1806 lines
68 KiB
C++
1806 lines
68 KiB
C++
#include <gtest/gtest.h>
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include <XCEngine/Rendering/Builtin/BuiltinPassLayoutUtils.h>
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#include <XCEngine/Rendering/Passes/BuiltinDepthOnlyPass.h>
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#include <XCEngine/Rendering/Passes/BuiltinObjectIdPass.h>
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#include <XCEngine/Rendering/Passes/BuiltinShadowCasterPass.h>
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#include <XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <XCEngine/Resources/Shader/ShaderLoader.h>
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#include <XCEngine/RHI/RHIEnums.h>
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#include <XCEngine/RHI/ShaderCompiler/SpirvShaderCompiler.h>
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#include <fstream>
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#include <regex>
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using namespace XCEngine::Rendering::Pipelines;
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using namespace XCEngine::Rendering::Passes;
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using namespace XCEngine::Rendering;
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using namespace XCEngine::Containers;
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using namespace XCEngine::Resources;
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using namespace XCEngine::RHI;
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namespace {
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std::string EscapeRegexLiteralForTest(const std::string& value) {
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std::string escaped;
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escaped.reserve(value.size() * 2u);
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for (const char ch : value) {
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switch (ch) {
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case '\\':
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case '^':
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case '$':
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case '.':
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case '|':
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case '?':
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case '*':
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case '+':
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case '(':
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case ')':
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case '[':
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case ']':
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case '{':
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case '}':
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escaped.push_back('\\');
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break;
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default:
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break;
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}
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escaped.push_back(ch);
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}
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return escaped;
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}
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::testing::AssertionResult SourceContainsRegisterBinding(
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const std::string& source,
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const std::string& declaration,
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const std::string& registerClause) {
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const std::regex pattern(
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EscapeRegexLiteralForTest(declaration) + "\\s*:\\s*" +
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EscapeRegexLiteralForTest(registerClause),
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std::regex::ECMAScript);
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if (std::regex_search(source, pattern)) {
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return ::testing::AssertionSuccess();
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}
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return ::testing::AssertionFailure()
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<< "Missing binding '" << declaration << " : " << registerClause << "' in source:\n"
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<< source;
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}
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void AppendDefaultBuiltinPassResources(ShaderPass& pass) {
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Array<ShaderResourceBindingDesc> bindings;
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const bool resolved = TryBuildBuiltinPassDefaultResourceBindings(pass, bindings);
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EXPECT_TRUE(resolved);
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if (!resolved) {
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return;
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}
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for (const ShaderResourceBindingDesc& binding : bindings) {
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pass.resources.PushBack(binding);
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}
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}
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} // namespace
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TEST(BuiltinForwardPipeline_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) {
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const InputLayoutDesc inputLayout = BuiltinForwardPipeline::BuildInputLayout();
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ASSERT_EQ(inputLayout.elements.size(), 3u);
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const InputElementDesc& position = inputLayout.elements[0];
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EXPECT_EQ(position.semanticName, "POSITION");
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EXPECT_EQ(position.semanticIndex, 0u);
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EXPECT_EQ(position.format, static_cast<uint32_t>(Format::R32G32B32_Float));
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EXPECT_EQ(position.inputSlot, 0u);
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EXPECT_EQ(position.alignedByteOffset, 0u);
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const InputElementDesc& normal = inputLayout.elements[1];
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EXPECT_EQ(normal.semanticName, "NORMAL");
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EXPECT_EQ(normal.semanticIndex, 0u);
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EXPECT_EQ(normal.format, static_cast<uint32_t>(Format::R32G32B32_Float));
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EXPECT_EQ(normal.inputSlot, 0u);
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EXPECT_EQ(normal.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, normal)));
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const InputElementDesc& texcoord = inputLayout.elements[2];
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EXPECT_EQ(texcoord.semanticName, "TEXCOORD");
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EXPECT_EQ(texcoord.semanticIndex, 0u);
