Fix D3D12 pipeline format mapping and add transparent material scene test

This commit is contained in:
2026-03-27 13:01:17 +08:00
parent 79e7452245
commit 134a80b334
7 changed files with 631983 additions and 59 deletions

View File

@@ -15,6 +15,10 @@
#include <unordered_map>
namespace XCEngine {
namespace Components {
class GameObject;
} // namespace Components
namespace Resources {
class Material;
class Texture;
@@ -38,6 +42,11 @@ public:
const RenderSceneData& sceneData) override;
private:
struct OwnedDescriptorSet {
RHI::RHIDescriptorPool* pool = nullptr;
RHI::RHIDescriptorSet* set = nullptr;
};
struct PerObjectConstants {
Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
Math::Matrix4x4 view = Math::Matrix4x4::Identity();
@@ -50,6 +59,9 @@ private:
RHI::RHIPipelineState* GetOrCreatePipelineState(
const RenderContext& context,
const Resources::Material* material);
RHI::RHIDescriptorSet* GetOrCreatePerObjectSet(Core::uint64 objectId);
RHI::RHIDescriptorSet* GetOrCreateTextureSet(RHI::RHIResourceView* textureView);
void DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet);
const Resources::Texture* ResolveTexture(const Resources::Material* material) const;
RHI::RHIResourceView* ResolveTextureView(const VisibleRenderItem& visibleItem);
@@ -64,14 +76,12 @@ private:
RenderResourceCache m_resourceCache;
RHI::RHIDescriptorPool* m_constantPool = nullptr;
RHI::RHIDescriptorSet* m_constantSet = nullptr;
RHI::RHIDescriptorPool* m_texturePool = nullptr;
RHI::RHIDescriptorSet* m_textureSet = nullptr;
RHI::RHIDescriptorPool* m_samplerPool = nullptr;
RHI::RHIDescriptorSet* m_samplerSet = nullptr;
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
std::unordered_map<Resources::MaterialRenderState, RHI::RHIPipelineState*, MaterialRenderStateHash> m_pipelineStates;
std::unordered_map<Core::uint64, OwnedDescriptorSet> m_perObjectSets;
std::unordered_map<RHI::RHIResourceView*, OwnedDescriptorSet> m_textureSets;
RHI::RHISampler* m_sampler = nullptr;
RHI::RHITexture* m_fallbackTexture = nullptr;
RHI::RHIResourceView* m_fallbackTextureView = nullptr;

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@@ -1,5 +1,6 @@
#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
#include "XCEngine/RHI/D3D12/D3D12Shader.h"
#include "XCEngine/Debug/Logger.h"
#include <cstring>
namespace XCEngine {
@@ -191,9 +192,9 @@ bool D3D12PipelineState::CreateD3D12PSO() {
desc.NumRenderTargets = m_renderTargetCount;
for (uint32_t i = 0; i < m_renderTargetCount && i < 8; ++i) {
desc.RTVFormats[i] = static_cast<DXGI_FORMAT>(m_renderTargetFormats[i]);
desc.RTVFormats[i] = ToD3D12(static_cast<Format>(m_renderTargetFormats[i]));
}
desc.DSVFormat = static_cast<DXGI_FORMAT>(m_depthStencilFormat);
desc.DSVFormat = ToD3D12(static_cast<Format>(m_depthStencilFormat));
desc.SampleDesc.Count = m_sampleCount;
desc.SampleDesc.Quality = 0;
desc.SampleMask = 0xffffffff;
@@ -201,6 +202,9 @@ bool D3D12PipelineState::CreateD3D12PSO() {
HRESULT hr = m_device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&m_pipelineState));
if (FAILED(hr)) {
char errorMessage[256] = {};
sprintf_s(errorMessage, "D3D12 CreateGraphicsPipelineState failed: hr=0x%08X", static_cast<unsigned int>(hr));
Debug::Logger::Get().Error(Debug::LogCategory::Rendering, errorMessage);
return false;
}

View File

@@ -1,8 +1,10 @@
#include "Rendering/Pipelines/BuiltinForwardPipeline.h"
#include "Components/GameObject.h"
#include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h"
