Add directional shadow integration coverage
This commit is contained in:
@@ -145,10 +145,13 @@ private:
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ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
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ComPtr<ID3D12DescriptorHeap> m_shaderVisibleCbvSrvUavHeap;
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ComPtr<ID3D12DescriptorHeap> m_shaderVisibleSamplerHeap;
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std::vector<ComPtr<ID3D12DescriptorHeap>> m_retiredShaderVisibleHeaps;
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ID3D12Device* m_device = nullptr;
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CommandQueueType m_type;
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uint32_t m_shaderVisibleCbvSrvUavHeapCapacity = 0;
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uint32_t m_shaderVisibleSamplerHeapCapacity = 0;
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uint32_t m_shaderVisibleCbvSrvUavCursor = 0;
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uint32_t m_shaderVisibleSamplerCursor = 0;
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std::unordered_map<ID3D12Resource*, ResourceStates> m_resourceStateMap;
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std::vector<ID3D12Resource*> m_trackedResources;
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@@ -16,6 +16,7 @@ namespace Rendering {
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class RenderSurface;
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class RenderPipelineAsset;
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struct RenderContext;
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class CameraRenderer {
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public:
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@@ -43,7 +44,12 @@ public:
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bool Render(const CameraRenderRequest& request);
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private:
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struct DirectionalShadowSurfaceResources;
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void ResetPipeline(std::unique_ptr<RenderPipeline> pipeline);
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DirectionalShadowSurfaceResources* AcquireDirectionalShadowSurface(
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const RenderContext& context,
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const DirectionalShadowRenderPlan& plan);
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RenderSceneExtractor m_sceneExtractor;
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std::shared_ptr<const RenderPipelineAsset> m_pipelineAsset;
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@@ -51,6 +57,7 @@ private:
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std::unique_ptr<ObjectIdPass> m_objectIdPass;
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std::unique_ptr<RenderPass> m_depthOnlyPass;
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std::unique_ptr<RenderPass> m_shadowCasterPass;
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std::unique_ptr<DirectionalShadowSurfaceResources> m_directionalShadowSurface;
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};
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} // namespace Rendering
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@@ -125,8 +125,11 @@ void D3D12CommandList::Shutdown() {
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m_rtvHeap.Reset();
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m_shaderVisibleCbvSrvUavHeap.Reset();
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m_shaderVisibleSamplerHeap.Reset();
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m_retiredShaderVisibleHeaps.clear();
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m_shaderVisibleCbvSrvUavHeapCapacity = 0;
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m_shaderVisibleSamplerHeapCapacity = 0;
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m_shaderVisibleCbvSrvUavCursor = 0;
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m_shaderVisibleSamplerCursor = 0;
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m_resourceStateMap.clear();
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m_trackedResources.clear();
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m_currentShader = nullptr;
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@@ -142,6 +145,9 @@ void D3D12CommandList::Reset() {
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m_currentRootSignature = nullptr;
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m_currentPipelineLayout = nullptr;
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m_currentDescriptorHeap = nullptr;
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m_retiredShaderVisibleHeaps.clear();
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m_shaderVisibleCbvSrvUavCursor = 0;
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m_shaderVisibleSamplerCursor = 0;
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m_resourceStateMap.clear();
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m_trackedResources.clear();
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m_boundRenderTargets.clear();
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@@ -250,17 +256,22 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
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auto ensureShaderVisibleHeap =
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[this](D3D12_DESCRIPTOR_HEAP_TYPE heapType,
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uint32_t requiredDescriptors,
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uint32_t currentCursor,
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ComPtr<ID3D12DescriptorHeap>& heap,
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uint32_t& capacity) -> bool {
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if (requiredDescriptors == 0) {
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return true;
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}
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if (heap != nullptr && capacity >= requiredDescriptors) {
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const uint32_t requiredCapacity = currentCursor + requiredDescriptors;
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if (heap != nullptr && capacity >= requiredCapacity) {
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return true;
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}
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const uint32_t newCapacity = std::max<uint32_t>(requiredDescriptors, capacity > 0 ? capacity * 2u : 32u);
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const uint32_t baselineCapacity =
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heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER ? 256u : 4096u;
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const uint32_t grownCapacity = capacity > 0 ? capacity * 2u : baselineCapacity;
