Generate gaussian splat chunks during PLY import
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@@ -554,16 +554,18 @@ TEST(RenderResourceCacheTest, GetOrCreateGaussianSplatSupportsSourceAssetImportP
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ASSERT_NE(cached, nullptr);
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EXPECT_EQ(cached->residencyState, RenderResourceCache::GaussianSplatResidencyState::GpuReady);
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EXPECT_EQ(cached->splatCount, 2u);
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EXPECT_EQ(state->createBufferCalls, 4);
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EXPECT_EQ(state->createShaderViewCalls, 4);
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EXPECT_EQ(cached->chunkCount, 1u);
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EXPECT_EQ(cached->chunks.elementStride, sizeof(GaussianSplatChunkRecord));
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EXPECT_EQ(state->createBufferCalls, 5);
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EXPECT_EQ(state->createShaderViewCalls, 5);
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const auto handleAgain = manager.Load<GaussianSplat>("Assets/sample.ply");
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ASSERT_TRUE(handleAgain.IsValid());
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const RenderResourceCache::CachedGaussianSplat* cachedAgain =
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cache.GetOrCreateGaussianSplat(&device, handleAgain.Get());
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EXPECT_EQ(cachedAgain, cached);
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EXPECT_EQ(state->createBufferCalls, 4);
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EXPECT_EQ(state->createShaderViewCalls, 4);
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EXPECT_EQ(state->createBufferCalls, 5);
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EXPECT_EQ(state->createShaderViewCalls, 5);
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}
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manager.UnloadAll();
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