Add directional shadow integration coverage

This commit is contained in:
2026-04-05 00:03:22 +08:00
parent 96a44da2cb
commit 2ddbe24b82
13 changed files with 803 additions and 94 deletions

View File

@@ -145,10 +145,13 @@ private:
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12DescriptorHeap> m_shaderVisibleCbvSrvUavHeap;
ComPtr<ID3D12DescriptorHeap> m_shaderVisibleSamplerHeap;
std::vector<ComPtr<ID3D12DescriptorHeap>> m_retiredShaderVisibleHeaps;
ID3D12Device* m_device = nullptr;
CommandQueueType m_type;
uint32_t m_shaderVisibleCbvSrvUavHeapCapacity = 0;
uint32_t m_shaderVisibleSamplerHeapCapacity = 0;
uint32_t m_shaderVisibleCbvSrvUavCursor = 0;
uint32_t m_shaderVisibleSamplerCursor = 0;
std::unordered_map<ID3D12Resource*, ResourceStates> m_resourceStateMap;
std::vector<ID3D12Resource*> m_trackedResources;

View File

@@ -16,6 +16,7 @@ namespace Rendering {
class RenderSurface;
class RenderPipelineAsset;
struct RenderContext;
class CameraRenderer {
public:
@@ -43,7 +44,12 @@ public:
bool Render(const CameraRenderRequest& request);
private:
struct DirectionalShadowSurfaceResources;
void ResetPipeline(std::unique_ptr<RenderPipeline> pipeline);
DirectionalShadowSurfaceResources* AcquireDirectionalShadowSurface(
const RenderContext& context,
const DirectionalShadowRenderPlan& plan);
RenderSceneExtractor m_sceneExtractor;
std::shared_ptr<const RenderPipelineAsset> m_pipelineAsset;
@@ -51,6 +57,7 @@ private:
std::unique_ptr<ObjectIdPass> m_objectIdPass;
std::unique_ptr<RenderPass> m_depthOnlyPass;
std::unique_ptr<RenderPass> m_shadowCasterPass;
std::unique_ptr<DirectionalShadowSurfaceResources> m_directionalShadowSurface;
};
} // namespace Rendering