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const uint32_t newCapacity = std::max<uint32_t>(requiredCapacity, std::max<uint32_t>(grownCapacity, baselineCapacity));
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = heapType;
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heapDesc.NumDescriptors = newCapacity;
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@@ -272,6 +283,9 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
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return false;
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}
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if (heap != nullptr) {
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m_retiredShaderVisibleHeaps.push_back(heap);
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}
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heap = newHeap;
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capacity = newCapacity;
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return true;
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@@ -280,11 +294,13 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
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if (!ensureShaderVisibleHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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requiredCbvSrvUavDescriptors,
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m_shaderVisibleCbvSrvUavCursor,
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m_shaderVisibleCbvSrvUavHeap,
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m_shaderVisibleCbvSrvUavHeapCapacity) ||
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!ensureShaderVisibleHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
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requiredSamplerDescriptors,
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m_shaderVisibleSamplerCursor,
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m_shaderVisibleSamplerHeap,
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m_shaderVisibleSamplerHeapCapacity)) {
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return;
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@@ -302,8 +318,8 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
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SetDescriptorHeaps(static_cast<uint32_t>(descriptorHeaps.size()), descriptorHeaps.data());
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}
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uint32_t nextCbvSrvUavDescriptor = 0;
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uint32_t nextSamplerDescriptor = 0;
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uint32_t nextCbvSrvUavDescriptor = m_shaderVisibleCbvSrvUavCursor;
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uint32_t nextSamplerDescriptor = m_shaderVisibleSamplerCursor;
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for (uint32_t i = 0; i < count; ++i) {
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if (descriptorSets[i] == nullptr) {
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@@ -434,6 +450,9 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
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}
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}
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}
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m_shaderVisibleCbvSrvUavCursor = nextCbvSrvUavDescriptor;
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m_shaderVisibleSamplerCursor = nextSamplerDescriptor;
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}
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void D3D12CommandList::SetComputeDescriptorSets(
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@@ -470,17 +489,22 @@ void D3D12CommandList::SetComputeDescriptorSets(
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auto ensureShaderVisibleHeap =
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[this](D3D12_DESCRIPTOR_HEAP_TYPE heapType,
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uint32_t requiredDescriptors,
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uint32_t currentCursor,
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ComPtr<ID3D12DescriptorHeap>& heap,
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uint32_t& capacity) -> bool {
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if (requiredDescriptors == 0) {
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return true;
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}
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if (heap != nullptr && capacity >= requiredDescriptors) {
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const uint32_t requiredCapacity = currentCursor + requiredDescriptors;
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if (heap != nullptr && capacity >= requiredCapacity) {
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return true;
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}
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const uint32_t newCapacity = std::max<uint32_t>(requiredDescriptors, capacity > 0 ? capacity * 2u : 32u);
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const uint32_t baselineCapacity =
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heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER ? 256u : 4096u;
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const uint32_t grownCapacity = capacity > 0 ? capacity * 2u : baselineCapacity;
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const uint32_t newCapacity = std::max<uint32_t>(requiredCapacity, std::max<uint32_t>(grownCapacity, baselineCapacity));
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = heapType;
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heapDesc.NumDescriptors = newCapacity;
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@@ -492,6 +516,9 @@ void D3D12CommandList::SetComputeDescriptorSets(
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return false;
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}
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if (heap != nullptr) {
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m_retiredShaderVisibleHeaps.push_back(heap);
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}
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heap = newHeap;
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capacity = newCapacity;
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return true;
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@@ -500,11 +527,13 @@ void D3D12CommandList::SetComputeDescriptorSets(
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if (!ensureShaderVisibleHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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requiredCbvSrvUavDescriptors,
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m_shaderVisibleCbvSrvUavCursor,
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m_shaderVisibleCbvSrvUavHeap,
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m_shaderVisibleCbvSrvUavHeapCapacity) ||
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!ensureShaderVisibleHeap(
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
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requiredSamplerDescriptors,