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EXPECT_EQ(texcoord.format, static_cast<uint32_t>(Format::R32G32_Float));
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EXPECT_EQ(texcoord.inputSlot, 0u);
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EXPECT_EQ(texcoord.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
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}
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TEST(BuiltinForwardPipeline_Test, SplitsSceneItemsIntoOpaqueAndTransparentQueueRanges) {
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EXPECT_FALSE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Background)));
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EXPECT_FALSE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Geometry)));
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EXPECT_FALSE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::AlphaTest)));
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EXPECT_TRUE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Transparent)));
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EXPECT_TRUE(IsTransparentRenderQueue(static_cast<int>(MaterialRenderQueue::Overlay)));
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}
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TEST(BuiltinForwardPipeline_Test, BuiltinForwardShaderUsesAuthoringSurfaceContract) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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const ShaderPropertyDesc* cutoff = shader->FindProperty("_Cutoff");
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ASSERT_NE(cutoff, nullptr);
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EXPECT_EQ(cutoff->type, ShaderPropertyType::Range);
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EXPECT_EQ(cutoff->semantic, "AlphaCutoff");
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const ShaderPass* pass = shader->FindPass("ForwardLit");
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ASSERT_NE(pass, nullptr);
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EXPECT_EQ(pass->resources.Size(), 8u);
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EXPECT_TRUE(pass->hasFixedFunctionState);
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EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
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EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
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EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
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const ShaderStageVariant* fragmentVariant = shader->FindVariant(
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"ForwardLit",
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XCEngine::Resources::ShaderType::Fragment,
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XCEngine::Resources::ShaderBackend::D3D12);
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ASSERT_NE(fragmentVariant, nullptr);
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EXPECT_EQ(
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std::string(fragmentVariant->sourceCode.CStr()).find("register("),
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std::string::npos);
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delete shader;
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}
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TEST(BuiltinForwardPipeline_Test, BuiltinUnlitShaderUsesAuthoringSurfaceContract) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinUnlitShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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const ShaderPass* pass = shader->FindPass("Unlit");
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ASSERT_NE(pass, nullptr);
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EXPECT_EQ(pass->resources.Size(), 4u);
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EXPECT_TRUE(pass->hasFixedFunctionState);
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EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
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EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
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EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
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const ShaderStageVariant* fragmentVariant = shader->FindVariant(
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"Unlit",
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XCEngine::Resources::ShaderType::Fragment,
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XCEngine::Resources::ShaderBackend::D3D12);
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ASSERT_NE(fragmentVariant, nullptr);
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EXPECT_EQ(
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std::string(fragmentVariant->sourceCode.CStr()).find("register("),
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std::string::npos);
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delete shader;
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}
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TEST(BuiltinForwardPipeline_Test, BuiltinUnlitShaderBuildsVulkanRuntimeSourceWithResolvedBindings) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinUnlitShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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const ShaderPass* pass = shader->FindPass("Unlit");
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ASSERT_NE(pass, nullptr);
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const ShaderStageVariant* fragmentVariant =
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shader->FindVariant(
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"Unlit",
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XCEngine::Resources::ShaderType::Fragment,
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XCEngine::Resources::ShaderBackend::Vulkan);
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ASSERT_NE(fragmentVariant, nullptr);
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const std::string runtimeSource =
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::XCEngine::Rendering::Detail::BuildRuntimeShaderSource(
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*pass,
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XCEngine::Resources::ShaderBackend::Vulkan,
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*fragmentVariant);
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EXPECT_TRUE(SourceContainsRegisterBinding(
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runtimeSource,
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"cbuffer MaterialConstants",
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"register(b0, space1)"));
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EXPECT_NE(runtimeSource.find("BaseColorTexture"), std::string::npos);
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EXPECT_NE(runtimeSource.find("space2"), std::string::npos);
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EXPECT_NE(runtimeSource.find("LinearClampSampler"), std::string::npos);
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EXPECT_NE(runtimeSource.find("space3"), std::string::npos);
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delete shader;
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}