#include "RHI/RHICommandList.h"
#include "Debug/Logger.h"
#include "Rendering/RenderMaterialUtility.h"
#include "Rendering/RenderSurface.h"
#include "Resources/Material/Material.h"
@@ -296,15 +298,6 @@ bool BuiltinForwardPipeline::EnsureInitialized(const RenderContext& context) {
}
bool BuiltinForwardPipeline::CreatePipelineResources(const RenderContext& context) {
RHI::DescriptorPoolDesc constantPoolDesc = {};
constantPoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
constantPoolDesc.descriptorCount = 1;
constantPoolDesc.shaderVisible = false;
m_constantPool = context.device->CreateDescriptorPool(constantPoolDesc);
if (m_constantPool == nullptr) {
return false;
}
RHI::DescriptorSetLayoutBinding constantBinding = {};
constantBinding.binding = 0;
constantBinding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
@@ -313,19 +306,6 @@ bool BuiltinForwardPipeline::CreatePipelineResources(const RenderContext& contex
RHI::DescriptorSetLayoutDesc constantLayout = {};
constantLayout.bindings = &constantBinding;
constantLayout.bindingCount = 1;
m_constantSet = m_constantPool->AllocateSet(constantLayout);
if (m_constantSet == nullptr) {
return false;
}
RHI::DescriptorPoolDesc texturePoolDesc = {};
texturePoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
texturePoolDesc.descriptorCount = 1;
texturePoolDesc.shaderVisible = true;
m_texturePool = context.device->CreateDescriptorPool(texturePoolDesc);
if (m_texturePool == nullptr) {
return false;
}
RHI::DescriptorSetLayoutBinding textureBinding = {};
textureBinding.binding = 0;
@@ -335,10 +315,6 @@ bool BuiltinForwardPipeline::CreatePipelineResources(const RenderContext& contex
RHI::DescriptorSetLayoutDesc textureLayout = {};
textureLayout.bindings = &textureBinding;
textureLayout.bindingCount = 1;
m_textureSet = m_texturePool->AllocateSet(textureLayout);
if (m_textureSet == nullptr) {
return false;
}
RHI::DescriptorPoolDesc samplerPoolDesc = {};
samplerPoolDesc.type = RHI::DescriptorHeapType::Sampler;
@@ -447,6 +423,16 @@ void BuiltinForwardPipeline::DestroyPipelineResources() {
}
m_pipelineStates.clear();
for (auto& perObjectSetPair : m_perObjectSets) {
DestroyOwnedDescriptorSet(perObjectSetPair.second);
}
m_perObjectSets.clear();
for (auto& textureSetPair : m_textureSets) {
DestroyOwnedDescriptorSet(textureSetPair.second);
}
m_textureSets.clear();
if (m_fallbackTextureView != nullptr) {
m_fallbackTextureView->Shutdown();
delete m_fallbackTextureView;
@@ -471,36 +457,12 @@ void BuiltinForwardPipeline::DestroyPipelineResources() {
m_pipelineLayout = nullptr;
}
if (m_constantSet != nullptr) {
m_constantSet->Shutdown();
delete m_constantSet;
m_constantSet = nullptr;
}
if (m_textureSet != nullptr) {
m_textureSet->Shutdown();
delete m_textureSet;
m_textureSet = nullptr;
}
if (m_samplerSet != nullptr) {
m_samplerSet->Shutdown();
delete m_samplerSet;
m_samplerSet = nullptr;
}
if (m_constantPool != nullptr) {
m_constantPool->Shutdown();
delete m_constantPool;
m_constantPool = nullptr;
}
if (m_texturePool != nullptr) {
m_texturePool->Shutdown();
delete m_texturePool;
m_texturePool = nullptr;
}
if (m_samplerPool != nullptr) {
m_samplerPool->Shutdown();
delete m_samplerPool;
@@ -526,6 +488,9 @@ RHI::RHIPipelineState* BuiltinForwardPipeline::GetOrCreatePipelineState(
CreatePipelineDesc(context.backendType, m_pipelineLayout, material);
RHI::RHIPipelineState* pipelineState = context.device->CreatePipelineState(pipelineDesc);