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m_shaderVisibleSamplerCursor,
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m_shaderVisibleSamplerHeap,
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m_shaderVisibleSamplerHeapCapacity)) {
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return;
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@@ -522,8 +551,8 @@ void D3D12CommandList::SetComputeDescriptorSets(
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SetDescriptorHeaps(static_cast<uint32_t>(descriptorHeaps.size()), descriptorHeaps.data());
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}
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uint32_t nextCbvSrvUavDescriptor = 0;
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uint32_t nextSamplerDescriptor = 0;
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uint32_t nextCbvSrvUavDescriptor = m_shaderVisibleCbvSrvUavCursor;
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uint32_t nextSamplerDescriptor = m_shaderVisibleSamplerCursor;
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for (uint32_t i = 0; i < count; ++i) {
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if (descriptorSets[i] == nullptr) {
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@@ -654,6 +683,9 @@ void D3D12CommandList::SetComputeDescriptorSets(
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}
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}
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}
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m_shaderVisibleCbvSrvUavCursor = nextCbvSrvUavDescriptor;
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m_shaderVisibleSamplerCursor = nextSamplerDescriptor;
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}
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void D3D12CommandList::TransitionBarrierInternal(ID3D12Resource* resource, ResourceStates stateBefore, ResourceStates stateAfter, uint32_t subresource) {
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@@ -7,10 +7,48 @@
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#include <d3d12.h>
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#include <dxgi.h>
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#include <stdio.h>
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#include <vector>
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namespace XCEngine {
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namespace RHI {
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namespace {
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void DumpD3D12InfoQueueMessages(ID3D12Device* device) {
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if (device == nullptr) {
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return;
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}
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ID3D12InfoQueue* infoQueue = nullptr;
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if (FAILED(device->QueryInterface(IID_PPV_ARGS(&infoQueue))) || infoQueue == nullptr) {
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return;
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}
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const UINT64 messageCount = infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter();
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const UINT64 startIndex = messageCount > 12 ? messageCount - 12 : 0;
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for (UINT64 messageIndex = startIndex; messageIndex < messageCount; ++messageIndex) {
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SIZE_T messageLength = 0;
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if (FAILED(infoQueue->GetMessage(messageIndex, nullptr, &messageLength)) || messageLength == 0) {
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continue;
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}
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std::vector<uint8_t> messageStorage(messageLength);
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auto* message = reinterpret_cast<D3D12_MESSAGE*>(messageStorage.data());
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if (FAILED(infoQueue->GetMessage(messageIndex, message, &messageLength)) ||
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message->pDescription == nullptr) {
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continue;
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}
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XCEngine::Debug::Logger::Get().Error(
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XCEngine::Debug::LogCategory::Rendering,
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message->pDescription);
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}
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infoQueue->Release();
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}
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} // namespace
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bool D3D12Screenshot::Capture(ID3D12Device* device,
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ID3D12CommandQueue* commandQueue,
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ID3D12Resource* renderTarget,
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@@ -156,7 +194,21 @@ bool D3D12Screenshot::CopyToReadbackAndSave(ID3D12Device* device,
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ID3D12Fence* fence = nullptr;
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hr = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
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if (FAILED(hr)) {
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XCEngine::Debug::Logger::Get().Error(XCEngine::Debug::LogCategory::Rendering, "Screenshot: CreateFence failed");
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char message[256];
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sprintf_s(message, sizeof(message), "Screenshot: CreateFence failed hr=0x%08X", static_cast<unsigned int>(hr));
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XCEngine::Debug::Logger::Get().Error(XCEngine::Debug::LogCategory::Rendering, message);
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DumpD3D12InfoQueueMessages(device);
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if (hr == DXGI_ERROR_DEVICE_REMOVED ||
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hr == DXGI_ERROR_DEVICE_HUNG ||
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hr == DXGI_ERROR_DEVICE_RESET) {
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const HRESULT removedReason = device->GetDeviceRemovedReason();
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sprintf_s(
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message,
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sizeof(message),
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"Screenshot: Device removed reason after CreateFence failure: 0x%08X",
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static_cast<unsigned int>(removedReason));