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TEST(BuiltinForwardPipeline_Test, VulkanRuntimeCompileDescRewritesAuthoringUnlitBindingsToDescriptorSpaces) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinUnlitShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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const ShaderPass* pass = shader->FindPass("Unlit");
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ASSERT_NE(pass, nullptr);
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const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
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"Unlit",
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XCEngine::Resources::ShaderType::Fragment,
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XCEngine::Resources::ShaderBackend::D3D12);
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ASSERT_NE(d3d12Fragment, nullptr);
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ShaderCompileDesc d3d12CompileDesc = {};
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
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*pass,
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XCEngine::Resources::ShaderBackend::D3D12,
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*d3d12Fragment,
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d3d12CompileDesc);
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const std::string d3d12Source(
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reinterpret_cast<const char*>(d3d12CompileDesc.source.data()),
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d3d12CompileDesc.source.size());
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EXPECT_TRUE(SourceContainsRegisterBinding(
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d3d12Source,
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"cbuffer MaterialConstants",
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"register(b1)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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d3d12Source,
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"Texture2D BaseColorTexture",
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"register(t0)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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d3d12Source,
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"SamplerState LinearClampSampler",
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"register(s0)"));
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const ShaderStageVariant* vulkanFragment = shader->FindVariant(
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"Unlit",
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XCEngine::Resources::ShaderType::Fragment,
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XCEngine::Resources::ShaderBackend::Vulkan);
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ASSERT_NE(vulkanFragment, nullptr);
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ShaderCompileDesc vulkanCompileDesc = {};
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
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*pass,
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XCEngine::Resources::ShaderBackend::Vulkan,
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*vulkanFragment,
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vulkanCompileDesc);
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const std::string vulkanSource(
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reinterpret_cast<const char*>(vulkanCompileDesc.source.data()),
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vulkanCompileDesc.source.size());
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EXPECT_TRUE(SourceContainsRegisterBinding(
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vulkanSource,
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"cbuffer MaterialConstants",
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"register(b0, space1)"));
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EXPECT_NE(vulkanSource.find("BaseColorTexture"), std::string::npos);
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EXPECT_NE(vulkanSource.find("space2"), std::string::npos);
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EXPECT_NE(vulkanSource.find("LinearClampSampler"), std::string::npos);
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EXPECT_NE(vulkanSource.find("space3"), std::string::npos);
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delete shader;
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}
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TEST(BuiltinForwardPipeline_Test, VulkanRuntimeCompileDescRewritesAuthoringForwardBindingsToDescriptorSpaces) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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const ShaderPass* pass = shader->FindPass("ForwardLit");
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ASSERT_NE(pass, nullptr);
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ShaderKeywordSet shadowKeywords = {};
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shadowKeywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
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const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
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"ForwardLit",
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XCEngine::Resources::ShaderType::Fragment,
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XCEngine::Resources::ShaderBackend::D3D12,
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shadowKeywords);
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ASSERT_NE(d3d12Fragment, nullptr);
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ShaderCompileDesc d3d12CompileDesc = {};
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
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*pass,
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XCEngine::Resources::ShaderBackend::D3D12,
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*d3d12Fragment,
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d3d12CompileDesc);
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const std::string d3d12Source(
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reinterpret_cast<const char*>(d3d12CompileDesc.source.data()),
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d3d12CompileDesc.source.size());
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EXPECT_TRUE(SourceContainsRegisterBinding(
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d3d12Source,
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"cbuffer PerObjectConstants",
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"register(b0)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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d3d12Source,
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"cbuffer LightingConstants",
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"register(b1)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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d3d12Source,
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"cbuffer MaterialConstants",
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"register(b2)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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d3d12Source,
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"cbuffer ShadowReceiverConstants",
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"register(b3)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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d3d12Source,
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"Texture2D BaseColorTexture",
