Align SRP selection with asset refs

This commit is contained in:
2026-04-27 17:09:31 +08:00
parent c3f62c1fae
commit 2a7f6d0b60
9 changed files with 255 additions and 10 deletions

View File

@@ -1,11 +1,13 @@
#include <gtest/gtest.h>
#include <XCEngine/Core/Asset/AssetRef.h>
#include <XCEngine/Rendering/GraphicsSettingsState.h>
#include <memory>
#include <utility>
using namespace XCEngine::Rendering;
namespace Resources = XCEngine::Resources;
namespace {
@@ -19,6 +21,9 @@ public:
: m_savedDescriptor(
GetGraphicsSettingsState()
.GetConfiguredRenderPipelineAssetDescriptor())
, m_savedAssetRef(
GetGraphicsSettingsState()
.GetConfiguredRenderPipelineAssetRef())
, m_savedBridge(
GetGraphicsSettingsState().GetManagedRenderPipelineBridge()) {
}
@@ -31,9 +36,14 @@ public:
state.ClearManagedRenderPipelineBridge();
}
if (m_savedDescriptor.IsValid() ||
m_savedDescriptor.managedAssetHandle != 0u) {
state.SetConfiguredRenderPipelineAssetDescriptor(m_savedDescriptor);
if (m_savedAssetRef.IsValid()) {
state.SetConfiguredRenderPipelineAssetSelection(
m_savedAssetRef,
m_savedDescriptor);
} else if (m_savedDescriptor.IsValid() ||
m_savedDescriptor.managedAssetHandle != 0u) {
state.SetConfiguredRenderPipelineAssetDescriptor(
m_savedDescriptor);
} else {
state.ClearConfiguredRenderPipelineAssetDescriptor();
}
@@ -41,10 +51,20 @@ public:
private:
Pipelines::ManagedRenderPipelineAssetDescriptor m_savedDescriptor = {};
Resources::AssetRef m_savedAssetRef = {};
std::shared_ptr<const Pipelines::ManagedRenderPipelineBridge> m_savedBridge =
nullptr;
};
Resources::AssetRef MakeRenderPipelineAssetRefForTest(
uint64_t guidLow = 2u) {
Resources::AssetRef assetRef = {};
assetRef.assetGuid = Resources::AssetGUID(1u, guidLow);
assetRef.localID = Resources::kMainAssetLocalID;
assetRef.resourceType = Resources::ResourceType::RenderPipelineAsset;
return assetRef;
}
} // namespace
TEST(GraphicsSettingsState_Test, StoresRenderPipelineAssetDescriptorAndBumpsEnvironmentGeneration) {
@@ -68,9 +88,80 @@ TEST(GraphicsSettingsState_Test, StoresRenderPipelineAssetDescriptorAndBumpsEnvi
EXPECT_EQ(resolved.namespaceName, descriptor.namespaceName);
EXPECT_EQ(resolved.className, descriptor.className);
EXPECT_EQ(resolved.managedAssetHandle, descriptor.managedAssetHandle);
EXPECT_FALSE(state.GetConfiguredRenderPipelineAssetRef().IsValid());
EXPECT_GT(state.GetEnvironmentGeneration(), generationBefore);
}
TEST(
GraphicsSettingsState_Test,
StoresRenderPipelineAssetRefAsSelectionRootAndDescriptorAsRuntimeCache) {
GraphicsSettingsStateScope scope;
GraphicsSettingsState& state = GetGraphicsSettingsState();
state.ClearConfiguredRenderPipelineAssetDescriptor();
const Resources::AssetRef assetRef =
MakeRenderPipelineAssetRefForTest();
const Pipelines::ManagedRenderPipelineAssetDescriptor descriptor = {
"XCEngine.RenderPipelines.Universal",
"XCEngine.Rendering.Universal",
"UniversalRenderPipelineAsset",
0u
};
const size_t generationBefore = state.GetEnvironmentGeneration();
state.SetConfiguredRenderPipelineAssetSelection(
assetRef,
descriptor);
const Resources::AssetRef resolvedAssetRef =
state.GetConfiguredRenderPipelineAssetRef();
EXPECT_EQ(resolvedAssetRef.assetGuid, assetRef.assetGuid);
EXPECT_EQ(resolvedAssetRef.localID, assetRef.localID);
EXPECT_EQ(resolvedAssetRef.resourceType, assetRef.resourceType);
const Pipelines::ManagedRenderPipelineAssetDescriptor resolvedDescriptor =
state.GetConfiguredRenderPipelineAssetDescriptor();
EXPECT_EQ(resolvedDescriptor.assemblyName, descriptor.assemblyName);
EXPECT_EQ(resolvedDescriptor.namespaceName, descriptor.namespaceName);
EXPECT_EQ(resolvedDescriptor.className, descriptor.className);
EXPECT_TRUE(resolvedDescriptor.assetRef.IsValid());
EXPECT_EQ(resolvedDescriptor.assetRef.assetGuid, assetRef.assetGuid);
EXPECT_GT(state.GetEnvironmentGeneration(), generationBefore);
}
TEST(
GraphicsSettingsState_Test,
RuntimeDescriptorUpdatePreservesConfiguredRenderPipelineAssetRef) {
GraphicsSettingsStateScope scope;
GraphicsSettingsState& state = GetGraphicsSettingsState();
state.ClearConfiguredRenderPipelineAssetDescriptor();
const Resources::AssetRef assetRef =
MakeRenderPipelineAssetRefForTest(3u);
state.SetConfiguredRenderPipelineAssetRef(assetRef);
Pipelines::ManagedRenderPipelineAssetDescriptor runtimeDescriptor = {
"GameScripts",
"Gameplay",
"ProjectConfiguredRenderPipelineAsset",
77u
};
state.UpdateConfiguredRenderPipelineAssetRuntimeDescriptor(
runtimeDescriptor);
const Resources::AssetRef resolvedAssetRef =
state.GetConfiguredRenderPipelineAssetRef();
EXPECT_EQ(resolvedAssetRef.assetGuid, assetRef.assetGuid);
EXPECT_EQ(resolvedAssetRef.localID, assetRef.localID);
EXPECT_EQ(resolvedAssetRef.resourceType, assetRef.resourceType);
const Pipelines::ManagedRenderPipelineAssetDescriptor resolvedDescriptor =
state.GetConfiguredRenderPipelineAssetDescriptor();
EXPECT_EQ(resolvedDescriptor.managedAssetHandle, 77u);
EXPECT_TRUE(resolvedDescriptor.assetRef.IsValid());
EXPECT_EQ(resolvedDescriptor.assetRef.assetGuid, assetRef.assetGuid);
}
TEST(GraphicsSettingsState_Test, StoresManagedBridgeAndBumpsBridgeAndEnvironmentGenerations) {
GraphicsSettingsStateScope scope;
GraphicsSettingsState& state = GetGraphicsSettingsState();