218 lines
7.1 KiB
C++
218 lines
7.1 KiB
C++
#include <gtest/gtest.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <XCEngine/Core/Asset/ResourceTypes.h>
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#include <XCEngine/Core/Containers/Array.h>
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using namespace XCEngine::Resources;
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using namespace XCEngine::Containers;
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namespace {
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TEST(Shader, DefaultConstructor) {
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Shader shader;
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EXPECT_EQ(shader.GetShaderType(), ShaderType::Fragment);
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EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::GLSL);
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EXPECT_FALSE(shader.IsValid());
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EXPECT_EQ(shader.GetMemorySize(), 0u);
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}
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TEST(Shader, GetType) {
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Shader shader;
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EXPECT_EQ(shader.GetType(), ResourceType::Shader);
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}
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TEST(Shader, SetGetShaderType) {
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Shader shader;
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shader.SetShaderType(ShaderType::Vertex);
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EXPECT_EQ(shader.GetShaderType(), ShaderType::Vertex);
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shader.SetShaderType(ShaderType::Fragment);
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EXPECT_EQ(shader.GetShaderType(), ShaderType::Fragment);
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shader.SetShaderType(ShaderType::Geometry);
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EXPECT_EQ(shader.GetShaderType(), ShaderType::Geometry);
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shader.SetShaderType(ShaderType::Compute);
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EXPECT_EQ(shader.GetShaderType(), ShaderType::Compute);
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}
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TEST(Shader, SetGetShaderLanguage) {
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Shader shader;
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shader.SetShaderLanguage(ShaderLanguage::GLSL);
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EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::GLSL);
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shader.SetShaderLanguage(ShaderLanguage::HLSL);
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EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::HLSL);
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shader.SetShaderLanguage(ShaderLanguage::SPIRV);
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EXPECT_EQ(shader.GetShaderLanguage(), ShaderLanguage::SPIRV);
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}
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TEST(Shader, SetGetSourceCode) {
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Shader shader;
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const char* source = "#version 330 core\nvoid main() {}";
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shader.SetSourceCode(source);
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EXPECT_EQ(shader.GetSourceCode(), source);
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}
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TEST(Shader, SetGetCompiledBinary) {
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Shader shader;
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XCEngine::Containers::Array<XCEngine::Core::uint8> binary = { 0x00, 0x01, 0x02, 0x03 };
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shader.SetCompiledBinary(binary);
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EXPECT_EQ(shader.GetCompiledBinary().Size(), 4u);
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EXPECT_EQ(shader.GetCompiledBinary()[0], 0x00);
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EXPECT_EQ(shader.GetCompiledBinary()[3], 0x03);
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}
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TEST(Shader, AddGetUniforms) {
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Shader shader;
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ShaderUniform uniform1;
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uniform1.name = "uModelView";
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uniform1.location = 0;
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uniform1.size = 1;
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uniform1.type = 4;
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shader.AddUniform(uniform1);
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const auto& uniforms = shader.GetUniforms();
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EXPECT_EQ(uniforms.Size(), 1u);
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EXPECT_EQ(uniforms[0].name, "uModelView");
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}
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TEST(Shader, AddGetAttributes) {
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Shader shader;
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ShaderAttribute attr1;
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attr1.name = "aPosition";
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attr1.location = 0;
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attr1.size = 1;
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attr1.type = 3;
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shader.AddAttribute(attr1);
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const auto& attributes = shader.GetAttributes();
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EXPECT_EQ(attributes.Size(), 1u);
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EXPECT_EQ(attributes[0].name, "aPosition");
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}
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TEST(Shader, LegacySingleStageStateSyncsIntoDefaultPassVariant) {
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Shader shader;
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shader.SetShaderType(ShaderType::Vertex);
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shader.SetShaderLanguage(ShaderLanguage::HLSL);
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shader.SetSourceCode("float4 MainVS() : SV_POSITION { return 0; }");
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ASSERT_EQ(shader.GetPassCount(), 1u);
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const ShaderPass* pass = shader.FindPass("Default");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->variants.Size(), 1u);
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EXPECT_EQ(pass->variants[0].stage, ShaderType::Vertex);
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EXPECT_EQ(pass->variants[0].language, ShaderLanguage::HLSL);
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EXPECT_EQ(pass->variants[0].backend, ShaderBackend::Generic);
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EXPECT_EQ(pass->variants[0].sourceCode, "float4 MainVS() : SV_POSITION { return 0; }");
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}
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TEST(Shader, FindsBackendSpecificVariantAndFallsBackToGeneric) {