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XCEngine::Debug::Logger::Get().Error(XCEngine::Debug::LogCategory::Rendering, message);
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}
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cmdList->Release();
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cmdAlloc->Release();
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readbackBuffer->Release();
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@@ -234,4 +286,4 @@ bool D3D12Screenshot::Capture(RHIDevice* device, RHISwapChain* swapChain, const
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}
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} // namespace RHI
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} // namespace XCEngine
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} // namespace XCEngine
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@@ -14,22 +14,32 @@
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namespace XCEngine {
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namespace Rendering {
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namespace {
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struct OwnedShadowSurfaceResources {
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struct CameraRenderer::DirectionalShadowSurfaceResources {
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RHI::RHIDevice* device = nullptr;
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uint32_t width = 0;
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uint32_t height = 0;
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RHI::RHITexture* depthTexture = nullptr;
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RHI::RHIResourceView* depthView = nullptr;
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RHI::RHIResourceView* shaderView = nullptr;
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RenderSurface surface = {};
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OwnedShadowSurfaceResources() = default;
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OwnedShadowSurfaceResources(const OwnedShadowSurfaceResources&) = delete;
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OwnedShadowSurfaceResources& operator=(const OwnedShadowSurfaceResources&) = delete;
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DirectionalShadowSurfaceResources() = default;
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DirectionalShadowSurfaceResources(const DirectionalShadowSurfaceResources&) = delete;
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DirectionalShadowSurfaceResources& operator=(const DirectionalShadowSurfaceResources&) = delete;
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~OwnedShadowSurfaceResources() {
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~DirectionalShadowSurfaceResources() {
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Reset();
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}
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bool Matches(const RenderContext& context, const DirectionalShadowRenderPlan& plan) const {
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return device == context.device &&
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width == plan.mapWidth &&
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height == plan.mapHeight &&
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depthTexture != nullptr &&
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depthView != nullptr &&
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shaderView != nullptr;
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}
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void Reset() {
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if (shaderView != nullptr) {
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shaderView->Shutdown();
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@@ -49,10 +59,15 @@ struct OwnedShadowSurfaceResources {
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depthTexture = nullptr;
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}
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device = nullptr;
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width = 0;
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height = 0;
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surface = RenderSurface();
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}
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};
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namespace {
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bool InitializePassSequence(
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RenderPassSequence* sequence,
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const RenderContext& context,
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@@ -150,67 +165,6 @@ bool ExecuteScenePassRequest(
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return pass->Execute(passContext);
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}
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bool CreateDirectionalShadowSurface(
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const RenderContext& context,
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const DirectionalShadowRenderPlan& plan,
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OwnedShadowSurfaceResources& outResources) {
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if (!context.IsValid() || !plan.IsValid()) {
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return false;
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}
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RHI::TextureDesc depthDesc = {};
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depthDesc.width = plan.mapWidth;
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depthDesc.height = plan.mapHeight;
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depthDesc.depth = 1;
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depthDesc.mipLevels = 1;
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depthDesc.arraySize = 1;
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depthDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
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depthDesc.textureType = static_cast<uint32_t>(RHI::TextureType::Texture2D);
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depthDesc.sampleCount = 1;
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depthDesc.sampleQuality = 0;
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depthDesc.flags = 0;
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RHI::RHITexture* depthTexture = context.device->CreateTexture(depthDesc);
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if (depthTexture == nullptr) {
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return false;
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}
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RHI::ResourceViewDesc depthViewDesc = {};
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depthViewDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
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depthViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