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"register(t0)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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d3d12Source,
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"SamplerState LinearClampSampler",
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"register(s0)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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d3d12Source,
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"Texture2D ShadowMapTexture",
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"register(t1)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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d3d12Source,
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"SamplerState ShadowMapSampler",
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"register(s1)"));
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EXPECT_EQ(d3d12Source.find("space0"), std::string::npos);
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EXPECT_EQ(d3d12Source.find("space1"), std::string::npos);
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const ShaderStageVariant* vulkanFragment = shader->FindVariant(
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"ForwardLit",
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XCEngine::Resources::ShaderType::Fragment,
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XCEngine::Resources::ShaderBackend::Vulkan,
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shadowKeywords);
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ASSERT_NE(vulkanFragment, nullptr);
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ShaderCompileDesc vulkanCompileDesc = {};
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
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*pass,
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XCEngine::Resources::ShaderBackend::Vulkan,
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*vulkanFragment,
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vulkanCompileDesc);
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const std::string vulkanSource(
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reinterpret_cast<const char*>(vulkanCompileDesc.source.data()),
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vulkanCompileDesc.source.size());
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EXPECT_TRUE(SourceContainsRegisterBinding(
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vulkanSource,
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"cbuffer PerObjectConstants",
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"register(b0, space0)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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vulkanSource,
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"cbuffer LightingConstants",
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"register(b0, space1)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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vulkanSource,
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"cbuffer MaterialConstants",
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"register(b0, space2)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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vulkanSource,
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"cbuffer ShadowReceiverConstants",
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"register(b0, space3)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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vulkanSource,
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"Texture2D BaseColorTexture",
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"register(t0, space4)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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vulkanSource,
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"SamplerState LinearClampSampler",
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"register(s0, space5)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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vulkanSource,
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"Texture2D ShadowMapTexture",
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"register(t0, space6)"));
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EXPECT_TRUE(SourceContainsRegisterBinding(
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vulkanSource,
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"SamplerState ShadowMapSampler",
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"register(s0, space7)"));
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delete shader;
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}
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TEST(BuiltinForwardPipeline_Test, OpenGLRuntimeTranspilesForwardShadowVariantToLegacyClipConventions) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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const ShaderPass* pass = shader->FindPass("ForwardLit");
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ASSERT_NE(pass, nullptr);
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ShaderKeywordSet shadowKeywords = {};
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shadowKeywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
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const ShaderStageVariant* openGLFragment = shader->FindVariant(
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"ForwardLit",
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XCEngine::Resources::ShaderType::Fragment,
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XCEngine::Resources::ShaderBackend::OpenGL,
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shadowKeywords);
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ASSERT_NE(openGLFragment, nullptr);
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ShaderCompileDesc compileDesc = {};
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
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*pass,
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XCEngine::Resources::ShaderBackend::OpenGL,
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*openGLFragment,
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compileDesc);
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const std::string runtimeSource(
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reinterpret_cast<const char*>(compileDesc.source.data()),
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compileDesc.source.size());
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EXPECT_NE(runtimeSource.find("const float shadowUvY = shadowNdc.y * 0.5f + 0.5f;"), std::string::npos);
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EXPECT_NE(
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runtimeSource.find("shadowNdc.z < -1.0f || shadowNdc.z > 1.0f"),
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std::string::npos);
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EXPECT_NE(
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runtimeSource.find(
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"const float receiverDepth = shadowNdc.z * 0.5f + 0.5f - gShadowBiasAndTexelSize.x;"),
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std::string::npos);
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XCEngine::RHI::CompiledSpirvShader spirvShader = {};
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std::string errorMessage;
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ASSERT_TRUE(
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XCEngine::RHI::CompileSpirvShader(
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compileDesc,