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Shader shader;
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ShaderStageVariant genericFragment = {};
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genericFragment.stage = ShaderType::Fragment;
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genericFragment.language = ShaderLanguage::GLSL;
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genericFragment.backend = ShaderBackend::Generic;
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genericFragment.sourceCode = "generic fragment";
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shader.AddPassVariant("ForwardLit", genericFragment);
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ShaderStageVariant d3d12Fragment = {};
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d3d12Fragment.stage = ShaderType::Fragment;
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d3d12Fragment.language = ShaderLanguage::HLSL;
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d3d12Fragment.backend = ShaderBackend::D3D12;
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d3d12Fragment.sourceCode = "d3d12 fragment";
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shader.AddPassVariant("ForwardLit", d3d12Fragment);
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const ShaderStageVariant* d3d12Variant =
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shader.FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12);
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ASSERT_NE(d3d12Variant, nullptr);
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EXPECT_EQ(d3d12Variant->sourceCode, "d3d12 fragment");
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const ShaderStageVariant* openglVariant =
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shader.FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL);
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ASSERT_NE(openglVariant, nullptr);
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EXPECT_EQ(openglVariant->sourceCode, "generic fragment");
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}
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TEST(Shader, StoresPerPassTags) {
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Shader shader;
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shader.SetPassTag("ForwardLit", "LightMode", "ForwardBase");
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shader.SetPassTag("ForwardLit", "Queue", "Geometry");
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const ShaderPass* pass = shader.FindPass("ForwardLit");
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ASSERT_NE(pass, nullptr);
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ASSERT_EQ(pass->tags.Size(), 2u);
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EXPECT_EQ(pass->tags[0].name, "LightMode");
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EXPECT_EQ(pass->tags[0].value, "ForwardBase");
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EXPECT_EQ(pass->tags[1].name, "Queue");
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EXPECT_EQ(pass->tags[1].value, "Geometry");
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}
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TEST(Shader, StoresShaderPropertiesAndPassResources) {
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Shader shader;
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ShaderPropertyDesc baseColor = {};
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baseColor.name = "_BaseColor";
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baseColor.displayName = "Base Color";
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baseColor.type = ShaderPropertyType::Color;
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baseColor.defaultValue = "(1,1,1,1)";
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baseColor.semantic = "BaseColor";
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shader.AddProperty(baseColor);
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ShaderResourceBindingDesc perObject = {};
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perObject.name = "PerObjectConstants";
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perObject.type = ShaderResourceType::ConstantBuffer;
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perObject.set = 1;
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perObject.binding = 0;
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perObject.semantic = "PerObject";
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shader.AddPassResourceBinding("ForwardLit", perObject);
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ASSERT_EQ(shader.GetProperties().Size(), 1u);
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const ShaderPropertyDesc* storedProperty = shader.FindProperty("_BaseColor");
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ASSERT_NE(storedProperty, nullptr);
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EXPECT_EQ(storedProperty->displayName, "Base Color");
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EXPECT_EQ(storedProperty->type, ShaderPropertyType::Color);
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EXPECT_EQ(storedProperty->semantic, "BaseColor");
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const ShaderResourceBindingDesc* storedBinding =
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shader.FindPassResourceBinding("ForwardLit", "PerObjectConstants");
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ASSERT_NE(storedBinding, nullptr);
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EXPECT_EQ(storedBinding->type, ShaderResourceType::ConstantBuffer);
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EXPECT_EQ(storedBinding->set, 1u);
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EXPECT_EQ(storedBinding->binding, 0u);
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EXPECT_EQ(storedBinding->semantic, "PerObject");
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}
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TEST(Shader, ReleaseClearsPassRuntimeData) {
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Shader shader;
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shader.SetSourceCode("void main() {}");
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ShaderPropertyDesc property = {};
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property.name = "_BaseColor";
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property.type = ShaderPropertyType::Color;
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shader.AddProperty(property);
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ShaderStageVariant variant = {};
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variant.stage = ShaderType::Fragment;
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variant.sourceCode = "fragment";
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shader.AddPassVariant("ForwardLit", variant);
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shader.Release();
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EXPECT_EQ(shader.GetProperties().Size(), 0u);
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EXPECT_EQ(shader.GetPassCount(), 0u);
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EXPECT_EQ(shader.GetSourceCode(), "");
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EXPECT_EQ(shader.GetCompiledBinary().Size(), 0u);
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EXPECT_FALSE(shader.IsValid());
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}
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} // namespace
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