refactor: externalize builtin object id and grid shader assets
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@@ -312,6 +312,27 @@ TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsBackendVariants) {
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
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EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
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const ShaderStageVariant* d3d12Vertex = shader->FindVariant(
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"ObjectId",
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ShaderType::Vertex,
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ShaderBackend::D3D12);
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ASSERT_NE(d3d12Vertex, nullptr);
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EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_D3D12_VS"), std::string::npos);
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const ShaderStageVariant* openglFragment = shader->FindVariant(
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"ObjectId",
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ShaderType::Fragment,
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ShaderBackend::OpenGL);
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ASSERT_NE(openglFragment, nullptr);
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EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_OPENGL_PS"), std::string::npos);
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const ShaderStageVariant* vulkanFragment = shader->FindVariant(
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"ObjectId",
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ShaderType::Fragment,
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ShaderBackend::Vulkan);
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ASSERT_NE(vulkanFragment, nullptr);
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EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_VULKAN_PS"), std::string::npos);
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delete shader;
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}
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@@ -337,6 +358,13 @@ TEST(ShaderLoader, LoadBuiltinInfiniteGridShaderBuildsD3D12Variants) {
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EXPECT_EQ(shader->FindVariant("InfiniteGrid", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
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EXPECT_EQ(shader->FindVariant("InfiniteGrid", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
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"InfiniteGrid",
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ShaderType::Fragment,
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ShaderBackend::D3D12);
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ASSERT_NE(d3d12Fragment, nullptr);
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EXPECT_NE(std::string(d3d12Fragment->sourceCode.CStr()).find("XC_BUILTIN_INFINITE_GRID_D3D12_PS"), std::string::npos);
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delete shader;
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}
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@@ -362,6 +390,15 @@ TEST(ShaderLoader, LoadBuiltinObjectIdOutlineShaderBuildsD3D12Variants) {
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EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
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EXPECT_EQ(shader->FindVariant("ObjectIdOutline", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
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const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
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"ObjectIdOutline",
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ShaderType::Fragment,
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ShaderBackend::D3D12);
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ASSERT_NE(d3d12Fragment, nullptr);
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EXPECT_NE(
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std::string(d3d12Fragment->sourceCode.CStr()).find("XC_BUILTIN_OBJECT_ID_OUTLINE_D3D12_PS"),
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std::string::npos);
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delete shader;
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}
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