Normalize builtin forward shader bindings

This commit is contained in:
2026-04-05 13:50:52 +08:00
parent f407e2d15c
commit ec96d2c7e5
17 changed files with 131 additions and 150 deletions

View File

@@ -59,37 +59,37 @@ TEST(BuiltinForwardPipeline_Test, BuiltinForwardShaderDeclaresExplicitForwardRes
EXPECT_EQ(pass->resources[0].semantic, "PerObject");
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[0].set, 1u);
EXPECT_EQ(pass->resources[0].set, 0u);
EXPECT_EQ(pass->resources[0].binding, 0u);
EXPECT_EQ(pass->resources[1].semantic, "Material");
EXPECT_EQ(pass->resources[1].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[1].set, 2u);
EXPECT_EQ(pass->resources[1].set, 1u);
EXPECT_EQ(pass->resources[1].binding, 0u);
EXPECT_EQ(pass->resources[2].semantic, "BaseColorTexture");
EXPECT_EQ(pass->resources[2].type, ShaderResourceType::Texture2D);
EXPECT_EQ(pass->resources[2].set, 3u);
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].set, 4u);
EXPECT_EQ(pass->resources[3].set, 3u);
EXPECT_EQ(pass->resources[3].binding, 0u);
EXPECT_EQ(pass->resources[4].semantic, "ShadowReceiver");
EXPECT_EQ(pass->resources[4].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[4].set, 5u);
EXPECT_EQ(pass->resources[4].set, 4u);
EXPECT_EQ(pass->resources[4].binding, 0u);
EXPECT_EQ(pass->resources[5].semantic, "ShadowMapTexture");
EXPECT_EQ(pass->resources[5].type, ShaderResourceType::Texture2D);
EXPECT_EQ(pass->resources[5].set, 6u);
EXPECT_EQ(pass->resources[5].set, 5u);
EXPECT_EQ(pass->resources[5].binding, 0u);
EXPECT_EQ(pass->resources[6].semantic, "ShadowMapSampler");
EXPECT_EQ(pass->resources[6].type, ShaderResourceType::Sampler);
EXPECT_EQ(pass->resources[6].set, 7u);
EXPECT_EQ(pass->resources[6].set, 6u);
EXPECT_EQ(pass->resources[6].binding, 0u);
delete shader;
@@ -110,22 +110,22 @@ TEST(BuiltinForwardPipeline_Test, BuiltinUnlitShaderDeclaresExplicitSurfaceResou
EXPECT_EQ(pass->resources[0].semantic, "PerObject");
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[0].set, 1u);
EXPECT_EQ(pass->resources[0].set, 0u);
EXPECT_EQ(pass->resources[0].binding, 0u);
EXPECT_EQ(pass->resources[1].semantic, "Material");
EXPECT_EQ(pass->resources[1].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[1].set, 2u);
EXPECT_EQ(pass->resources[1].set, 1u);
EXPECT_EQ(pass->resources[1].binding, 0u);
EXPECT_EQ(pass->resources[2].semantic, "BaseColorTexture");
EXPECT_EQ(pass->resources[2].type, ShaderResourceType::Texture2D);
EXPECT_EQ(pass->resources[2].set, 3u);
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].set, 4u);
EXPECT_EQ(pass->resources[3].set, 3u);
EXPECT_EQ(pass->resources[3].binding, 0u);
delete shader;
@@ -153,7 +153,7 @@ TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplic
EXPECT_TRUE(plan.linearClampSampler.IsValid());
EXPECT_TRUE(plan.shadowMapTexture.IsValid());
EXPECT_TRUE(plan.shadowMapSampler.IsValid());
EXPECT_EQ(plan.firstDescriptorSet, 1u);
EXPECT_EQ(plan.firstDescriptorSet, 0u);
EXPECT_EQ(plan.descriptorSetCount, 7u);
EXPECT_TRUE(plan.usesConstantBuffers);
EXPECT_TRUE(plan.usesTextures);
@@ -181,7 +181,7 @@ TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplic
EXPECT_TRUE(plan.material.IsValid());
EXPECT_TRUE(plan.baseColorTexture.IsValid());
EXPECT_TRUE(plan.linearClampSampler.IsValid());
EXPECT_EQ(plan.firstDescriptorSet, 1u);
EXPECT_EQ(plan.firstDescriptorSet, 0u);
EXPECT_EQ(plan.descriptorSetCount, 4u);
EXPECT_TRUE(plan.usesConstantBuffers);
EXPECT_TRUE(plan.usesTextures);
