Move scene request planning behind pipeline asset

This commit is contained in:
2026-04-29 03:29:17 +08:00
parent 313a571e43
commit 2fde2f16c2
10 changed files with 393 additions and 25 deletions

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@@ -52,8 +52,9 @@ Editor viewport 边界补充SceneViewport 的 render request 是 editor 每
```text
SceneRenderer
-> SceneRenderRequestPlanner::BuildRequests
-> RenderPipelineHost
-> RenderPipelineAsset::BuildSceneRenderRequests
-> (default) SceneRenderRequestPlanner::BuildRequests
-> CameraFramePlanBuilder
-> CameraRenderer
-> DirectionalShadowRuntime
@@ -66,9 +67,10 @@ SceneRenderer
职责边界:
- `SceneRenderer`:场景级入口,生成/排序 camera stack frame plans并委托执行不做 scene extraction不发 draw call
- `SceneRenderRequestPlanner`:收集可用相机、推导 viewport / clear / camera stack / directional shadow request不创建执行期临时资源
- `RenderPipelineHost`:把 requests 变成 frame plans / stack plans稳定排序并驱动 `CameraRenderer`
- `SceneRenderer`:场景级 façade只把 scene/override camera/context/surface 交给当前 pipeline host不再直接拥有 top-level request planner
- `RenderPipelineAsset`:顶层 scene/camera request authority。`BuildSceneRenderRequests(...)` 是对齐 Unity `RenderPipeline.Render(...)` 入口责任的首个 native 合约面;未来所有 SRP/URP 级 camera policy、camera list 裁剪、renderer routing、tooling request 安装,都必须先经过这里
- `SceneRenderRequestPlanner`:默认 native planning utility。它负责收集可用相机、推导 viewport / clear / camera stack / directional shadow request不再是顶层 authority而是 `RenderPipelineAsset::BuildSceneRenderRequests(...)` 的默认 fallback 实现
- `RenderPipelineHost`:向当前 asset 请求 scene render requests把 requests 变成 frame plans / stack plans稳定排序并驱动 `CameraRenderer`
- `CameraFramePlanBuilder`:从 `CameraRenderRequest``CameraFramePlan`,调用 `RenderPipelineAsset::ConfigureCameraFramePlan`
- `CameraRenderer`:单相机执行器,校验 plan解析 pipeline binding生成 shadow execution state抽取 `RenderSceneData`,交给 camera frame graph。
- `RenderPipeline` / `RenderPipelineBackend`:提供 scene setup、shadow execution setup、stage graph recording、fallback render。
@@ -98,7 +100,7 @@ SceneRenderer
- `UsesGraphManagedSceneColor``UsesGraphManagedOutputColor(stage)` 决定是否创建 graph-managed transient color。
- fullscreen stage 的 source 必须通过 `CameraFrameColorSource` 表达,不要用隐式全局变量猜输入。
不要绕过 `RenderPipelineAsset::ConfigureCameraRenderRequest``ConfigureCameraFramePlan`它们是 SRP/URP asset policy 对齐 Unity 的核心 hook。
不要绕过 `RenderPipelineAsset::BuildSceneRenderRequests``ConfigureCameraRenderRequest``ConfigureCameraFramePlan`顶层 request ingress、per-request policy、per-plan policy 现在都要先经过 asset contract是 SRP/URP asset policy 对齐 Unity 的核心 hook
## 4. Stage 模型
@@ -412,7 +414,7 @@ cmake --build build --config Debug --target rendering_phase_regression
1. 稳住 native RenderGraph / RHI / scene backend。
2. 让 managed SRP runtime 持有真实 asset / pipeline / renderer runtime。
3. 扩大 `ScriptableRenderContext` 和 managed RenderGraph 的受控能力面。
4. 把 URP-like 的 asset policy、renderer data、feature queue、render pass event、post/final/shadow policy 逐步上移到 managed。
4. 把 URP-like 的 top-level scene request planning、asset policy、renderer data、feature queue、render pass event、post/final/shadow policy 逐步上移到 managed。
5. 保持 `BuiltinForwardPipeline` 作为可被 SRP 调度的 native backend而不是重新变回唯一上层管线。
一句话XCEngine Rendering 的对齐目标是 Unity SRP/URP 的分层模型,不是复制 Unity 某个版本的源码细节。C++ 做执行内核C# 做可编排管线RenderGraph 做中间契约。

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@@ -2,11 +2,17 @@
#include <XCEngine/Rendering/Execution/CameraStackFramePlan.h>
#include <XCEngine/Rendering/Execution/CameraRenderer.h>
#include <XCEngine/Rendering/Planning/SceneRenderRequestPlanner.h>
#include <memory>
#include <vector>
namespace XCEngine {
namespace Components {
class CameraComponent;
