Split render-graph main scene into forward segments
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@@ -609,9 +609,19 @@ TEST(BuiltinForwardPipeline_Test, RecordsMainSceneGraphPassWithSampledShadowDepe
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String errorMessage;
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ASSERT_TRUE(RenderGraphCompiler::Compile(graph, compiledGraph, &errorMessage))
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<< errorMessage.CStr();
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EXPECT_EQ(compiledGraph.GetPassCount(), 1u);
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EXPECT_STREQ(compiledGraph.GetPassName(0).CStr(), "MainScene");
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EXPECT_EQ(compiledGraph.GetPassCount(), 3u);
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EXPECT_STREQ(compiledGraph.GetPassName(0).CStr(), "MainScene.Opaque");
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EXPECT_STREQ(compiledGraph.GetPassName(1).CStr(), "MainScene.Skybox");
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EXPECT_STREQ(compiledGraph.GetPassName(2).CStr(), "MainScene.Transparent");
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EXPECT_EQ(compiledGraph.GetPassType(0), RenderGraphPassType::Raster);
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EXPECT_EQ(compiledGraph.GetPassType(1), RenderGraphPassType::Raster);
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EXPECT_EQ(compiledGraph.GetPassType(2), RenderGraphPassType::Raster);
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RenderGraphTextureLifetime shadowLifetime = {};
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ASSERT_TRUE(compiledGraph.TryGetTextureLifetime(shadowTarget, shadowLifetime));
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EXPECT_TRUE(shadowLifetime.used);
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EXPECT_EQ(shadowLifetime.firstPassIndex, 0u);
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EXPECT_EQ(shadowLifetime.lastPassIndex, 2u);
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RenderGraphTextureTransitionPlan shadowPlan = {};
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ASSERT_TRUE(compiledGraph.TryGetTextureTransitionPlan(shadowTarget, shadowPlan));
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