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XCEngine::RHI::SpirvTargetEnvironment::Vulkan,
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spirvShader,
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&errorMessage))
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<< errorMessage;
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std::string glslSource;
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ASSERT_TRUE(XCEngine::RHI::TranspileSpirvToOpenGLGLSL(spirvShader, glslSource, &errorMessage))
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<< errorMessage;
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EXPECT_NE(
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glslSource.find("uniform sampler2D SPIRV_Cross_CombinedBaseColorTextureLinearClampSampler;"),
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std::string::npos);
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EXPECT_NE(
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glslSource.find("uniform sampler2D SPIRV_Cross_CombinedShadowMapTextureShadowMapSampler;"),
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std::string::npos);
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EXPECT_NE(
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glslSource.find("spvWorkaroundRowMajor(ShadowReceiverConstants.gWorldToShadowMatrix)"),
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std::string::npos);
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EXPECT_NE(glslSource.find("texture(SPIRV_Cross_CombinedShadowMapTextureShadowMapSampler"), std::string::npos);
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|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinDepthStylePass_Test, OpenGLRuntimeTranspilesDepthOnlyAlphaVariantWithTexcoordAtLocation2) {
|
|
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);
|
|
|
|
ShaderKeywordSet alphaKeywords = {};
|
|
alphaKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
|
|
|
|
const ShaderStageVariant* openGLVertex = shader->FindVariant(
|
|
"DepthOnly",
|
|
XCEngine::Resources::ShaderType::Vertex,
|
|
ShaderBackend::OpenGL,
|
|
alphaKeywords);
|
|
ASSERT_NE(openGLVertex, nullptr);
|
|
|
|
const ShaderStageVariant* openGLFragment = shader->FindVariant(
|
|
"DepthOnly",
|
|
XCEngine::Resources::ShaderType::Fragment,
|
|
ShaderBackend::OpenGL,
|
|
alphaKeywords);
|
|
ASSERT_NE(openGLFragment, nullptr);
|
|
|
|
auto transpileStage = [](const ShaderPass& targetPass,
|
|
const ShaderStageVariant& variant,
|
|
std::string& glslSource) {
|
|
ShaderCompileDesc compileDesc = {};
|
|
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
|
|
targetPass,
|
|
XCEngine::Resources::ShaderBackend::OpenGL,
|
|
variant,
|
|
compileDesc);
|
|
|
|
XCEngine::RHI::CompiledSpirvShader spirvShader = {};
|
|
std::string errorMessage;
|
|
EXPECT_TRUE(
|
|
XCEngine::RHI::CompileSpirvShader(
|
|
compileDesc,
|
|
XCEngine::RHI::SpirvTargetEnvironment::Vulkan,
|
|
spirvShader,
|
|
&errorMessage))
|
|
<< errorMessage;
|
|
EXPECT_TRUE(XCEngine::RHI::TranspileSpirvToOpenGLGLSL(spirvShader, glslSource, &errorMessage))
|
|
<< errorMessage;
|
|
};
|
|
|
|
std::string vertexGlsl;
|
|
transpileStage(*pass, *openGLVertex, vertexGlsl);
|
|
EXPECT_NE(vertexGlsl.find("layout(location = 2) in vec2"), std::string::npos);
|
|
|
|
std::string fragmentGlsl;
|
|
transpileStage(*pass, *openGLFragment, fragmentGlsl);
|
|
EXPECT_NE(fragmentGlsl.find("discard;"), std::string::npos);
|
|
EXPECT_NE(fragmentGlsl.find("gl_FragDepth"), std::string::npos);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinDepthStylePass_Test, OpenGLRuntimeTranspilesShadowCasterAlphaVariantWithTexcoordAtLocation2) {
|
|
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);
|
|
|
|
ShaderKeywordSet alphaKeywords = {};
|
|
alphaKeywords.enabledKeywords.PushBack("XC_ALPHA_TEST");
|
|
|
|
const ShaderStageVariant* openGLVertex = shader->FindVariant(
|
|
"ShadowCaster",
|
|
XCEngine::Resources::ShaderType::Vertex,
|
|
ShaderBackend::OpenGL,
|
|
alphaKeywords);
|
|
ASSERT_NE(openGLVertex, nullptr);
|
|
|
|
const ShaderStageVariant* openGLFragment = shader->FindVariant(
|
|
"ShadowCaster",
|
|
XCEngine::Resources::ShaderType::Fragment,
|
|
ShaderBackend::OpenGL,
|
|
alphaKeywords);
|
|
ASSERT_NE(openGLFragment, nullptr);
|
|
|
|
auto transpileStage = [](const ShaderPass& targetPass,
|
|
const ShaderStageVariant& variant,
|
|
std::string& glslSource) {
|
|
ShaderCompileDesc compileDesc = {};
|
|
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
|
|
targetPass,
|
|
XCEngine::Resources::ShaderBackend::OpenGL,
|
|
variant,
|
|
compileDesc);
|
|
|
|
XCEngine::RHI::CompiledSpirvShader spirvShader = {};
|
|
std::string errorMessage;
|
|
EXPECT_TRUE(
|
|
XCEngine::RHI::CompileSpirvShader(
|
|
compileDesc,
|
|
XCEngine::RHI::SpirvTargetEnvironment::Vulkan,
|
|
spirvShader,
|
|
&errorMessage))
|
|
<< errorMessage;
|
|
EXPECT_TRUE(XCEngine::RHI::TranspileSpirvToOpenGLGLSL(spirvShader, glslSource, &errorMessage))
|
|
<< errorMessage;
|
|
};
|
|
|
|
std::string vertexGlsl;
|
|
transpileStage(*pass, *openGLVertex, vertexGlsl);
|
|
EXPECT_NE(vertexGlsl.find("layout(location = 2) in vec2"), std::string::npos);
|
|
|
|
std::string fragmentGlsl;
|
|
transpileStage(*pass, *openGLFragment, fragmentGlsl);
|
|
EXPECT_NE(fragmentGlsl.find("discard;"), std::string::npos);
|
|
EXPECT_NE(fragmentGlsl.find("gl_FragDepth"), std::string::npos);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, BuiltinSkyboxShaderUsesAuthoringContract) {
|
|
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);
|
|
EXPECT_EQ(pass->resources.Size(), 5u);
|
|
EXPECT_TRUE(pass->hasFixedFunctionState);
|
|
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::None);
|
|
EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
|
|
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
|
|
|
|
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");
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromLoadedSkyboxShaderContract) {
|
|
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);
|
|
|
|
BuiltinPassResourceBindingPlan plan = {};
|
|
String error;
|
|
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(*pass, plan, &error)) << error.CStr();
|
|
ASSERT_EQ(plan.bindings.Size(), 5u);
|
|
EXPECT_TRUE(plan.environment.IsValid());
|
|
EXPECT_TRUE(plan.material.IsValid());
|
|
EXPECT_TRUE(plan.skyboxPanoramicTexture.IsValid());
|
|
EXPECT_TRUE(plan.skyboxTexture.IsValid());
|
|
EXPECT_TRUE(plan.linearClampSampler.IsValid());
|
|
EXPECT_EQ(plan.firstDescriptorSet, 0u);
|
|
EXPECT_EQ(plan.descriptorSetCount, 5u);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, BuiltinVolumetricShaderUsesAuthoringContract) {
|
|
ShaderLoader loader;
|
|
LoadResult result = loader.Load(GetBuiltinVolumetricShaderPath());
|
|
ASSERT_TRUE(result);
|
|
ASSERT_NE(result.resource, nullptr);
|
|
|
|
Shader* shader = static_cast<Shader*>(result.resource);
|
|
ASSERT_NE(shader, nullptr);
|
|
|
|
const ShaderPass* pass = shader->FindPass("Volumetric");
|
|
ASSERT_NE(pass, nullptr);
|
|
EXPECT_EQ(pass->resources.Size(), 3u);
|
|
EXPECT_TRUE(pass->hasFixedFunctionState);
|
|
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::None);
|
|
EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
|
|
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
|
|
EXPECT_TRUE(pass->fixedFunctionState.blendEnable);
|
|
|
|
const ShaderResourceBindingDesc* volumeData =
|
|
shader->FindPassResourceBinding("Volumetric", "VolumeData");
|
|
ASSERT_NE(volumeData, nullptr);
|
|
EXPECT_EQ(volumeData->type, ShaderResourceType::StructuredBuffer);
|
|
EXPECT_EQ(volumeData->set, 2u);
|
|
EXPECT_EQ(volumeData->binding, 0u);
|
|
EXPECT_EQ(
