Fix ambient flyer cadence and rotating shadows

This commit is contained in:
Erik 2026-08-22 17:39:38 +02:00
parent 9cd429dd73
commit 8b7b601b32
5 changed files with 239 additions and 3 deletions

View file

@ -316,6 +316,17 @@ public sealed class DirectionalShadowGpuTests
Assert.Equal(expectedPasses, device.OfKind<GpuRecordedTimerScope>().Count());
Assert.Equal(expectedPasses, device.OfKind<GpuRecordedUniformBind>()
.Count(call => call.Binding == GpuBindingModel.UniformDirectionalShadow));
GpuRecordedUniformBind shadowUniformBind = Assert.Single(
device.OfKind<GpuRecordedUniformBind>()
.DistinctBy(call => (call.BufferName, call.OffsetBytes, call.SizeBytes)),
call => call.Binding == GpuBindingModel.UniformDirectionalShadow);
DirectionalShadowUniforms shadowUniforms = MemoryMarshal.Read<DirectionalShadowUniforms>(
device.RingBytes.Slice(
checked((int)shadowUniformBind.OffsetBytes),
checked((int)shadowUniformBind.SizeBytes)));
Assert.Equal(
DirectionalShadowQuality.For(preset).MaximumReachMeters,
shadowUniforms.BiasMeters.W);
Assert.Equal(expectedDraws, device.OfKind<GpuRecordedMultiDrawIndirect>().Count());
Assert.Equal(2, device.OfKind<GpuRecordedRingAllocation>().Count());
GpuRecordedRingAllocation transformAllocation = Assert.Single(