Revert "feat(render): Campaign V slice V4d-2 - move terrain onto the RHI"
This reverts commit b064668b63.
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b064668b63
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ad61f250fb
7 changed files with 553 additions and 496 deletions
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@ -90,11 +90,7 @@ public sealed class WorldRenderCompositionTests
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}
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[Theory]
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// The "terrain shader" row went with Campaign V slice V4d: terrain's
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// IGpuPipeline compiles terrain_modern itself, so there is no longer a
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// terrain-shader publication step for a failure to be injected into. The
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// invariant this theory pins is unchanged and still covered by every row
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// below.
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[InlineData("terrain shader", "terrain shader")]
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[InlineData("scene lighting", "scene lighting")]
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[InlineData("debug lines", "debug lines")]
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[InlineData("HUD", "text renderer|debug font")]
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@ -251,6 +247,9 @@ public sealed class WorldRenderCompositionTests
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public void SetTerrainAnisotropic(TerrainAtlas atlas, int level) =>
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AnisotropicLevel = level;
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public Shader CreateTerrainShader(GL gl, string shadersDirectory) =>
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Resource<Shader>("terrain shader");
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public SceneLightingUboBinding CreateSceneLighting(GL gl) =>
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Resource<SceneLightingUboBinding>("scene lighting");
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@ -269,8 +268,8 @@ public sealed class WorldRenderCompositionTests
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public TerrainModernRenderer CreateTerrain(
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GL gl,
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IGpuDevice device,
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ICurrentGpuFrameSource frameSource,
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BindlessSupport bindless,
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Shader shader,
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TerrainAtlas atlas,
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IGpuResourceRetirementQueue retirement) =>
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Resource<TerrainModernRenderer>("terrain");
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@ -351,6 +350,8 @@ public sealed class WorldRenderCompositionTests
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public void PublishBindlessSupport(BindlessSupport value) =>
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Fail("bindless");
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public void PublishTerrainShader(Shader value) =>
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Fail("terrain shader");
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public void PublishSceneLighting(SceneLightingUboBinding value) =>
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Fail("scene lighting");
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public void PublishDebugLines(DebugLineRenderer value) =>
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@ -55,14 +55,7 @@ public sealed class TerrainTextureTilingTableTests
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"terrain_modern.frag");
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string shader = File.ReadAllText(shaderPath);
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// Campaign V slice V4d moved the table out of a loose
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// `uniform float uTexTiling[36]` and into a std140 block at
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// GpuBindingModel.UniformTerrainTiling. The element type and count are
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// what every sample site below depends on, so both are still pinned —
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// and the binding number is now pinned too, because the shader and
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// GpuBindingModel have to agree.
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Assert.Contains("binding = 3) uniform TerrainTiling {", shader);
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Assert.Contains("float uTexTiling[36];", shader);
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Assert.Contains("uniform float uTexTiling[36];", shader);
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Assert.Contains("baseUV * terrainTiling(pOverlay0.z)", shader);
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Assert.Contains("baseUV * terrainTiling(pOverlay1.z)", shader);
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Assert.Contains("baseUV * terrainTiling(pOverlay2.z)", shader);
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