|
|
ResolveBuiltinPassResourceSemantic(*volumeData),
|
|
BuiltinPassResourceSemantic::VolumeField);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromLoadedVolumetricShaderContract) {
|
|
ShaderLoader loader;
|
|
LoadResult result = loader.Load(GetBuiltinVolumetricShaderPath());
|
|
ASSERT_TRUE(result);
|
|
ASSERT_NE(result.resource, nullptr);
|
|
|
|
Shader* shader = static_cast<Shader*>(result.resource);
|
|
ASSERT_NE(shader, nullptr);
|
|
|
|
const ShaderPass* pass = shader->FindPass("Volumetric");
|
|
ASSERT_NE(pass, nullptr);
|
|
|
|
BuiltinPassResourceBindingPlan plan = {};
|
|
String error;
|
|
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(*pass, plan, &error)) << error.CStr();
|
|
ASSERT_EQ(plan.bindings.Size(), 3u);
|
|
EXPECT_TRUE(plan.perObject.IsValid());
|
|
EXPECT_TRUE(plan.material.IsValid());
|
|
EXPECT_TRUE(plan.volumeField.IsValid());
|
|
EXPECT_EQ(plan.perObject.set, 0u);
|
|
EXPECT_EQ(plan.material.set, 1u);
|
|
EXPECT_EQ(plan.volumeField.set, 2u);
|
|
EXPECT_EQ(plan.volumeField.binding, 0u);
|
|
|
|
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
|
|
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
|
|
ASSERT_EQ(setLayouts.size(), 3u);
|
|
EXPECT_TRUE(setLayouts[0].usesPerObject);
|
|
EXPECT_TRUE(setLayouts[1].usesMaterial);
|
|
EXPECT_TRUE(setLayouts[2].usesVolumeField);
|
|
ASSERT_EQ(setLayouts[2].bindings.size(), 1u);
|
|
EXPECT_EQ(
|
|
static_cast<DescriptorType>(setLayouts[2].bindings[0].type),
|
|
DescriptorType::SRV);
|
|
EXPECT_EQ(
|
|
setLayouts[2].bindings[0].resourceDimension,
|
|
ResourceViewDimension::StructuredBuffer);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, BuiltinFinalColorShaderUsesAuthoringContract) {
|
|
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);
|
|
EXPECT_EQ(pass->resources.Size(), 3u);
|
|
EXPECT_TRUE(pass->hasFixedFunctionState);
|
|
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::None);
|
|
EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
|
|
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::Always);
|
|
|
|
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);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromLoadedFinalColorShaderContract) {
|
|
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);
|
|
|
|
BuiltinPassResourceBindingPlan plan = {};
|
|
String error;
|
|
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(*pass, plan, &error)) << error.CStr();
|
|
ASSERT_EQ(plan.bindings.Size(), 3u);
|
|
EXPECT_TRUE(plan.passConstants.IsValid());
|
|
EXPECT_TRUE(plan.sourceColorTexture.IsValid());
|
|
EXPECT_TRUE(plan.linearClampSampler.IsValid());
|
|
EXPECT_EQ(plan.firstDescriptorSet, 0u);
|
|
EXPECT_EQ(plan.descriptorSetCount, 3u);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, BuiltinColorScalePostProcessShaderUsesAuthoringContract) {
|
|
ShaderLoader loader;
|
|
LoadResult result = loader.Load(GetBuiltinColorScalePostProcessShaderPath());
|
|
ASSERT_TRUE(result);
|
|
ASSERT_NE(result.resource, nullptr);
|
|
|
|
Shader* shader = static_cast<Shader*>(result.resource);
|
|
ASSERT_NE(shader, nullptr);
|
|
|
|
const ShaderPass* pass = shader->FindPass("ColorScale");
|
|
ASSERT_NE(pass, nullptr);
|
|
EXPECT_EQ(pass->resources.Size(), 3u);
|
|
EXPECT_TRUE(pass->hasFixedFunctionState);
|
|
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::None);
|
|
EXPECT_FALSE(pass->fixedFunctionState.depthWriteEnable);
|
|
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::Always);
|
|
|
|
const ShaderPropertyDesc* colorScale = shader->FindProperty("_ColorScale");
|
|
ASSERT_NE(colorScale, nullptr);
|
|
EXPECT_EQ(colorScale->type, ShaderPropertyType::Color);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromLoadedColorScalePostProcessShaderContract) {
|
|
ShaderLoader loader;
|
|
LoadResult result = loader.Load(GetBuiltinColorScalePostProcessShaderPath());
|
|
ASSERT_TRUE(result);
|
|
ASSERT_NE(result.resource, nullptr);
|
|
|
|
Shader* shader = static_cast<Shader*>(result.resource);
|
|
ASSERT_NE(shader, nullptr);
|
|
|
|
const ShaderPass* pass = shader->FindPass("ColorScale");
|
|
ASSERT_NE(pass, nullptr);
|
|
|
|
BuiltinPassResourceBindingPlan plan = {};
|
|
String error;
|
|
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(*pass, plan, &error)) << error.CStr();
|
|
ASSERT_EQ(plan.bindings.Size(), 3u);
|
|
EXPECT_TRUE(plan.passConstants.IsValid());
|
|
EXPECT_TRUE(plan.sourceColorTexture.IsValid());
|
|
EXPECT_TRUE(plan.linearClampSampler.IsValid());
|
|
EXPECT_EQ(plan.firstDescriptorSet, 0u);
|
|
EXPECT_EQ(plan.descriptorSetCount, 3u);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, VulkanRuntimeCompileDescRewritesAuthoringFinalColorBindingsToDescriptorSpaces) {
|
|
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);
|
|
|
|
const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
|
|
"FinalColor",
|
|
XCEngine::Resources::ShaderType::Fragment,
|
|
XCEngine::Resources::ShaderBackend::D3D12);
|
|
ASSERT_NE(d3d12Fragment, nullptr);
|
|
|
|
ShaderCompileDesc d3d12CompileDesc = {};
|
|
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
|
|
*pass,
|
|
XCEngine::Resources::ShaderBackend::D3D12,
|
|
*d3d12Fragment,
|
|
d3d12CompileDesc);
|
|
const std::string d3d12Source(
|
|
reinterpret_cast<const char*>(d3d12CompileDesc.source.data()),
|
|
d3d12CompileDesc.source.size());
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
d3d12Source,
|
|
"cbuffer FinalColorConstants",
|
|
"register(b0)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
d3d12Source,
|
|
"Texture2D SourceColorTexture",
|
|
"register(t0)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
d3d12Source,
|
|
"SamplerState LinearClampSampler",
|
|
"register(s0)"));
|
|
EXPECT_EQ(d3d12Source.find("space0"), std::string::npos);
|
|
EXPECT_EQ(d3d12Source.find("space1"), std::string::npos);
|
|
|
|
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
|
|
"FinalColor",
|
|
XCEngine::Resources::ShaderType::Fragment,
|
|
XCEngine::Resources::ShaderBackend::Vulkan);
|
|
ASSERT_NE(vulkanFragment, nullptr);
|
|
|
|
const std::string runtimeSource =
|
|
::XCEngine::Rendering::Detail::BuildRuntimeShaderSource(
|
|
*pass,
|
|
XCEngine::Resources::ShaderBackend::Vulkan,
|
|
*vulkanFragment);
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
runtimeSource,
|
|
"cbuffer FinalColorConstants",
|
|
"register(b0, space0)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
runtimeSource,
|
|
"Texture2D SourceColorTexture",
|
|
"register(t0, space1)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
runtimeSource,
|
|
"SamplerState LinearClampSampler",
|
|
"register(s0, space2)"));
|
|
|
|
ShaderCompileDesc vulkanCompileDesc = {};
|
|
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
|
|
*pass,
|
|
XCEngine::Resources::ShaderBackend::Vulkan,
|
|
*vulkanFragment,
|
|
vulkanCompileDesc);
|
|
const std::string vulkanSource(
|
|
reinterpret_cast<const char*>(vulkanCompileDesc.source.data()),
|
|
vulkanCompileDesc.source.size());
|
|
EXPECT_NE(vulkanSource.find("ApplyLinearToSRGB"), std::string::npos);
|
|
EXPECT_NE(vulkanSource.find("ApplyToneMapping"), std::string::npos);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, VulkanRuntimeCompileDescRewritesAuthoringVolumetricBindingsToDescriptorSpaces) {
|
|
ShaderLoader loader;
|
|
LoadResult result = loader.Load(GetBuiltinVolumetricShaderPath());
|
|
ASSERT_TRUE(result);
|
|
ASSERT_NE(result.resource, nullptr);
|
|
|
|
Shader* shader = static_cast<Shader*>(result.resource);
|
|
ASSERT_NE(shader, nullptr);
|
|
|
|
const ShaderPass* pass = shader->FindPass("Volumetric");
|
|
ASSERT_NE(pass, nullptr);
|
|
|
|
const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
|
|
"Volumetric",
|
|
XCEngine::Resources::ShaderType::Fragment,