@@ -190,51 +190,88 @@ TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplic
delete shader;
}
TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromLegacyFallbackResources) {
const Array<ShaderResourceBindingDesc> bindings = BuildLegacyBuiltinForwardPassResourceBindings();
ASSERT_EQ(bindings.Size(), 4u);
TEST(BuiltinForwardPipeline_Test, UsesNormalizedExplicitSetIndicesForSurfaceResources) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 7u);
BuiltinPassResourceBindingPlan plan = {};
String error;
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr();
ASSERT_EQ(plan.bindings.Size(), 4u);
EXPECT_EQ(plan.perObject.set, 1u);
EXPECT_EQ(plan.material.set, 2u);
EXPECT_EQ(plan.baseColorTexture.set, 3u);
EXPECT_EQ(plan.linearClampSampler.set, 4u);
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
ASSERT_EQ(plan.bindings.Size(), 7u);
EXPECT_EQ(plan.perObject.set, 0u);
EXPECT_EQ(plan.material.set, 1u);
EXPECT_EQ(plan.baseColorTexture.set, 2u);
EXPECT_EQ(plan.linearClampSampler.set, 3u);
EXPECT_EQ(plan.shadowReceiver.set, 4u);
EXPECT_EQ(plan.shadowMapTexture.set, 5u);
EXPECT_EQ(plan.shadowMapSampler.set, 6u);
delete shader;
}
TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromLegacyForwardResources) {
const Array<ShaderResourceBindingDesc> bindings = BuildLegacyBuiltinForwardPassResourceBindings();
TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromExplicitForwardResources) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 7u);
BuiltinPassResourceBindingPlan plan = {};
String error;
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr();
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
ASSERT_EQ(setLayouts.size(), 5u);
ASSERT_EQ(setLayouts.size(), 7u);
EXPECT_EQ(setLayouts[0].layout.bindingCount, 0u);
EXPECT_EQ(setLayouts[0].layout.bindingCount, 1u);
EXPECT_FALSE(setLayouts[0].shaderVisible);
EXPECT_TRUE(setLayouts[0].usesPerObject);
EXPECT_FALSE(setLayouts[0].usesMaterial);
EXPECT_EQ(setLayouts[1].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[1].usesMaterial);
EXPECT_FALSE(setLayouts[1].shaderVisible);
EXPECT_TRUE(setLayouts[1].usesPerObject);
EXPECT_FALSE(setLayouts[1].usesMaterial);
EXPECT_EQ(setLayouts[2].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[2].usesMaterial);
EXPECT_FALSE(setLayouts[2].shaderVisible);
EXPECT_TRUE(setLayouts[2].usesTexture);
EXPECT_TRUE(setLayouts[2].shaderVisible);
EXPECT_EQ(setLayouts[2].heapType, DescriptorHeapType::CBV_SRV_UAV);
EXPECT_EQ(setLayouts[3].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[3].usesTexture);
EXPECT_TRUE(setLayouts[3].usesSampler);
EXPECT_TRUE(setLayouts[3].shaderVisible);
EXPECT_EQ(setLayouts[3].heapType, DescriptorHeapType::CBV_SRV_UAV);
EXPECT_EQ(setLayouts[3].heapType, DescriptorHeapType::Sampler);
EXPECT_EQ(setLayouts[4].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[4].usesSampler);
EXPECT_TRUE(setLayouts[4].shaderVisible);
EXPECT_EQ(setLayouts[4].heapType, DescriptorHeapType::Sampler);
EXPECT_TRUE(setLayouts[4].usesShadowReceiver);
EXPECT_FALSE(setLayouts[4].shaderVisible);
EXPECT_EQ(setLayouts[5].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[5].usesTexture);
EXPECT_TRUE(setLayouts[5].shaderVisible);
EXPECT_EQ(setLayouts[6].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[6].usesSampler);
EXPECT_TRUE(setLayouts[6].shaderVisible);
EXPECT_EQ(setLayouts[6].heapType, DescriptorHeapType::Sampler);
delete shader;
}
TEST(BuiltinDepthStylePass_Test, BuiltinDepthOnlyShaderDeclaresExplicitPerObjectResourceContract) {