Validate packaged P3 shaders and describe bounded shadow atlases
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@@ -375,7 +375,10 @@ bool validate_build_generation(const fs::path& directory, const std::string& pac
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return false;
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for (const auto* shader : {"vertexMain", "fragmentMain", "shadowMain",
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"gpuVertexMain", "gpuShadowMain", "gpuCullMain",
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"gpuHzbMain", "gpuPostCullMain"})
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"gpuHzbMain", "gpuPostCullMain", "lightTileMain",
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"temporalResolveMain", "temporalCompositeVertexMain",
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"temporalCompositeFragmentMain", "temporalVertexMain",
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"temporalFragmentMain", "gpuTemporalVertexMain"})
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for (const auto* extension : {".spv", ".reflection.json"})
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if (!expected.contains("shaders/" + std::string(shader) + extension))
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return false;
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@@ -920,7 +920,12 @@ struct BuildService::Impl {
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{"required_features", {"dynamicRendering", "synchronization2"}},
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{"materials", {"base-color factor and texture", "metallic and roughness factors"}},
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{"texture_sampling", "linear clamp, one mip level"},
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{"shadow_map", {{"resolution", 1024}, {"world_extent", 40}}},
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{"shadow_atlases", {{"sun_cascade_limit", 4},
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{"local_face_limit", 16},
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{"caster_draw_limit", 4096},
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{"preferred_resolution", 2048},
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{"fallback_resolution", 1024},
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{"sampled_d32_required", true}}},
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{"unsupported_material_features",
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{"normal maps", "metallic-roughness maps", "emissive and occlusion maps",
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"alpha mode selection", "unlit mode", "per-material face culling"}}};
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