class Scene;
} // namespace Components
namespace Rendering {
class CameraFramePlanBuilder;
@@ -20,9 +26,23 @@ public:
void SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
RenderPipeline* GetPipeline() const { return m_cameraRenderer.GetPipeline(); }
const RenderPipelineAsset* GetPipelineAsset() const { return m_cameraRenderer.GetPipelineAsset(); }
void SetDirectionalShadowPlanningSettings(
const DirectionalShadowPlanningSettings& settings);
const DirectionalShadowPlanningSettings&
GetDirectionalShadowPlanningSettings() const;
std::vector<CameraFramePlan> BuildFramePlans(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface);
std::vector<CameraFramePlan> BuildFramePlans(
const std::vector<CameraRenderRequest>& requests);
std::vector<CameraStackFramePlan> BuildStackFramePlans(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface);
std::vector<CameraStackFramePlan> BuildStackFramePlans(
const std::vector<CameraRenderRequest>& requests);
@@ -32,8 +52,15 @@ public:
bool Render(const std::vector<CameraStackFramePlan>& stackPlans);
private:
std::vector<CameraRenderRequest> BuildSceneRenderRequests(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface) const;
CameraRenderer m_cameraRenderer;
std::unique_ptr<CameraFramePlanBuilder> m_framePlanBuilder;
SceneRenderRequestPlanner m_requestPlanner;
};
} // namespace Rendering

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@@ -2,7 +2,6 @@
#include <XCEngine/Rendering/Execution/CameraStackFramePlan.h>
#include <XCEngine/Rendering/Execution/RenderPipelineHost.h>
#include <XCEngine/Rendering/Planning/SceneRenderRequestPlanner.h>
#include <vector>
@@ -23,6 +22,10 @@ public:
void SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
RenderPipeline* GetPipeline() const { return m_pipelineHost.GetPipeline(); }
const RenderPipelineAsset* GetPipelineAsset() const { return m_pipelineHost.GetPipelineAsset(); }
void SetDirectionalShadowPlanningSettings(
const DirectionalShadowPlanningSettings& settings);
const DirectionalShadowPlanningSettings&
GetDirectionalShadowPlanningSettings() const;
std::vector<CameraFramePlan> BuildFramePlans(
const Components::Scene& scene,
@@ -45,7 +48,6 @@ public:
const RenderContext& context,
const RenderSurface& surface);
SceneRenderRequestPlanner m_requestPlanner;
RenderPipelineHost m_pipelineHost;
};

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@@ -7,8 +7,14 @@
#include <cstddef>
#include <memory>
#include <string>
#include <vector>
namespace XCEngine {
namespace Components {
class CameraComponent;
class Scene;
} // namespace Components
namespace Rendering {
struct CameraFramePlan;
@@ -68,6 +74,13 @@ public:
}
std::unique_ptr<RenderPipeline> CreatePipeline() const override;
std::vector<CameraRenderRequest> BuildSceneRenderRequests(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface,
const DirectionalShadowPlanningSettings& directionalShadowSettings)
const override;
void ConfigureCameraRenderRequest(
CameraRenderRequest& request,
size_t renderedBaseCameraCount,
@@ -99,6 +112,15 @@ public:
return nullptr;
}
virtual bool BuildSceneRenderRequests(
const Components::Scene&,
Components::CameraComponent*,
const RenderContext&,
const RenderSurface&,
const DirectionalShadowPlanningSettings&,
std::vector<CameraRenderRequest>&) const {
return false;
}
virtual void ConfigureCameraRenderRequest(
CameraRenderRequest&,
size_t,

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@@ -1,20 +1,24 @@
#pragma once
#include <XCEngine/Rendering/Planning/CameraRenderRequest.h>
#include <XCEngine/Rendering/Planning/FinalColorSettings.h>
#include <memory>
#include <vector>
namespace XCEngine {