if (pipelineState == nullptr || !pipelineState->IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinForwardPipeline failed to create pipeline state");
if (pipelineState != nullptr) {
pipelineState->Shutdown();
delete pipelineState;
@@ -537,6 +502,95 @@ RHI::RHIPipelineState* BuiltinForwardPipeline::GetOrCreatePipelineState(
return pipelineState;
}
RHI::RHIDescriptorSet* BuiltinForwardPipeline::GetOrCreatePerObjectSet(Core::uint64 objectId) {
const auto existing = m_perObjectSets.find(objectId);
if (existing != m_perObjectSets.end()) {
return existing->second.set;
}
RHI::DescriptorPoolDesc poolDesc = {};
poolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
poolDesc.descriptorCount = 1;
poolDesc.shaderVisible = false;
OwnedDescriptorSet descriptorSet = {};
descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
if (descriptorSet.pool == nullptr) {
return nullptr;
}
RHI::DescriptorSetLayoutBinding binding = {};
binding.binding = 0;
binding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
binding.count = 1;
RHI::DescriptorSetLayoutDesc layout = {};
layout.bindings = &binding;
layout.bindingCount = 1;
descriptorSet.set = descriptorSet.pool->AllocateSet(layout);
if (descriptorSet.set == nullptr) {
DestroyOwnedDescriptorSet(descriptorSet);
return nullptr;
}
const auto result = m_perObjectSets.emplace(objectId, descriptorSet);
return result.first->second.set;
}
RHI::RHIDescriptorSet* BuiltinForwardPipeline::GetOrCreateTextureSet(RHI::RHIResourceView* textureView) {
if (textureView == nullptr) {
return nullptr;
}
const auto existing = m_textureSets.find(textureView);
if (existing != m_textureSets.end()) {
return existing->second.set;
}
RHI::DescriptorPoolDesc poolDesc = {};
poolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
poolDesc.descriptorCount = 1;
poolDesc.shaderVisible = true;
OwnedDescriptorSet descriptorSet = {};
descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
if (descriptorSet.pool == nullptr) {
return nullptr;
}
RHI::DescriptorSetLayoutBinding binding = {};
binding.binding = 0;
binding.type = static_cast<uint32_t>(RHI::DescriptorType::SRV);
binding.count = 1;
RHI::DescriptorSetLayoutDesc layout = {};
layout.bindings = &binding;
layout.bindingCount = 1;
descriptorSet.set = descriptorSet.pool->AllocateSet(layout);
if (descriptorSet.set == nullptr) {
DestroyOwnedDescriptorSet(descriptorSet);
return nullptr;
}
descriptorSet.set->Update(0, textureView);
const auto result = m_textureSets.emplace(textureView, descriptorSet);
return result.first->second.set;
}
void BuiltinForwardPipeline::DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet) {
if (descriptorSet.set != nullptr) {
descriptorSet.set->Shutdown();
delete descriptorSet.set;
descriptorSet.set = nullptr;
}
if (descriptorSet.pool != nullptr) {
descriptorSet.pool->Shutdown();
delete descriptorSet.pool;
descriptorSet.pool = nullptr;
}
}
const Resources::Texture* BuiltinForwardPipeline::ResolveTexture(const Resources::Material* material) const {
return material != nullptr ? FindMaterialTexture(*material) : nullptr;
}
@@ -585,9 +639,15 @@ bool BuiltinForwardPipeline::DrawVisibleItem(
return false;
}
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
m_textureSet->Update(0, textureView);
RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet, m_samplerSet };
RHI::RHIDescriptorSet* constantSet = GetOrCreatePerObjectSet(
visibleItem.gameObject != nullptr ? visibleItem.gameObject->GetID() : 0);
