Remove legacy object-id and depth-style binding fallbacks
This commit is contained in:
@@ -300,13 +300,22 @@ TEST(BuiltinObjectIdPass_Test, BuiltinObjectIdShaderDeclaresExplicitPerObjectRes
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delete shader;
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}
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TEST(BuiltinObjectIdPass_Test, BuildsBuiltinPassResourceBindingPlanFromLegacyFallbackResources) {
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const Array<ShaderResourceBindingDesc> bindings = BuildLegacyBuiltinObjectIdPassResourceBindings();
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ASSERT_EQ(bindings.Size(), 1u);
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TEST(BuiltinObjectIdPass_Test, BuildsBuiltinPassResourceBindingPlanFromExplicitObjectIdResources) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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const ShaderPass* pass = shader->FindPass("ObjectId");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->resources.Size(), 1u);
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BuiltinPassResourceBindingPlan plan = {};
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String error;
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EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr();
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EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
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ASSERT_EQ(plan.bindings.Size(), 1u);
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EXPECT_TRUE(plan.perObject.IsValid());
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EXPECT_FALSE(plan.material.IsValid());
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@@ -317,6 +326,8 @@ TEST(BuiltinObjectIdPass_Test, BuildsBuiltinPassResourceBindingPlanFromLegacyFal
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EXPECT_TRUE(plan.usesConstantBuffers);
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EXPECT_FALSE(plan.usesTextures);
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EXPECT_FALSE(plan.usesSamplers);
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delete shader;
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}
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TEST(BuiltinObjectIdPass_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) {
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@@ -346,12 +357,22 @@ TEST(BuiltinObjectIdPass_Test, UsesFloat3PositionInputLayoutForStaticMeshVertice
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EXPECT_EQ(texcoord.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
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}
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TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromLegacyObjectIdResources) {
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const Array<ShaderResourceBindingDesc> bindings = BuildLegacyBuiltinObjectIdPassResourceBindings();
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TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromExplicitObjectIdResources) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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const ShaderPass* pass = shader->FindPass("ObjectId");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->resources.Size(), 1u);
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BuiltinPassResourceBindingPlan plan = {};
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String error;
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ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr();
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ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
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std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
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ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
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@@ -363,14 +384,26 @@ TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromLegacyObjectIdResources)
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EXPECT_FALSE(setLayouts[0].usesSampler);
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EXPECT_FALSE(setLayouts[0].shaderVisible);
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EXPECT_EQ(setLayouts[0].heapType, DescriptorHeapType::CBV_SRV_UAV);
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delete shader;
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}
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TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromLegacyDepthOnlyResources) {
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const Array<ShaderResourceBindingDesc> bindings = BuildLegacyBuiltinDepthOnlyPassResourceBindings();
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TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromExplicitDepthOnlyResources) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinDepthOnlyShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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const ShaderPass* pass = shader->FindPass("DepthOnly");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->resources.Size(), 1u);
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BuiltinPassResourceBindingPlan plan = {};
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String error;
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ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr();
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ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
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std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
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ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
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@@ -380,14 +413,26 @@ TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromLegacyDepthOnlyResources)
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EXPECT_FALSE(setLayouts[0].usesMaterial);
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EXPECT_FALSE(setLayouts[0].usesTexture);
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EXPECT_FALSE(setLayouts[0].usesSampler);
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delete shader;
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}
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TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromLegacyShadowCasterResources) {
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const Array<ShaderResourceBindingDesc> bindings = BuildLegacyBuiltinShadowCasterPassResourceBindings();
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TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromExplicitShadowCasterResources) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinShadowCasterShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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const ShaderPass* pass = shader->FindPass("ShadowCaster");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->resources.Size(), 1u);
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BuiltinPassResourceBindingPlan plan = {};
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String error;
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ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr();
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ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
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std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
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ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
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@@ -397,6 +442,8 @@ TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromLegacyShadowCasterResourc
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EXPECT_FALSE(setLayouts[0].usesMaterial);
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EXPECT_FALSE(setLayouts[0].usesTexture);
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EXPECT_FALSE(setLayouts[0].usesSampler);
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delete shader;
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}
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TEST(BuiltinPassLayout_Test, RejectsMixedSamplerAndNonSamplerBindingsInOneSet) {
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