refactor(srp): align renderer api with unity contexts

This commit is contained in:
2026-04-19 13:05:57 +08:00
parent fe7e6dddf3
commit 0cea7b80e8
16 changed files with 59 additions and 230 deletions

View File

@@ -1135,7 +1135,7 @@ TEST_F(
TEST_F(
MonoScriptRuntimeTest,
ScriptableRenderContextPublicApiSurfaceKeepsRendererHelpersOutOfCore) {
ScriptableRenderContextPublicApiSurfaceUsesDirectContextModel) {
Scene* runtimeScene =
CreateScene("ScriptableRenderContextApiSurfaceScene");
GameObject* selectionObject =
@@ -1155,12 +1155,10 @@ TEST_F(
bool hasPublicContextRecordOpaqueScenePhase = false;
bool hasPublicContextRecordBeforeOpaqueInjection = false;
bool hasPublicContextRecordShaderVectorFullscreenPass = false;
bool hasPublicRendererRecordOpaqueScenePhase = false;
bool hasPublicRendererRecordShaderVectorFullscreenPass = false;
bool hasPublicCameraRequestContextHasDirectionalShadow = false;
bool hasPublicCameraRequestContextClearDirectionalShadow = false;
bool hasPublicRendererCameraRequestContextHasDirectionalShadow = false;
bool hasPublicRendererCameraRequestContextClearDirectionalShadow = false;
bool hasRendererRecordingContextType = false;
bool hasRendererCameraRequestContextType = false;
EXPECT_TRUE(runtime->TryGetFieldValue(
selectionScript,
@@ -1178,14 +1176,6 @@ TEST_F(
selectionScript,
"HasPublicContextRecordShaderVectorFullscreenPass",
hasPublicContextRecordShaderVectorFullscreenPass));
EXPECT_TRUE(runtime->TryGetFieldValue(
selectionScript,
"HasPublicRendererRecordOpaqueScenePhase",
hasPublicRendererRecordOpaqueScenePhase));
EXPECT_TRUE(runtime->TryGetFieldValue(
selectionScript,
"HasPublicRendererRecordShaderVectorFullscreenPass",
hasPublicRendererRecordShaderVectorFullscreenPass));
EXPECT_TRUE(runtime->TryGetFieldValue(
selectionScript,
"HasPublicCameraRequestContextHasDirectionalShadow",
@@ -1196,23 +1186,21 @@ TEST_F(
hasPublicCameraRequestContextClearDirectionalShadow));
EXPECT_TRUE(runtime->TryGetFieldValue(
selectionScript,
"HasPublicRendererCameraRequestContextHasDirectionalShadow",
hasPublicRendererCameraRequestContextHasDirectionalShadow));
"HasRendererRecordingContextType",
hasRendererRecordingContextType));
EXPECT_TRUE(runtime->TryGetFieldValue(
selectionScript,
"HasPublicRendererCameraRequestContextClearDirectionalShadow",
hasPublicRendererCameraRequestContextClearDirectionalShadow));
"HasRendererCameraRequestContextType",
hasRendererCameraRequestContextType));
EXPECT_TRUE(hasPublicContextRecordScene);
EXPECT_FALSE(hasPublicContextRecordOpaqueScenePhase);
EXPECT_FALSE(hasPublicContextRecordBeforeOpaqueInjection);
EXPECT_FALSE(hasPublicContextRecordShaderVectorFullscreenPass);
EXPECT_TRUE(hasPublicRendererRecordOpaqueScenePhase);
EXPECT_TRUE(hasPublicRendererRecordShaderVectorFullscreenPass);
EXPECT_FALSE(hasPublicCameraRequestContextHasDirectionalShadow);
EXPECT_FALSE(hasPublicCameraRequestContextClearDirectionalShadow);
EXPECT_TRUE(hasPublicRendererCameraRequestContextHasDirectionalShadow);
EXPECT_TRUE(hasPublicRendererCameraRequestContextClearDirectionalShadow);
EXPECT_TRUE(hasPublicContextRecordOpaqueScenePhase);
EXPECT_TRUE(hasPublicContextRecordBeforeOpaqueInjection);
EXPECT_TRUE(hasPublicContextRecordShaderVectorFullscreenPass);
EXPECT_TRUE(hasPublicCameraRequestContextHasDirectionalShadow);
EXPECT_TRUE(hasPublicCameraRequestContextClearDirectionalShadow);
EXPECT_FALSE(hasRendererRecordingContextType);
EXPECT_FALSE(hasRendererCameraRequestContextType);
}
TEST_F(