View File

@@ -125,8 +125,11 @@ void D3D12CommandList::Shutdown() {
m_rtvHeap.Reset();
m_shaderVisibleCbvSrvUavHeap.Reset();
m_shaderVisibleSamplerHeap.Reset();
m_retiredShaderVisibleHeaps.clear();
m_shaderVisibleCbvSrvUavHeapCapacity = 0;
m_shaderVisibleSamplerHeapCapacity = 0;
m_shaderVisibleCbvSrvUavCursor = 0;
m_shaderVisibleSamplerCursor = 0;
m_resourceStateMap.clear();
m_trackedResources.clear();
m_currentShader = nullptr;
@@ -142,6 +145,9 @@ void D3D12CommandList::Reset() {
m_currentRootSignature = nullptr;
m_currentPipelineLayout = nullptr;
m_currentDescriptorHeap = nullptr;
m_retiredShaderVisibleHeaps.clear();
m_shaderVisibleCbvSrvUavCursor = 0;
m_shaderVisibleSamplerCursor = 0;
m_resourceStateMap.clear();
m_trackedResources.clear();
m_boundRenderTargets.clear();
@@ -250,17 +256,22 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
auto ensureShaderVisibleHeap =
[this](D3D12_DESCRIPTOR_HEAP_TYPE heapType,
uint32_t requiredDescriptors,
uint32_t currentCursor,
ComPtr<ID3D12DescriptorHeap>& heap,
uint32_t& capacity) -> bool {
if (requiredDescriptors == 0) {
return true;
}
if (heap != nullptr && capacity >= requiredDescriptors) {
const uint32_t requiredCapacity = currentCursor + requiredDescriptors;
if (heap != nullptr && capacity >= requiredCapacity) {
return true;
}
const uint32_t newCapacity = std::max<uint32_t>(requiredDescriptors, capacity > 0 ? capacity * 2u : 32u);
const uint32_t baselineCapacity =
heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER ? 256u : 4096u;
const uint32_t grownCapacity = capacity > 0 ? capacity * 2u : baselineCapacity;
const uint32_t newCapacity = std::max<uint32_t>(requiredCapacity, std::max<uint32_t>(grownCapacity, baselineCapacity));
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
heapDesc.Type = heapType;
heapDesc.NumDescriptors = newCapacity;
@@ -272,6 +283,9 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
return false;
}
if (heap != nullptr) {
m_retiredShaderVisibleHeaps.push_back(heap);
}
heap = newHeap;
capacity = newCapacity;
return true;
@@ -280,11 +294,13 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
if (!ensureShaderVisibleHeap(
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
requiredCbvSrvUavDescriptors,
m_shaderVisibleCbvSrvUavCursor,
m_shaderVisibleCbvSrvUavHeap,
m_shaderVisibleCbvSrvUavHeapCapacity) ||
!ensureShaderVisibleHeap(
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
requiredSamplerDescriptors,
m_shaderVisibleSamplerCursor,
m_shaderVisibleSamplerHeap,
m_shaderVisibleSamplerHeapCapacity)) {
return;
@@ -302,8 +318,8 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
SetDescriptorHeaps(static_cast<uint32_t>(descriptorHeaps.size()), descriptorHeaps.data());
}
uint32_t nextCbvSrvUavDescriptor = 0;
uint32_t nextSamplerDescriptor = 0;
uint32_t nextCbvSrvUavDescriptor = m_shaderVisibleCbvSrvUavCursor;
uint32_t nextSamplerDescriptor = m_shaderVisibleSamplerCursor;
for (uint32_t i = 0; i < count; ++i) {
if (descriptorSets[i] == nullptr) {
@@ -434,6 +450,9 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
}
}
}
m_shaderVisibleCbvSrvUavCursor = nextCbvSrvUavDescriptor;
m_shaderVisibleSamplerCursor = nextSamplerDescriptor;
}
void D3D12CommandList::SetComputeDescriptorSets(
@@ -470,17 +489,22 @@ void D3D12CommandList::SetComputeDescriptorSets(
auto ensureShaderVisibleHeap =
[this](D3D12_DESCRIPTOR_HEAP_TYPE heapType,
uint32_t requiredDescriptors,
uint32_t currentCursor,
ComPtr<ID3D12DescriptorHeap>& heap,
uint32_t& capacity) -> bool {
if (requiredDescriptors == 0) {
return true;
}
if (heap != nullptr && capacity >= requiredDescriptors) {
const uint32_t requiredCapacity = currentCursor + requiredDescriptors;
if (heap != nullptr && capacity >= requiredCapacity) {
return true;
}
const uint32_t newCapacity = std::max<uint32_t>(requiredDescriptors, capacity > 0 ? capacity * 2u : 32u);
const uint32_t baselineCapacity =
heapType == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER ? 256u : 4096u;
const uint32_t grownCapacity = capacity > 0 ? capacity * 2u : baselineCapacity;
const uint32_t newCapacity = std::max<uint32_t>(requiredCapacity, std::max<uint32_t>(grownCapacity, baselineCapacity));
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
heapDesc.Type = heapType;
heapDesc.NumDescriptors = newCapacity;
@@ -492,6 +516,9 @@ void D3D12CommandList::SetComputeDescriptorSets(
return false;
}
if (heap != nullptr) {
m_retiredShaderVisibleHeaps.push_back(heap);
}
heap = newHeap;
capacity = newCapacity;
return true;
@@ -500,11 +527,13 @@ void D3D12CommandList::SetComputeDescriptorSets(
if (!ensureShaderVisibleHeap(
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
requiredCbvSrvUavDescriptors,
m_shaderVisibleCbvSrvUavCursor,
m_shaderVisibleCbvSrvUavHeap,
m_shaderVisibleCbvSrvUavHeapCapacity) ||
!ensureShaderVisibleHeap(
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
requiredSamplerDescriptors,
m_shaderVisibleSamplerCursor,
m_shaderVisibleSamplerHeap,
m_shaderVisibleSamplerHeapCapacity)) {
return;
@@ -522,8 +551,8 @@ void D3D12CommandList::SetComputeDescriptorSets(
SetDescriptorHeaps(static_cast<uint32_t>(descriptorHeaps.size()), descriptorHeaps.data());
}
uint32_t nextCbvSrvUavDescriptor = 0;
uint32_t nextSamplerDescriptor = 0;
uint32_t nextCbvSrvUavDescriptor = m_shaderVisibleCbvSrvUavCursor;
uint32_t nextSamplerDescriptor = m_shaderVisibleSamplerCursor;
for (uint32_t i = 0; i < count; ++i) {
if (descriptorSets[i] == nullptr) {
@@ -654,6 +683,9 @@ void D3D12CommandList::SetComputeDescriptorSets(
}
}
}
m_shaderVisibleCbvSrvUavCursor = nextCbvSrvUavDescriptor;
m_shaderVisibleSamplerCursor = nextSamplerDescriptor;
}
void D3D12CommandList::TransitionBarrierInternal(ID3D12Resource* resource, ResourceStates stateBefore, ResourceStates stateAfter, uint32_t subresource) {