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depthViewDesc.mipLevel = 0;
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RHI::RHIResourceView* depthView =
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context.device->CreateDepthStencilView(depthTexture, depthViewDesc);
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if (depthView == nullptr) {
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depthTexture->Shutdown();
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delete depthTexture;
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return false;
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}
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RHI::ResourceViewDesc shaderViewDesc = {};
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shaderViewDesc.format = depthDesc.format;
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shaderViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
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shaderViewDesc.mipLevel = 0;
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RHI::RHIResourceView* shaderView =
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context.device->CreateShaderResourceView(depthTexture, shaderViewDesc);
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if (shaderView == nullptr) {
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depthView->Shutdown();
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delete depthView;
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depthTexture->Shutdown();
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delete depthTexture;
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return false;
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}
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outResources.Reset();
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outResources.depthTexture = depthTexture;
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outResources.depthView = depthView;
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outResources.shaderView = shaderView;
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outResources.surface = RenderSurface(plan.mapWidth, plan.mapHeight);
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outResources.surface.SetDepthAttachment(depthView);
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return true;
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}
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RenderDirectionalShadowData BuildDirectionalShadowData(
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const DirectionalShadowRenderPlan& plan,
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RHI::RHIResourceView* shadowMapView) {
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@@ -343,6 +297,75 @@ void CameraRenderer::ResetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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}
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}
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CameraRenderer::DirectionalShadowSurfaceResources* CameraRenderer::AcquireDirectionalShadowSurface(
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const RenderContext& context,
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const DirectionalShadowRenderPlan& plan) {
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if (!context.IsValid() || !plan.IsValid()) {
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return nullptr;
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}
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if (m_directionalShadowSurface == nullptr) {
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m_directionalShadowSurface = std::make_unique<DirectionalShadowSurfaceResources>();
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}
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if (!m_directionalShadowSurface->Matches(context, plan)) {
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RHI::TextureDesc depthDesc = {};
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depthDesc.width = plan.mapWidth;
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depthDesc.height = plan.mapHeight;
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depthDesc.depth = 1;
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depthDesc.mipLevels = 1;
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depthDesc.arraySize = 1;
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depthDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
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depthDesc.textureType = static_cast<uint32_t>(RHI::TextureType::Texture2D);
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depthDesc.sampleCount = 1;
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depthDesc.sampleQuality = 0;
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depthDesc.flags = 0;
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RHI::RHITexture* depthTexture = context.device->CreateTexture(depthDesc);
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if (depthTexture == nullptr) {
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return nullptr;
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}
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||||
|
||||
RHI::ResourceViewDesc depthViewDesc = {};
|
||||
depthViewDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
|
||||
depthViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
|
||||
depthViewDesc.mipLevel = 0;
|
||||
RHI::RHIResourceView* depthView =
|
||||
context.device->CreateDepthStencilView(depthTexture, depthViewDesc);
|
||||
if (depthView == nullptr) {
|
||||
depthTexture->Shutdown();
|
||||
delete depthTexture;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
RHI::ResourceViewDesc shaderViewDesc = {};
|
||||
shaderViewDesc.format = depthDesc.format;
|
||||
shaderViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
|
||||
shaderViewDesc.mipLevel = 0;
|
||||
RHI::RHIResourceView* shaderView =
|
||||
context.device->CreateShaderResourceView(depthTexture, shaderViewDesc);
|
||||
if (shaderView == nullptr) {
|
||||
depthView->Shutdown();
|
||||
delete depthView;
|
||||
depthTexture->Shutdown();
|
||||
delete depthTexture;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
m_directionalShadowSurface->Reset();
|
||||
m_directionalShadowSurface->device = context.device;
|
||||
m_directionalShadowSurface->width = plan.mapWidth;
|
||||
m_directionalShadowSurface->height = plan.mapHeight;
|
||||
m_directionalShadowSurface->depthTexture = depthTexture;
|
||||
m_directionalShadowSurface->depthView = depthView;
|
||||
m_directionalShadowSurface->shaderView = shaderView;
|
||||
m_directionalShadowSurface->surface = RenderSurface(plan.mapWidth, plan.mapHeight);
|
||||
m_directionalShadowSurface->surface.SetDepthAttachment(depthView);
|
||||
}
|
||||
|
||||
return m_directionalShadowSurface.get();
|
||||
}
|
||||
|
||||
bool CameraRenderer::Render(
|
||||
const CameraRenderRequest& request) {
|
||||
if (!request.IsValid() || m_pipeline == nullptr) {
|
||||
@@ -363,20 +386,20 @@ bool CameraRenderer::Render(
|
||||
}
|
||||
|
||||
ShadowCasterRenderRequest resolvedShadowCaster = request.shadowCaster;
