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XCEngine/tests/Rendering/unit/test_builtin_forward_pipeline.cpp

839 lines
34 KiB
C++

#include <gtest/gtest.h>
#include <XCEngine/Rendering/Builtin/BuiltinPassLayoutUtils.h>
#include <XCEngine/Rendering/Passes/BuiltinDepthOnlyPass.h>
#include <XCEngine/Rendering/Passes/BuiltinObjectIdPass.h>
#include <XCEngine/Rendering/Passes/BuiltinShadowCasterPass.h>
#include <XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/Resources/Shader/ShaderLoader.h>
#include <XCEngine/RHI/RHIEnums.h>
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<uint32_t>(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<uint32_t>(Format::R32G32B32_Float));
EXPECT_EQ(normal.inputSlot, 0u);
EXPECT_EQ(normal.alignedByteOffset, static_cast<uint32_t>(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<uint32_t>(Format::R32G32_Float));
EXPECT_EQ(texcoord.inputSlot, 0u);
EXPECT_EQ(texcoord.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
}
TEST(BuiltinForwardPipeline_Test, SplitsSceneItemsIntoOpaqueAndTransparentQueueRanges) {
EXPECT_FALSE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Background)));
EXPECT_FALSE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Geometry)));
EXPECT_FALSE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::AlphaTest)));
EXPECT_TRUE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Transparent)));
EXPECT_TRUE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Overlay)));
}
TEST(BuiltinForwardPipeline_Test, BuiltinForwardShaderDeclaresExplicitForwardResourceContract) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPropertyDesc* cutoff = shader->FindProperty("_Cutoff");
ASSERT_NE(cutoff, nullptr);
EXPECT_EQ(cutoff->type, ShaderPropertyType::Range);
EXPECT_EQ(cutoff->semantic, "AlphaCutoff");
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 8u);
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);
EXPECT_EQ(pass->resources[1].semantic, "Lighting");
EXPECT_EQ(pass->resources[1].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[1].set, 1u);
EXPECT_EQ(pass->resources[1].binding, 0u);
EXPECT_EQ(pass->resources[2].semantic, "Material");
EXPECT_EQ(pass->resources[2].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[2].set, 2u);
EXPECT_EQ(pass->resources[2].binding, 0u);
EXPECT_EQ(pass->resources[3].semantic, "ShadowReceiver");
EXPECT_EQ(pass->resources[3].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[3].set, 3u);
EXPECT_EQ(pass->resources[3].binding, 0u);
EXPECT_EQ(pass->resources[4].semantic, "BaseColorTexture");
EXPECT_EQ(pass->resources[4].type, ShaderResourceType::Texture2D);
EXPECT_EQ(pass->resources[4].set, 4u);
EXPECT_EQ(pass->resources[4].binding, 0u);
EXPECT_EQ(pass->resources[5].semantic, "LinearClampSampler");
EXPECT_EQ(pass->resources[5].type, ShaderResourceType::Sampler);
EXPECT_EQ(pass->resources[5].set, 5u);
EXPECT_EQ(pass->resources[5].binding, 0u);
EXPECT_EQ(pass->resources[6].semantic, "ShadowMapTexture");
EXPECT_EQ(pass->resources[6].type, ShaderResourceType::Texture2D);
EXPECT_EQ(pass->resources[6].set, 6u);
EXPECT_EQ(pass->resources[6].binding, 0u);
EXPECT_EQ(pass->resources[7].semantic, "ShadowMapSampler");
EXPECT_EQ(pass->resources[7].type, ShaderResourceType::Sampler);
EXPECT_EQ(pass->resources[7].set, 7u);
EXPECT_EQ(pass->resources[7].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<Shader*>(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, 0u);
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, 1u);
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, 2u);
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, 3u);
EXPECT_EQ(pass->resources[3].binding, 0u);
delete shader;
}