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@@ -7,10 +7,48 @@
#include <d3d12.h>
#include <dxgi.h>
#include <stdio.h>
#include <vector>
namespace XCEngine {
namespace RHI {
namespace {
void DumpD3D12InfoQueueMessages(ID3D12Device* device) {
if (device == nullptr) {
return;
}
ID3D12InfoQueue* infoQueue = nullptr;
if (FAILED(device->QueryInterface(IID_PPV_ARGS(&infoQueue))) || infoQueue == nullptr) {
return;
}
const UINT64 messageCount = infoQueue->GetNumStoredMessagesAllowedByRetrievalFilter();
const UINT64 startIndex = messageCount > 12 ? messageCount - 12 : 0;
for (UINT64 messageIndex = startIndex; messageIndex < messageCount; ++messageIndex) {
SIZE_T messageLength = 0;
if (FAILED(infoQueue->GetMessage(messageIndex, nullptr, &messageLength)) || messageLength == 0) {
continue;
}
std::vector<uint8_t> messageStorage(messageLength);
auto* message = reinterpret_cast<D3D12_MESSAGE*>(messageStorage.data());
if (FAILED(infoQueue->GetMessage(messageIndex, message, &messageLength)) ||
message->pDescription == nullptr) {
continue;
}
XCEngine::Debug::Logger::Get().Error(
XCEngine::Debug::LogCategory::Rendering,
message->pDescription);
}
infoQueue->Release();
}
} // namespace
bool D3D12Screenshot::Capture(ID3D12Device* device,
ID3D12CommandQueue* commandQueue,
ID3D12Resource* renderTarget,
@@ -156,7 +194,21 @@ bool D3D12Screenshot::CopyToReadbackAndSave(ID3D12Device* device,
ID3D12Fence* fence = nullptr;
hr = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
if (FAILED(hr)) {
XCEngine::Debug::Logger::Get().Error(XCEngine::Debug::LogCategory::Rendering, "Screenshot: CreateFence failed");
char message[256];
sprintf_s(message, sizeof(message), "Screenshot: CreateFence failed hr=0x%08X", static_cast<unsigned int>(hr));
XCEngine::Debug::Logger::Get().Error(XCEngine::Debug::LogCategory::Rendering, message);
DumpD3D12InfoQueueMessages(device);
if (hr == DXGI_ERROR_DEVICE_REMOVED ||
hr == DXGI_ERROR_DEVICE_HUNG ||
hr == DXGI_ERROR_DEVICE_RESET) {
const HRESULT removedReason = device->GetDeviceRemovedReason();
sprintf_s(
message,
sizeof(message),
"Screenshot: Device removed reason after CreateFence failure: 0x%08X",
static_cast<unsigned int>(removedReason));
XCEngine::Debug::Logger::Get().Error(XCEngine::Debug::LogCategory::Rendering, message);
}
cmdList->Release();
cmdAlloc->Release();
readbackBuffer->Release();
@@ -234,4 +286,4 @@ bool D3D12Screenshot::Capture(RHIDevice* device, RHISwapChain* swapChain, const
}
} // namespace RHI
} // namespace XCEngine
} // namespace XCEngine