namespace Components {
class CameraComponent;
class Scene;
} // namespace Components
namespace Rendering {
struct CameraRenderRequest;
struct CameraFramePlan;
struct DirectionalShadowPlanningSettings;
class RenderPipeline;
class RenderSurface;
struct RenderContext;
void ApplyDefaultRenderPipelineAssetCameraRenderRequestPolicy(
CameraRenderRequest& request,
@@ -35,6 +39,12 @@ public:
virtual std::unique_ptr<RenderPipeline> CreatePipeline() const = 0;
virtual void ConfigurePipeline(RenderPipeline&) const {}
virtual std::vector<CameraRenderRequest> BuildSceneRenderRequests(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface,
const DirectionalShadowPlanningSettings& directionalShadowSettings) const;
virtual void ConfigureCameraRenderRequest(
CameraRenderRequest& request,
size_t renderedBaseCameraCount,

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@@ -2,6 +2,7 @@
#include "Rendering/Planning/CameraFramePlanBuilder.h"
#include "Rendering/Planning/SceneRenderRequestUtils.h"
#include "Rendering/RenderPipelineAsset.h"
#include <algorithm>
#include <utility>
@@ -53,6 +54,53 @@ void RenderPipelineHost::SetPipelineAsset(std::shared_ptr<const RenderPipelineAs
m_cameraRenderer.SetPipelineAsset(std::move(pipelineAsset));
}
void RenderPipelineHost::SetDirectionalShadowPlanningSettings(
const DirectionalShadowPlanningSettings& settings) {
m_requestPlanner.SetDirectionalShadowPlanningSettings(
settings);
}
const DirectionalShadowPlanningSettings&
RenderPipelineHost::GetDirectionalShadowPlanningSettings() const {
return m_requestPlanner.GetDirectionalShadowPlanningSettings();
}
std::vector<CameraRenderRequest> RenderPipelineHost::BuildSceneRenderRequests(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface) const {
if (const RenderPipelineAsset* const pipelineAsset =
GetPipelineAsset();
pipelineAsset != nullptr) {
return pipelineAsset->BuildSceneRenderRequests(
scene,
overrideCamera,
context,
surface,
m_requestPlanner.GetDirectionalShadowPlanningSettings());
}
return m_requestPlanner.BuildRequests(
scene,
overrideCamera,
context,
surface);
}
std::vector<CameraFramePlan> RenderPipelineHost::BuildFramePlans(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface) {
return BuildFramePlans(
BuildSceneRenderRequests(
scene,
overrideCamera,
context,
surface));
}
std::vector<CameraFramePlan> RenderPipelineHost::BuildFramePlans(
const std::vector<CameraRenderRequest>& requests) {
return m_framePlanBuilder != nullptr
@@ -62,6 +110,19 @@ std::vector<CameraFramePlan> RenderPipelineHost::BuildFramePlans(
: std::vector<CameraFramePlan>();
}
std::vector<CameraStackFramePlan> RenderPipelineHost::BuildStackFramePlans(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface) {
return BuildStackFramePlans(
BuildSceneRenderRequests(
scene,
overrideCamera,
context,
surface));
}
std::vector<CameraStackFramePlan> RenderPipelineHost::BuildStackFramePlans(
const std::vector<CameraRenderRequest>& requests) {
return m_framePlanBuilder != nullptr

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@@ -19,19 +19,27 @@ void SceneRenderer::SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset>
m_pipelineHost.SetPipelineAsset(std::move(pipelineAsset));
}
void SceneRenderer::SetDirectionalShadowPlanningSettings(
const DirectionalShadowPlanningSettings& settings) {
m_pipelineHost.SetDirectionalShadowPlanningSettings(
settings);
}
const DirectionalShadowPlanningSettings&
SceneRenderer::GetDirectionalShadowPlanningSettings() const {
return m_pipelineHost.GetDirectionalShadowPlanningSettings();
}
std::vector<CameraFramePlan> SceneRenderer::BuildFramePlans(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface) {
const std::vector<CameraRenderRequest> requests =
m_requestPlanner.BuildRequests(
scene,
overrideCamera,
context,
surface,
m_pipelineHost.GetPipelineAsset());
return m_pipelineHost.BuildFramePlans(requests);
return m_pipelineHost.BuildFramePlans(
scene,
overrideCamera,
context,
surface);
}
std::vector<CameraStackFramePlan> SceneRenderer::BuildStackFramePlans(
@@ -39,14 +47,11 @@ std::vector<CameraStackFramePlan> SceneRenderer::BuildStackFramePlans(
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface) {
const std::vector<CameraRenderRequest> requests =
m_requestPlanner.BuildRequests(
scene,
overrideCamera,
context,
surface,
m_pipelineHost.GetPipelineAsset());
return m_pipelineHost.BuildStackFramePlans(requests);
return m_pipelineHost.BuildStackFramePlans(
scene,
overrideCamera,
context,
surface);
}
bool SceneRenderer::Render(const CameraFramePlan& plan) {

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@@ -118,6 +118,36 @@ std::unique_ptr<RenderPipeline> ManagedScriptableRenderPipelineAsset::CreatePipe
return pipeline;
}
std::vector<CameraRenderRequest>
ManagedScriptableRenderPipelineAsset::BuildSceneRenderRequests(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface,
const DirectionalShadowPlanningSettings& directionalShadowSettings) const {
if (const std::shared_ptr<const ManagedRenderPipelineAssetRuntime> runtime =
ResolveManagedAssetRuntime();
runtime != nullptr) {
std::vector<CameraRenderRequest> requests;
if (runtime->BuildSceneRenderRequests(
scene,
overrideCamera,
context,
surface,
directionalShadowSettings,
requests)) {
return requests;
}
}
return RenderPipelineAsset::BuildSceneRenderRequests(
scene,
overrideCamera,
context,
surface,
directionalShadowSettings);
}
void ManagedScriptableRenderPipelineAsset::ConfigureCameraRenderRequest(
CameraRenderRequest& request,
size_t renderedBaseCameraCount,

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@@ -95,6 +95,23 @@ void RenderPipelineAsset::ConfigureCameraRenderRequest(
directionalShadowSettings);
}
std::vector<CameraRenderRequest> RenderPipelineAsset::BuildSceneRenderRequests(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface,
const DirectionalShadowPlanningSettings& directionalShadowSettings) const {
SceneRenderRequestPlanner requestPlanner = {};
requestPlanner.SetDirectionalShadowPlanningSettings(
directionalShadowSettings);
return requestPlanner.BuildRequests(
scene,
overrideCamera,
context,
surface,
this);
}
void RenderPipelineAsset::ConfigureCameraFramePlan(CameraFramePlan& plan) const {
ApplyDefaultRenderPipelineAssetCameraFramePlanPolicy(
plan,

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@@ -517,6 +517,7 @@ public:
struct MockPipelineAssetState {
int createCalls = 0;
int buildSceneRenderRequestsCalls = 0;
int configureCameraRenderRequestCalls = 0;
int configureCameraFramePlanCalls = 0;
bool createNullPipeline = false;
@@ -525,6 +526,12 @@ struct MockPipelineAssetState {
RenderPipeline* lastCreatedPipeline = nullptr;
FinalColorSettings defaultFinalColorSettings = {};
std::function<void(RenderPipeline&)> configurePipeline = {};
std::function<std::vector<CameraRenderRequest>(
const Scene&,
CameraComponent*,
const RenderContext&,
const RenderSurface&,
const DirectionalShadowPlanningSettings&)> buildSceneRenderRequests = {};
std::function<void(
CameraRenderRequest&,
size_t,
@@ -858,6 +865,30 @@ public:
return m_state->defaultFinalColorSettings;
}
std::vector<CameraRenderRequest> BuildSceneRenderRequests(
const Scene& scene,
CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface,
const DirectionalShadowPlanningSettings& directionalShadowSettings) const override {
++m_state->buildSceneRenderRequestsCalls;
if (m_state->buildSceneRenderRequests) {
return m_state->buildSceneRenderRequests(
scene,
overrideCamera,
context,
surface,
directionalShadowSettings);
}
return RenderPipelineAsset::BuildSceneRenderRequests(
scene,
overrideCamera,
context,
surface,
directionalShadowSettings);
}
void ConfigureCameraRenderRequest(
CameraRenderRequest& request,
size_t renderedBaseCameraCount,
@@ -896,6 +927,7 @@ private:
struct MockManagedRenderPipelineAssetRuntimeState {
int createStageRecorderCalls = 0;
int buildSceneRenderRequestsCalls = 0;
int configureCameraRenderRequestCalls = 0;
int getPipelineBackendAssetCalls = 0;
int getDefaultFinalColorSettingsCalls = 0;
@@ -909,6 +941,13 @@ struct MockManagedRenderPipelineAssetRuntimeState {
pipelineBackendAssetPolicy =
Pipelines::ManagedPipelineBackendAssetPolicy::Unspecified;
std::shared_ptr<MockStageRecorderState> lastCreatedStageRecorderState;
std::function<bool(
const Scene&,
CameraComponent*,
const RenderContext&,
const RenderSurface&,
const DirectionalShadowPlanningSettings&,
std::vector<CameraRenderRequest>&)> buildSceneRenderRequests = {};
std::function<void(
CameraRenderRequest&,
size_t,
@@ -932,6 +971,27 @@ public:
m_state->lastCreatedStageRecorderState);
}
bool BuildSceneRenderRequests(
const Scene& scene,
CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface,
const DirectionalShadowPlanningSettings& directionalShadowSettings,
std::vector<CameraRenderRequest>& requests) const override {
++m_state->buildSceneRenderRequestsCalls;
if (!m_state->buildSceneRenderRequests) {
return false;
}
return m_state->buildSceneRenderRequests(
scene,
overrideCamera,
context,
surface,
directionalShadowSettings,
requests);
}
void ConfigureCameraRenderRequest(
CameraRenderRequest& request,
size_t renderedBaseCameraCount,
@@ -993,6 +1053,13 @@ struct MockManagedRenderPipelineBridgeState {
Pipelines::ManagedPipelineBackendAssetPolicy
pipelineBackendAssetPolicy =
Pipelines::ManagedPipelineBackendAssetPolicy::Unspecified;
std::function<bool(
const Scene&,
CameraComponent*,
const RenderContext&,
const RenderSurface&,
const DirectionalShadowPlanningSettings&,
std::vector<CameraRenderRequest>&)> buildSceneRenderRequests = {};
std::function<void(
CameraRenderRequest&,
size_t,
@@ -1026,6 +1093,8 @@ public:
m_state->pipelineBackendAsset;
m_state->lastCreatedRuntimeState->pipelineBackendAssetPolicy =
m_state->pipelineBackendAssetPolicy;
m_state->lastCreatedRuntimeState->buildSceneRenderRequests =
m_state->buildSceneRenderRequests;
m_state->lastCreatedRuntimeState->configureCameraRenderRequest =
m_state->configureCameraRenderRequest;
return std::make_shared<MockManagedRenderPipelineAssetRuntime>(
@@ -3834,6 +3903,56 @@ TEST(SceneRenderer_Test, UsesPipelineAssetCameraRenderRequestConfigurationHook)
EXPECT_FALSE(plans[0].directionalShadow.IsValid());
}
TEST(SceneRenderer_Test, DelegatesSceneRequestPlanningToPipelineAssetAuthority) {
Scene scene("SceneRendererAssetOwnedPlanningScene");
GameObject* firstCameraObject = scene.CreateGameObject("FirstCamera");
auto* firstCamera = firstCameraObject->AddComponent<CameraComponent>();
firstCamera->SetPrimary(true);
firstCamera->SetDepth(1.0f);
GameObject* secondCameraObject = scene.CreateGameObject("SecondCamera");
auto* secondCamera = secondCameraObject->AddComponent<CameraComponent>();
secondCamera->SetPrimary(true);
secondCamera->SetDepth(5.0f);
auto assetState = std::make_shared<MockPipelineAssetState>();
assetState->buildSceneRenderRequests =
[secondCamera](
const Scene& scene,
CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface,