RHI::RHIDescriptorSet* textureSet = GetOrCreateTextureSet(textureView);
if (constantSet == nullptr || textureSet == nullptr || m_samplerSet == nullptr) {
return false;
}
constantSet->WriteConstant(0, &constants, sizeof(constants));
RHI::RHIDescriptorSet* descriptorSets[] = { constantSet, textureSet, m_samplerSet };
commandList->SetGraphicsDescriptorSets(kDescriptorFirstSet, 3, descriptorSets, m_pipelineLayout);
if (visibleItem.hasSection) {

View File

@@ -4,3 +4,4 @@ project(XCEngine_RenderingIntegrationTests)
add_subdirectory(textured_quad_scene)
add_subdirectory(backpack_scene)
add_subdirectory(transparent_material_scene)

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@@ -0,0 +1,56 @@
cmake_minimum_required(VERSION 3.15)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
project(rendering_integration_transparent_material_scene)
set(ENGINE_ROOT_DIR ${CMAKE_SOURCE_DIR}/engine)
set(PACKAGE_DIR ${CMAKE_SOURCE_DIR}/tests/opengl/package)
get_filename_component(PROJECT_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../../../.. ABSOLUTE)
add_executable(rendering_integration_transparent_material_scene
main.cpp
${CMAKE_SOURCE_DIR}/tests/RHI/integration/fixtures/RHIIntegrationFixture.cpp
${PACKAGE_DIR}/src/glad.c
)
target_include_directories(rendering_integration_transparent_material_scene PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_SOURCE_DIR}/tests/RHI/integration/fixtures
${ENGINE_ROOT_DIR}/include
${PACKAGE_DIR}/include
${PROJECT_ROOT_DIR}/engine/src
)
target_link_libraries(rendering_integration_transparent_material_scene PRIVATE
d3d12
dxgi
d3dcompiler
winmm
opengl32
XCEngine
GTest::gtest
)
target_compile_definitions(rendering_integration_transparent_material_scene PRIVATE
UNICODE
_UNICODE
XCENGINE_SUPPORT_OPENGL
XCENGINE_SUPPORT_D3D12
)
add_custom_command(TARGET rendering_integration_transparent_material_scene POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_SOURCE_DIR}/tests/RHI/integration/compare_ppm.py
$<TARGET_FILE_DIR:rendering_integration_transparent_material_scene>/
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
$<TARGET_FILE_DIR:rendering_integration_transparent_material_scene>/GT.ppm
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${ENGINE_ROOT_DIR}/third_party/renderdoc/renderdoc.dll
$<TARGET_FILE_DIR:rendering_integration_transparent_material_scene>/
)
include(GoogleTest)
gtest_discover_tests(rendering_integration_transparent_material_scene)

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,395 @@
#include <gtest/gtest.h>
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/MeshFilterComponent.h>
#include <XCEngine/Components/MeshRendererComponent.h>
#include <XCEngine/Core/Asset/IResource.h>
#include <XCEngine/Core/Math/Color.h>
#include <XCEngine/Core/Math/Quaternion.h>
#include <XCEngine/Core/Math/Vector2.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Debug/ConsoleLogSink.h>
#include <XCEngine/Debug/Logger.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Rendering/SceneRenderer.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Resources/Texture/Texture.h>
#include <XCEngine/RHI/RHITexture.h>
#include <XCEngine/Scene/Scene.h>
#include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h"
#include <memory>
#include <vector>
using namespace XCEngine::Components;
using namespace XCEngine::Debug;
using namespace XCEngine::Math;
using namespace XCEngine::Rendering;
using namespace XCEngine::Resources;