TEST(BuiltinForwardPipeline_Test, BuiltinSkyboxShaderDeclaresExplicitEnvironmentResourceContract) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinSkyboxShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("Skybox");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 5u);
const ShaderPropertyDesc* tint = shader->FindProperty("_Tint");
ASSERT_NE(tint, nullptr);
EXPECT_EQ(tint->type, ShaderPropertyType::Color);
EXPECT_EQ(tint->semantic, "Tint");
const ShaderPropertyDesc* exposure = shader->FindProperty("_Exposure");
ASSERT_NE(exposure, nullptr);
EXPECT_EQ(exposure->type, ShaderPropertyType::Float);
EXPECT_EQ(exposure->semantic, "Exposure");
const ShaderPropertyDesc* rotation = shader->FindProperty("_Rotation");
ASSERT_NE(rotation, nullptr);
EXPECT_EQ(rotation->type, ShaderPropertyType::Float);
EXPECT_EQ(rotation->semantic, "Rotation");
const ShaderPropertyDesc* panoramic = shader->FindProperty("_MainTex");
ASSERT_NE(panoramic, nullptr);
EXPECT_EQ(panoramic->type, ShaderPropertyType::Texture2D);
EXPECT_EQ(panoramic->semantic, "SkyboxPanoramicTexture");
const ShaderPropertyDesc* cubemap = shader->FindProperty("_Tex");
ASSERT_NE(cubemap, nullptr);
EXPECT_EQ(cubemap->type, ShaderPropertyType::TextureCube);
EXPECT_EQ(cubemap->semantic, "SkyboxTexture");
EXPECT_EQ(pass->resources[0].semantic, "Environment");
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[0].set, 0u);
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, 1u);
EXPECT_EQ(pass->resources[1].binding, 0u);
EXPECT_EQ(pass->resources[2].semantic, "SkyboxPanoramicTexture");
EXPECT_EQ(pass->resources[2].type, ShaderResourceType::Texture2D);
EXPECT_EQ(pass->resources[2].set, 2u);
EXPECT_EQ(pass->resources[2].binding, 0u);
EXPECT_EQ(pass->resources[3].semantic, "SkyboxTexture");
EXPECT_EQ(pass->resources[3].type, ShaderResourceType::TextureCube);
EXPECT_EQ(pass->resources[3].set, 3u);
EXPECT_EQ(pass->resources[3].binding, 0u);
EXPECT_EQ(pass->resources[4].semantic, "LinearClampSampler");
EXPECT_EQ(pass->resources[4].type, ShaderResourceType::Sampler);
EXPECT_EQ(pass->resources[4].set, 4u);
EXPECT_EQ(pass->resources[4].binding, 0u);
delete shader;
}
TEST(BuiltinForwardPipeline_Test, BuiltinFinalColorShaderDeclaresExplicitFullscreenResourceContract) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinFinalColorShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("FinalColor");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 3u);
const ShaderPropertyDesc* colorScale = shader->FindProperty("_ColorScale");
ASSERT_NE(colorScale, nullptr);
EXPECT_EQ(colorScale->type, ShaderPropertyType::Color);
const ShaderPropertyDesc* exposure = shader->FindProperty("_Exposure");
ASSERT_NE(exposure, nullptr);
EXPECT_EQ(exposure->type, ShaderPropertyType::Float);
const ShaderPropertyDesc* outputTransferMode = shader->FindProperty("_OutputTransferMode");
ASSERT_NE(outputTransferMode, nullptr);
EXPECT_EQ(outputTransferMode->type, ShaderPropertyType::Float);
const ShaderPropertyDesc* toneMappingMode = shader->FindProperty("_ToneMappingMode");
ASSERT_NE(toneMappingMode, nullptr);
EXPECT_EQ(toneMappingMode->type, ShaderPropertyType::Float);
EXPECT_STREQ(pass->resources[0].name.CStr(), "FinalColorConstants");
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
EXPECT_EQ(pass->resources[0].set, 0u);
EXPECT_EQ(pass->resources[0].binding, 0u);
EXPECT_STREQ(pass->resources[1].name.CStr(), "SourceColorTexture");
EXPECT_EQ(pass->resources[1].type, ShaderResourceType::Texture2D);
EXPECT_EQ(pass->resources[1].set, 1u);
EXPECT_EQ(pass->resources[1].binding, 0u);
EXPECT_STREQ(pass->resources[2].name.CStr(), "LinearClampSampler");
EXPECT_EQ(pass->resources[2].type, ShaderResourceType::Sampler);
EXPECT_EQ(pass->resources[2].set, 2u);
EXPECT_EQ(pass->resources[2].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<Shader*>(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.lighting.IsValid());