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@@ -14,22 +14,32 @@
namespace XCEngine {
namespace Rendering {
namespace {
struct OwnedShadowSurfaceResources {
struct CameraRenderer::DirectionalShadowSurfaceResources {
RHI::RHIDevice* device = nullptr;
uint32_t width = 0;
uint32_t height = 0;
RHI::RHITexture* depthTexture = nullptr;
RHI::RHIResourceView* depthView = nullptr;
RHI::RHIResourceView* shaderView = nullptr;
RenderSurface surface = {};
OwnedShadowSurfaceResources() = default;
OwnedShadowSurfaceResources(const OwnedShadowSurfaceResources&) = delete;
OwnedShadowSurfaceResources& operator=(const OwnedShadowSurfaceResources&) = delete;
DirectionalShadowSurfaceResources() = default;
DirectionalShadowSurfaceResources(const DirectionalShadowSurfaceResources&) = delete;
DirectionalShadowSurfaceResources& operator=(const DirectionalShadowSurfaceResources&) = delete;
~OwnedShadowSurfaceResources() {
~DirectionalShadowSurfaceResources() {
Reset();
}
bool Matches(const RenderContext& context, const DirectionalShadowRenderPlan& plan) const {
return device == context.device &&
width == plan.mapWidth &&
height == plan.mapHeight &&
depthTexture != nullptr &&
depthView != nullptr &&
shaderView != nullptr;
}
void Reset() {
if (shaderView != nullptr) {
shaderView->Shutdown();
@@ -49,10 +59,15 @@ struct OwnedShadowSurfaceResources {
depthTexture = nullptr;
}
device = nullptr;
width = 0;
height = 0;
surface = RenderSurface();
}
};
namespace {
bool InitializePassSequence(
RenderPassSequence* sequence,
const RenderContext& context,
@@ -150,67 +165,6 @@ bool ExecuteScenePassRequest(
return pass->Execute(passContext);
}
bool CreateDirectionalShadowSurface(
const RenderContext& context,
const DirectionalShadowRenderPlan& plan,
OwnedShadowSurfaceResources& outResources) {
if (!context.IsValid() || !plan.IsValid()) {
return false;
}
RHI::TextureDesc depthDesc = {};
depthDesc.width = plan.mapWidth;
depthDesc.height = plan.mapHeight;
depthDesc.depth = 1;
depthDesc.mipLevels = 1;
depthDesc.arraySize = 1;
depthDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
depthDesc.textureType = static_cast<uint32_t>(RHI::TextureType::Texture2D);
depthDesc.sampleCount = 1;
depthDesc.sampleQuality = 0;
depthDesc.flags = 0;
RHI::RHITexture* depthTexture = context.device->CreateTexture(depthDesc);
if (depthTexture == nullptr) {
return false;
}
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 false;
}
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 false;
}
outResources.Reset();
outResources.depthTexture = depthTexture;
outResources.depthView = depthView;
outResources.shaderView = shaderView;
outResources.surface = RenderSurface(plan.mapWidth, plan.mapHeight);
outResources.surface.SetDepthAttachment(depthView);
return true;
}
RenderDirectionalShadowData BuildDirectionalShadowData(
const DirectionalShadowRenderPlan& plan,
RHI::RHIResourceView* shadowMapView) {
@@ -343,6 +297,75 @@ void CameraRenderer::ResetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
}
}
CameraRenderer::DirectionalShadowSurfaceResources* CameraRenderer::AcquireDirectionalShadowSurface(
const RenderContext& context,
const DirectionalShadowRenderPlan& plan) {
if (!context.IsValid() || !plan.IsValid()) {
return nullptr;
}
if (m_directionalShadowSurface == nullptr) {
m_directionalShadowSurface = std::make_unique<DirectionalShadowSurfaceResources>();
}
if (!m_directionalShadowSurface->Matches(context, plan)) {
RHI::TextureDesc depthDesc = {};
depthDesc.width = plan.mapWidth;
depthDesc.height = plan.mapHeight;
depthDesc.depth = 1;
depthDesc.mipLevels = 1;
depthDesc.arraySize = 1;
depthDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
depthDesc.textureType = static_cast<uint32_t>(RHI::TextureType::Texture2D);
depthDesc.sampleCount = 1;
depthDesc.sampleQuality = 0;
depthDesc.flags = 0;
RHI::RHITexture* depthTexture = context.device->CreateTexture(depthDesc);
if (depthTexture == nullptr) {
return nullptr;
}
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);
}

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@@ -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;

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@@ -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);

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@@ -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

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@@ -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)

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@@ -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

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@@ -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);
}

View File

@@ -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_
-`engine/RHI`:先跑 `rhi_abstraction_tests``rhi_backend_tests`
-`engine/Rendering`:先跑 `rendering_unit_tests` 和最相关的 `rendering_integration_*`
-`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`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: