Restore panoramic skybox path for skybox integration

This commit is contained in:
2026-04-06 02:42:08 +08:00
parent ae4c06d7b6
commit dc17685099
10 changed files with 22265 additions and 13051 deletions

View File

@@ -156,7 +156,7 @@ TEST(BuiltinForwardPipeline_Test, BuiltinSkyboxShaderDeclaresExplicitEnvironment
const ShaderPass* pass = shader->FindPass("Skybox");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 4u);
ASSERT_EQ(pass->resources.Size(), 5u);
const ShaderPropertyDesc* tint = shader->FindProperty("_Tint");
ASSERT_NE(tint, nullptr);
@@ -173,6 +173,11 @@ TEST(BuiltinForwardPipeline_Test, BuiltinSkyboxShaderDeclaresExplicitEnvironment
EXPECT_EQ(rotation->type, ShaderPropertyType::Float);
EXPECT_EQ(rotation->semantic, "Rotation");
const ShaderPropertyDesc* panoramic = shader->FindProperty("_MainTex");
ASSERT_NE(panoramic, nullptr);
EXPECT_EQ(panoramic->type, ShaderPropertyType::Texture2D);
EXPECT_EQ(panoramic->semantic, "SkyboxPanoramicTexture");
const ShaderPropertyDesc* cubemap = shader->FindProperty("_Tex");
ASSERT_NE(cubemap, nullptr);
EXPECT_EQ(cubemap->type, ShaderPropertyType::TextureCube);
@@ -188,16 +193,21 @@ TEST(BuiltinForwardPipeline_Test, BuiltinSkyboxShaderDeclaresExplicitEnvironment
EXPECT_EQ(pass->resources[1].set, 1u);
EXPECT_EQ(pass->resources[1].binding, 0u);
EXPECT_EQ(pass->resources[2].semantic, "SkyboxTexture");
EXPECT_EQ(pass->resources[2].type, ShaderResourceType::TextureCube);
EXPECT_EQ(pass->resources[2].semantic, "SkyboxPanoramicTexture");
EXPECT_EQ(pass->resources[2].type, ShaderResourceType::Texture2D);
EXPECT_EQ(pass->resources[2].set, 2u);
EXPECT_EQ(pass->resources[2].binding, 0u);
EXPECT_EQ(pass->resources[3].semantic, "LinearClampSampler");
EXPECT_EQ(pass->resources[3].type, ShaderResourceType::Sampler);
EXPECT_EQ(pass->resources[3].semantic, "SkyboxTexture");
EXPECT_EQ(pass->resources[3].type, ShaderResourceType::TextureCube);
EXPECT_EQ(pass->resources[3].set, 3u);
EXPECT_EQ(pass->resources[3].binding, 0u);
EXPECT_EQ(pass->resources[4].semantic, "LinearClampSampler");
EXPECT_EQ(pass->resources[4].type, ShaderResourceType::Sampler);
EXPECT_EQ(pass->resources[4].set, 4u);
EXPECT_EQ(pass->resources[4].binding, 0u);
delete shader;
}