EXPECT_TRUE(plan.material.IsValid());
EXPECT_TRUE(plan.shadowReceiver.IsValid());
EXPECT_TRUE(plan.baseColorTexture.IsValid());
EXPECT_TRUE(plan.linearClampSampler.IsValid());
EXPECT_TRUE(plan.shadowMapTexture.IsValid());
EXPECT_TRUE(plan.shadowMapSampler.IsValid());
EXPECT_EQ(plan.firstDescriptorSet, 0u);
EXPECT_EQ(plan.descriptorSetCount, 8u);
EXPECT_TRUE(plan.usesConstantBuffers);
EXPECT_TRUE(plan.usesTextures);
EXPECT_TRUE(plan.usesSamplers);
delete shader;
}
TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromImplicitForwardContract) {
ShaderPass pass = {};
pass.name = "ForwardLit";
ShaderPassTagEntry tag = {};
tag.name = "LightMode";
tag.value = "ForwardBase";
pass.tags.PushBack(tag);
BuiltinPassResourceBindingPlan plan = {};
String error;
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass, plan, &error)) << error.CStr();
EXPECT_TRUE(plan.perObject.IsValid());
EXPECT_TRUE(plan.lighting.IsValid());
EXPECT_TRUE(plan.material.IsValid());
EXPECT_TRUE(plan.shadowReceiver.IsValid());
EXPECT_TRUE(plan.baseColorTexture.IsValid());
EXPECT_TRUE(plan.linearClampSampler.IsValid());
EXPECT_TRUE(plan.shadowMapTexture.IsValid());
EXPECT_TRUE(plan.shadowMapSampler.IsValid());
EXPECT_EQ(plan.firstDescriptorSet, 0u);
EXPECT_EQ(plan.descriptorSetCount, 8u);
}
TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplicitUnlitResources) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinUnlitShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(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, 0u);
EXPECT_EQ(plan.descriptorSetCount, 4u);
EXPECT_TRUE(plan.usesConstantBuffers);
EXPECT_TRUE(plan.usesTextures);
EXPECT_TRUE(plan.usesSamplers);
delete shader;
}
TEST(BuiltinForwardPipeline_Test, UsesNormalizedExplicitSetIndicesForSurfaceResources) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 8u);
BuiltinPassResourceBindingPlan plan = {};
String error;
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
ASSERT_EQ(plan.bindings.Size(), 8u);
EXPECT_EQ(plan.perObject.set, 0u);
EXPECT_EQ(plan.lighting.set, 1u);
EXPECT_EQ(plan.material.set, 2u);
EXPECT_EQ(plan.shadowReceiver.set, 3u);
EXPECT_EQ(plan.baseColorTexture.set, 4u);
EXPECT_EQ(plan.linearClampSampler.set, 5u);
EXPECT_EQ(plan.shadowMapTexture.set, 6u);
EXPECT_EQ(plan.shadowMapSampler.set, 7u);
delete shader;
}
TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromExplicitForwardResources) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 8u);
BuiltinPassResourceBindingPlan plan = {};
String error;
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
ASSERT_EQ(setLayouts.size(), 8u);
EXPECT_EQ(setLayouts[0].layout.bindingCount, 1u);
EXPECT_FALSE(setLayouts[0].shaderVisible);
EXPECT_TRUE(setLayouts[0].usesPerObject);
EXPECT_FALSE(setLayouts[0].usesMaterial);
EXPECT_EQ(setLayouts[1].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[1].usesLighting);
EXPECT_FALSE(setLayouts[1].shaderVisible);
EXPECT_EQ(setLayouts[2].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[2].usesMaterial);
EXPECT_FALSE(setLayouts[2].shaderVisible);
EXPECT_EQ(setLayouts[3].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[3].usesShadowReceiver);
EXPECT_FALSE(setLayouts[3].shaderVisible);
EXPECT_EQ(setLayouts[4].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[4].usesTexture);
EXPECT_TRUE(setLayouts[4].shaderVisible);
EXPECT_EQ(setLayouts[4].heapType, DescriptorHeapType::CBV_SRV_UAV);
EXPECT_EQ(setLayouts[5].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[5].usesSampler);
EXPECT_TRUE(setLayouts[5].shaderVisible);
EXPECT_EQ(setLayouts[5].heapType, DescriptorHeapType::Sampler);
EXPECT_EQ(setLayouts[6].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[6].usesTexture);