using namespace XCEngine::RHI;
using namespace XCEngine::RHI::Integration;
namespace {
constexpr const char* kD3D12Screenshot = "transparent_material_scene_d3d12.ppm";
constexpr const char* kOpenGLScreenshot = "transparent_material_scene_opengl.ppm";
constexpr uint32_t kFrameWidth = 1280;
constexpr uint32_t kFrameHeight = 720;
Mesh* CreateQuadMesh() {
auto* mesh = new Mesh();
IResource::ConstructParams params = {};
params.name = "TransparentQuad";
params.path = "Tests/Rendering/TransparentQuad.mesh";
params.guid = ResourceGUID::Generate(params.path);
mesh->Initialize(params);
StaticMeshVertex vertices[4] = {};
vertices[0].position = Vector3(-1.0f, -1.0f, 0.0f);
vertices[0].uv0 = Vector2(0.0f, 1.0f);
vertices[1].position = Vector3(-1.0f, 1.0f, 0.0f);
vertices[1].uv0 = Vector2(0.0f, 0.0f);
vertices[2].position = Vector3(1.0f, -1.0f, 0.0f);
vertices[2].uv0 = Vector2(1.0f, 1.0f);
vertices[3].position = Vector3(1.0f, 1.0f, 0.0f);
vertices[3].uv0 = Vector2(1.0f, 0.0f);
const uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
mesh->SetVertexData(
vertices,
sizeof(vertices),
4,
sizeof(StaticMeshVertex),
VertexAttribute::Position | VertexAttribute::UV0);
mesh->SetIndexData(indices, sizeof(indices), 6, true);
MeshSection section = {};
section.baseVertex = 0;
section.vertexCount = 4;
section.startIndex = 0;
section.indexCount = 6;
section.materialID = 0;
mesh->AddSection(section);
return mesh;
}
Texture* CreateSolidTexture(const char* name, const char* path, const unsigned char rgba[4]) {
auto* texture = new Texture();
IResource::ConstructParams params = {};
params.name = name;
params.path = path;
params.guid = ResourceGUID::Generate(params.path);
texture->Initialize(params);
texture->Create(
1,
1,
1,
1,
XCEngine::Resources::TextureType::Texture2D,
XCEngine::Resources::TextureFormat::RGBA8_UNORM,
rgba,
4);
return texture;
}
Material* CreateMaterial(
const char* name,
const char* path,
Texture* texture,
MaterialRenderQueue renderQueue,
const MaterialRenderState& renderState) {
auto* material = new Material();
IResource::ConstructParams params = {};
params.name = name;
params.path = path;
params.guid = ResourceGUID::Generate(params.path);
material->Initialize(params);
material->SetTexture("_BaseColorTexture", ResourceHandle<Texture>(texture));
material->SetRenderQueue(renderQueue);
material->SetRenderState(renderState);
return material;
}
GameObject* CreateQuadObject(
Scene& scene,
const char* name,
Mesh* mesh,
Material* material,
const Vector3& position,
const Vector3& scale,
const Quaternion& rotation = Quaternion::Identity()) {
GameObject* gameObject = scene.CreateGameObject(name);
gameObject->GetTransform()->SetLocalPosition(position);
gameObject->GetTransform()->SetLocalScale(scale);
gameObject->GetTransform()->SetLocalRotation(rotation);
auto* meshFilter = gameObject->AddComponent<MeshFilterComponent>();
auto* meshRenderer = gameObject->AddComponent<MeshRendererComponent>();
meshFilter->SetMesh(ResourceHandle<Mesh>(mesh));
meshRenderer->SetMaterial(0, ResourceHandle<Material>(material));
return gameObject;
}
const char* GetScreenshotFilename(RHIType backendType) {
return backendType == RHIType::D3D12 ? kD3D12Screenshot : kOpenGLScreenshot;
}
int GetComparisonThreshold(RHIType backendType) {
(void)backendType;
return 8;
}
class TransparentMaterialSceneTest : public RHIIntegrationFixture {
protected:
void SetUp() override;
void TearDown() override;
void RenderFrame() override;
private:
void BuildScene();
