rendering: thread global shader keywords into builtin variants

This commit is contained in:
2026-04-06 20:30:25 +08:00
parent 0761079b4c
commit c318f34f07
14 changed files with 119 additions and 26 deletions

View File

@@ -12,6 +12,7 @@
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Rendering/Execution/SceneRenderer.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Shader/ShaderKeywordTypes.h>
#include <XCEngine/Scene/Scene.h>
#include <memory>
@@ -44,6 +45,7 @@ struct MockPipelineState {
XCEngine::RHI::RHIResourceView* lastShadowMap = nullptr;
XCEngine::Math::Matrix4x4 lastShadowViewProjection = XCEngine::Math::Matrix4x4::Identity();
XCEngine::Math::Vector4 lastShadowParams = XCEngine::Math::Vector4::Zero();
bool lastHasMainDirectionalShadowKeyword = false;
RenderEnvironmentMode lastEnvironmentMode = RenderEnvironmentMode::None;
bool lastHasSkybox = false;
const XCEngine::Resources::Material* lastSkyboxMaterial = nullptr;
@@ -320,6 +322,10 @@ public:
m_state->lastShadowMap = sceneData.lighting.mainDirectionalShadow.shadowMap;
m_state->lastShadowViewProjection = sceneData.lighting.mainDirectionalShadow.viewProjection;
m_state->lastShadowParams = sceneData.lighting.mainDirectionalShadow.shadowParams;
m_state->lastHasMainDirectionalShadowKeyword =
XCEngine::Resources::ShaderKeywordSetContains(
sceneData.globalShaderKeywords,
"XC_MAIN_LIGHT_SHADOWS");
m_state->lastEnvironmentMode = sceneData.environment.mode;
m_state->lastHasSkybox = sceneData.environment.HasSkybox();
m_state->lastSkyboxMaterial = sceneData.environment.materialSkybox.material;
@@ -1281,6 +1287,7 @@ TEST(CameraRenderer_Test, AutoAllocatesDirectionalShadowSurfaceFromShadowPlan) {
EXPECT_FLOAT_EQ(pipelineState->lastShadowParams.y, 1.0f / 256.0f);
EXPECT_FLOAT_EQ(pipelineState->lastShadowParams.z, 1.0f / 128.0f);
EXPECT_FLOAT_EQ(pipelineState->lastShadowParams.w, 0.85f);
EXPECT_TRUE(pipelineState->lastHasMainDirectionalShadowKeyword);
}
EXPECT_EQ(allocationState->shutdownDepthViewCalls, 1);