#include #include #include #include #include #include #include #include using namespace XCEngine::Rendering::Pipelines; using namespace XCEngine::Rendering::Passes; using namespace XCEngine::Rendering; using namespace XCEngine::Containers; using namespace XCEngine::Resources; using namespace XCEngine::RHI; TEST(BuiltinForwardPipeline_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) { const InputLayoutDesc inputLayout = BuiltinForwardPipeline::BuildInputLayout(); ASSERT_EQ(inputLayout.elements.size(), 3u); const InputElementDesc& position = inputLayout.elements[0]; EXPECT_EQ(position.semanticName, "POSITION"); EXPECT_EQ(position.semanticIndex, 0u); EXPECT_EQ(position.format, static_cast(Format::R32G32B32_Float)); EXPECT_EQ(position.inputSlot, 0u); EXPECT_EQ(position.alignedByteOffset, 0u); const InputElementDesc& normal = inputLayout.elements[1]; EXPECT_EQ(normal.semanticName, "NORMAL"); EXPECT_EQ(normal.semanticIndex, 0u); EXPECT_EQ(normal.format, static_cast(Format::R32G32B32_Float)); EXPECT_EQ(normal.inputSlot, 0u); EXPECT_EQ(normal.alignedByteOffset, static_cast(offsetof(StaticMeshVertex, normal))); const InputElementDesc& texcoord = inputLayout.elements[2]; EXPECT_EQ(texcoord.semanticName, "TEXCOORD"); EXPECT_EQ(texcoord.semanticIndex, 0u); EXPECT_EQ(texcoord.format, static_cast(Format::R32G32_Float)); EXPECT_EQ(texcoord.inputSlot, 0u); EXPECT_EQ(texcoord.alignedByteOffset, static_cast(offsetof(StaticMeshVertex, uv0))); } TEST(BuiltinForwardPipeline_Test, BuiltinForwardShaderDeclaresExplicitForwardResourceContract) { ShaderLoader loader; LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath()); ASSERT_TRUE(result); ASSERT_NE(result.resource, nullptr); Shader* shader = static_cast(result.resource); ASSERT_NE(shader, nullptr); const ShaderPass* pass = shader->FindPass("ForwardLit"); ASSERT_NE(pass, nullptr); ASSERT_EQ(pass->resources.Size(), 4u); 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].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].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].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].binding, 0u); delete shader; } TEST(BuiltinForwardPipeline_Test, BuiltinUnlitShaderDeclaresExplicitSurfaceResourceContract) { ShaderLoader loader; LoadResult result = loader.Load(GetBuiltinUnlitShaderPath()); ASSERT_TRUE(result); ASSERT_NE(result.resource, nullptr); Shader* shader = static_cast(result.resource); ASSERT_NE(shader, nullptr); const ShaderPass* pass = shader->FindPass("Unlit"); ASSERT_NE(pass, nullptr); ASSERT_EQ(pass->resources.Size(), 4u); 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].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].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].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].binding, 0u); delete shader; } TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplicitForwardResources) { ShaderLoader loader; LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath()); ASSERT_TRUE(result); ASSERT_NE(result.resource, nullptr); Shader* shader = static_cast(result.resource); ASSERT_NE(shader, nullptr); const ShaderPass* pass = shader->FindPass("ForwardLit"); ASSERT_NE(pass, nullptr); BuiltinPassResourceBindingPlan plan = {}; String error; EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr(); EXPECT_TRUE(plan.perObject.IsValid()); EXPECT_TRUE(plan.material.IsValid()); EXPECT_TRUE(plan.baseColorTexture.IsValid()); EXPECT_TRUE(plan.linearClampSampler.IsValid()); EXPECT_EQ(plan.firstDescriptorSet, 1u); EXPECT_EQ(plan.descriptorSetCount, 4u); EXPECT_TRUE(plan.usesConstantBuffers); EXPECT_TRUE(plan.usesTextures); EXPECT_TRUE(plan.usesSamplers); delete shader; } TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplicitUnlitResources) { ShaderLoader loader; LoadResult result = loader.Load(GetBuiltinUnlitShaderPath()); ASSERT_TRUE(result); ASSERT_NE(result.resource, nullptr); Shader* shader = static_cast(result.resource); ASSERT_NE(shader, nullptr); const ShaderPass* pass = shader->FindPass("Unlit"); ASSERT_NE(pass, nullptr); BuiltinPassResourceBindingPlan plan = {}; String error; EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr(); EXPECT_TRUE(plan.perObject.IsValid()); EXPECT_TRUE(plan.material.IsValid()); EXPECT_TRUE(plan.baseColorTexture.IsValid()); EXPECT_TRUE(plan.linearClampSampler.IsValid()); EXPECT_EQ(plan.firstDescriptorSet, 1u); EXPECT_EQ(plan.descriptorSetCount, 4u); EXPECT_TRUE(plan.usesConstantBuffers); EXPECT_TRUE(plan.usesTextures); EXPECT_TRUE(plan.usesSamplers); delete shader; } TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromLegacyFallbackResources) { const Array bindings = BuildLegacyBuiltinForwardPassResourceBindings(); ASSERT_EQ(bindings.Size(), 4u); 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); } TEST(BuiltinObjectIdPass_Test, BuiltinObjectIdShaderDeclaresExplicitPerObjectResourceContract) { ShaderLoader loader; LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath()); ASSERT_TRUE(result); ASSERT_NE(result.resource, nullptr); Shader* shader = static_cast(result.resource); ASSERT_NE(shader, nullptr); const ShaderPass* pass = shader->FindPass("ObjectId"); ASSERT_NE(pass, nullptr); ASSERT_EQ(pass->resources.Size(), 1u); EXPECT_EQ(pass->resources[0].semantic, "PerObject"); EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer); EXPECT_EQ(pass->resources[0].set, 0u); EXPECT_EQ(pass->resources[0].binding, 0u); delete shader; } TEST(BuiltinObjectIdPass_Test, BuildsBuiltinPassResourceBindingPlanFromLegacyFallbackResources) { const Array bindings = BuildLegacyBuiltinObjectIdPassResourceBindings(); ASSERT_EQ(bindings.Size(), 1u); BuiltinPassResourceBindingPlan plan = {}; String error; EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr(); ASSERT_EQ(plan.bindings.Size(), 1u); EXPECT_TRUE(plan.perObject.IsValid()); EXPECT_FALSE(plan.material.IsValid()); EXPECT_FALSE(plan.baseColorTexture.IsValid()); EXPECT_FALSE(plan.linearClampSampler.IsValid()); EXPECT_EQ(plan.firstDescriptorSet, 0u); EXPECT_EQ(plan.descriptorSetCount, 1u); EXPECT_TRUE(plan.usesConstantBuffers); EXPECT_FALSE(plan.usesTextures); EXPECT_FALSE(plan.usesSamplers); } TEST(BuiltinObjectIdPass_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) { const InputLayoutDesc inputLayout = BuiltinObjectIdPass::BuildInputLayout(); ASSERT_EQ(inputLayout.elements.size(), 1u); const InputElementDesc& position = inputLayout.elements[0]; EXPECT_EQ(position.semanticName, "POSITION"); EXPECT_EQ(position.semanticIndex, 0u); EXPECT_EQ(position.format, static_cast(Format::R32G32B32_Float)); EXPECT_EQ(position.inputSlot, 0u); EXPECT_EQ(position.alignedByteOffset, static_cast(offsetof(StaticMeshVertex, position))); }