EXPECT_TRUE(setLayouts[6].shaderVisible);
EXPECT_EQ(setLayouts[7].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[7].usesSampler);
EXPECT_TRUE(setLayouts[7].shaderVisible);
EXPECT_EQ(setLayouts[7].heapType, DescriptorHeapType::Sampler);
delete shader;
}
TEST(BuiltinDepthStylePass_Test, BuiltinDepthOnlyShaderDeclaresExplicitPerObjectResourceContract) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinDepthOnlyShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("DepthOnly");
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, 0u);
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, 1u);
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, 2u);
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, 3u);
EXPECT_EQ(pass->resources[3].binding, 0u);
delete shader;
}
TEST(BuiltinDepthStylePass_Test, BuiltinShadowCasterShaderDeclaresExplicitPerObjectResourceContract) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinShadowCasterShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("ShadowCaster");
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, 0u);
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, 1u);
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, 2u);
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, 3u);
EXPECT_EQ(pass->resources[3].binding, 0u);
delete shader;
}
TEST(BuiltinObjectIdPass_Test, BuiltinObjectIdShaderDeclaresExplicitPerObjectResourceContract) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(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, BuildsBuiltinPassResourceBindingPlanFromExplicitObjectIdResources) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("ObjectId");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 1u);
BuiltinPassResourceBindingPlan plan = {};
String error;
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, 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);
delete shader;
}
TEST(BuiltinObjectIdPass_Test, BuildsBuiltinPassResourceBindingPlanFromImplicitObjectIdContract) {
ShaderPass pass = {};
pass.name = "ObjectId";
ShaderPassTagEntry tag = {};
tag.name = "LightMode";
tag.value = "ObjectId";
pass.tags.PushBack(tag);
BuiltinPassResourceBindingPlan plan = {};
String error;
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass, plan, &error)) << error.CStr();
ASSERT_EQ(plan.bindings.Size(), 1u);
EXPECT_TRUE(plan.perObject.IsValid());
EXPECT_FALSE(plan.material.IsValid());
EXPECT_EQ(plan.firstDescriptorSet, 0u);
EXPECT_EQ(plan.descriptorSetCount, 1u);
}
TEST(BuiltinDepthStylePass_Test, BuildsBuiltinPassResourceBindingPlanFromImplicitDepthOnlyContract) {
ShaderPass pass = {};
pass.name = "DepthOnly";
ShaderPassTagEntry tag = {};
tag.name = "LightMode";
tag.value = "DepthOnly";
pass.tags.PushBack(tag);
BuiltinPassResourceBindingPlan plan = {};
String error;
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass, 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, 0u);
EXPECT_EQ(plan.descriptorSetCount, 4u);
}
TEST(BuiltinObjectIdPass_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) {
const InputLayoutDesc inputLayout = BuiltinObjectIdPass::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<uint32_t>(Format::R32G32B32_Float));
EXPECT_EQ(position.inputSlot, 0u);
EXPECT_EQ(position.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, position)));
const InputElementDesc& normal = inputLayout.elements[1];
EXPECT_EQ(normal.semanticName, "NORMAL");
EXPECT_EQ(normal.semanticIndex, 0u);
EXPECT_EQ(normal.format, static_cast<uint32_t>(Format::R32G32B32_Float));
EXPECT_EQ(normal.inputSlot, 0u);
EXPECT_EQ(normal.alignedByteOffset, static_cast<uint32_t>(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<uint32_t>(Format::R32G32_Float));
EXPECT_EQ(texcoord.inputSlot, 0u);