|
|
XCEngine::Resources::ShaderBackend::D3D12);
|
|
ASSERT_NE(d3d12Fragment, nullptr);
|
|
|
|
ShaderCompileDesc d3d12CompileDesc = {};
|
|
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
|
|
*pass,
|
|
XCEngine::Resources::ShaderBackend::D3D12,
|
|
*d3d12Fragment,
|
|
d3d12CompileDesc);
|
|
const std::string d3d12Source(
|
|
reinterpret_cast<const char*>(d3d12CompileDesc.source.data()),
|
|
d3d12CompileDesc.source.size());
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
d3d12Source,
|
|
"cbuffer PerObjectConstants",
|
|
"register(b0)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
d3d12Source,
|
|
"cbuffer MaterialConstants",
|
|
"register(b1)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
d3d12Source,
|
|
"StructuredBuffer<uint> VolumeData",
|
|
"register(t0)"));
|
|
|
|
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
|
|
"Volumetric",
|
|
XCEngine::Resources::ShaderType::Fragment,
|
|
XCEngine::Resources::ShaderBackend::Vulkan);
|
|
ASSERT_NE(vulkanFragment, nullptr);
|
|
|
|
ShaderCompileDesc vulkanCompileDesc = {};
|
|
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
|
|
*pass,
|
|
XCEngine::Resources::ShaderBackend::Vulkan,
|
|
*vulkanFragment,
|
|
vulkanCompileDesc);
|
|
const std::string vulkanSource(
|
|
reinterpret_cast<const char*>(vulkanCompileDesc.source.data()),
|
|
vulkanCompileDesc.source.size());
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
vulkanSource,
|
|
"cbuffer PerObjectConstants",
|
|
"register(b0, space0)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
vulkanSource,
|
|
"cbuffer MaterialConstants",
|
|
"register(b0, space1)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
vulkanSource,
|
|
"StructuredBuffer<uint> VolumeData",
|
|
"register(t0, space2)"));
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, OpenGLRuntimeTranspilesFinalColorVariantToCombinedSourceSampler) {
|
|
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);
|
|
|
|
const ShaderStageVariant* openGLFragment = shader->FindVariant(
|
|
"FinalColor",
|
|
XCEngine::Resources::ShaderType::Fragment,
|
|
XCEngine::Resources::ShaderBackend::OpenGL);
|
|
ASSERT_NE(openGLFragment, nullptr);
|
|
|
|
ShaderCompileDesc compileDesc = {};
|
|
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
|
|
*pass,
|
|
XCEngine::Resources::ShaderBackend::OpenGL,
|
|
*openGLFragment,
|
|
compileDesc);
|
|
|
|
XCEngine::RHI::CompiledSpirvShader spirvShader = {};
|
|
std::string errorMessage;
|
|
ASSERT_TRUE(
|
|
XCEngine::RHI::CompileSpirvShader(
|
|
compileDesc,
|
|
XCEngine::RHI::SpirvTargetEnvironment::Vulkan,
|
|
spirvShader,
|
|
&errorMessage))
|
|
<< errorMessage;
|
|
|
|
std::string glslSource;
|
|
ASSERT_TRUE(XCEngine::RHI::TranspileSpirvToOpenGLGLSL(spirvShader, glslSource, &errorMessage))
|
|
<< errorMessage;
|
|
EXPECT_NE(glslSource.find("uniform sampler2D SPIRV_Cross_Combined"), std::string::npos);
|
|
EXPECT_NE(glslSource.find("texture(SPIRV_Cross_Combined"), std::string::npos);
|
|
EXPECT_NE(glslSource.find("FinalColorConstants"), std::string::npos);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, VulkanRuntimeCompileDescRewritesAuthoringColorScaleBindingsToDescriptorSpaces) {
|
|
ShaderLoader loader;
|
|
LoadResult result = loader.Load(GetBuiltinColorScalePostProcessShaderPath());
|
|
ASSERT_TRUE(result);
|
|
ASSERT_NE(result.resource, nullptr);
|
|
|
|
Shader* shader = static_cast<Shader*>(result.resource);
|
|
ASSERT_NE(shader, nullptr);
|
|
|
|
const ShaderPass* pass = shader->FindPass("ColorScale");
|
|
ASSERT_NE(pass, nullptr);
|
|
|
|
const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
|
|
"ColorScale",
|
|
XCEngine::Resources::ShaderType::Fragment,
|
|
XCEngine::Resources::ShaderBackend::D3D12);
|
|
ASSERT_NE(d3d12Fragment, nullptr);
|
|
|
|
ShaderCompileDesc d3d12CompileDesc = {};
|
|
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
|
|
*pass,
|
|
XCEngine::Resources::ShaderBackend::D3D12,
|
|
*d3d12Fragment,
|
|
d3d12CompileDesc);
|
|
const std::string d3d12Source(
|
|
reinterpret_cast<const char*>(d3d12CompileDesc.source.data()),
|
|
d3d12CompileDesc.source.size());
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
d3d12Source,
|
|
"cbuffer PostProcessConstants",
|
|
"register(b0)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
d3d12Source,
|
|
"Texture2D SourceColorTexture",
|
|
"register(t0)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
d3d12Source,
|
|
"SamplerState LinearClampSampler",
|
|
"register(s0)"));
|
|
EXPECT_EQ(d3d12Source.find("space0"), std::string::npos);
|
|
EXPECT_EQ(d3d12Source.find("space1"), std::string::npos);
|
|
|
|
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
|
|
"ColorScale",
|
|
XCEngine::Resources::ShaderType::Fragment,
|
|
XCEngine::Resources::ShaderBackend::Vulkan);
|
|
ASSERT_NE(vulkanFragment, nullptr);
|
|
|
|
const std::string runtimeSource =
|
|
::XCEngine::Rendering::Detail::BuildRuntimeShaderSource(
|
|
*pass,
|
|
XCEngine::Resources::ShaderBackend::Vulkan,
|
|
*vulkanFragment);
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
runtimeSource,
|
|
"cbuffer PostProcessConstants",
|
|
"register(b0, space0)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
runtimeSource,
|
|
"Texture2D SourceColorTexture",
|
|
"register(t0, space1)"));
|
|
EXPECT_TRUE(SourceContainsRegisterBinding(
|
|
runtimeSource,
|
|
"SamplerState LinearClampSampler",
|
|
"register(s0, space2)"));
|
|
|
|
ShaderCompileDesc vulkanCompileDesc = {};
|
|
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
|
|
*pass,
|
|
XCEngine::Resources::ShaderBackend::Vulkan,
|
|
*vulkanFragment,
|
|
vulkanCompileDesc);
|
|
const std::string vulkanSource(
|
|
reinterpret_cast<const char*>(vulkanCompileDesc.source.data()),
|
|
vulkanCompileDesc.source.size());
|
|
EXPECT_NE(vulkanSource.find("SourceColorTexture.Sample"), std::string::npos);
|
|
EXPECT_NE(vulkanSource.find("gColorScale"), std::string::npos);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, OpenGLRuntimeTranspilesColorScaleVariantToCombinedSourceSampler) {
|
|
ShaderLoader loader;
|
|
LoadResult result = loader.Load(GetBuiltinColorScalePostProcessShaderPath());
|
|
ASSERT_TRUE(result);
|
|
ASSERT_NE(result.resource, nullptr);
|
|
|
|
Shader* shader = static_cast<Shader*>(result.resource);
|
|
ASSERT_NE(shader, nullptr);
|
|
|
|
const ShaderPass* pass = shader->FindPass("ColorScale");
|
|
ASSERT_NE(pass, nullptr);
|
|
|
|
const ShaderStageVariant* openGLFragment = shader->FindVariant(
|
|
"ColorScale",
|
|
XCEngine::Resources::ShaderType::Fragment,
|
|
XCEngine::Resources::ShaderBackend::OpenGL);
|
|
ASSERT_NE(openGLFragment, nullptr);
|
|
|
|
ShaderCompileDesc compileDesc = {};
|
|
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
|
|
*pass,
|
|
XCEngine::Resources::ShaderBackend::OpenGL,
|
|
*openGLFragment,
|
|
compileDesc);
|
|
|
|
XCEngine::RHI::CompiledSpirvShader spirvShader = {};
|
|
std::string errorMessage;
|
|
ASSERT_TRUE(
|
|
XCEngine::RHI::CompileSpirvShader(
|
|
compileDesc,
|
|
XCEngine::RHI::SpirvTargetEnvironment::Vulkan,
|
|
spirvShader,
|
|
&errorMessage))
|
|
<< errorMessage;
|
|
|
|
std::string glslSource;
|
|
ASSERT_TRUE(XCEngine::RHI::TranspileSpirvToOpenGLGLSL(spirvShader, glslSource, &errorMessage))
|
|
<< errorMessage;
|
|
EXPECT_NE(glslSource.find("uniform sampler2D SPIRV_Cross_Combined"), std::string::npos);
|
|
EXPECT_NE(glslSource.find("texture(SPIRV_Cross_Combined"), std::string::npos);
|
|
EXPECT_NE(glslSource.find("PostProcessConstants"), std::string::npos);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromLoadedForwardShaderContract) {
|
|
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, 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, BuildsBuiltinPassResourceBindingPlanFromBuiltinForwardShaderContract) {
