@ -70,4 +73,43 @@ TEST(ShaderLoader, LoadLegacySingleStageShaderBuildsDefaultPassVariant) {
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std::remove(shaderPath.string().c_str());
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}
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TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
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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("ForwardLit");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 6u);
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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, "ForwardBase");
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
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EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan), 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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manager.UnregisterLoader(ResourceType::Shader);
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ResourceHandle<Shader> shaderHandle = manager.Load<Shader>(GetBuiltinForwardLitShaderPath());
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ASSERT_TRUE(shaderHandle.IsValid());
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ASSERT_NE(shaderHandle->FindPass("ForwardLit"), nullptr);
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manager.Shutdown();
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}
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} // namespace
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