EXPECT_EQ(texcoord.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
}
TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromExplicitObjectIdResources) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("ObjectId");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 1u);
BuiltinPassResourceBindingPlan plan = {};
String error;
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(pass->resources, plan, &error)) << error.CStr();
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
ASSERT_EQ(setLayouts.size(), 1u);
EXPECT_EQ(setLayouts[0].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[0].usesPerObject);
EXPECT_FALSE(setLayouts[0].usesMaterial);
EXPECT_FALSE(setLayouts[0].usesTexture);
EXPECT_FALSE(setLayouts[0].usesSampler);
EXPECT_FALSE(setLayouts[0].shaderVisible);
EXPECT_EQ(setLayouts[0].heapType, DescriptorHeapType::CBV_SRV_UAV);
delete shader;
}
TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromExplicitDepthOnlyResources) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinDepthOnlyShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("DepthOnly");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 4u);
BuiltinPassResourceBindingPlan plan = {};
String error;
ASSERT_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, 0u);
EXPECT_EQ(plan.descriptorSetCount, 4u);
EXPECT_TRUE(plan.usesConstantBuffers);
EXPECT_TRUE(plan.usesTextures);
EXPECT_TRUE(plan.usesSamplers);
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
ASSERT_EQ(setLayouts.size(), 4u);
EXPECT_EQ(setLayouts[0].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[0].usesPerObject);
EXPECT_FALSE(setLayouts[0].usesMaterial);
EXPECT_FALSE(setLayouts[0].usesTexture);
EXPECT_FALSE(setLayouts[0].usesSampler);
EXPECT_EQ(setLayouts[1].layout.bindingCount, 1u);
EXPECT_FALSE(setLayouts[1].usesPerObject);
EXPECT_TRUE(setLayouts[1].usesMaterial);
EXPECT_FALSE(setLayouts[1].usesTexture);
EXPECT_FALSE(setLayouts[1].usesSampler);
EXPECT_EQ(setLayouts[2].layout.bindingCount, 1u);
EXPECT_FALSE(setLayouts[2].usesPerObject);
EXPECT_FALSE(setLayouts[2].usesMaterial);
EXPECT_TRUE(setLayouts[2].usesTexture);
EXPECT_FALSE(setLayouts[2].usesSampler);
EXPECT_TRUE(setLayouts[2].shaderVisible);
EXPECT_EQ(setLayouts[3].layout.bindingCount, 1u);
EXPECT_FALSE(setLayouts[3].usesPerObject);
EXPECT_FALSE(setLayouts[3].usesMaterial);
EXPECT_FALSE(setLayouts[3].usesTexture);
EXPECT_TRUE(setLayouts[3].usesSampler);
EXPECT_TRUE(setLayouts[3].shaderVisible);
EXPECT_EQ(setLayouts[3].heapType, DescriptorHeapType::Sampler);
delete shader;
}
TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromExplicitShadowCasterResources) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinShadowCasterShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
const ShaderPass* pass = shader->FindPass("ShadowCaster");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->resources.Size(), 4u);
BuiltinPassResourceBindingPlan plan = {};
String error;
ASSERT_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, 0u);
EXPECT_EQ(plan.descriptorSetCount, 4u);
EXPECT_TRUE(plan.usesConstantBuffers);
EXPECT_TRUE(plan.usesTextures);
EXPECT_TRUE(plan.usesSamplers);
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
ASSERT_EQ(setLayouts.size(), 4u);
EXPECT_EQ(setLayouts[0].layout.bindingCount, 1u);
EXPECT_TRUE(setLayouts[0].usesPerObject);
EXPECT_FALSE(setLayouts[0].usesMaterial);
EXPECT_FALSE(setLayouts[0].usesTexture);
EXPECT_FALSE(setLayouts[0].usesSampler);
EXPECT_EQ(setLayouts[1].layout.bindingCount, 1u);
EXPECT_FALSE(setLayouts[1].usesPerObject);
EXPECT_TRUE(setLayouts[1].usesMaterial);
EXPECT_FALSE(setLayouts[1].usesTexture);
EXPECT_FALSE(setLayouts[1].usesSampler);
EXPECT_EQ(setLayouts[2].layout.bindingCount, 1u);
EXPECT_FALSE(setLayouts[2].usesPerObject);