|
||||
OwnedShadowSurfaceResources ownedShadowSurface;
|
||||
DirectionalShadowSurfaceResources* directionalShadowSurface = nullptr;
|
||||
if (resolvedShadowCaster.IsRequested()) {
|
||||
if (!resolvedShadowCaster.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
} else if (request.directionalShadow.IsValid()) {
|
||||
if (!CreateDirectionalShadowSurface(
|
||||
request.context,
|
||||
request.directionalShadow,
|
||||
ownedShadowSurface)) {
|
||||
directionalShadowSurface = AcquireDirectionalShadowSurface(
|
||||
request.context,
|
||||
request.directionalShadow);
|
||||
if (directionalShadowSurface == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
resolvedShadowCaster.surface = ownedShadowSurface.surface;
|
||||
resolvedShadowCaster.surface = directionalShadowSurface->surface;
|
||||
if (!resolvedShadowCaster.hasCameraDataOverride) {
|
||||
resolvedShadowCaster.hasCameraDataOverride = true;
|
||||
resolvedShadowCaster.cameraDataOverride = request.directionalShadow.cameraData;
|
||||
@@ -393,7 +416,8 @@ bool CameraRenderer::Render(
|
||||
}
|
||||
|
||||
if (request.directionalShadow.IsValid()) {
|
||||
RHI::RHIResourceView* shadowMapView = ownedShadowSurface.shaderView;
|
||||
RHI::RHIResourceView* shadowMapView =
|
||||
directionalShadowSurface != nullptr ? directionalShadowSurface->shaderView : nullptr;
|
||||
sceneData.lighting.mainDirectionalShadow =
|
||||
BuildDirectionalShadowData(request.directionalShadow, shadowMapView);
|
||||
}
|
||||
|
||||
@@ -101,9 +101,11 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
|
||||
}
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
|
||||
if (pipelineDesc.renderTargetCount > 0) {
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
|
||||
}
|
||||
}
|
||||
|
||||
return pipelineDesc;
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include <iostream>
|
||||
#include <windows.h>
|
||||
#include <filesystem>
|
||||
#include <cstring>
|
||||
|
||||
#include "XCEngine/RHI/D3D12/D3D12Device.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
|
||||
@@ -46,6 +47,19 @@ std::filesystem::path ResolveRuntimePath(const char* path) {
|
||||
return GetExecutableDirectory() / resolved;
|
||||
}
|
||||
|
||||
bool IsTruthyEnvVarEnabled(const char* name) {
|
||||
const char* value = std::getenv(name);
|
||||
if (value == nullptr || value[0] == '\0') {
|
||||
return false;
|
||||
}
|
||||
|
||||
return std::strcmp(value, "0") != 0 &&
|
||||
std::strcmp(value, "false") != 0 &&
|
||||
std::strcmp(value, "FALSE") != 0 &&
|
||||
std::strcmp(value, "off") != 0 &&
|
||||
std::strcmp(value, "OFF") != 0;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
void Log(const char* format, ...) {
|
||||
@@ -89,8 +103,13 @@ void RHIIntegrationFixture::SetUp() {
|
||||
bool initResult = false;
|
||||
if (GetParam() == RHIType::D3D12 || GetParam() == RHIType::Vulkan) {
|
||||
RHIDeviceDesc desc = {};
|
||||
desc.enableDebugLayer = false;
|
||||
desc.enableGPUValidation = false;
|
||||
const bool enableD3D12DebugLayer =
|
||||
GetParam() == RHIType::D3D12 &&
|
||||
IsTruthyEnvVarEnabled("XCENGINE_RHI_ENABLE_DEBUG_LAYER");
|
||||
desc.enableDebugLayer = enableD3D12DebugLayer;
|
||||
desc.enableGPUValidation =
|
||||
enableD3D12DebugLayer &&
|
||||
IsTruthyEnvVarEnabled("XCENGINE_RHI_ENABLE_GPU_VALIDATION");
|
||||
initResult = mDevice->Initialize(desc);
|
||||
} else if (GetParam() == RHIType::OpenGL) {
|
||||
auto* oglDevice = static_cast<OpenGLDevice*>(mDevice);
|
||||
|
||||
@@ -15,6 +15,7 @@ add_custom_target(rendering_integration_tests
|
||||
rendering_integration_textured_quad_scene
|
||||
rendering_integration_unlit_scene
|
||||
rendering_integration_object_id_scene
|
||||
rendering_integration_directional_shadow_scene
|
||||
rendering_integration_backpack_scene
|
||||
rendering_integration_backpack_lit_scene
|
||||
rendering_integration_camera_stack_scene
|
||||
|
||||
@@ -5,6 +5,7 @@ project(XCEngine_RenderingIntegrationTests)
|
||||
add_subdirectory(textured_quad_scene)
|
||||
add_subdirectory(unlit_scene)
|
||||
add_subdirectory(object_id_scene)
|
||||
add_subdirectory(directional_shadow_scene)
|
||||
add_subdirectory(backpack_scene)
|
||||
add_subdirectory(backpack_lit_scene)
|
||||
add_subdirectory(camera_stack_scene)
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
cmake_minimum_required(VERSION 3.15)
|
||||
|
||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
|
||||
|
||||
project(rendering_integration_directional_shadow_scene)
|
||||
|
||||
set(ENGINE_ROOT_DIR ${CMAKE_SOURCE_DIR}/engine)
|
||||
set(PACKAGE_DIR ${CMAKE_SOURCE_DIR}/mvs/OpenGL/package)
|
||||
|
||||
get_filename_component(PROJECT_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../../../.. ABSOLUTE)
|
||||
|
||||
find_package(Vulkan QUIET)
|
||||
|
||||
add_executable(rendering_integration_directional_shadow_scene
|
||||
main.cpp
|
||||
${CMAKE_SOURCE_DIR}/tests/RHI/integration/fixtures/RHIIntegrationFixture.cpp
|
||||
${PACKAGE_DIR}/src/glad.c
|
||||
)
|
||||
|
||||
target_include_directories(rendering_integration_directional_shadow_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_directional_shadow_scene PRIVATE
|
||||
d3d12
|
||||
dxgi
|
||||
d3dcompiler
|
||||
winmm
|
||||
opengl32
|
||||
XCEngine
|
||||
GTest::gtest
|
||||
)
|
||||
|
||||
if(TARGET Vulkan::Vulkan)
|
||||
target_link_libraries(rendering_integration_directional_shadow_scene PRIVATE Vulkan::Vulkan)
|
||||
target_compile_definitions(rendering_integration_directional_shadow_scene PRIVATE XCENGINE_SUPPORT_VULKAN)
|
||||
endif()
|
||||
|
||||
target_compile_definitions(rendering_integration_directional_shadow_scene PRIVATE
|
||||
UNICODE
|
||||
_UNICODE
|
||||
XCENGINE_SUPPORT_OPENGL
|
||||
XCENGINE_SUPPORT_D3D12
|
||||
)
|
||||
|
||||
add_custom_command(TARGET rendering_integration_directional_shadow_scene POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
${CMAKE_SOURCE_DIR}/tests/RHI/integration/compare_ppm.py
|
||||
$<TARGET_FILE_DIR:rendering_integration_directional_shadow_scene>/
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
|
||||
$<TARGET_FILE_DIR:rendering_integration_directional_shadow_scene>/GT.ppm
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
${ENGINE_ROOT_DIR}/third_party/renderdoc/renderdoc.dll
|
||||
$<TARGET_FILE_DIR:rendering_integration_directional_shadow_scene>/
|
||||
)
|
||||
|
||||
include(GoogleTest)
|
||||
gtest_discover_tests(rendering_integration_directional_shadow_scene)
|
||||
File diff suppressed because one or more lines are too long
481
tests/Rendering/integration/directional_shadow_scene/main.cpp
Normal file
481
tests/Rendering/integration/directional_shadow_scene/main.cpp
Normal file
@@ -0,0 +1,481 @@
|
||||
#define NOMINMAX
|
||||
#include <windows.h>
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "../RenderingIntegrationMain.h"
|
||||
|
||||
#include <XCEngine/Components/CameraComponent.h>
|
||||
#include <XCEngine/Components/GameObject.h>
|
||||
#include <XCEngine/Components/LightComponent.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/BuiltinResources.h>
|
||||
#include <XCEngine/Resources/Material/Material.h>
|
||||
#include <XCEngine/Resources/Mesh/Mesh.h>
|
||||
