Derive gaussian splat SH order from resource layout
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@@ -328,6 +328,7 @@ void GaussianSplatSceneTest::PrepareRuntimeProject() {
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ASSERT_NE(m_gaussianSplat.Get(), nullptr);
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ASSERT_TRUE(m_gaussianSplat->IsValid());
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ASSERT_GT(m_gaussianSplat->GetSplatCount(), 0u);
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ASSERT_EQ(m_gaussianSplat->GetSHOrder(), 3u);
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m_subsetGaussianSplat = CreateGaussianSplatSubset(
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*m_gaussianSplat.Get(),
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kBaselineSubsetSplatCount,
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@@ -335,6 +336,7 @@ void GaussianSplatSceneTest::PrepareRuntimeProject() {
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ASSERT_NE(m_subsetGaussianSplat, nullptr);
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ASSERT_TRUE(m_subsetGaussianSplat->IsValid());
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ASSERT_GT(m_subsetGaussianSplat->GetSplatCount(), 0u);
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ASSERT_EQ(m_subsetGaussianSplat->GetSHOrder(), 3u);
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}
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void GaussianSplatSceneTest::BuildScene() {
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