EXPECT_FALSE(setLayouts[2].usesMaterial);
EXPECT_TRUE(setLayouts[2].usesTexture);
EXPECT_FALSE(setLayouts[2].usesSampler);
EXPECT_TRUE(setLayouts[2].shaderVisible);
EXPECT_EQ(setLayouts[3].layout.bindingCount, 1u);
EXPECT_FALSE(setLayouts[3].usesPerObject);
EXPECT_FALSE(setLayouts[3].usesMaterial);
EXPECT_FALSE(setLayouts[3].usesTexture);
EXPECT_TRUE(setLayouts[3].usesSampler);
EXPECT_TRUE(setLayouts[3].shaderVisible);
EXPECT_EQ(setLayouts[3].heapType, DescriptorHeapType::Sampler);
delete shader;
}
TEST(BuiltinPassLayout_Test, RejectsMixedSamplerAndNonSamplerBindingsInOneSet) {
Array<ShaderResourceBindingDesc> bindings;
bindings.Resize(2);
bindings[0].name = "BaseColorTexture";
bindings[0].type = ShaderResourceType::Texture2D;
bindings[0].set = 0;
bindings[0].binding = 0;
bindings[0].semantic = "BaseColorTexture";
bindings[1].name = "LinearClampSampler";
bindings[1].type = ShaderResourceType::Sampler;
bindings[1].set = 0;
bindings[1].binding = 1;
bindings[1].semantic = "LinearClampSampler";
BuiltinPassResourceBindingPlan plan = {};
String error;
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr();
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
EXPECT_FALSE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error));
EXPECT_EQ(error, "Builtin pass does not support mixing sampler and non-sampler bindings in one set");
}
TEST(BuiltinPassLayout_Test, RejectsDuplicateBindingsInOneSet) {
BuiltinPassResourceBindingPlan plan = {};
BuiltinPassResourceBindingDesc perObjectBinding = {};
perObjectBinding.semantic = BuiltinPassResourceSemantic::PerObject;
perObjectBinding.resourceType = ShaderResourceType::ConstantBuffer;
perObjectBinding.location = { 0, 0 };
plan.bindings.PushBack(perObjectBinding);
BuiltinPassResourceBindingDesc materialBinding = {};
materialBinding.semantic = BuiltinPassResourceSemantic::Material;
materialBinding.resourceType = ShaderResourceType::ConstantBuffer;
materialBinding.location = { 0, 0 };
plan.bindings.PushBack(materialBinding);
plan.maxSetIndex = 0;
plan.firstDescriptorSet = 0;
plan.descriptorSetCount = 1;
plan.usesConstantBuffers = true;
plan.perObject = { 0, 0 };
plan.material = { 0, 0 };
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
String error;
EXPECT_FALSE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error));
EXPECT_EQ(error, "Builtin pass encountered duplicate bindings inside one descriptor set");
}
TEST(BuiltinDepthOnlyPass_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) {
const InputLayoutDesc inputLayout = BuiltinDepthOnlyPass::BuildInputLayout();
ASSERT_EQ(inputLayout.elements.size(), 3u);
EXPECT_EQ(inputLayout.elements[0].semanticName, "POSITION");
EXPECT_EQ(inputLayout.elements[1].semanticName, "NORMAL");
EXPECT_EQ(inputLayout.elements[2].semanticName, "TEXCOORD");
EXPECT_EQ(inputLayout.elements[0].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, position)));
EXPECT_EQ(inputLayout.elements[1].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, normal)));
EXPECT_EQ(inputLayout.elements[2].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
}
TEST(BuiltinShadowCasterPass_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) {
const InputLayoutDesc inputLayout = BuiltinShadowCasterPass::BuildInputLayout();
ASSERT_EQ(inputLayout.elements.size(), 3u);
EXPECT_EQ(inputLayout.elements[0].semanticName, "POSITION");
EXPECT_EQ(inputLayout.elements[1].semanticName, "NORMAL");
EXPECT_EQ(inputLayout.elements[2].semanticName, "TEXCOORD");
EXPECT_EQ(inputLayout.elements[0].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, position)));
EXPECT_EQ(inputLayout.elements[1].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, normal)));
EXPECT_EQ(inputLayout.elements[2].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
}