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@@ -136,15 +136,10 @@ CaptureScreenshot(g_screenshotOutputFolder .. '/13_Variants_All.png')
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-- over the fully-baked variant because it is more recent.
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-- over the fully-baked variant because it is more recent.
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AssetTracking_Start()
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AssetTracking_Start()
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SetImguiValue('Horizontal Pattern', true)
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SetImguiValue('Horizontal Pattern', true)
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--- Note that here we explicitly do NOT wait for HotReloadTest.shadervariantlist even though the ShaderVariantAssets will be rebuild here too;
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--- part of this test is to ensure the updated shader code is used as soon as the root variant is available.
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AssetTracking_ExpectAsset(g_assetFolder .. "HotReloadTest.materialtype")
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AssetTracking_ExpectAsset(g_assetFolder .. "HotReloadTest.materialtype")
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AssetTracking_ExpectAsset(g_assetFolder .. "HotReloadTest.shader")
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AssetTracking_ExpectAsset(g_assetFolder .. "HotReloadTest.shader")
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+AssetTracking_ExpectAsset(g_assetFolder .. "HotReloadTest.shadervariantlist", 3) -- Waiting for 3 products, the list asset and two variant assets
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AssetTracking_IdleUntilExpectedAssetsFinish(10)
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AssetTracking_IdleUntilExpectedAssetsFinish(10)
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--- We want this idle to be short enough that the ShaderVariantAssets don't have time to finish building before we take the screenshot, as part
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--- of the validation that the root variant gets applied asap. But it also needs to be long enough to account for some delay between the
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--- AssetTracking utility and the asset system triggering the reload. We should avoid increasing this if possible (but maybe we'll have no
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--- choice ... we'll see)
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IdleSeconds(0.25) -- Idle for a bit to give time for the assets to reload
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IdleSeconds(0.25) -- Idle for a bit to give time for the assets to reload
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CaptureScreenshot(g_screenshotOutputFolder .. '/14_HorizontalPattern.png')
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CaptureScreenshot(g_screenshotOutputFolder .. '/14_HorizontalPattern.png')
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