#include <XCEngine/Resources/Shader/Shader.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 = "directional_shadow_scene_d3d12.ppm";
|
||||
constexpr const char* kOpenGLScreenshot = "directional_shadow_scene_opengl.ppm";
|
||||
constexpr const char* kVulkanScreenshot = "directional_shadow_scene_vulkan.ppm";
|
||||
constexpr uint32_t kFrameWidth = 1280;
|
||||
constexpr uint32_t kFrameHeight = 720;
|
||||
|
||||
void AppendQuadFace(
|
||||
std::vector<StaticMeshVertex>& vertices,
|
||||
std::vector<uint32_t>& indices,
|
||||
const Vector3& v0,
|
||||
const Vector3& v1,
|
||||
const Vector3& v2,
|
||||
const Vector3& v3,
|
||||
const Vector3& normal) {
|
||||
const uint32_t baseIndex = static_cast<uint32_t>(vertices.size());
|
||||
|
||||
StaticMeshVertex vertex = {};
|
||||
vertex.normal = normal;
|
||||
|
||||
vertex.position = v0;
|
||||
vertex.uv0 = Vector2(0.0f, 1.0f);
|
||||
vertices.push_back(vertex);
|
||||
|
||||
vertex.position = v1;
|
||||
vertex.uv0 = Vector2(1.0f, 1.0f);
|
||||
vertices.push_back(vertex);
|
||||
|
||||
vertex.position = v2;
|
||||
vertex.uv0 = Vector2(0.0f, 0.0f);
|
||||
vertices.push_back(vertex);
|
||||
|
||||
vertex.position = v3;
|
||||
vertex.uv0 = Vector2(1.0f, 0.0f);
|
||||
vertices.push_back(vertex);
|
||||
|
||||
indices.push_back(baseIndex + 0);
|
||||
indices.push_back(baseIndex + 2);
|
||||
indices.push_back(baseIndex + 1);
|
||||
indices.push_back(baseIndex + 1);
|
||||
indices.push_back(baseIndex + 2);
|
||||
indices.push_back(baseIndex + 3);
|
||||
}
|
||||
|
||||
Mesh* CreateGroundMesh() {
|
||||
auto* mesh = new Mesh();
|
||||
IResource::ConstructParams params = {};
|
||||
params.name = "DirectionalShadowGroundMesh";
|
||||
params.path = "Tests/Rendering/DirectionalShadowGround.mesh";
|
||||
params.guid = ResourceGUID::Generate(params.path);
|
||||
mesh->Initialize(params);
|
||||
|
||||
StaticMeshVertex vertices[4] = {};
|
||||
vertices[0].position = Vector3(-4.5f, 0.0f, 1.5f);
|
||||
vertices[0].normal = Vector3::Up();
|
||||
vertices[0].uv0 = Vector2(0.0f, 1.0f);
|
||||
vertices[1].position = Vector3(-4.5f, 0.0f, 9.5f);
|
||||
vertices[1].normal = Vector3::Up();
|
||||
vertices[1].uv0 = Vector2(0.0f, 0.0f);
|
||||
vertices[2].position = Vector3(4.5f, 0.0f, 1.5f);
|
||||
vertices[2].normal = Vector3::Up();
|
||||
vertices[2].uv0 = Vector2(1.0f, 1.0f);
|
||||
vertices[3].position = Vector3(4.5f, 0.0f, 9.5f);
|
||||
vertices[3].normal = Vector3::Up();
|
||||
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::Normal | VertexAttribute::UV0);
|
||||
mesh->SetIndexData(indices, sizeof(indices), 6, true);
|
||||
const Bounds bounds(Vector3(0.0f, 0.0f, 5.5f), Vector3(9.0f, 0.1f, 8.0f));
|
||||
mesh->SetBounds(bounds);
|
||||
|
||||
MeshSection section = {};
|
||||
section.baseVertex = 0;
|
||||
section.vertexCount = 4;
|
||||
section.startIndex = 0;
|
||||
section.indexCount = 6;
|
||||
section.materialID = 0;
|
||||
section.bounds = bounds;
|
||||
mesh->AddSection(section);
|
||||
return mesh;
|
||||
}
|
||||
|
||||
Mesh* CreateCubeMesh() {
|
||||
auto* mesh = new Mesh();
|
||||
IResource::ConstructParams params = {};
|
||||
params.name = "DirectionalShadowCubeMesh";
|
||||
params.path = "Tests/Rendering/DirectionalShadowCube.mesh";
|
||||
params.guid = ResourceGUID::Generate(params.path);
|
||||
mesh->Initialize(params);
|
||||
|
||||
std::vector<StaticMeshVertex> vertices;
|
||||
std::vector<uint32_t> indices;
|
||||
vertices.reserve(24);
|
||||
indices.reserve(36);
|
||||
|
||||
constexpr float half = 0.5f;
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(-half, -half, half),
|
||||
Vector3(half, -half, half),
|
||||
Vector3(-half, half, half),
|
||||
Vector3(half, half, half),
|
||||
Vector3::Forward());
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(half, -half, -half),
|
||||
Vector3(-half, -half, -half),
|
||||
Vector3(half, half, -half),
|
||||
Vector3(-half, half, -half),
|
||||
Vector3::Back());
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(-half, -half, -half),
|
||||
Vector3(-half, -half, half),
|
||||
Vector3(-half, half, -half),
|
||||
Vector3(-half, half, half),
|
||||
Vector3::Left());
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(half, -half, half),
|
||||
Vector3(half, -half, -half),
|
||||
Vector3(half, half, half),
|
||||
Vector3(half, half, -half),
|
||||
Vector3::Right());
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(-half, half, half),
|
||||
Vector3(half, half, half),
|
||||
Vector3(-half, half, -half),
|
||||
Vector3(half, half, -half),
|
||||
Vector3::Up());
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(-half, -half, -half),
|
||||
Vector3(half, -half, -half),
|
||||
Vector3(-half, -half, half),
|
||||
Vector3(half, -half, half),
|
||||
Vector3::Down());
|
||||
|
||||
mesh->SetVertexData(
|
||||
vertices.data(),
|
||||
vertices.size() * sizeof(StaticMeshVertex),
|
||||
static_cast<uint32_t>(vertices.size()),
|
||||
sizeof(StaticMeshVertex),
|
||||
VertexAttribute::Position | VertexAttribute::Normal | VertexAttribute::UV0);
|
||||
mesh->SetIndexData(
|
||||
indices.data(),
|
||||
indices.size() * sizeof(uint32_t),
|
||||
static_cast<uint32_t>(indices.size()),
|
||||
true);
|
||||
const Bounds bounds(Vector3::Zero(), Vector3::One());
|
||||
mesh->SetBounds(bounds);
|
||||
|
||||
MeshSection section = {};
|
||||
section.baseVertex = 0;
|
||||
section.vertexCount = static_cast<uint32_t>(vertices.size());
|
||||
section.startIndex = 0;
|
||||
section.indexCount = static_cast<uint32_t>(indices.size());
|
||||
section.materialID = 0;
|
||||
section.bounds = bounds;
|
||||
mesh->AddSection(section);
|
||||
return mesh;
|
||||
}
|
||||
|
||||
Material* CreateForwardLitMaterial(
|
||||
const char* name,
|
||||
const char* path,
|
||||
const Vector4& baseColor) {
|
||||
auto* material = new Material();
|
||||
IResource::ConstructParams params = {};
|
||||
params.name = name;
|
||||
params.path = path;
|
||||
params.guid = ResourceGUID::Generate(params.path);
|
||||
material->Initialize(params);
|
||||
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
|
||||
material->SetShaderPass("ForwardLit");
|
||||
material->SetFloat4("_BaseColor", baseColor);
|
||||
return material;
|
||||
}
|
||||
|
||||
const char* GetScreenshotFilename(RHIType backendType) {
|
||||
switch (backendType) {
|
||||
case RHIType::D3D12:
|
||||
return kD3D12Screenshot;
|
||||
case RHIType::Vulkan:
|
||||
return kVulkanScreenshot;
|
||||
case RHIType::OpenGL:
|
||||
default:
|
||||
return kOpenGLScreenshot;
|
||||
}
|
||||
}
|
||||
|
||||
int GetComparisonThreshold(RHIType backendType) {
|
||||
return backendType == RHIType::D3D12 ? 10 : 10;
|
||||
}
|
||||
|
||||
class DirectionalShadowSceneTest : 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;
|
||||
RHITexture* mDepthTexture = nullptr;
|
||||
RHIResourceView* mDepthView = nullptr;
|
||||
Mesh* mGroundMesh = nullptr;
|
||||
Mesh* mCubeMesh = nullptr;
|
||||
Material* mGroundMaterial = nullptr;
|
||||
Material* mCasterMaterial = nullptr;
|
||||
};
|
||||
|
||||
void DirectionalShadowSceneTest::SetUp() {
|
||||
RHIIntegrationFixture::SetUp();
|
||||
|
||||
mSceneRenderer = std::make_unique<SceneRenderer>();
|
||||
mScene = std::make_unique<Scene>("DirectionalShadowScene");
|
||||
|
||||
mGroundMesh = CreateGroundMesh();
|
||||