RHIResourceView* GetCurrentBackBufferView();
std::unique_ptr<Scene> mScene;
std::unique_ptr<SceneRenderer> mSceneRenderer;
std::vector<RHIResourceView*> mBackBufferViews;
std::vector<Texture*> mTextures;
std::vector<Material*> mMaterials;
RHITexture* mDepthTexture = nullptr;
RHIResourceView* mDepthView = nullptr;
Mesh* mMesh = nullptr;
};
void TransparentMaterialSceneTest::SetUp() {
RHIIntegrationFixture::SetUp();
mSceneRenderer = std::make_unique<SceneRenderer>();
mScene = std::make_unique<Scene>("TransparentMaterialScene");
mMesh = CreateQuadMesh();
BuildScene();
TextureDesc depthDesc = {};
depthDesc.width = kFrameWidth;
depthDesc.height = kFrameHeight;
depthDesc.depth = 1;
depthDesc.mipLevels = 1;
depthDesc.arraySize = 1;
depthDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
depthDesc.textureType = static_cast<uint32_t>(XCEngine::RHI::TextureType::Texture2D);
depthDesc.sampleCount = 1;
depthDesc.sampleQuality = 0;
depthDesc.flags = 0;
mDepthTexture = GetDevice()->CreateTexture(depthDesc);
ASSERT_NE(mDepthTexture, nullptr);
ResourceViewDesc depthViewDesc = {};
depthViewDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
depthViewDesc.dimension = ResourceViewDimension::Texture2D;
depthViewDesc.mipLevel = 0;
mDepthView = GetDevice()->CreateDepthStencilView(mDepthTexture, depthViewDesc);
ASSERT_NE(mDepthView, nullptr);
mBackBufferViews.resize(2, nullptr);
}
void TransparentMaterialSceneTest::TearDown() {
mSceneRenderer.reset();
if (mDepthView != nullptr) {
mDepthView->Shutdown();
delete mDepthView;
mDepthView = nullptr;
}
if (mDepthTexture != nullptr) {
mDepthTexture->Shutdown();
delete mDepthTexture;
mDepthTexture = nullptr;
}
for (RHIResourceView*& backBufferView : mBackBufferViews) {
if (backBufferView != nullptr) {
backBufferView->Shutdown();
delete backBufferView;
backBufferView = nullptr;
}
}
mBackBufferViews.clear();
mScene.reset();
for (Material* material : mMaterials) {
delete material;
}
mMaterials.clear();
for (Texture* texture : mTextures) {
delete texture;
}
mTextures.clear();
delete mMesh;
mMesh = nullptr;
RHIIntegrationFixture::TearDown();
}
void TransparentMaterialSceneTest::BuildScene() {
ASSERT_NE(mScene, nullptr);
ASSERT_NE(mMesh, nullptr);
GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetPrimary(true);
camera->SetProjectionType(CameraProjectionType::Perspective);
camera->SetFieldOfView(45.0f);
camera->SetNearClipPlane(0.1f);
camera->SetFarClipPlane(10.0f);
camera->SetClearColor(XCEngine::Math::Color(0.04f, 0.05f, 0.09f, 1.0f));
const unsigned char redPixel[4] = { 248, 80, 80, 160 };
const unsigned char greenPixel[4] = { 88, 240, 136, 160 };
Texture* farTexture = CreateSolidTexture(
"FarTransparentTexture",
"Tests/Rendering/TransparentScene/far.texture",
redPixel);
Texture* nearTexture = CreateSolidTexture(
"NearTransparentTexture",
"Tests/Rendering/TransparentScene/near.texture",
greenPixel);
mTextures = { farTexture, nearTexture };
MaterialRenderState transparentState = {};
transparentState.blendEnable = true;
transparentState.srcBlend = MaterialBlendFactor::SrcAlpha;
transparentState.dstBlend = MaterialBlendFactor::InvSrcAlpha;
transparentState.srcBlendAlpha = MaterialBlendFactor::One;
transparentState.dstBlendAlpha = MaterialBlendFactor::Zero;
transparentState.depthTestEnable = true;
transparentState.depthWriteEnable = false;
transparentState.depthFunc = MaterialComparisonFunc::LessEqual;
transparentState.cullMode = MaterialCullMode::None;
