#include #include "UI/ImGuiBackendBridge.h" #include namespace { using XCEngine::Editor::UI::ImGuiBackendBridge; using XCEngine::RHI::RHIDevice; using XCEngine::RHI::RHIResourceView; using XCEngine::RHI::RHITexture; TEST(ImGuiBackendBridgeApiTest, ExposesExistingShaderResourceViewRegistrationOverload) { using TextureDescriptorFromTextureSignature = bool (ImGuiBackendBridge::*)( RHIDevice*, RHITexture*, D3D12_CPU_DESCRIPTOR_HANDLE*, D3D12_GPU_DESCRIPTOR_HANDLE*, ImTextureID*); using TextureDescriptorFromSrvSignature = bool (ImGuiBackendBridge::*)( RHIDevice*, RHIResourceView*, D3D12_CPU_DESCRIPTOR_HANDLE*, D3D12_GPU_DESCRIPTOR_HANDLE*, ImTextureID*); static_assert(std::is_same_v< decltype(static_cast( &ImGuiBackendBridge::CreateTextureDescriptor)), TextureDescriptorFromTextureSignature>); static_assert(std::is_same_v< decltype(static_cast( &ImGuiBackendBridge::CreateTextureDescriptor)), TextureDescriptorFromSrvSignature>); SUCCEED(); } } // namespace