ASSERT_NE(mGroundMesh, nullptr);
|
||||
|
||||
mCubeMesh = CreateCubeMesh();
|
||||
ASSERT_NE(mCubeMesh, nullptr);
|
||||
|
||||
mGroundMaterial = CreateForwardLitMaterial(
|
||||
"DirectionalShadowGround",
|
||||
"Tests/Rendering/DirectionalShadowGround.material",
|
||||
Vector4(0.82f, 0.83f, 0.86f, 1.0f));
|
||||
mCasterMaterial = CreateForwardLitMaterial(
|
||||
"DirectionalShadowCaster",
|
||||
"Tests/Rendering/DirectionalShadowCaster.material",
|
||||
Vector4(0.82f, 0.34f, 0.24f, 1.0f));
|
||||
|
||||
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 DirectionalShadowSceneTest::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();
|
||||
|
||||
delete mGroundMaterial;
|
||||
mGroundMaterial = nullptr;
|
||||
delete mCasterMaterial;
|
||||
mCasterMaterial = nullptr;
|
||||
delete mGroundMesh;
|
||||
mGroundMesh = nullptr;
|
||||
delete mCubeMesh;
|
||||
mCubeMesh = nullptr;
|
||||
|
||||
RHIIntegrationFixture::TearDown();
|
||||
}
|
||||
|
||||
void DirectionalShadowSceneTest::BuildScene() {
|
||||
ASSERT_NE(mScene, nullptr);
|
||||
ASSERT_NE(mGroundMesh, nullptr);
|
||||
ASSERT_NE(mCubeMesh, nullptr);
|
||||
ASSERT_NE(mGroundMaterial, nullptr);
|
||||
ASSERT_NE(mCasterMaterial, nullptr);
|
||||
|
||||
GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
|
||||
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||
camera->SetPrimary(true);
|
||||
camera->SetFieldOfView(45.0f);
|
||||
camera->SetNearClipPlane(0.1f);
|
||||
camera->SetFarClipPlane(100.0f);
|
||||
camera->SetClearColor(XCEngine::Math::Color(0.03f, 0.03f, 0.05f, 1.0f));
|
||||
cameraObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 2.2f, -1.8f));
|
||||
cameraObject->GetTransform()->SetLocalRotation(
|
||||
Quaternion::LookRotation(Vector3(0.0f, -0.22f, 1.0f).Normalized()));
|
||||
|
||||
GameObject* lightObject = mScene->CreateGameObject("MainDirectionalLight");
|
||||
auto* light = lightObject->AddComponent<LightComponent>();
|
||||
light->SetLightType(LightType::Directional);
|
||||
light->SetColor(XCEngine::Math::Color(1.0f, 1.0f, 0.97f, 1.0f));
|
||||
light->SetIntensity(1.8f);
|
||||
light->SetCastsShadows(true);
|
||||
lightObject->GetTransform()->SetLocalRotation(
|
||||
Quaternion::LookRotation(Vector3(-0.32f, -0.78f, -0.54f).Normalized()));
|
||||
|
||||
GameObject* groundObject = mScene->CreateGameObject("Ground");
|
||||
auto* groundMeshFilter = groundObject->AddComponent<MeshFilterComponent>();
|
||||
auto* groundMeshRenderer = groundObject->AddComponent<MeshRendererComponent>();
|
||||
groundMeshFilter->SetMesh(ResourceHandle<Mesh>(mGroundMesh));
|
||||
groundMeshRenderer->SetMaterial(0, mGroundMaterial);
|
||||
groundMeshRenderer->SetCastShadows(false);
|
||||
groundMeshRenderer->SetReceiveShadows(true);
|
||||
|
||||
GameObject* casterObject = mScene->CreateGameObject("CasterCube");
|
||||
casterObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.8f, 4.5f));
|
||||
casterObject->GetTransform()->SetLocalScale(Vector3(1.2f, 1.6f, 1.2f));
|
||||
auto* casterMeshFilter = casterObject->AddComponent<MeshFilterComponent>();
|
||||
auto* casterMeshRenderer = casterObject->AddComponent<MeshRendererComponent>();
|
||||
casterMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
|
||||
casterMeshRenderer->SetMaterial(0, mCasterMaterial);
|
||||
casterMeshRenderer->SetCastShadows(true);
|
||||
casterMeshRenderer->SetReceiveShadows(true);
|
||||
}
|
||||
|
||||
RHIResourceView* DirectionalShadowSceneTest::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 DirectionalShadowSceneTest::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(DirectionalShadowSceneTest, RenderDirectionalShadowScene) {
|
||||
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, DirectionalShadowSceneTest, ::testing::Values(RHIType::D3D12));
|
||||
INSTANTIATE_TEST_SUITE_P(OpenGL, DirectionalShadowSceneTest, ::testing::Values(RHIType::OpenGL));
|
||||
#if defined(XCENGINE_SUPPORT_VULKAN)
|
||||
INSTANTIATE_TEST_SUITE_P(Vulkan, DirectionalShadowSceneTest, ::testing::Values(RHIType::Vulkan));
|
||||
#endif
|
||||
|
||||
GTEST_API_ int main(int argc, char** argv) {
|
||||
return RunRenderingIntegrationTestMain(argc, argv);
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
# XCEngine 测试规范
|
||||
|
||||
最后更新:`2026-04-02`
|
||||
最后更新:`2026-04-04`
|
||||
|
||||
## 1. 目标
|
||||
|
||||
@@ -132,9 +132,26 @@ ctest --test-dir build -C Debug --output-on-failure
|
||||
|
||||
补充说明:
|
||||
|
||||
- `editor_tests` 当前覆盖 action routing、play session、viewport camera controller、picker、move/rotate/scale gizmo、overlay renderer、script component editor utils 等。
|
||||
- `editor_tests` 当前覆盖 action routing、application asset cache stub、editor console sink、script assembly builder、play session,以及一整套 viewport helper 链。
|
||||
- 当前 viewport 相关覆盖至少包括:
|
||||
- `SceneViewportChrome`
|
||||
- `SceneViewportInteractionFrame`
|
||||
- `SceneViewportNavigation`
|
||||
- `SceneViewportInteractionActions`
|
||||
- `SceneViewportInteractionResolver`
|
||||
- `SceneViewportTransformGizmoCoordinator`
|
||||
- `SceneViewportOverlayFrameCache`
|
||||
- `SceneViewportOverlayProviders`
|
||||
- `SceneViewportOverlaySpriteResources`
|
||||
- `SceneViewportShaderPaths`
|
||||
- `ViewportHostRenderFlowUtils`
|
||||
- `ViewportHostRenderTargets`
|
||||
- `ViewportHostSurfaceUtils`
|
||||
- `ViewportObjectIdPicker`
|
||||
- `test_scene_viewport_overlay_renderer.cpp` 这个测试文件名仍保留历史命名,但当前主要锚定的是 viewport math、HUD overlay 和 infinite-grid 参数 helper;它不意味着仓库里仍存在 `SceneViewportOverlayRenderer.*` 源文件。
|
||||
- `test_play_session_controller_scripting.cpp` 只会在启用 Mono 且 `xcengine_managed_assemblies` 可用时加入 `editor_tests`。
|
||||
- `scripting_tests` 在启用 Mono 时会补入 `test_mono_script_runtime.cpp`。
|
||||
- 如果存在 `xcengine_project_managed_assemblies` target,`scripting_tests` 还会补入项目脚本程序集相关测试。
|
||||
- 如果存在 `xcengine_test_project_managed_assemblies` target,`scripting_tests` 还会补入 `test_project_script_assembly.cpp`,并使用测试专用的项目脚本程序集输出目录,而不是直接复用 `project/Library/ScriptAssemblies/`。
|
||||
|
||||
### 4.4 Rendering
|
||||
|
||||
@@ -149,6 +166,9 @@ ctest --test-dir build -C Debug --output-on-failure
|
||||
当前 rendering integration targets:
|
||||
|
||||
- `rendering_integration_textured_quad_scene`
|
||||
- `rendering_integration_unlit_scene`
|
||||
- `rendering_integration_object_id_scene`
|
||||
- `rendering_integration_directional_shadow_scene`
|
||||
- `rendering_integration_backpack_scene`
|
||||
- `rendering_integration_backpack_lit_scene`
|
||||
- `rendering_integration_camera_stack_scene`
|
||||
@@ -298,7 +318,7 @@ build\tests\RHI\integration\backpack\Debug\rhi_integration_backpack.exe --gtest_
|
||||
- 改 `engine/RHI`:先跑 `rhi_abstraction_tests` 或 `rhi_backend_tests`
|
||||
- 改 `engine/Rendering`:先跑 `rendering_unit_tests` 和最相关的 `rendering_integration_*`
|
||||
- 改 `editor/Viewport`:先跑 `editor_tests`,必要时再跑 `rendering_phase_regression`
|
||||
- 改脚本运行时 / managed / 项目脚本程序集:先构建 `xcengine_project_managed_assemblies`,再跑 `scripting_tests`
|
||||
- 改脚本运行时 / managed / 项目脚本程序集:先跑 `scripting_tests`;如果还要验证 editor / runtime 实际使用的项目程序集目录,再补构建 `xcengine_project_managed_assemblies`
|
||||
- 改资源导入 / `.meta` / artifact:优先跑对应 `Resources/*` tests
|
||||
|
||||
在这些最小验证通过后,再决定是否扩展到:
|
||||
|
||||
Reference in New Issue
Block a user