|
|
ShaderPass pass = {};
|
|
pass.name = "ForwardLit";
|
|
|
|
ShaderPassTagEntry tag = {};
|
|
tag.name = "LightMode";
|
|
tag.value = "ForwardLit";
|
|
pass.tags.PushBack(tag);
|
|
AppendDefaultBuiltinPassResources(pass);
|
|
|
|
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, BuildsBuiltinPassResourceBindingPlanFromLoadedUnlitShaderContract) {
|
|
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, 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, UsesLoadedForwardShaderResourceSetIndices) {
|
|
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);
|
|
EXPECT_EQ(pass->resources.Size(), 8u);
|
|
|
|
BuiltinPassResourceBindingPlan plan = {};
|
|
String error;
|
|
EXPECT_TRUE(TryBuildBuiltinPassResourceBindingPlan(*pass, 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, BuildsSharedSetLayoutsFromLoadedForwardShaderResources) {
|
|
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);
|
|
EXPECT_EQ(pass->resources.Size(), 8u);
|
|
|
|
BuiltinPassResourceBindingPlan plan = {};
|
|
String error;
|
|
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(*pass, 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, BuiltinDepthOnlyShaderUsesAuthoringContract) {
|
|
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);
|
|
EXPECT_EQ(pass->resources.Size(), 4u);
|
|
EXPECT_TRUE(pass->hasFixedFunctionState);
|
|
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
|
|
EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
|
|
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinDepthStylePass_Test, BuiltinShadowCasterShaderUsesAuthoringContract) {
|
|
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);
|
|
EXPECT_EQ(pass->resources.Size(), 4u);
|
|
EXPECT_TRUE(pass->hasFixedFunctionState);
|
|
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
|
|
EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
|
|
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinObjectIdPass_Test, BuiltinObjectIdShaderUsesAuthoringContract) {
|
|
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);
|
|
EXPECT_EQ(pass->resources.Size(), 1u);
|
|
EXPECT_TRUE(pass->hasFixedFunctionState);
|
|
EXPECT_EQ(pass->fixedFunctionState.cullMode, MaterialCullMode::Back);
|
|
EXPECT_TRUE(pass->fixedFunctionState.depthWriteEnable);
|
|
EXPECT_EQ(pass->fixedFunctionState.depthFunc, MaterialComparisonFunc::LessEqual);
|
|
|
|
delete shader;
|
|
}
|
|
|
|
TEST(BuiltinObjectIdPass_Test, BuildsBuiltinPassResourceBindingPlanFromBuiltinObjectIdShaderContract) {
|
|
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);
|
|
|
|
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_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, BuildsBuiltinPassResourceBindingPlanFromExplicitObjectIdContract) {
|
|
ShaderPass pass = {};
|
|
pass.name = "ObjectId";
|
|
|
|
ShaderPassTagEntry tag = {};
|
|
tag.name = "LightMode";
|
|
tag.value = "ObjectId";
|
|
pass.tags.PushBack(tag);
|
|
AppendDefaultBuiltinPassResources(pass);
|
|
|
|
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, BuildsBuiltinPassResourceBindingPlanFromExplicitDepthOnlyContract) {
|
|
ShaderPass pass = {};
|
|
pass.name = "DepthOnly";
|
|
|
|
ShaderPassTagEntry tag = {};
|
|
tag.name = "LightMode";
|
|
tag.value = "DepthOnly";
|
|
pass.tags.PushBack(tag);
|
|
AppendDefaultBuiltinPassResources(pass);
|
|
|
|
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);
|
|
|
|
BuiltinPassResourceBindingPlan plan = {};
|
|
String error;
|
|
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(*pass, 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, BuildsSharedSetLayoutsFromBuiltinDepthOnlyShaderContract) {
|
|
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);
|
|
|
|
BuiltinPassResourceBindingPlan plan = {};
|
|
String error;
|
|
ASSERT_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);
|
|
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, BuildsSharedSetLayoutsFromBuiltinShadowCasterShaderContract) {
|
|
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);
|
|
|
|
BuiltinPassResourceBindingPlan plan = {};
|
|
String error;
|
|
ASSERT_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);
|
|
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(BuiltinPassLayout_Test, AcceptsRuntimeMaterialBufferBindingsWithoutBuiltinSemanticMetadata) {
|
|
Array<ShaderResourceBindingDesc> bindings;
|
|
|
|
ShaderResourceBindingDesc perObjectBinding = {};
|
|
perObjectBinding.name = "PerObjectConstants";
|
|
perObjectBinding.type = ShaderResourceType::ConstantBuffer;
|
|
perObjectBinding.set = 0u;
|
|
perObjectBinding.binding = 0u;
|
|
perObjectBinding.semantic = "PerObject";
|
|
bindings.PushBack(perObjectBinding);
|
|
|
|
ShaderResourceBindingDesc materialBinding = {};
|
|
materialBinding.name = "MaterialConstants";
|
|
materialBinding.type = ShaderResourceType::ConstantBuffer;
|
|
materialBinding.set = 1u;
|
|
materialBinding.binding = 0u;
|
|
materialBinding.semantic = "Material";
|
|
bindings.PushBack(materialBinding);
|
|
|
|
ShaderResourceBindingDesc bufferBinding = {};
|
|
bufferBinding.name = "VolumeNodes";
|
|
bufferBinding.type = ShaderResourceType::StructuredBuffer;
|
|
bufferBinding.set = 2u;
|
|
bufferBinding.binding = 0u;
|
|
bindings.PushBack(bufferBinding);
|
|
|
|
BuiltinPassResourceBindingPlan plan = {};
|
|
String error;
|
|
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr();
|
|
EXPECT_TRUE(plan.usesMaterialBuffers);
|
|
ASSERT_EQ(plan.materialBufferBindings.Size(), 1u);
|
|
EXPECT_EQ(plan.materialBufferBindings[0].name, "VolumeNodes");
|
|
EXPECT_EQ(plan.materialBufferBindings[0].semantic, BuiltinPassResourceSemantic::MaterialBuffer);
|
|
EXPECT_EQ(plan.materialBufferBindings[0].resourceType, ShaderResourceType::StructuredBuffer);
|
|
EXPECT_EQ(plan.materialBufferBindings[0].location.set, 2u);
|
|
EXPECT_EQ(plan.materialBufferBindings[0].location.binding, 0u);
|
|
|
|
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
|
|
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
|
|
ASSERT_EQ(setLayouts.size(), 3u);
|
|
EXPECT_TRUE(setLayouts[2].usesMaterialBuffers);
|
|
ASSERT_EQ(setLayouts[2].materialBufferBindings.size(), 1u);
|
|
EXPECT_EQ(setLayouts[2].materialBufferBindings[0].name, "VolumeNodes");
|
|
ASSERT_EQ(setLayouts[2].bindings.size(), 1u);
|
|
EXPECT_EQ(
|
|
static_cast<DescriptorType>(setLayouts[2].bindings[0].type),
|
|
DescriptorType::SRV);
|
|
EXPECT_EQ(setLayouts[2].bindings[0].resourceDimension, ResourceViewDimension::StructuredBuffer);
|
|
}
|
|
|
|
TEST(BuiltinPassLayout_Test, AcceptsRuntimeMaterialRawUavBufferBindings) {
|
|
Array<ShaderResourceBindingDesc> bindings;
|
|
|
|
ShaderResourceBindingDesc bufferBinding = {};
|
|
bufferBinding.name = "VolumeCounters";
|
|
bufferBinding.type = ShaderResourceType::RWRawBuffer;
|
|
bufferBinding.set = 4u;
|
|
bufferBinding.binding = 3u;
|
|
bindings.PushBack(bufferBinding);
|
|
|
|
BuiltinPassResourceBindingPlan plan = {};
|
|
String error;
|
|
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr();
|
|
ASSERT_EQ(plan.materialBufferBindings.Size(), 1u);
|
|
EXPECT_EQ(plan.materialBufferBindings[0].semantic, BuiltinPassResourceSemantic::MaterialBuffer);
|
|
|
|
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
|
|
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
|
|
ASSERT_EQ(setLayouts.size(), 5u);
|
|
ASSERT_EQ(setLayouts[4].bindings.size(), 1u);
|
|
EXPECT_EQ(
|
|
static_cast<DescriptorType>(setLayouts[4].bindings[0].type),
|
|
DescriptorType::UAV);
|
|
EXPECT_EQ(setLayouts[4].bindings[0].resourceDimension, ResourceViewDimension::RawBuffer);
|
|
EXPECT_TRUE(setLayouts[4].usesMaterialBuffers);
|
|
}
|
|
|
|
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)));
|
|
}
|