const DirectionalShadowPlanningSettings&) {
EXPECT_EQ(overrideCamera, nullptr);
CameraRenderRequest request = {};
request.scene = &scene;
request.camera = secondCamera;
request.context = context;
request.surface = surface;
request.cameraStackId = 7u;
request.cameraDepth = secondCamera->GetDepth();
request.cameraStackOrder = 0u;
request.clearFlags = RenderClearFlags::All;
return std::vector<CameraRenderRequest>{ request };
};
SceneRenderer renderer(std::make_shared<MockPipelineAsset>(assetState));
const std::vector<CameraFramePlan> plans =
renderer.BuildFramePlans(
scene,
nullptr,
CreateValidContext(),
RenderSurface(640, 360));
ASSERT_EQ(plans.size(), 1u);
EXPECT_EQ(assetState->buildSceneRenderRequestsCalls, 1);
EXPECT_EQ(assetState->configureCameraRenderRequestCalls, 0);
EXPECT_EQ(plans[0].request.camera, secondCamera);
EXPECT_EQ(plans[0].request.cameraStackId, 7u);
}
TEST(SceneRenderer_Test, BuildsFinalOutputRequestFromResolvedFinalColorPolicy) {
Scene scene("SceneRendererFinalOutputScene");
@@ -5472,6 +5591,79 @@ TEST(ManagedScriptableRenderPipelineAsset_Test, ReusesManagedAssetRuntimeAcrossP
Pipelines::ClearManagedRenderPipelineBridge();
}
TEST(ManagedScriptableRenderPipelineAsset_Test, LetsManagedBridgeBuildSceneRenderRequests) {
Pipelines::ClearManagedRenderPipelineBridge();
Scene scene("ManagedPipelineAssetBuildSceneRequests");
GameObject* firstCameraObject = scene.CreateGameObject("FirstCamera");
auto* firstCamera = firstCameraObject->AddComponent<CameraComponent>();
firstCamera->SetPrimary(true);
firstCamera->SetDepth(1.0f);
GameObject* secondCameraObject = scene.CreateGameObject("SecondCamera");
auto* secondCamera = secondCameraObject->AddComponent<CameraComponent>();
secondCamera->SetPrimary(true);
secondCamera->SetDepth(3.0f);
const Pipelines::ManagedRenderPipelineAssetDescriptor descriptor = {
"GameScripts",
"Gameplay",
"ManagedRenderPipelineProbeAsset"
};
auto bridgeState = std::make_shared<MockManagedRenderPipelineBridgeState>();
bridgeState->pipelineBackendAsset = std::make_shared<MockPipelineAsset>(
std::make_shared<MockPipelineAssetState>());
bridgeState->buildSceneRenderRequests =
[secondCamera](
const Scene& scene,
CameraComponent* overrideCamera,
const RenderContext& context,
const RenderSurface& surface,
const DirectionalShadowPlanningSettings&,
std::vector<CameraRenderRequest>& requests) {
EXPECT_EQ(overrideCamera, nullptr);
CameraRenderRequest request = {};
request.scene = &scene;
request.camera = secondCamera;
request.context = context;
request.surface = surface;
request.cameraStackId = 9u;
request.cameraDepth = secondCamera->GetDepth();
request.cameraStackOrder = 0u;
request.clearFlags = RenderClearFlags::All;
requests = { request };
return true;
};
Pipelines::SetManagedRenderPipelineBridge(
std::make_shared<MockManagedRenderPipelineBridge>(bridgeState));
Pipelines::ManagedScriptableRenderPipelineAsset asset(descriptor);
const std::vector<CameraRenderRequest> requests =
asset.BuildSceneRenderRequests(
scene,
nullptr,
CreateValidContext(),
RenderSurface(320, 180),
DirectionalShadowPlanningSettings{});
ASSERT_NE(bridgeState->lastCreatedRuntimeState, nullptr);
ASSERT_EQ(requests.size(), 1u);
EXPECT_EQ(
bridgeState->lastCreatedRuntimeState->buildSceneRenderRequestsCalls,
1);
EXPECT_EQ(
bridgeState->lastCreatedRuntimeState->configureCameraRenderRequestCalls,
0);
EXPECT_EQ(requests[0].camera, secondCamera);
EXPECT_EQ(requests[0].cameraStackId, 9u);
Pipelines::ClearManagedRenderPipelineBridge();
}
TEST(ManagedScriptableRenderPipelineAsset_Test, RebindsManagedAssetRuntimeWhenBridgeChanges) {
Pipelines::ClearManagedRenderPipelineBridge();