Material* farMaterial = CreateMaterial(
"FarTransparentMaterial",
"Tests/Rendering/TransparentScene/far.mat",
farTexture,
MaterialRenderQueue::Transparent,
transparentState);
Material* nearMaterial = CreateMaterial(
"NearTransparentMaterial",
"Tests/Rendering/TransparentScene/near.mat",
nearTexture,
MaterialRenderQueue::Transparent,
transparentState);
mMaterials = { farMaterial, nearMaterial };
CreateQuadObject(
*mScene,
"FarTransparent",
mMesh,
farMaterial,
Vector3(-0.14f, 0.0f, 3.25f),
Vector3(0.92f, 0.92f, 1.0f),
Quaternion::FromAxisAngle(Vector3::Up(), 0.62f));
CreateQuadObject(
*mScene,
"NearTransparent",
mMesh,
nearMaterial,
Vector3(0.14f, 0.0f, 2.75f),
Vector3(0.92f, 0.92f, 1.0f),
Quaternion::FromAxisAngle(Vector3::Up(), -0.62f));
}
RHIResourceView* TransparentMaterialSceneTest::GetCurrentBackBufferView() {
const int backBufferIndex = GetCurrentBackBufferIndex();
if (backBufferIndex < 0) {
return nullptr;
}
if (static_cast<size_t>(backBufferIndex) >= mBackBufferViews.size()) {
mBackBufferViews.resize(static_cast<size_t>(backBufferIndex) + 1, nullptr);
}
if (mBackBufferViews[backBufferIndex] == nullptr) {
ResourceViewDesc viewDesc = {};
viewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
viewDesc.dimension = ResourceViewDimension::Texture2D;
viewDesc.mipLevel = 0;
mBackBufferViews[backBufferIndex] = GetDevice()->CreateRenderTargetView(GetCurrentBackBuffer(), viewDesc);
}
return mBackBufferViews[backBufferIndex];
}
void TransparentMaterialSceneTest::RenderFrame() {
ASSERT_NE(mScene, nullptr);
ASSERT_NE(mSceneRenderer, nullptr);
RHICommandList* commandList = GetCommandList();
ASSERT_NE(commandList, nullptr);
commandList->Reset();
RenderSurface surface(kFrameWidth, kFrameHeight);
surface.SetColorAttachment(GetCurrentBackBufferView());
surface.SetDepthAttachment(mDepthView);
RenderContext renderContext = {};
renderContext.device = GetDevice();
renderContext.commandList = commandList;
renderContext.commandQueue = GetCommandQueue();
renderContext.backendType = GetBackendType();
ASSERT_TRUE(mSceneRenderer->Render(*mScene, nullptr, renderContext, surface));
commandList->Close();
void* commandLists[] = { commandList };
GetCommandQueue()->ExecuteCommandLists(1, commandLists);
}
TEST_P(TransparentMaterialSceneTest, RenderTransparentMaterialScene) {
RHICommandQueue* commandQueue = GetCommandQueue();
RHISwapChain* swapChain = GetSwapChain();
const int targetFrameCount = 30;
const char* screenshotFilename = GetScreenshotFilename(GetBackendType());
const int comparisonThreshold = GetComparisonThreshold(GetBackendType());
for (int frameCount = 0; frameCount <= targetFrameCount; ++frameCount) {
if (frameCount > 0) {
commandQueue->WaitForPreviousFrame();
}
BeginRender();
RenderFrame();
if (frameCount >= targetFrameCount) {
commandQueue->WaitForIdle();
ASSERT_TRUE(TakeScreenshot(screenshotFilename));
ASSERT_TRUE(CompareWithGoldenTemplate(screenshotFilename, "GT.ppm", static_cast<float>(comparisonThreshold)));
break;
}
swapChain->Present(0, 0);
}
}
} // namespace
INSTANTIATE_TEST_SUITE_P(D3D12, TransparentMaterialSceneTest, ::testing::Values(RHIType::D3D12));
INSTANTIATE_TEST_SUITE_P(OpenGL, TransparentMaterialSceneTest, ::testing::Values(RHIType::OpenGL));
GTEST_API_ int main(int argc, char** argv) {
Logger::Get().Initialize();
Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
Logger::Get().SetMinimumLevel(LogLevel::Debug);
testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}